A couple of months ago I bought a pair of average dice (2, 3, 3, 4, 4, 5) with the intention of using them in some One-Hour Wargames-style games instead of standard six-sided dice (1, 2, 3, 4, 5, 6). This week I finally got around to setting up a game to try them out.
It feels like it has been a long time since my American War of Independence (AWI) forces last appeared on the tabletop. The collection is not particularly large, consisting mainly of old Peter Laing miniatures, with the cavalry being the only exception. Looking back, when I purchased them way back in 1978, I wish I had got more cavalry and along with some Highland troops. Unfortunately, it was not until 2015, when I started dabbling in historical wargaming again, the figures were finally painted and based, many years after the miniatures had disappeared from the market.
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| Peter Laing 15mm miniatures back on the tabletop for the first time in a while. |
My original plan was to select a scenario from the One-Hour Wargames book. I had my eye on scenario 26 - Triple Line. However, after browsing through a couple of books on the period, I decided instead to recreate the Battle of Guilford Courthouse, where an American force deployed in three lines. The main challenge gaming this battle is how to set it up so that the smaller attacking force has a reasonable chance of victory. Donald Featherston discusses this issue in his book when examining how to reconstruct the battle as a wargame.
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| The sources of inspiration for this game from "Seven Steps to Freedom" by C. Wesencraft and "Wargamers Handbook of the American War of Independence" by D. Featherstone. |
For this game I chose to modify the One-Hour Wargames Horse and Musket rules by adding a rally mechanism and allowing infantry units to charge. With these couple of additions, I hoped, would give the attackers a fighting chance.
Here are the rules below followed by the scenario and battle report...
AWI Rules
Introduction
These simple rules are based on the One-Hour Wargames system, with additional inspiration drawn from the classic Charge rules. They use average dice (2, 3, 3, 4, 4, 5).
The game uses the troop types:
- Infantry – The backbone of armies, fighting in line formations. Quality ranges from elite grenadiers, British regulars, and American Continentals to less reliable provincial and militia units.
- Cavalry – Limited in use and number due to transport difficulties and terrain.
- Skirmishers – Light troops, including light infantry and riflemen, trained to make effective use of cover and broken ground.
- Artillery – Mostly smaller calibre guns, but useful support for infantry.
- Generals – Commanders who can rally nearby troops.
These rules are designed for my 15mm armies, where: Infantry and skirmisher units have a frontage of 4", cavalry 3", artillery 2", and generals are mounted on 2" × 2" bases. Any basing system may be used, provided both armies are based consistently.
Sequence of Play
Each game turn comprises two player turns, where each player follows the sequence below:
- Movement
- Shooting
- Melee
- Rout
- Rallying
Movement
All unit movement must be in straight lines unless following a road:
- Infantry and Artillery: 6”
- Skirmishers: 6”
- Cavalry and Generals: 12”
Effects of terrain on movement:
- Towns: Half movement. Impassible for artillery and cavalry except by roads.
- Marsh/Lakes: Impassable.
- Rivers: Crossable only via bridges or fords. Halve movement.
- Hills: Half movement when moving uphill.
- Roads: Add 3” to the movement.
- Woods: Halve movement for infantry and skirmishers. Impassible for artillery and cavalry except by roads.
Turning - Units may pivot on their central point to change facing. A turn may be made at the start and/or end of a move.
Moving and Shooting - Units cannot shoot if they have moved (including any pivots).
Interpenetration - Units cannot move through other units.
Enemy Presence - Units within 6” of an enemy unit may only retire directly away from the enemy or advance directly towards them.
Charges - A charge is made by moving a unit into contact with an enemy unit. Charges are subject to the following restrictions:
- A charging unit may make one pivot at the start of its move of up to 45 degrees.
- An enemy unit may only be charged by one unit.
- Melee is resolved during the Melee Phase.
- Charging units receive no road movement bonus.
Unit Restrictions:
- British Light Infantry may only charge enemy skirmishers.
- Infantry may charge skirmishers and infantry.
