Twilight’s Last Gleaming 2
Further Battles of the War of 1812

Strategy & Tactics issue no. 225

Date of Publication: October 2004

Decision Games, PO Box 21598, Bakersfield, CA 93390

Decision Games hereby grants permission for its customers to download and/or print copies of this file for their personal use. Discussion folders for this game are located on Consimworld.com's discussion board.

These “living rules” were first posted on 10/21/04. They contain 8,109 words.

These “Living Rules” were updated on 10/31/04. Those changes can be found below in bold/red. This file now contains 8,180 words.

Contents
1.0 Introduction
2.0 Components & Preparation for Play
3.0 Sequence of Play
4.0 Movement & Zones of Control
5.0 Reinforcements
6.0 Combat
7.0 Artillery
8.0 The Thames, 5 October 1813: Indian Twilight
9.0 Chippewa, 5 July 1814: Clash of Bayonets
10.0 Lundy’s Lane, 25 July 1814: Canada’s Gettysburg

Credits
Original Design & Development: Charles Diamond & William Seriego
TLG2 Redevelopment: Ty Bomba
Playtesters: Ty Bomba, Dr. Christopher Cummins, Joseph Miranda
Counters & Production: Callie Cummins & Larry Hoffman
Map: Joe Youst
© 2004 Decision Games, Bakersfield CA. Made and Printed in the USA.

1.0 Introduction
1.1 In General
	Twilight’s Last Gleaming 2 (TLG2) presents low-complexity simulations of three important battles fought during the later stages of the War of 1812, when the Americans resecured their control of the Old Northwest and then attempted to win the war by invading and conquering Canada. TLG2 is a follow-on to the original TLG, which was published in S&T no. 184 (Mar/Apr 1997) and covered the battles of Bladensburg, North Point and New Orleans.
	Each of the three battle games included in TLG2 is a two-player contest. One player commands the American forces, while the other commands the Anglo-Canadian opposition. The American player is generally on the offensive in all three games, but the Anglo-Canadian player will also have ample opportunity for counterattack.
1.2 Game Scales
	In general, each combat factor strength point on the units represents 50 men or one artillery piece; however, adjustments have been made, both up and down, to reflect individual unit levels of elan, proficiency, command control, etc. Nominally, each infantry and cavalry unit represents a “regiment,” and each artillery unit a “battery;” however players should keep in mind that historically both armies depicted here used those terms loosely. Each Indian warband represents just that: one or a few lower-level chiefs and their immediate tribal followers.
	Each game turn is equivalent to 15 to 60 minutes of actual battle time. That is, these battles were characterized by bursts of rapid and savage movement and combat, that was interspersed with periods of relative inactivity. The overall game turn lengths of each of the three battle games have therefore been set to provide an accurate measure of the aggregate amount of combat and maneuver that took place historically during each of them.
	The distance from side to opposite side of each hexagon on the maps is equal to 100 yards.
2.0 Components & Preparation for Play
2.1 In General
	Each complete copy of TLG2 should include the following: one 34x22" game map, 88 die-cut unit-counters, and this rules set.
2.2 Game Map
	The mapsheet displays the militarily significant terrain in the areas across which the three battles depicted in TLG2 were fought. A hexagonal grid has been superimposed over the maps in order to regulate the movement and positioning of pieces, much like the squares on a Chess or Checker board. Every unit-counter in the game is always located in just one hexagon (“hex”) at any one instant during play. 
	Every hex on the maps has a unique four-digit number. They’re provided to help refer to particular hexes on each map, to aid in recording unit locations if a particular match must be interrupted prior to its completion, or if a match is being played by mail or e-mail. In these rules, hex references on the Thames map are preceded by the capital letter “T,” those for hexes on the Chippewa map by the capital letter “C,” and those on the Lundy’s Lane map by the capital letter “L.” For example, Johnson’s Tavern can be found in hex L2807.
2.3 The Playing Pieces 

2.4 Background Colors
	The nationality of the units, and therefore the side each is on in play, is determined by their background colors. All units commanded by the US player have light-blue background. All units commanded by the Anglo-Canadian player have a pink background.
2.5  Abbreviations
	The following abbreviations are used on the counters to aid in their specific historic identifications and to tell in which of the three battle games each is used (no single counter is used in more than one of the games).
A/C – Anglo-Canadian
Arm – Armstrong 
Arty – Artillery
Bdl – Biddle
C - Chippewa
CD – Canadian Dragoons
CR – Caldwell Rangers
CV – Canadian Volunteers
D – Dragoons 
Esx – Essex 
F – Foot
Gln – Glengarry 
HB – Hilltop Battery 
IM – Incorporated Militia
Ind – Indian Warband
Jac – Jack 
JMI – Johnson’s Mounted Infantry
K – Kentucky
L – Lundy’s Lane 
Lnc – Lincoln 
Mck – MacKnoachie 
Mdl – Middlesex 
Nor – Norfolk 
NYM – New York Militia 
PA – Pennsylvania
Prv – Provincial 
Rch - Ritchie 
Shp – Sheppard
T – Thames
TLR – The Light Regiment
Tow - Towson
US – United States
Y – York
2.6 Combat Strength & Steps 
	The combat factor printed in the lower portion of every unit is a relative numeric measure each one’s ability to participate in defensive and offensive battles. 
