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232580373 Seitenabrufe seit dem 30.06.2003


Pfad: 

HauptseiteCosimsProduktlinien (Cosims)Battles of the American Revolution Series (GMT)Savannah


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Savannah

 

Hersteller: 

GMT Games

Produktlinie: 

Battles of the American Revolution Series (GMT)

Bestellnummer: 

GMT 0508

Produkttyp: 

Grundregeln

Sprache: 

Englisch

Preis: 

70,00 EUR

Anmerkungen:

 

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Produktbeschreibung

France assumed belligerent status in the American Revolution in the spring of 1778 following the defeat of British General Burgoyne at Saratoga the previous October. Count d'Estaing was placed in command of French expeditionary forces assigned to simultaneously help the Americans and "grab" any British Caribbean sugar islands that might prove vulnerable.

The first Franco-American attempt at cooperation occurred in late summer that year at Newport, Rhode Island. The expedition to besiege British held Newport ended in failure when d'Estaing withdrew his fleet due to storm damage.

Following the fall of Savannah, in December 1778, American leaders in Charlestown, South Carolina began to appeal to d'Estaing for help. They pointed out how unprepared the British were to withstand a major operation. d'Estaing agreed to return from adventures in the Caribbean at the end of the summer to help in the liberation of Georgia.

Volume IV in GMT's American Revolutionary War Series portrays the events from September 10th to October 9th, 1779, as the Franco-American Allies mount their first significant cooperative effort against the British in North America during the Revolutionary War.

Savannah is a departure from the other four battles in the Rev. War Series in that it covers a span of four weeks. To accommodate this, as well as to depict salient features of an 18th century siege event, several new mechanics and a bit of chrome have been grafted to the core game system.

NEW FEATURES

1. Two Game Turn Tracks: A Strategic Track (15 turns) organized as days per turn and a Tactical Track (10 turns) with standard 1-hour game turns. Play occurs along the Strategic Track until the Allied Player(s) decide to launch their grand assault. At that point play transfers to the Tactical Track and cannot transfer back. Reinforcements, Random Events, Siege & Bombardment die rolls or Weather die rolls yet to occur on the Strategic Track are forfeit.
* Deciding when to launch the assault is the pivotal decision faced by the Allies. An early assault can capitalize on incomplete British defenses and a partially reinforced garrison but limits the Allies to partial forces of their own and essentially none of their artillery. In a late assault the Allies are as strong as possible but facing a fully fortified defender. The Allied Player(s) is confronted with precisely the decisions faced by the allied high command during the actual event.
2. Weather Table: Weather is rolled during ten of the fifteen Strategic Turns. Favorable Conditions, Heavy Rain, Storms, Squall, Gale and Hurricane are possible outcomes. Weather effects movement and combat. When play transfers to the Tactical Track the last prevailing weather conditions also transfer.
* The Allied Player(s) must also consider this nuance. Foul weather will impair British Defensive Artillery Fire but will also slow down the movement of the assaulting allied columns. Severe weather will also impair both players' Close Combat capabilities.
3. Random Events: A deck of 55 Random Event cards is provided, most of which define historical events from the actual siege and assault. Players have a maximum of nine opportunities to draw from the deck, although players may use Momentum Chits to "purchase" extra card pulls. Some cards benefit only the Allied Player(s), others benefit only the British Player and some can benefit either player.
* Cards can be held or played at any time, even when a player is not the phasing player. This bit of chrome has been a big hit with playtesters and adds a lot of flavor to the game without overwhelming the fundamental system or driving play.
4. Siege & Bombardment: This table is an abstraction of the many elements associated with a classical 18th siege. Both sides have a maximum of six die rolls on the S&B Table during the course of the Strategic Game Turns. Results range from "Wet Powder - No Effect" to breaching enemy fieldworks or even destroying one of the Savannah city hexes.
* This becomes another factor influencing the Allied Player's decision to assault. Waiting longer will allow for more S&B die rolls that may breach portions of the enemy line. An early assault could forfeit these die rolls.
5. French Siege Works: The historical location of the French saps and parallels is provided on the map and is used when playing the Historical Scenario. The French Player has the option, however, to dig his approaches, using a 2-step process, on alternate ground.
6. Lack of Allied Cohesion: French and American units cannot cooperate. They cannot stack together nor can they coordinate an attack against a common enemy hex from multiple directions. The one exception is the American Count Pulaski lancer unit that can freely cooperate with the French. In addition there are certain stacking restrictions within each army. French Regulars cannot stack with their black Haitian militia nor can British Provincials from the southern states stack with the armed slaves that British General Prevost impressed into service.
* In the historical event the French and Americans were reluctant allies on this battlefield which helped to doom their campaign to failure. These rules also make "Savannah" an excellent 3-player game.
7. Momentum, Initiative and Army Morale: Each of the three armies has its own Army Morale Track. Initiative die rolls are governed by French Army Morale since they were the senior partners in the alliance yet their Army Morale is the most tenuous. The British Player need only reduce one of the allied armies to zero to achieve substantial victory. Allied Momentum Chits and Random Events cards, on the other hand, are shared commodities. In a 3-player game this poses unique challenges since each Allied Player will be confronted with his own set of priorities.
8. French Mortar Unit: Mortar fire is directed against enemy hexes and not individual enemy units. It has a range of 5 hexes and requires no line of sight. Mortar fire is subject to Scatter and Drift so the shells may land in hexes adjacent to the target hex. Mortars that hit are then subject to a Mortar Disable die roll representing the potential for burst barrels or gun platforms damaged by extreme recoil.
9. "The Covered Way": A path leading through the Yamacraw Swamp on the British right flank. This terrain feature promises a flanking approach for the Allied Player but units that attempt it are subject to a "Lost" die roll. The deeper they go along the Covered Way, the more likely they will get lost.
* Historically three American regiments attempted to turn the British right but got lost in the swamp and saw no action.

