End of Empire (Compass Games, 2014)
American Revolutionary War Campaign Report (1775 Start)
Part One: Turns One through Six (Spring 1775 to Winter II 1776)
Overview
The full American Revolutionary War campaign in Compass Games‘ End of Empire stretches some 41 turns at two months to the turn. Both maps (68″ x 22″) are in play, stretching from Nova Scotia to New Orleans and the Atlantic seaboard to the Great Lakes.
To win, the Americans have a seemingly simple victory condition: eliminate at least 35 steps of British Regular units from the map; two-step units that have flipped do not count until they are completely eliminated. Failing that, simply surviving to the last turn having secured 20 eliminated steps without suffering economic collapse will also see victory.
The British, conversely, seem to have the harder row to hoe, needing either to reclaim all thirteen colonies (plus Vermont and Maine) by securing all supply locations within each simultaneously; or to control and/or raid enough port locations to collapse the American economy via die roll, the number of ports raided/controlled acting as modifier. Rolls close to the needed number will withdraw a large number of American troops.
The French enter play on the American side once the Americans have eliminated 20 British Regular steps, as counted above, and the Spanish enter nine turns after that, also opposed to the British.
If the Americans secure fewer than 20 eliminated British Regular steps but keep the British from their victory conditions, then the game ends in a draw.
Initial Thoughts
For the Americans, the initial strategy focuses entirely on inflicting enough losses per combat that the British must fulfill them using Regular steps. As the defender picks the first step lost, the presence of any Loyalist or Provincial units will ensure a buffer for the Regulars, so when they’ve been removed, the Americans must continue to strike before they’re reconstituted. British troops hunkered down behind walls, afraid of step losses, are almost as good as eliminated in terms of keeping friendly control of American ports and supply locations.
The British, on the other hand, need to begin to mop up the locations whence the American reinforcements and replacements surge forth—as long as the Americans know they can replace all their losses, they will not hesitate to make poor odds attacks in hopes of picking off a Regular step. The longer term goal of controlling/raiding port locations to trigger economic collapse follows from this initial objective. Force preservation remains paramount, but a death by a thousand cuts awaits if the American manpower advantage cannot be tamed.
(Leader ratings given as combat modifier/rank/initiative. Combat results are attacker losses/defender losses. Phases with no significant actions are omitted.)
Turn 1 (Spring, 1775)
Reinforcements:
The lone British reinforcement, the Second Marine Regiment, only has four real options: Nova Scotia, Quebec, Boston, or St. Augustine. Spring Break in Florida sounds lovely, so down they go to Prevost’s command, where the plan is to march up the coast towards Savannah, Georgia, rolling up the rebellious subjects of King George as they go.
For the Americans, the Catawba rally to the cause of the fledgling nation, appearing near Augusta, Georgia. Ward, west of Boston, preemptively calls out the Massachusetts militia.
British Phase:
Prevost [0/17/3] thinks about how long the walk to Savannah will be and delays it for the time being [Initiative dr=5 fails].
Meanwhile, in Boston, Gage [0/2/3] contemplates the forces arrayed against him: potentially 25 regiments in two stacks that could react, plus rumors of a significant rabble of armed peasantry. No, the “Americans” will need to come to him.