	All units in the game have one or two “strength steps” (or simply “steps”). That’s an arbitrary term used to express the ability of a unit to absorb a certain amount of combat losses before being reduced in combat effectiveness until it finally ceases to be a functional formation (a measure of its “robustness” in current US Army jargon). 
	Those units with printing on only one side of their counter are “one-step” units; those with printing on both sides are “two-step” units. All two-step units start on the map, or enter play as reinforcements, at their full two-step strengths.
	If a “two-step” unit suffers a step loss, it’s flipped over so its reduced side (the one with the lower combat strength) shows upward. If a one-step unit, or a two-stepper that had already been reduced, takes a step loss, it’s removed from the map (eliminated) and placed in the “dead pile.” 
2.7 Movement Factors
	Unlike most wargames, the movement factors of the units are not printed on their counters. These numbers, which are a measure of each unit’s ability to move across the hex field printed on the map, are determined by their types (and, in one case, whether it’s day or night). 
	The movement factors of all the units of both sides in all three of the battle games are given on the “Unit Movement Allowances by Type & Time” table printed on the mapsheet [4.21]. In general, during daytime game turns infantry (including Indians) have a movement factor of four; artillery units have a movement factor of six, and cavalry units have a movement factor of eight. Those same numbers at night would be three, four and six, respectively. 
	Units pay different movement costs to enter or cross the different types of terrain and water barriers in and around the hexes into which they’re moving (see section 4.0).
2.8 Final Preparation for Play
	Players should first decide which of the three battle games presented in TLG2 they’ll play and then who will command which side. The units for the particular battle chosen for play should then be sorted and set up according to the data printed on their right sides. 
	All the Anglo-Canadian units for “The Thames” battle game can be identified by their having a capital-letter “T” and a four-digit set up hex reference number printed on their right sides, for example: “T2139.” All the US units for “The Thames” battle game can be identified by their having the abbreviation “T1” printed on their right sides.
	All the Anglo-Canadian units for the “Chippewa” battle game can be identified by their having a capital-letter “C” and a four-digit set up hex reference number printed on their right sides (for example: “C2519”), or by their having the abbreviation “C1” printed there. All the US units for the “Chippewa” battle game can be identified by their having a capital-letter “C” printed on their right sides along with a four-digit set up hex reference number (for example: “C1629”).
	All the Anglo-Canadian units for the “Lundy’s Lane” battle game can be identified by their having a capital-letter “L” and four-digit set up hex reference number printed on their right sides (for example: “L2107”), or by their having the abbreviation “L5” printed there. All the US units for the “Lundy’s Lane” battle game can be identified by their having a capital-letter “L” printed on their right sides along with a four-digit set up hex reference number (for example: “L2812”), or by having the abbreviations “L4” or “L6” printed there.
	Once having accomplished the steps described above, players should turn to the special rules section (8.0, 9.0 or 10.0) that gives the set up and rules for the specific battle game they’ll be playing. Those rules sections also explain how each of the battle games is won or lost.
3.0 Sequence of Play
3.1 In General
	Every game turn of TLG2 is divided into two “Player Turns,” one US and one Anglo-Canadian. That complete sequence makes up one “Game Turn.” The US player turn is the first player turn in every game turn in all three battle games. At the very end of every completed game turn, move forward the “Game Turn” marker one box on the Game Turn Record Track printed on the mapsheet [3.3].
	Every action taken by a player must be carried out during the appropriate part of the game turn sequence given below. Once a player has finished a particular activity, he may not go back to perform some forgotten action or redo a poorly executed one unless his opponent graciously permits it. 
3.2 The Turn Sequence
	The game turn sequence is given below in outline. The rest of the rules are organized, as much as possible, to explain things in the order of each game turn’s sequence.
I. US Player Turn
	A. US Movement & Reinforcement Phase
	B. US Combat Phase
II. Anglo-Canadian Player Turn
	A. Anglo-Canadian Movement & Reinforcement Phase
	B. Anglo-Canadian Combat Phase
4.0 Movement & Zones of Control
4.1 In General
	The six hexagons immediately surrounding a hex constitute the “zone of control” (ZOC) of any unit in that hex. A unit may never exit a hex containing an “enemy zone of control” (EZOC) during any movement phase. Zones of control don’t extend across unbridged river hexes or hexsides; they do extend into and out of all other in-hex and hexside terrain and water features.
4.2 Exerting ZOC
	All units exert a ZOC throughout the game turn, regardless of the phase or player turn. The projection of a ZOC into a hex is never negated by the presence of friendly or enemy units in the hex into which the ZOC is being projected.
