Historical Background
Major General Nathanael Greene, commander of the Continental Army in South Carolina, divided his forces sending Brigadier General Daniel Morgan to attack the British back country fort, Ninety-Six. Cornwallis dispatched Banastre Tarleton to catch the Continental forces. Morgan prepared for the encounter with Tarleton by backing his men up to a river at Cowpens just north of Ninety-Six. As Tarleton’s men attacked, Morgan instructed the militia to skirmish with them, but to leave the front line after firing two rounds. The British mistook the repositioning of the Continental militia as a rout and ran into concentrated fire from Morgan’s third line, on the hill, which was manned by his best troops. This unexpected volley coupled with a cavalry charge proved too much for the British and nearly half of the British and Loyalist infantrymen surrendered. Tarleton escaped, but Morgan’s troops had decimated his attacking force.
The stage is set. The battle lines are drawn and you are in command. The rest is history?
Empty Board
Battle Notes
Continental Army
• Commander: Morgan
• 6 Command Cards & 4 Combat Cards
• Move First
British Army
• Commander: Tarleton
• 5 Command Cards & 3 Combat Cards
Victory
7 Victory Banners
Special Rules
• Opening Cannonade rules are in effect. Continental Rifle units will participate in the Opening Cannonade and may fire and retire prior to the start of the battle.
• The Continental player gains 1 Permanent Victory Banner for each Scout Command card he plays.
Additional Explanation: The Scout Command Card victory condition for this scenario is considered a Time Pressure Victory Banner Objective. After playing a Scout Command Card, the Continental player at the end of his turn may either:
(i) draw 1 Command Card and take 1 Permanent Victory Banner or
(ii) draw 2 Command Cards as normal. Taking a Permanent Victory Banner is not allowed if doing so would give the Continental player his final Victory Banner to win the battle. (French and More Expansion, see Page 8)