Most American Revolution units are composed of four blocks, with the exception of French regular infantry units, which have 5 blocks. A single rectangular block represents a General or a Field officer and is hereafter referred to as a leader. Blocks, grouped together on a hex, form a unit. The soldier images and name on both sides of the blocks will indicate the troop type, making it easier for both sides to rapidly identify each unit in play.
Infantry units show two soldiers and the unit type printed on a color band at the bottom of each block.

  • Red band - British Guard, British Grenadier, British Highland, British Ranger and German Grenadier, French Grenadier
  • Blue band - British Regular, Continental Regular, German Regular and French Regular
  • Green band - British Light, British Rifle Light, German Light, Continental Light, Continental Rifle Light, French Light and French Marine
  • Brown band - British Provincial and Continental Provincial
  • Yellow band - British Militia and Continental Militia

Cavalry units show one mounted trooper.

  • Green band - British Light, Continental Light and French Light

Artillery units show a cannon with artillery crew figure.

  • Green band - British Light, German Light and Continental Light
  • Blue band - British Heavy

A Leader block shows a mounted general figure. A leader block does not have a color band.

Applying the Stickers: Apply appropriate unit stickers to the front and back of the blocks for each unit. Place the Continental unit labels on the blue blocks, French unit labels of the while blocks, British unit labels on the red blocks and German unit labels on the dark blue blocks. We suggest that you separate the blocks by color, then sort blocks by size. Start with the Continental units. Pull out 8 small blue blocks. Find the Continental light infantry stickers on the sheets. Peel and place a sticker on the front and back of the 8 small blue blocks. When you run out of the 8 blocks, move on to the Continental leaders. Pull out 3 rectangular blue blocks. Find the Continental leader stickers on the sheets. Peel and place stickers on the front and back of the 3 rectangular blue blocks. When you have done this, move on to the French regular infantry units that need 30 blocks. Keep going in this fashion until all the French units are completed. Then move on to the British units red blocks and finally to the German units using the dark blue blocks. It will take a little time, but it will be worth the effort!
A few extra blocks and stickers are supplied as spares.

ARMY UNIT ROSTER

The following roster highlight each new unit’s game stats.
Unit Name: Next to the unit name is an illustration of the unit.
Class: In the Tricorne - American Revolution game, there are five infantry unit classes, which roughly correspond to distinct levels of military training and battle experience.

  • Elite units are well equipped, trained and experienced in battle.
  • Regular units are the backbone of all American Revolution armies. These formations are drilled to advance and battle without becoming disorganized.
  • Light Infantry units are known for their flexible formations and ability to maneuver about the battlefield.
  • Provincial units have some military training and battle experience.
  • Militia units are volunteers drawn from the local area and usually only take the field when a battle is fought in their local area. Their military training and equipment tends to be meager.

In the Tricorne - American Revolution game, there are only light cavalry units and two types of artillery units: light field artillery and heavy field artillery.
Movement in Hexes: Is the number of hexes a unit may move when ordered.
Battle: The number of hexes to the enemy unit being targeted determines the base number of battle dice rolled in combat.
The number in ( ) is the base number of dice a unit will roll in melee, followed by the base number of dice the unit will roll as range increases.
For example: (3), 2, 1:
The unit’s base number in melee (adjacent hex) is 3 dice.
In ranged combat at a range of two hexes to target, the unit’s base number is 2 dice.
In ranged combat at a range of three hexes to target, the unit’s base number is 1 die.
Note - The number of block losses a unit has suffered does not affect the number of battle dice the unit rolls in combat. A unit with a single block retains the same combat strength as a unit at full strength.
Morale: The number of flags a unit may ignore, and when the unit does retreat, lists the number of hexes the unit must retreat for each flag.
Rally Check: Number of additional dice unit will roll when making a rally check.
Notes: Lists any unit special abilities.

 

New Units & Leaders


FRENCH FORCES

French Regular Infantry

Class: Regular - “Regular” name on blue band
Movement in Hexes: 1
Battle: (2), 2, 1
Morale: Retreat 1 hex for each flag.
Rally Check:
Notes: When ordered by a Quick Step Command card, units may only move 1 hex, but are not -1 die for moving.
Note - the field strength of most French regular infantry units were usually greater historically than most other nations. Players must take care to remember, that when commanding or opposing the French, a French regular infantry starts with 5 blocks and once a casualty is taken and a block is removed, the unit is no longer at full strength.