4.3 No Movement Cost
	Units do not pay any extra movement points to enter EZOC or ZOC. All units must, however, end their movement for that phase in the first hex they enter containing an EZOC.
4.4 Exiting EZOC
	There are only three ways to exit a hex in an EZOC: either by retreat, advance-after-combat, or by removal, also as a result of combat, of the enemy units exerting the EZOC (see section 6.0).
4.5 ZOC Reciprocity
	If a given friendly unit is in an EZOC, the enemy unit projecting that EZOC is also in the ZOC of that friendly unit. The two units are equally, simultaneously and mutually effected by each other’s ZOCs. If there is a ZOC and an EZOC being projected into the same hex, both co-exist in that hex. There is no additional effect from having more than one ZOC and/or EZOC projected into the same hex at the same time.
4.6 Movement
	Every unit in the game has a movement factor (MF) as described in rule 2.7. That movement factor is the number of “Movement Points” (also referred to as MP) available to the unit to use in moving across the map during its side’s movement phase every game turn. 
4.7 Movement Strictures
	MPs may not be accumulated from turn to turn or phase to phase, nor may they be given or loaned from one unit to another. A player may move all, some or none of his units in each of his movement phases throughout the game at his own discretion. 
	Units that move are not required to expend all their MP before stopping. The movement of each individual unit must be completed before that of another is begun. A player may change the position of an already moved unit only if his opponent agrees to allow it. 
	Units move from hex to adjacent hex — no “skipping” of hexes is allowed — paying varied movement costs to do so depending on the terrain in the hex being entered and along its hexsides. The movement of one side’s units takes place only during its own player turn; no enemy movement takes place during the other’s player turn (exception: see 6.12ff).
4.8 Minimum Movement Capability
	Every unit in the game is guaranteed the ability to move one hex during each of its side’s movement phases throughout the game by expending all of its MF to do so, no matter the terrain costs otherwise involved. This guarantee does not, however, give units the ability to make moves that are otherwise against the rules (such as leaving an EZOC hex, etc.). 
4.9 Stacking
	With one exception (see 10.2), there is no unit stacking allowed in TLG2. That is, there may be only one unit in any given hex at any given instant. This no-stacking rule is in effect at all times during every game turn. Players should therefore pay attention to the order in which they move their units, lest some unit moved early and carelessly ends up blocking a crucial move the player would like to carry out later in the phase.
4.10 Enemy Units
	Units may not enter hexes occupied by enemy units.
4.11 Terrain
	There are two general classes of terrain on the map: natural and manmade. Each class is further divided into several different types (see below). There is never more than one type of natural terrain in any one hex, but more than one type of manmade terrain may exist in one hex as well.
4.12 Natural Terrain
	There are four types of natural terrain: clear, forest, swamp and slopes, along with creek and river water barriers. The effects those various terrains have on the movement of units are described below and are also summarized on the Terrain Effects Chart printed on the mapsheet for quick reference [4.22].
4.13 Clear
	Clear terrain is the “base” terrain of the game, and is just that — clear. That is, hexes with only clear natural terrain in them represent areas devoid of any natural features that would enhance defense or slow movement. Each clear hex costs all units one MP to enter. All buildings exist in clear terrain hexes.
	For a hex to be considered clear terrain, that must be the only kind of natural terrain pictured in it. Hexes containing natural terrain types other than clear, or in addition to some clear, are identified by the predominant terrain type within them.
4.14 Forest
	All infantry units (including Indians) pay two MPs to enter each forest hex. All artillery units pay three MP, and all cavalry units pay four MP.  
4.15 Swamp
	All units pay four MP to enter each swamp hex.
4.16 Rivers, Bridges & Creeks 
	Unlike the other features described above, river water barriers run between hexes, along hex sides, rather than lying in-hex. Rivers may be crossed only on bridges. Bridges occur wherever roads cross rivers. In these three battle games that occurs only once, at C2925/C3026. Units crossing the river via the bridged hexside don’t pay any extra MP for the river crossing. There is no bridge demolition in this game; for play purposes, it is indestructible.
	Except for artillery lines of sight (see 7.7) being allowed to pass over such hexes, no game activities are allowed into, out of or through all-river hexes. 
	A road crosses a stream at only one place in these three battle games: T2539/T2639. There is no bridge there. Units crossing that hexside must therefore still pay the plus-one (+1) MP cost associated with all stream crossings.
4.17 Manmade Terrain
	Manmade terrain exists in two types: roads and buildings.
4.18 Road Movement
	Roads can be used to enhance movement and negate normal terrain effects on movement. That is, roads allow units, to move along their paths, from road hex to contiguous road hex via the exact course of the road, at a cost of only one-half (0.5) MP per hex, no matter what other terrain types are in the hexes. Note, though, the presence of a road in no way negates ZOC/EZOC effects.
	Units may combine road and off-road movement during the same movement phase, in any combinations, as long as they keep their overall MP expenditures within the limits of their movement factors. 
