War of 1812 - Andrew Jackson’s War is the final of our three low complexity wargame sets covering the major battles of the war between Imperial Great Britain and the young republic of the United States of America.

 

This set contains everything needed to play the 12 scenarios for the Red Stick Creek War and the New Orleans campaign. The battles covered are : 

Autossee,

Burnt Corn,

Calabee creek,

Econochaca (Holy Ground),

Enitachopco Creek,

Horseshoe Bend,

Kanawha,

New Orleans,

Pensacola,

Talladega,

Tallushatchee

Villere Plantation.

 

Each scenario set is a stand alone game. Knowledge or components from the other games in the series are not required.

This game contains

24 page rule and scenario book

9 mapsheets

1 terrain reference sheet

1 countersheet

10 sided dice

War of 1812 Scenario Set 3 – Andrew Jackson's War

$35.00Price
  • The most common question we are asked (besides whats in the box) is how hard is it to learn the system. Hopefully these examples in conjunction with the pictures to the left help answer that question.

     

    As you can see from page 4 of the rulebook (the second image on the left), the rules are short but include simple to implement customisations. The rules on pages 3-7 (most of page 7 is blank) of the booklet are common to all scenarios.

     

    The 3rd image on the left is the unique map for Horseshoe Bend. Each of the battles has a unique map on one of the 9 sheet. These have been kept simple to avoid any potential confusion such as "but on the hex edge I'm attacking from there is no forest"

     

    The 4th image is the Horseshoe Bend scenario instructions from page 14 of the rules booklet. This battle has 2 special rules that change the way the normal rules work. In this battle the 4 American Line units (but not the Militia, Lite gun or Indian unit) must advance even if not using the rule "Advance after Combat" rule from page 7. 

     

    The mini map included for each battle shows the approximate historical setup to help players who just want to play without pondering which unit to put in which hex. The initial setup rule only tells a player what units they have and lets them decide where.

     

    The 5th image shows a sample of the actual push out counters used in the game for those curious about the difference between the actual counters and the images in the rulebook