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North America, April 18, 1775, British army of 393 units opposed to Americans army of 716 units for a battle of complexity 2.62 at Regiment(III) level on a 5 Km/Hex map for 129 turns of Full Week each. by Curt Chambers submited on 07-12-2011 Rugged-Defense Playing Statistics
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Call to ArmsSee the embeded doc file for more information 1. Introduction Call to Arms is a scenario which simulates the entire American Revolution. It is primarily a historical representation, with just a few what-ifs thrown in. The condensed scale allows the entire war to be played in approximately 100 turns, while the small map scale give the battlefield a wide open feel. I utilized the 18th Century database created by Chuck Kotraba and I? Harrizabalagatar. I had to modify most equipment used in the scenario but the database was an excellent starting point and saved me a lot of work. Note that the basic unit of measure in the database is "squads", even though squads as a military unit didn't exist in the mid 1700's. I experimented with other groupings but the scenario didn't play correctly, so I had no choice but to use squads if I wanted to keep my scale intact. Graphic tiles have been heavily modified for this scenario so make sure that you use the graphic files and equipment file that came with the scenario. 2. House Rules
3. Victory Conditions Victory is determined normally by the capture of cities with objective points. The game is nominally set to run until December 1785. However, starting in January 1782 Sudden Death Victory rules become activated. Starting on Turn 82 (+/- 6 turns), once either side gains an advantage of 25 victory points the game immediately stops and victory is determined normally. 4. FRANCE & SPAIN
5. Additions to the EEV
6. BRITISH INDIAN ALLIES
7. PORT AFFECTING AMERICAN SUPPLY
8. Foundaries British capture of Philadelphia, Carlisle, and Springfield will lower American replacements by 20% each. 9. THEATER OPTIONS
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