4.19 Buildings 
	Units entering building hexes when not using road movement do so at a cost of one MP per building hex. Roads shown entering and exiting building hexes are considered to run into and through those hexes; so, within the strictures given above, road movement is allowed into and through building hexes.
4.20 No Off Map Moves
	No unit once in play on the map may be moved off it any way. Units forced to move off the map are considered to have been eliminated.
4.21 Unit Movement Allowances by Type & Time Table
	Printed on the mapsheet.
4.22 Terrain Effects Chart
	Printed on the mapsheet.
5.0 Reinforcements
5.1 In General
	Reinforcements are units that enter play on the map only after a game has already begun; they do not start play already set up on the map. In The Thames battle game, only the US player receives reinforcements (see 8.1). In the Chippewa battle game, only the Anglo-Canadian player receives reinforcements (see 9.1). In the Lundy’s Lane battle game, both players receive reinforcements (see 10.1). Pile reinforcements in the appropriate boxes on the Game Turn Record Track until it comes time for them to enter play. 
5.2 Reinforcement Entry Times
	Reinforcements enter the map at any time(s) during the movement phase of the player receiving them. The arrival of reinforcements may never be accelerated. For example, a reinforcement scheduled to enter play on Game Turn 5 (by having that information printed on the right side of its counter) could be entered by the receiving player at any time during his side’s movement phase of that or later game turns. He could not, though, choose to enter such a unit during any game turn earlier than the fifth. 
	The decision to bring on or delay reinforcements is always made by the receiving player on a unit by unit and turn by turn basis. Note, though, reinforcement units once brought into play may not be moved off again for any reason. Arriving reinforcement units have all normal movement and combat characteristics available to them from the instant they come onto the map.
5.3 Reinforcement Entry Procedures
	When more than one reinforcement unit is scheduled for arrival during the same game turn, the receiving player determines the exact order of their movement onto the map. A player receiving reinforcements should visualize them entering through the edge of the map via a chain of hexes off the map; so the first one brought on expends one-half MP for entering, the second expends one MP, the third expends 1.5 MP, etc. (All reinforcement units are normally scheduled to enter the map via road hexes; hence the 0.5 MP cost to enter, since they are all using the road bonus movement rate.)
	Neither player may voluntarily change the designated entry hex of any of his arriving reinforcements. If, however, that entry hex is blocked by the direct enemy unit occupation or the projection into it of an EZOC, the player receiving the reinforcements may choose to: 1) delay their entry until a later turn in the hope the regular entry hex will become unblocked; or 2) enter the reinforcements immediately via the nearest unblocked hex, no matter if it’s a road hex. 
	If two hexes equidistant on both sides of the blocked hex are the nearest possible entry hexes, the receiving player may pick which one will be used for all the reinforcements. He can’t choose one of the substitute hexes for some of the units and the other hex for others; he must choose just one substitute hex for all of them. Further, if a substitute entry hex is being used, assume the reinforcements are entering the map from a chain of non-road clear terrain hexes. Such units would, of course, begin paying all normal terrain costs starting with the very first hex they enter as they come onto the map. 
	It’s possible all the units in a reinforcement column won’t be able to get onto the map in just one movement phase. In that case, simply keep the delayed units off the map until the next friendly movement phase. When they start moving on in that later turn, the first one of them pays only the lowest possible movement cost (0.5 if via a road hex, one MP if via a clear hex, etc.). The other delayed units then only pay increases in entry MP based on their position in that new turn’s entry column.
6.0 Combat
6.1 In General
	All enemy units that have friendly units in their ZOC at the start of a side’s combat phase must be attacked by friendly units during that phase. The player whose player turn it is, is termed the “attacker,” and the other player is the “defender,” no matter what the general situation across the map.
6.2 Procedure
	The attacker totals the combat strength of all the units attacking a given hex and compares that total to the total combat strengths of the defending units in the hex under attack. The comparison is expressed as a ratio between attacking and defending strength points (attacking strength points divided by defending strength points) and is simplified by rounding down to one of the odds ratios listed across the top of the Combat Results Table (CRT) printed on the map sheet [6.17]. For example, if 13 strength points were attacking four strength points, the combat odds ratio would be 3.25 to 1, rounded off (always in favor of the defender) to three to one (3:1).
	Having determined the combat odds, the attacker rolls a die. The result indicates the line on the CRT that’s cross-indexed with the column representing the combat odds. The intersection of line and column yields a combat result. That result should be immediately applied to the involved units before going on to resolve any other combat. Separate combats may be resolved in any order the attacking player desires, as long as all required combats are resolved during the combat phase
6.3 Attack & Defense Limits
	 No unit may attack more than once per friendly combat phase, and no enemy unit may be attacked more than once per friendly combat phase. 
6.4 Mandatory Attacks
	All of the units of the player whose turn it is, and that ended their side’s movement phase in an EZOC, must attack some adjacent enemy unit or stack during the ensuing combat phase. The phasing player may choose which of his attacking units will attack each involved enemy unit, as long as all friendly units in EZOC participate in an attack.