Missing from the Sequence of Play is a Rifle Fire Phase since neither side had any formations that were entirely rifle equipped.

The counter mix for Savannah promises to be the best yet. It features French Regulars in white uniforms with pastel trim, Irish Mercenaries in the service of the French, Marines and Sailors ashore, French Colonial Regulars from the Caribbean Islands, and black French Colonial Militia from Haiti. American units include Continentals from South Carolina and Virginia, Patriot Militia and the lancers of Pulaski's Legion. British units include Regulars, Highlanders, Hessian Mercenaries, Marines and Sailors ashore, Provincials from northern and southern states, Tory Militia, the armed citizens of Savannah, walking wounded, armed slaves, and Creek Indians.

Also included are 20 factors of allied artillery (40 guns) and 41 factors of British artillery (82 guns). Some of the British and most of the French artillery is naval ordinance stripped from their respective fleets. These heavy caliber weapons have a range of 4 hexes. Together with the cannon aboard the French and British frigates in the Savannah River, which are abstracted for game purposes, this was the largest concentration of artillery in Georgia until the Civil War.

At Savannah the British are outnumbered by nearly 2:1, but outgun their opponents by the same ratio. The British are well dug in but those defenses are incomplete as the game begins and are completed in stages as the game progresses. The Allies are uncooperative with each other but can offset that apparent disadvantage by concentrating on each end of the British line, forcing the British Player to stretch his defenses. The Allies must share Momentum and Random Events and weather can abruptly ruin either player's best-laid plans. Once the grand assault begins it cannot be altered and the game will rest on the outcome.

Historians have roundly criticized d'Estaing for not rushing Savannah as soon as he arrived on shore. How will you choose to conduct the siege and assault? Prevost chose to stay behind his fieldworks, draw in reinforcements and improve his defenses. Will you, as the British Player, choose to sortie and attack the Allies in detail or impede their siege approaches? Find out by playing Savannah, Volume IV in GMTs American Revolutionary War Series.

Components
1 Deluxe cardstock map
1 11 x 17 full color player aid
2 8.5 x 11 player aids.
1 countersheet
1 deck of 55 random events
3 dice
1 series rulebook
1 specific rulebook

Designer: Mark Miklos
Series Developer: Andy Lewis

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