WASHINGTON'S ARMY
My first game...
ABSOLUTE BEGINNER'S QRS — AWI
THE GOLDEN RULE
Motivate → Roll AP → Spend AP → Fight → Morale
1. YOUR TURN
1. Morale
Test units carrying casualty markers, then reform.
2. Commanders
Roll for new commanders and move commanders 3D6.
“Determination dice. 2D6 - brigade commander - general -1 per 3” for re rolls
3. Opportunity Fire
Short-range opportunity shooting applies from this point.
4. Automatic AP
Arriving units, cavalry and guns may act automatically.
5. MOTIVATE YOUR UNITS
A Brigade Commander attempts to motivate units until he fails.
6. FIGHT AS IT HAPPENS
Resolve shooting, assaults and morale immediately.
7. Reinforcements
8. Flanking rolls — attacker only.
9. Reset command bases.
2. MOTIVATION → ACTION POINTS
| Troop | Motivation |
|---|---|
| Raw | 3 |
| Average | 2 |
| Veteran | 1 |
Apply the modifiers from the playsheet.
Unit value+modifiers+commander value= minimum score needed.
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Roll American French. British. Hessian. Result |
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2,3 = Automatic fail 11,12= automatic success.
Mounted commander with= automatic success.
+1 per complete 3”
+1 Unit or commander in woods/buildings (max 1)
+1 Intervening enemy or own infantry/cavalry(max1)
+2 Unit and commander separated wood/building/river/ hill (max 1).
If motivation succeeds:
Unit Rolls 1D6 = AP
Everyone gets at least 1 AP.
+1 If unit is veteran quality or the brigade commander is with (in contact) the unit (not .both).
-1 If unit is raw quality.
-2 If the unit is disordered when the AP roll is made.
Field guns
-1 If a damaged field gun
Negative result gets 1 AP
Then spend AP on actions.
3. SPENDING AP
| Action | AP |
|---|---|
| Move 1 increment | 1 |
| Infantry 1st shot | 1 |
| Infantry 2nd/final shot | 1 |
| Facing change | 1 |
| Remove Disorder attempt | 1 |
| Wheel 45° | 2 |
| Expand/contract frontage | 1 |
| Pass through another unit | 1 |
| Field gun shot | 2 |
| Limber/unlimber | 1 |
| Cavalry mount/dismount | 1 |
Movement:
Infantry 3" per increment
Mounted cavalry 4" per increment
Field guns: maximum 2 increments
Plus 2" for road column.
4. SHOOTING
Infantry / Cavalry
1D6 per base in the FRONT RANK
5–6 = HIT
| Range | Short | Long |
|---|---|---|
| Infantry | 4" | 10" |
| Riflemen | 4" | 14" |
| Cavalry | 3" | 6" |
Re-rolls
Raw: re-roll 1
Average: re-roll 1–2
Veteran: re-roll 1–3
Saving Throw
Normal save:
3–6 = SAVE
Failed save:
½ base lost
5. DISORDER
A unit becomes DISORDERED for reasons including:
- 6 casualty markers
- After a fight/morale test
- Certain terrain movement
- Passing through another unit
- Other listed disorder causes
DISORDERED UNIT
−2 AP when AP are rolled.
Remove Disorder
Spend 1 AP, then:
4–6 = Disorder removed
6. "CHARGE!"
Before an assault reaches the enemy:
FALTER TEST
Both sides roll 2D6 + modifiers.
Attacker wins by 5+
TARGET ROUTS
Attacker scores higher
Charge succeeds → fight immediately
Equal or attacker scores lower
Infantry stops + becomes DISORDERED
Cavalry retires D6+1"
The playsheet contains the full list of Falter modifiers; the big things to remember are support, commanders, veterans, formation, disorder, terrain and flank/rear attacks.
7. THE FIGHT
Count all bases in the unit.
Start with:
+1D6 per base
Then add/subtract modifiers.