	An enemy occupied hex may be attacked by as many units as can be brought to bear against it from the immediately adjacent hexes. Units may attack only enemy units to which they are directly adjacent (exception: see section 7.0).
	Note that zones of control extend into and out of all types of in-hex terrain features and across all water barrier hexsides except unbridged all-river hexsides. Thus enemy units may sit directly adjacent to one another and not have to attack as long as the hexside separating them is an unbridged river hexside.
6.5 Multi-Unit & Multi-Hex Combat
	A single attack may involve any number of attacking or defending units in different hexes. To be resolved as a single combat, all the attacking units must be adjacent to all the defending units. (In the Lundy’s Lane battle game, if a second Anglo-Canadian unit is stacked with the HB unit, those stacked units may be attacked only as if they were one combined unit. If that stack attacked, though, the A/C player could assign each one to a different attack if he so desired.) 
	If a friendly unit is in an EZOC of more than one enemy unit, it must attack all those enemy units that aren’t engaged by some other attacking unit(s).
	Friendly units in two or more hexes may combine their attack strengths and attack a single defender as long as that defender hex is adjacent to all attackers. Within that same stricture, a single attack may have as its objective more than one hex. That is, a single attack may involve units from more than one hex attacking defenders in more than one hex, but only as long as all attacking units are directly adjacent to all the defending units.
6.6 Mandatory Defender Commitment 
	The defending player may not withhold from combat any unit in a hex under attack.
6.7 Combat Strength Unity
	A given unit’s combat strength is always unitary. It may not be divided among different combats either in attack or on defense.
6.8 Diversionary Attacks
	Units may be committed to attack at poor (low) odds in order that adjacent attacks against other defended hexes may be made at higher odds (by allotting most of the attacking force to hit the main objective hex). Such attacks are called “diversionary attacks,” “holding attacks,” or “soak offs.”
6.9 Terrain Effects on Combat
	 Defending units in or behind certain types of terrain have their combat strengths enhanced. See the “Combat Effects” column of the Terrain Effects Chart printed on the map sheet. For example, a unit being attacked through a bridge hex side would have its normal combat odds shifted one column leftward for that reason when calculating the odds for that battle. For example, an attack that would otherwise be resolved at 1:1 odds would instead become a 1:2 if the attacker were coming through a bridge hexside.
	In general, all odds shifts applicable to a given combat are cumulative in their effects when it comes to determining the final combat odds. For example, if a defending unit were located in a building hex and the attacker was coming through a bridge hexside, that defender would receive a total of two leftward columns shifts (one for the building and one for the bridge). 
	In the case of shifts granted for hexside features (bridges, creeks and slopes), note that those shifts are applied only if all the attacking units involved in that fight are coming through such hexsides. 
	Also note in the case of slope hexsides, the defender is given the bonus odds shift only if the attacker is coming upslope. That is, for example, a defender in hex L2306 that was being attacked by an attacker in L2406 would get the slope benefit. (Note the presence of the road in no way negates the upslope effect.) If that same defender were also being attacked by another enemy unit, this one in, say, hex L2307, the defense-benefiting slope odds shift would be lost.
	Finally, note that odds shifts due to terrain and water barriers always benefit the defender, never the attacker.
6.10 Enfilade Attacks
	If a defending unit is attacked by two enemy units from hexes directly opposite each other, or by three attacking units with an empty hex between each of them, or by more than three attacking units, that defending unit is said to have been caught “in enfilade.” Catching a defender in enfilade awards the attacker a one column rightward odds shift for that battle. Note that it’s not enough to simply have surrounding units present in hexes adjacent to a defender; to gain the enfilade bonus the stipulated units must actually be taking part in the attack on that defender.
6.11 Combat Results
	 The various combat results obtained from that table are explained in the notes printed beneath it on the mapsheet. Whenever both a retreat and step loss are called for, all step losses are taken first (owning player’s choice in multi-unit situations), then retreats are made. 
	Players are not allowed to choose to take two increments of one portion of their combat result in order not to suffer the other portion. That is, for example, a defending player receiving a “DL1DR,” may not say something like: “I’ll retreat two hexes in order to escape having to lose the step.”
	Combat results are always applied to the units involved in the combat fight being resolved by that particular die roll. There are never any “carry over” results from one combat to another.
6.12 Retreat After Combat
	When the combat result requires a player’s units involved in a specific battle be retreated, the player who owns those units must immediately move them one hex so they are no longer in an EZOC hex (similarly, they may not be retreated into any hex occupied by a an actual enemy unit). If no such hex is open to retreat into, such blocked units may then retreat into EZOC. In general, the owning player may decide the direction of movement for each of his retreating units. A retreating unit may not be retreated into a hex or across a hexside normally prohibited to it (see section 4.0).
	Stacking restrictions may not be violated when making a retreat after combat. In the Lundy’s Lane battle game, if the HB unit is called on to make a retreat after combat it is eliminated in place instead.  
