The American Revolution: Decision in North America (AR), is a two-player wargame, designed by Joseph
Miranda, in which you command the Americans or the British in the War of
American Independence, 1775-82. The American player may also control French and
Spanish units if those nations enter the war. Instead of the full campaign
game, players may also choose to play the shorter scenario that ends in 1779.
Each inch on the area map, which covers all of North
America from the Mississippi River east, including the Caribbean, equals 100
miles. Each brigade-sized unit represents two to four battalions (about 1,500
to 4,000 men). Each game turn represents one year. All the game’s charts and
tables are printed on the mapsheet.
The rules contain a total of 13,000 words, which works out
to allow two experienced players to finish a game in four to five hours. The
system can be fudged for solitaire play.
Rules cover such things as: initiative, rabble rousing,
revolutionary political progress, colonial loyalties, the European balance of
power, mobilizing new units, forced march, supply and forage, enlistment
expirations, leaders, fog of war, fleets, French and Spanish alliances,
Hessians, Indian sovereignty, fortresses and sieges, partisans, militia,
overrun, massacre, political vs. military victory, frontier warfare, honors of
war, grenadiers, light troops, detachments, regulars, and much more. The turn
sequence is as follows.
I. Initiative
Phase
II. Political Phase
III. Mobilization Phase
IV. Rabble Rousing Phase
V. Campaign Phases
VI. Supply
Phase
A. Forage Phase
B. Enlistment
Phase.
VII. End
of Turn Phase
A. Victory
Check
B. Turn
Advancement
Scale:
Players: 2
Level: Brigade
Hex: N/A
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