- Cavalry may charge any unit type.
- Artillery never charge.
Musket Shooting
The procedure for shooting is as follows.
- Adjudge Field of fire. Units may only target a single enemy unit within 45 degrees of their frontal arc providing there are no friendly units within 3” of the target.
- Measure the range. Muskets have a range of 6”.
- Assess Casualties. All units roll an average dice (AvD) and apply the following modifiers in the order listed:
- -1 if the shooting unit is a skirmisher unit.
- +1 if the shooting unit is a British Regular unit or American Continental unit.
- +2 if the shooting unit is a British Grenadier unit.
- -1 if target in cover.
Artillery Shooting
The procedure for bombardment is as follows.
- Adjudge Field of fire. Units may only target a single enemy unit within 45 degrees of their frontal arc providing there are no friendly units within 3” of the target.
- Check the range. Measure the range and calculate the number of 6” bounds to reach the target. For example, a unit at 20” range is at 4 bounds.
- Assess Casualties. Roll an AvD and deduct the number of bounds. If the unit is in woods or buildings subtract 1.
Melee
The procedure for resolving melees is as follows:
- Two Sided Combat. Both the defender and attacker roll for casualties.
- Assess Casualties. The unit rolls an AvD and apply the following modifiers in the listed order:
- +1 if regular or continental unit.
- +2 if grenadier unit or cavalry unit
- -1 if a skirmish unit.
- Double the result for flank and rear attacks.
- Double the result if attacking artillery.
- -1 if charging against units in cover or uphill.
- Melee Retreat. The unit with the most total hits (not just from the melee) must retreat directly away a full move and end up facing away from their adversary.
Rout
Infantry and Skirmisher units are routed and removed from play when they accumulate 13 or more hits. Cavalry and Artillery units are routed and removed when they accumulate 9 or more hits.
Army Resolve - If a force loses more than half of its units, the remaining units immediately suffer 2 additional hits to represent the fatigue and reduced battlefield cohesion.
Rallying
Generals may rally their troops during the Rally Phase to remove hits. Each General may attempt one rally per turn and has a limited number of rally attempts available during the game. Artillery and cavalry may not be rallied.
The rally procedure is as follows:
- Check Command Range – The unit to be rallied must be within 12" of the General.
- Attempt Rally – Roll an AvD. Remove one hit from one or more units for each point scored, subject to the following limits:
- Grenadiers, Regular Infantry, British Light Infantry, and Continental Infantry: maximum of 2 hits removed.
- Riflemen, Cavalry, Militia, and Provincial Infantry: maximum of 1 hit removed.
A General's total number of rallies available during a game may be determined using the following guidelines:
- +1 rally for each Grenadier, Regular Infantry, British Light Infantry, or Continental Infantry unit in the force.
- +1 rally for an average General.
- +2 rallies for an above-average General.
- +3 rallies for an exceptional General.
- −2 rallies if the force is poorly supplied or has undertaken a forced march.
- +1 if the force is well supplied
The Scenario
Background
Forces
1 x Grenadier unit3 x Regular Infantry units1 x Light Infantry unit (skirmishing)1 x Artillery unit1 x Cavalry unit1 x General with 8 rally attempts during the game
American:
2 x Continental units
4 x Militia units
3 x Riflemen units (skirmishing)
2 x Artillery units
1 x cavalry unit
1 x General with 4 rally attempts during the game
Tabletop
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| Map of tabletop |
Deployment
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| Deployment areas |
Game Length and Turn Order
The scenario has 15 game turns and the American player begins.
Victory Conditions
Battle Report
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| Both armies deployed. |
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| The British advance on the first American line of defence. |
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| The first line of defense retreats. |
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| Grenadiers help rout the last defenders of the fence line. |
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| The British left wing advances taking losses in the process. |
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| Cavalry charge down the road to silence the remaining gun. |
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| The central wooded area is finally taken by exhausted British troops. |
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| The British move up their artillery, but it would arrive too late to support their worn out infantry. |