	Note that retreat after combat has nothing to do with the MFs printed on the counters. A unit making a retreat after combat during a combat phase doesn’t carry over any MP loss into its side’s subsequent movement phase. 
	No unit retreated after combat during a given combat phase may be attacked again in any way during that same combat phase.
	Within the restrictions given here and below, if more than one hex is available to receive a retreating unit, the owning player may choose the hex into which hex he’ll retreat the unit. In multi-hex combat situations no unit may retreat into any hex that, at the start of the that combat, had any unit in it, friendly or enemy (such a hex might have been emptied by step loss prior to the retreat portion of the combat result being carried out).
	If, for any of the reasons described above or below, any unit is unable to make a legal retreat after combat, then it is eliminated in place. In such cases, a normal attacker-advance-after-combat is still mandatory (see 6.14).
6.13 Displacement
	If the only hex available to a unit retreating after combat is one into which it could not move because another friendly unit is already occupying that hex, that friendly unit is “displaced” one hex. The displaced unit is moved away one hex by the owning player just as if it were retreating after combat (and under the same restrictions), and its initial position is then taken by the retreating friendly unit. (Note that units may never displace an enemy unit with a retreat after combat.) 
	No retreating unit may displace a friendly unit that is itself in an EZOC at that instant. That is, you may not displace into EZOC, and the presence of the friendly unit in the hex into which you’d otherwise like to displace does not negate that EZOC for you.
	A displaced unit may not itself be displaced into a prohibited hex, or across a prohibited hexside, or off the map, etc. Displaced units can themselves displace other friendly units in a kind of ‘chain reaction’ of displacement, if that is the only permitted path open to the owning player each time. 
	A given unit may be displaced any number of times per combat phase, if that is the only alternative each time. Retreating units may not displace any unit if there is some other path open to them. If displacement would cause any displaced unit to be eliminated, the original retreating unit is eliminated in place instead. 
	Artillery units that had not yet engaged in ranged fire that combat phase may not fire that phase after having been displaced.
6.14 EZOC to EZOC Retreats After Combat
	Except for the restriction above prohibiting the displacement of units out of EZOC, units may retreat into hexes containing EZOC. However, note that no unit may be retreated into an EZOC if there is an available and eligible hex open to receive it that doesn’t contain an EZOC.
6.15 Advance After Combat
	Whenever a defended hex is vacated as the result of combat (but not by bombardment alone; see section 7.0), one involved attacking unit adjacent to that hex must advance into that hex. Such advances are made entirely without regard to EZOC. The mandatory advance must be made immediately before the resolution of the next combat is begun. 
	No unit that advances after combat may attack again in any way during that same phase, though its presence in the newly occupied hex may serve to interfere with the retreats of other enemy units in battles resolved later that same phase.
	Note that advance after combat has nothing to do with the MFs printed on [4.21]. A unit making an advance after combat during a combat phase doesn’t carry over any MP loss into its side’s subsequent movement phase.
	In battles in which there is more than one involved attacking unit that can be advanced, the owning player may choose which to advance (no more than one may be advanced). In cases where there is more than one vacated defender hex into which an advance can be conducted, the owning player may choose the hex to advance (no more than one may hex may be occupied). 
	In fights in which there will be both retreats and an advance after combat carried out, all retreats are conducted prior to making the advance. 
6.16 Odds Limits & Odds Reductions
	Attacks made at odds greater than 7:1 are resolved as if they were 7:1 attacks. Attacks made at odds less than 1:4 are resolved as if they were 1:4 attacks. Prior to the die roll resolution of a battle, the attacker may announce he’s voluntarily lowering the odds of that combat. He incurs no penalty for doing that, but he may not change his mind after the die roll.
6.17 Combat Results Table
	Printed on the mapsheet.
7.0 Artillery
Design Note. If you’re new to the hobby of wargaming, you’ll find it easier to get into the game if you skip this rules section. In your play, you should treat artillery units just as if they were infantry units.
7.1 In General
	Unlike infantry and cavalry units, artillery units may participate in attacks by bombarding a defending unit from a distance of more than one hex. Artillery units must participate in a normal adjacent attack (as described in section 6.0) when starting a friendly combat phase in an EZOC. In other words, artillery units may potentially participate in one of two different kinds of attack during every friendly combat phase, depending on their distance from enemy units and their presence in an EZOC.
7.2 Bombardment Range
	Each artillery unit’s maximum bombardment range, expressed in terms of a number of hexes, is shown on its counter (see 2.3). When counting hexes to determine the range of a given bombardment, count from the bombarding artillery unit to the defending unit. Don’t count the artillery unit’s hex; do count the hex occupied by the targeted enemy unit. Thus, for example, an artillery unit in hex L2512 that was bombarding an enemy unit in hex L2112, would be doing so at a range of four hexes. 
	No artillery unit may ever bombard an enemy unit at a distance greater than its printed range. Artillery units may bombard at ranges less than their maximum ranges, only not into directly adjacent enemy occupied hexes (unless that hex is separated from the artillery unit by an unbridged river hex side).
