From: "Robert Furney" Subject: Rockets Red Glare expansions and variants Here is my expansions and variants for this good game of the War of 1812. They allow the players to recreate some of the possibilities and realities that occurred but was unavailable to the game's original format. Please let me know what you think. B3.1 Ocean Naval Unit Placement. Replace the words "the indicated placement hex" of the first sentence with "any high population hex." B3.2 Ocean Naval Unit Movement. Strike the words "and there is no limit to the number of such units that may enter or end their movement in a single hex." American player cannot have more than two naval units per hex at sea. In port there is no restriction. Of these only one can be a frigate (with any number of guns). This recreates American Naval policy of the time realistically. B3.31 Search Procedure. Brigs and Sloops conduct search with +1 for (L) and (F). B4.38 British player may only make coastal raids on the strategic map from the "I" squadron. No inland attacks allowed. B4.421 Replace the words "not affected" in the sixth sentence with "has stuck." C2.36 (Movement Restrictions for operational naval units). Add American units in Black Rock cannot navigate from the hex to lake Erie (only) until Fort Erie has been occupied by American land forces. C3.37 Militia units will not enter enemy territory on a roll of 1-2. Roll for each and every unit before entering enemy territory (Canada and Indian). Militia already there disregard this roll on subsequents turns of occupation. Americans cannot freely enter the Creek nation. If an American unit enters the territory, all Creek units immediately are placed on the strategic map. C5.36 American Leader Hull Special Rules. Whenever Hull is defending his modifier is 1/2. He will attack with 1. Whenever Hull is defending he will surrender his entire force on a roll of 1-2 if the British player used Indians of any number in his attack. Count these surrendered units for victory points. Indian Leader Tecumseh Special Rules. If Tecumseh is killed, no further Indian reinforcements is available to the British player on the operational map. Furthermore, all present indian units are disbanded (removed). This represents the power of Tecumseh's personality. Only he could keep the indians together, and only with him did they engage in the war. After he was killed the confederacy he had built fell apart. D3.0 Victory Points. American player loses 10 points per turn that Detroit is under British occupation. This replaces the two points awarded for occupying/controlling it, but the hex still maintains its two points intrinsic factor. ------------------------------------------ The following are additional expansions upon the system. They may be considered optional. But I believe you will find them necessary to give the realistic potentialities available at the time. Strategic Map Leaders. The British player receives two leaders: Ross (1 1/2) on turn 8 and Packenham (1 1/2) on turn 9. The American player receives Jackson (2) on turn 7. The British leaders are placed in the Amphibious Raid Forces Box upon entry. Jackson is placed with any Tennessee unit upon entry. Strategic Map Leaders may never leave the strategic map to the operational map at any time. Combat. Each player selects which rating he will use during combat as attacker and defender. If he suffers a loss, then the first unit chosen must be of that rating. This rule replaces B4.431. Leaders on both maps. Upon completion of combat, if a leader was present in a force attacked or defended, the owning player rolls a die. On a roll of six the leader is killed. Creek Nation. The American player must destroy all Creek Indian units and occupy or was the last to occupy three of the Creek Nation hexes on the strategic map of suffer 100 victory point loss. The hexes are 0610,0611,0612,0711,0712. Victory Points. The British player receives 50 points for the first occupation of Washington. Thereafter he receives the normal 25 points. The British player receives 50 points for the capture of New Orleans on turns 10 or 11 upon occupation. Off Board Sea Movement. This rule is really an expansion that allows the recreation of wordwide naval movement. First the player must construct the Off Board Sea Movement Boxes. This is very simple. I have done it in the following manner. You will need to create six sea areas. I started at the top left with the smallest the Strategic Map. It then connects to the Carribbean Sea and the North/South Atlantic Ocean boxes. The Carribbean is connected to the North/South Atlantic Ocean box. Connect a box entitled British Isles to the Atlantic box. Connect a box entitled African Coast to the Atlantic box. Lastly connect a box entitled Southeastern Pacific Ocean to the Atlantic box. I drew little outlines of the continents to give the boxes aesthetic appeal and then colored them in bright colors. Each of these boxes will contain information like a squadron unit. Victory points are also listed. There are special rules for the Pacific box. North/South Atlantic Ocean: 15 points, Search: L:0; F:2; B:2. Carribbean Sea: 25 points, Search: L:1; F:3; B:3. British Isles: 35 points, Search: L:1; F:5; B:3. African Coast: 20 points, Search: L:1; F:2; B:1. The Southeastern Pacific Ocean Box. Only one American ship can enter this box per game. It is worth 50 points. Search is conducted slightly different. Upon entry to the area there is no search. On turn two there is B:2. One turn three and longer there is F:4 and B:3. This represents the initial unavailability of British ships there on the American's first entry but build up if the American player's ship stays there longer. There is an additional box entitled "Port" that that connects to this Pacific Ocean box. The American player's ship therefore can port there instead of going all the way back to the United States. However, if he so chooses, the search for enemy vessels increases, as shown by the box's search die rolls above. Rules for the Off Board Movement Boxes. Ships may move up to two boxes per turn. Ships must return to port every other turn, however. Searches must be conducted for every box entered, even if the ship(s) are merely passing through to another box. Brigs and Sloops receive a +1 DRM search for L and F. This was already mentioned above. -------------------------------- Additional vessels for the operational map. American Player. Somers; Sloop; 4B. Turn 4, hex 2428. Trippe; Sloop; 2B. Turn 4, hex 2428. Porcupine; Sloop; 2B. Turn 4, hex 1732. Caledonia; Sloop; 4B. Turn 4, hex 2428. Tigress; Sloop; 2B. Turn 4, hex 1732. British Player. Little Belt; Sloop; 4B. Turn 4, hex 1828. Chippewa; Sloop; 2B. Turn 4, hex 1828. Change the Detroit to Brig, increase its guns and class to 20B. Change the Queen Char. to Brig. Changes to British Squadrons: 1. Squad. D: Entry to turn 3 2. Squad. E: Entry to turn 3 3. Squad. F: Entry and Availability from 3-7 4. Squad. G: Entry to turn 3 5. Squad. H: Entry and Availability from 3-7 6. Squad. I: Entry to turn 3 Changes to American Operational Map Leaders. Besides those of Hull above change Scott's entry to turn 6 and hex 4535. Change Harrison's modifier to 1 1/2. ______________________________________________________ Get Your Private, Free Email at http://www.hotmail.com