French Light Infantry

Class: Light - “Light” name on green band
Movement in Hexes: 1 and combat, or 2 hexes and no combat.
Battle: (2), 2, 1
Morale: May ignore 1 flag in forest, when unit does retreat, retreat 1 hex for each flag.
Rally Check:
Notes: Ranged combat dice are not reduced when unit moves.
• When unit moves and engages in melee, its melee combat dice are -1.
• Sabers rolled in melee combat do not score hits.
• May choose to retire and rally when unit is attacked in melee.

French Grenadier

Class: Elite - “Grenadier” name on red band
Movement in Hexes: 1
Battle: (3), 2, 1
Morale: May ignore 1 flag, when unit does retreat, retreat 1 hex for each flag.
Rally Check: +1 die
Notes:

French Marine Light Infantry

Class: Light - “Marine” name on green band
Movement in Hexes: 1
Battle: (2), 2, 1
Morale: Retreat 1 hex for each flag. May not ignore 1 flag in forest.
Rally Check:
Notes: Ranged combat dice are not reduced when unit moves.
• When unit moves and engages in melee, its melee combat dice are -1.
• Sabers rolled in melee combat will score hits.
• May not retire and rally when unit is attacked in melee.

French Light Cavalry

Class: Light - “Light” name on green band
Movement in Hexes: 1 or 2 hexes and melee combat.
Battle: (2) No ranged combat.
Morale: Retreat 2 hexes for each flag.
Rally Check:
Notes: Sabers rolled in melee combat do not score hits.
• After a successful melee, unit may take ground and make a bonus melee combat.
• May choose to retire and rally when unit is attacked in melee.

French Light Field Artillery

Class: Light - “Light” name on green band
Movement in Hexes: 1, if unit moves, it may not combat.
Battle: (2), 2, 1, 1, 1
Morale: Retreat 1 hex for each flag.
Rally Check:
Notes: Sabers rolled in melee combat will score hits.

French Leader

Class: Leader - Star (leaders name near star)
Movement in Hexes: 1, 2, or 3 hexes
• May move through friendly units.
Battle: Lone leader, no combat.
• When attached to unit, unit combats at +1 die.
Morale: Lone leader retreats 1, 2, or 3 hexes.
• When attached to unit, unit may ignore 1 flag.
Rally Check: Lone Leader does not rally check after he retreats.
• When attached to unit, unit rally check at +1 die.
Notes: When attached to an infantry unit, after a successful melee, unit may take ground and make a bonus melee combat.

BRITISH FORCES

British Rifle Light Infantry

Class: Light - “Rifle” name on green band
Movement in Hexes: 1 and combat, or 2 hexes and no combat.
Battle: (2), 2, 1, 1
Morale: May ignore 1 flag in forest, when unit does retreat, retreat 1 hex for each flag.
Rally Check:
Notes: Ranged combat dice are not reduced when unit moves.
• When unit moves and engages in melee, its melee combat dice are -1.
• Sabers rolled in melee combat score hits.
• May choose to retire and rally when unit is attacked in melee.

British Ranger Infantry

Class: Elite - “Ranger” name on red band
Movement in Hexes: 1 and combat, or 2 hexes when unit moves and can melee.
Battle: (3), 2, 1
Morale: May ignore 1 flag in forest, when unit does retreat, retreat 1 hex for each flag.
Rally Check:
Notes: Ranged combat dice are not reduced when unit moves.
• When unit moves and engages in melee, its melee combat dice are -1.
• May choose to retire and rally when unit is attacked in melee.

British Heavy Field Artillery

Class: Regular - “Heavy” name on blue band
Movement in Hexes: 1, if unit moves, it may not combat.
Battle: (2), 2, 2, 1, 1, 1
Morale: Retreat 1 hex for each flag.
Rally Check:
Notes: Sabers rolled in melee combat will score hits.

 

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