7.3 Range & Terrain Attenuation Effects
	Any bombardment conducted at a distance that’s over half the printed range of the firing artillery unit causes the attack strength of that artillery unit to be reduced to just one strength point. Similarly, any bombardment conducted through a line of sight (see 7.7 below) containing one or more hexes with a building and/or a unit (friendly or enemy) present in it, causes the attack strength of that artillery unit to be reduced to just one strength point. 
	Other than by suffering a blocked line of sight (see 7.7), no attacking unit of any type, which is participating in an otherwise legal attack, ever has its attack or bombardment strength reduced to less than one for any reason or combination of reasons.   
7.4 Bombardment Resolution Procedures
	In general, determine the odds of a bombardment and resolve it using the same procedures described for regular attacks. Note, though, units undergoing bombardment attack alone (as opposed to combined attacks; see 7.6 below) don’t receive any hexside terrain or water barrier odds shift benefits (though they do receive such shifts when due to in-hex terrain).
	Combat results are generally applied in the same way as in adjacent assaults, but note that bombarding artillery units are never affected by any combat results. That is, they never make a retreat or advance after combat or suffer a step loss. However, that’s not true for bombarded (defending) artillery units, nor is it true for artillery units attacking from hexes directly adjacent to enemy units unless that hex is separated from the artillery unit by an unbridged river hex side. When an artillery unit attacks an enemy unit in a directly adjacent hex that’s separated from its own hex by an unbridged river hexside, treat that attack as if it were a bombardment attack.
7.5 Bombardment Strictures
	A bombardment is a special kind of attack in which one or more artillery units direct their combat strengths against an enemy unit that’s not in their zone of control. A given artillery unit may only fire into a single enemy occupied hex when bombarding. That restriction is lifted when bombarding artillery combines its fire with other friendly units making an adjacent assault against some enemy occupied hex or hexes (see 7.6 below).
	No artillery unit is ever required to bombard any enemy unit simply because that unit is within its range. Bombarding is always voluntary on the part of the attacking player. (And the defending player may never withhold any of his eligible units from being bombarded.)
7.6 Combined Attacks
	Artillery units firing from non-adjacent hexes may combine their fire with the direct-assault attack strength of other friendly units attacking the same enemy hex from positions directly adjacent. Such efforts are called “combined attacks.”
	If the friendly units making the adjacent assault are themselves attacking enemy units in more than one adjacent hex in one combat, the bombarding artillery units need be in range of only one of those defended hexes in order to be able to add their combat strengths to that attack.
	When making combined attacks, all involved friendly infantry, cavalry and artillery units located in hexes in EZOC suffer all combat results normally, though the supporting bombarding artillery units do not. 
 7.7 Line of Sight (LOS)
	If any of the hexes or hexsides between the hex of a bombarding artillery unit and the hex of the enemy unit being bombarded contain “blocking terrain,” that “line of sight” is said to be “blocked,” and the targeted enemy unit may not be fired on by that artillery unit.	
	Only forest hexes and slope hexsides constitute blocking terrain, but also see 7.3 for the effects of attenuating terrain and non-involved units in the LOS. Note, though, the effect of blocking terrain is not to reduce an artillery units combat strength, as with attenuating terrain. Blocking terrain does just that: it blocks all fire between the bombarding and targeted unit. 
	Forest terrain actually within a bombarding unit’s hex, or within the targeted unit’s hex, never blocks the line of sight between them. Only forest in between those two hexes will block LOS.
	If an LOS — which is always measured from the center of the bombarding unit’s hex to the center of the targeted units hex, if need be with a straight edge — runs along a hexside containing a slope, that LOS is neither attenuated nor blocked. If an LOS runs along the hexside and there is blocking or attenuating terrain in one hex sharing that hexside but not in the other, that LOS is attenuated. 
	A slope hexside is considered blocking terrain only if it intervenes between a bombarding and target unit both of which are on low-level terrain. For example, if an artillery unit were in hex L2407 and its target unit were in hex L2409 (or 10, or 11, etc.) that LOS would be blocked by the intervening slopes. Note that in such cases, slope hexsides that form part of the firing or target units’ hexes do serve to block LOS.
	Slopes are never considered attenuating terrain. Thus, for example, the HB unit that begins the Lundy’s Lane battle game in L2208, with its printed range of 12 hexes, could fire through the hexsides that serve as the perimeter of “The Heights” without suffering any attenuating or blocking effects of those slope hexsides. (And the same would be true for artillery units firing up into “The Heights” from the lower-level terrain.)
7.8 Required Adjacent Attacks
	Any artillery units that begin their side’s combat phase in an EZOC must participate in a regular adjacent attack; they may not bombard that phase (even if the owning player successfully managed to use other units to drive off the adjacent enemy units without involving the adjacent friendly artillery). When an artillery unit is attacking any directly adjacent enemy hex, treat that attacking artillery unit just as if it were an infantry or cavalry unit for that phase. The presence of what would be blocking or attenuating terrain in a bombardment attack does not excuse an artillery unit in an EZOC from having to participate in a direct attack on the ZOC-exerting enemy unit. 
