Two for Tea (AWI Warmaster)

2006 · Miniatures

Two for Tea (AWI Warmaster)

These rules recreate American Revolution battles using the Warmaster system, with scenarios including Guilford Courthouse, Brandywine, Camden, Monmouth, and Germantown, plus a campaign system. Players alternate turns, issuing orders through officers and generals to individual units or brigades. Units represent companies or battalions formed from stands that remain in contact. Shooting uses pools of six-sided dice, while melee is resolved with opposed rolls. Casualties reduce effectiveness, and units can become suppressed or rout. Games end when a side achieves its objectives or breaks. Play requires miniatures, standardized bases, terrain, suppression markers, measuring tools, dice, and a 4x4- or 4x6-foot playing area.

Players
2–4 best 4
Playing time
120 min
WargameAmerican Revolutionary WarAction PointsRoll / Spin and Move

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Game facts (players, playing time, age, credits) from BoardGameGeek.