Each American Revolution unit is composed of four blocks, and 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 the blocks will indicate the troop type, making it easier for both sides to rapidly identify each unit in play.

Infantry units show a number of soldiers and the unit type printed on a color band at the bottom of each block.
• Red band - British Guard, British Grenadier, British Highland and German Grenadier
• Blue band - British Regular, Continental Regular, German Regular
• Green band - British Light, German Light and Continental Light, Continental Rifle Light
• Brown band - British Provincial and Continental Provincial
• Yellow band - British Militia and Continental Militia

Cavalry units show a mounted trooper
• Green band - British Light and Continental Light

In the core Tricorne - American Revolution game there is only one type of cavalry unit.

Artillery units show a cannon with an artillery crew figure
• Green band - British Light, German Light and Continental Light

In the core Tricorne - American Revolution game there is only one type of field artillery unit.

• 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, 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 40 small blue blocks. Find the Continental regular infantry stickers on sheet 1 of 5 and 2 of 5. Peel and place a sticker on the front and back of the 40 small blue blocks. When you run out of the 40 blocks, move on to the Continental light infantry. Pull out 12 small blue blocks. Find the Continental light infantry stickers on sheet 1 of 5 and 2 of 5. Peel and place stickers on the front and back of the 12 small blue blocks.
When you run out of 12 blocks, move on to the Continental rifle light infantry units that need 12 blocks. Keep going in this fashion until all the Continental 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

These army rosters highlight each unit’s game stats.
Unit Name: Next to the unit name is an illustration on the unit.

Class: In the Tricorne - American Revolution core game there are five infantry unit classes, which roughly correspond to distinct levels of military training and battle experience.
• Elite units (Guard, Grenadier and Highland) 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 core game, there are only light cavalry units and light field artillery units.

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.

 

Continental Forces

Continental Regular Infantry

Class: Regular - name on blue band
Movement in Hexes: 1
Battle: (2), 2, 1
Morale: Retreat 1 hex for each flag
Rally Check:
Notes:

Continental Light Infantry

Class: Light - name on green band
Movement in Hexes: 1 and combat, or 2 hexes and no combat
Battle: (2), 2, 1
Morale: Retreat 1 hex for each flag
Rally Check:
Notes: Ranged combat dice are not reduced when unit moves.
• Like other infantry units, 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.

Continental Rifle Light Infantry

Class: Light - name on green band
Movement in Hexes: 1 and combat, or 2 hexes and no combat
Battle: (2), 2, 1, 1
Morale: Retreat 1 hex for each flag
Rally Check:
Notes: Ranged combat dice are not reduced when unit moves.
• Like other infantry units, 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.

Continental Provincial Infantry

Class: Provincial name on brown band
Movement in Hexes: 1
Battle: (2), 2, 1
Morale: Retreat 2 hexes for each flag
Rally Check: -1 Die
Notes:

Continental Militia Infantry

Class: Militia - name on yellow band
Movement in Hexes: 1
Battle: (2), 1, 1
Morale: Retreat 3 hexes for each flag
Rally Check: -1 Die
Notes: Sabers rolled in melee combat do not score hits.

Continental Light Cavalry

Class: 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.

Continental Light Field Artillery

Class: 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: Unlike other light units, sabers rolled in melee combat will score hits.

Continental Leader

Class: Leader
Map ID Code: 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 Guard

Class: Guard - name on red band
Movement in Hexes: 1
Battle: (3), 2, 1
Morale: May ignore 2 flags, when unit does
retreat, retreat 1 hex for each flag
Rally Check: +2 dice
Notes:

British Grenadier

Class: 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

British Regular Infantry

Class: Regular - name on blue band
Movement in Hexes: 1
Battle: (2), 2, 1
Morale: Retreat 1 hex for each flag
Rally Check:
Notes:

British Light Infantry

Class: Light - name on green band
Movement in Hexes: 1 and combat, or 2 hexes
and no combat
Battle: (2), 2, 1
Morale: Retreat 1 hex for each flag
Rally Check:
Notes: Ranged combat dice are not reduced when unit moves.
• Like other infantry units, when unit moves and engages in melee, its melee combat dice are -1.
• Unlike other light infantry units, sabers rolled in melee combat will score hits.
• May choose to retire and rally when unit is attacked in melee.

British Highland Infantry

Class: Elite - name on red band
Movement in Hexes: 1 combat, or 2 hexes when unit moves and can melee.
Battle: (*2), 2, 1
Morale: Retreat 1 hex for each flag
Rally Check:
Notes: *Highland Charge: when ordered unit will melee combat at +1 die. No Highland charge, on bonus combat, on battle back or when battling as a First Strike or Ambush.
• After a successful melee, unit may take ground and make a bonus melee combat.
• When a highland unit starts a combat phase at full strength it may ignore 1 flag. When at full strength and during a combat the unit receives a hit and 1 flag, the highland unit may ignore one flag. The next combat after taking the hit, the highland unit may not ignore a flag.

British Provincial Infantry

Class: Provincial - name on brown band
Movement in Hexes: 1
Battle: (2), 2, 1
Morale: Retreat 2 hexes for each flag
Rally Check: -1 Die
Notes:

British Militia Infantry

Class: Militia - name on yellow band
Movement in Hexes: 1
Battle: (2), 1, 1
Morale: Retreat 3 hexes for each flag
Rally Check: -1 Die
Notes: Sabers rolled in melee combat do not score hits.

British Light Cavalry

Class: Light - name on green band
Movement in Hexes: 1 or 2 hexes and 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.

British Light Field Artillery

Class: 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: Unlike other light units, sabers rolled in melee combat will score hits.

British Leader

Class: Leader
Map ID Code: 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.

German Forces

Hessian Grenadier

Class: 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:

Hessian Regular Infantry

Class: 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.
• When ordered by a Bayonet Attack Command card, units are +1 die in melee.

Hessian Light Infantry

Class: Light - name on green band
Movement in Hexes: 1 and combat, or 2 hexes and no combat
Battle: (2), 2, 1
Morale: Retreat 1 hex for each flag
Rally Check:
Notes: Ranged combat dice are not reduced when unit moves.
• Like other infantry units, 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.

Hessian Light Field Artillery

Class: 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: Unlike other light units, sabers rolled in melee combat will score hits.

German Leader

Class: Leader
Map ID Code: 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.

 

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