7.9 Artillery on Defense
	Artillery units may never add their combat strengths to another friendly unit’s defensive value by bombardment. When artillery units are themselves attacked by any method, they suffer all combat results in same manner as non-artillery units (even when just being bombarded by enemy artillery).  The basic defense strength of every artillery unit in the game is one (“1”).
8.0 The Thames, 5 October 1813: 
Indian Twilight
8.1 Set Up
	All Anglo-Canadian units in this game begin set up on the map as indicated on the right side of each of those counters. There are no Anglo-Canadian reinforcements in this game. No US units begin play on the map; all enter as reinforcements via hex T2044 during that side’s player turns starting on Game Turn 1. The US player may choose their exact order of entry.
8.2 Special Rule
	The US 11K cavalry unit may “charge,” up to twice per game, at that player’s discretion. To make a charge, the US player simply involves the unit in an attack normally, either alone or in combination with other non-charging units. At the start of the combat resolution for that particular battle, he declares the charge and rolls a die. That result is halved, rounding up any remainder. The odds for that US attack are shifted right by that number of columns on the CRT (one to three columns). Charges may not be used on the defense. There must be at least one turn between the first charge and the second; during the interim the unit may not attack at all, though it may defend normally.
8.3 Victory Conditions
	At the end of Game Turn 7, play is over and the US player is declared to have won if there are no Anglo-Canadian units left on the map. The Anglo-Canadian player is declared the winner if he still has one or more of his units on the map. Step strength, unit type, etc., are irrelevant for this reckoning. No draws are possible.
9.0 Chippewa, 5 July 1814: 
Clash of Bayonets
9.1 Set Up
	All US units begin set up on the board as indicated on the right side of each of those counters. There are no US reinforcements in this game. The five Anglo-Canadian units with set up coordinates printed on their right sides begin play in those exact hexes. The five Anglo-Canadian units with the designation “C1” printed on their right sides enter play as reinforcements via hex C2519 during that side’s player turn of Game Turn 1.
9.2 Special Rules
	No US units may use the road-rate movement bonus during Game Turn 1; they simply treat road hexes as clear terrain during that turn. (US units may use the bridge spanning 2925/3026 normally during all game turns.)
	From the start of the game, all two-step Anglo-Canadian units that have their full-step-strength combat factors circled on their counters receive a special “bayonet charge” two-column rightward odds shift whenever they attack. That shift is lost, on an individual unit-by-unit basis, when each is reduced to one-step strength. If more than one bayonet charging unit is involved in a given attack, the bonus odds shift remains only 2R for that battle. Each A/C attack with one or more bayonet charging units in it receives the bonus. 
9.3 Victory Conditions
	At the end of Game Turn 5, both players total the number of enemy combat factors they eliminated during the course of the match. The player with the higher total wins the game. If both players have the same total, the Anglo-Canadian player is declared the winner. 
	In the case of enemy two-step units reduced but still in play on the map, each player should score for the number of points difference between each such unit’s full and reduced strengths. For example, if the Anglo-Canadian “1F” infantry unit, with a two-step strength of eight, was reduced but still in play at the end of Game Turn 7, the US player would score four points for having reduced that unit to its one-step strength of four (8-4=4). 
10.0 Lundy’s Lane, 25 July 1814: 
Canada’s Gettysburg
10.1 Set Up
	In this battle, both players have units that begin play set up on the map and other units that will enter play later as reinforcements, according to the data printed on the right side of each. All Anglo-Canadian reinforcements enter play via hex L3001 during that side’s player turn of Game Turn 5 or after. All US reinforcements, one unit available starting on Game Turn 2 and the rest starting on Game Turn 3, enter play via hex L2818. The exact order of entry is up to the owning players.
10.2 Special Rules
	The Anglo-Canadian HB artillery battery never moves during the game unless eliminated in combat. Note that a retreat-after-combat result therefore works to eliminate the HB unit. Further, the HB unit does not count for stacking; any other A-C unit may stack with it in its placement hex at any time.
	If the HB hex (L2208) is captured by the US player, but is then recaptured by the Anglo-Canadian player, the latter should roll a die at the start of each of his player turns after that. On a result of one, he may return the HB unit to play in that hex. That process of loss and recapture may be repeated any number of times during the course of any single match. 
	Game Turns 6, 7, 8 and 9 are played under night conditions. That means: 1) all artillery ranges are reduced to just one hex; and 2) all types of units on both sides use the lower movement factors given on the “Unit Movement Allowances by Type” table printed on the mapsheet.
10.3 Victory Conditions
	The player who has one (or two) of his units in hex L2208 at the end of Game Turn 9 is declared to have won the game. If that hex is empty of all units of both sides at the end of Game Turn 9, the Anglo-Canadian player is declared the winner. No draws are possible.

Map errata: Ignore the phrase “Anglo-Canadian Reinforcements” printed in hexes C2631/2730.

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