Clash for a Continent
Available from Worthington Games
Clash for a Continent is a simulation of the French and Indian War and the American Revolution. The game scenarios reflect the warfare on the American continent during the period 1755 to 1781, with its firing from cover and ambuscades. If you like action and the close combat of the eighteenth century, this game is for you.
The game utilizes a 13 x 9 hex map onto which terrain counters are placed to designate Swamps, Forests, Hills, Fortifications and so forth. A total of fifteen scenarios are included, five from the French and Indian War and ten from the Revolution.
The battles are mostly small unit actions, on a tactical level, although there are several which are small parts of a larger battle. Units represent Infantry, Dragoons, Militia and Indians. There is no stacking in the game with the exception of one artillery and/or one leader with an infantry or dragoon counter. These stacking limitations also apply to movement; no two infantry or dragoon units may be in the same hex under any circumstances.
Activation of units is by the expenditure of “Action Points.” Each commander is given a set number of action points per turn and rolls a single die for up to three additional points at the beginning of each turn. These action points must be spent to fire, move, and engage in close combat or rally, thus restricting the number of units which can engage in combat or movement each turn.
Combat consists of fire combat or close assault. Fire combat, either Infantry or Artillery, takes into account range and line of sight. Various terrain features disrupt line of sight. Losses are assessed by a step reduction system of unit morale points, first by inverting the counter, then by turning it on its face. When a unit’s morale drops below one it is eliminated.
Close combat attacks (Melee) require a morale check by the defending units at the onset of the melee. If they fail the test, they would have to retreat one hex; those left behind would then take the brunt of the attack, with its subsequent higher losses. Units may displace a friendly unit during their retreat, the only time two units may momentarily occupy the same hex. Leaders may also rally their troops by spending one action point for the recovery of one morale level.
Victory is calculated by the elimination of units resulting in “Victory Points.” Points are also accumulated from certain terrain objectives, as outlined in the scenario set-up. Some additional optional rules are included to be added at the discretion of the players. For instance, attackers make a morale check before engaging in close combat, if they fail they can only engage in fire combat. Artillery range increases by one hex if firing from a hilltop. These and a few other rules can be added to the original game to make it more “interesting.”
The scenarios include Braddock’s debacle in Virginia, the blooding of George Washington. Scenarios can be combined to form campaigns, such as Braddock’s campaign utilizing the battles at Ft. Duquesne and Lake George. The campaign is decided after both scenarios are played and total victory points are added to determine the winner. This game is a “slugfest” where the removal of opposing units is of paramount importance.