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The Battle Of White Plains: Twilight Of The New York Campaign October 28th–31st, 1776 box art
2023 Ranked #13,017

The Battle Of White Plains: Twilight Of The New York Campaign October 28th–31st, 1776

Historical campaign wargame has Washington and Howe command armies through the Battle of White Plains and fight for New York. Weather, morale, militia limits, and opportunity cards create uncertainty across the four-day campaign.

Wargames American Revolutionary War Wargame Hexagon Grid Simulation

Players

2

Play time

120-480 min

Age

14+

Complexity

3/5

Rating

7.94

Harder to teach Highly interactive Deep strategy

Overview

At a glance

Is this game right for my group?

ABG editorial scores on a 1–5 scale.

Teachability 2.5/5

Harder to teach

Replay value 3.9/5

High replayability

Interaction 3.6/5

Highly interactive

Player scaling 4.0/5

Scales well

Strategic depth 4.5/5

Deep strategy

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How it plays

How does it play?

Most authors relegate the Battle of White Plains to a short paragraph when recounting the New York Campaign of 1776. As the last field battle of that campaign, however, it deserves closer study.

Core mechanisms

Key systems that shape the decisions players make.

Read the full game description

Most authors relegate the Battle of White Plains to a short paragraph when recounting the New York Campaign of 1776. As the last field battle of that campaign, however, it deserves closer study. Volume 10 in GMT’s award-winning Battles of the American Revolution series by designer Mark Miklos provides such a much-needed analysis. The game includes three scenarios: the historical fight for Chatterton Hill, an October 31 scenario that explores what might have occurred if Howe had pressed his grand assault that day as planned, and a full four-day campaign game spanning 42 game turns beginning with the arrival of the British army on the field on the morning of October 28 and culminating at 5:00 pm on October 31. Each player has 26 Opportunity Cards subdivided into three decks to enhance play and add elements of variability and historical flavor. As with previous games in the series, some special rules represent the unique circumstances of this battle. Among these are rules governing American sortie restrictions and tactical doctrine, rain game turns, restoring army morale, scorched earth, and additional handicaps for American militia, American fieldwork construction, and an off-board movement mechanism for Tarrytown on the Hudson River, seven miles away where British ships lay at anchor. Even Washington’s own combat prowess at this early stage of the war is randomized. In Volume 10 of the Battles of the American Revolution series, players command two titanic armies: Washington, desperate to salvage something from the otherwise disastrous defense of New York, and Howe seeking a coup de grâce against the “Old Fox.” You will have to manage your forces over the span of four days with lots of inclement weather to contend with. Can you, as General Howe, break through the American line to deliver a decisive blow and end the rebellion? Can you, as General Washington, hold your own on superior ground, hampered as you will be with some 6,700 militia of dubious quality—fully 46% of the total American force?

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Editions

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Player resources

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Game and edition data

All specifications (5)

Play and group

Players
2
Best with
1–2
Play time
120–480 min
Age
14+
Complexity
3.0/5
Credits and catalog connections

Credits

Designers

1
Mark Miklos

Artists

2
Rodger B. MacGowan Mark Simonitch

Publishers

1
GMT Games

Linked items

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