BIG BONUSES
+2D6 per supporting friendly unit within 6"
(max 2 units)
+2D6 if you passed the Falter Test
+2D6 mounted cavalry fighting in open
+2D6 Indians in woods/marsh
+2D6 line infantry
BIG PENALTIES
−2D6 disordered / battered / loose
−3D6 attacked from flank/rear
−2D6 militia or dismounted cavalry
−2D6 if only 1–2 base frontage
MINIMUM
Everyone gets at least 2D6.
8. AFTER THE FIGHT
Compare casualties.
Normally the side suffering more casualties loses.
WINNER
No morale test.
BUT becomes DISORDERED.
LOSER
Take a MORALE TEST.
Both sides become DISORDERED.
9. MORALE
Roll the appropriate number of D6.
Every 4, 5 or 6 = FAIL
Bad things add dice
- casualty markers
- Raw
- Disorder
- artillery casualties
- battered
- enemy in flank/rear
- lost fight
Good things remove dice
− Veteran
− mounted commander nearby
− Brigade Commander with unit
− defending a linear obstacle
RESULT
| Fails | Result |
|---|---|
| 0 | Hurrah! — unaffected |
| 1 | Steady — limited movement |
| 2 | Fall Back — D6+1" |
| 3 | Retreat — D6+1" + losses |
| 4+ | ROUT |
If fighting:
3+ failures = ROUT
A routed unit is removed and causes 2 morale tests.
⭐ A 30-SECOND REMINDER
When actually playing, remember just this:
COMMANDER
↓
MOTIVATE
↓
D6 AP
↓
MOVE / SHOOT / MANOEUVRE
↓
CHARGE? → FALTER TEST
↓
FIGHT
↓
MORALE
↓
DISORDER
And the three numbers to remember:
3" infantry move
5–6 = shooting hit
4–6 = morale fail
That's enough to get my first game of Washington Army moving without constantly reading the full playsheet.
Scenario: The Road to the River
Setting: 1777-ish, somewhere in the American countryside.
A British column is moving along a country road towards a river crossing. American militia and Continental troops have occupied a position overlooking the road and are trying to delay the advance until their main force can arrive.
The British don't need to destroy the Americans. They need to get through.
Forces
British
- 2 × Line Infantry
- 1 × Grenadiers
- 1 × Skirmishers
- 1 × Landing party Sailors. (FLANKERS)
American
- 3 × Line Infantry
- 3 × Skirmishers. (2 of whom are FLANKERS)
The sailors represent a naval landing party..
Table
A 3' × 3' table.
The road runs across the table, width.
- a river or stream near the American table edge
- one bridge/fording point objective
- woods on one or both sides
- a farmstead or small building objective
- some hedges/walls
- a hill overlooking the road objevtive
The Americans deploy on the river side. The British enter from the opposite edge.
The objective
The British must get at least three units across the river by the end of Turn 8.
The Americans win if they prevent this.
The Game
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| The table showing my three objectives, bridge, farm and hill. |
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| The sides deploy. Its a small game using the stuff I've actually painted! |
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| The Rebels move to hold the river |
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| And the British Grenadiers threaten the bridge. |
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| But it's a column of the 62nd with a Militia company that swing to outlander tge farm position |
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| Those Grenadiers shoot, rather than charging. |
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| But the Yanks are in cover |
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| And the bridge crossing seems untenable. |
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| The Militia start to cross the stream |
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| And the American riflemen seem deadly |
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| The Militia also suffer |
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| And tge Grenafiers need more shooting practice. |
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| But a withering fire from the 62nd and the rebels fall back in disorder. Losses are heavy |
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| The rebel company in the farm turn. |
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| But the 62nd go forwards with the Bayonet. Its a rout. |
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| The Americans come out of the farm, but the flank has been lost |
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| And British skirmishers drive in the Company left at the bridge. |

















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