All games are produced and assembled in the USA.
Turn 6: December 27th, 12am (Night)
American Raid Phase
No reinforcements for either side
American Command Phase
American player gains 8 activation points as he does every 12am turn except for December 30th when he gets none. The American player now has 14 activation points. The American player activates no leaders.
American Action Phase
American Recovery Phase
All leaders who did not move or entrench recover 1 fatigue level. All American leaders are at 0 fatigue level except Stephen, Lord Stirling, and Fermoy all at 2 fatigue and Ewing at 1 fatigue.
British Command Phase
British player gains 8 activation points as he does every 12am turn. The British player now has 11 activation points. The British player activates no leaders.
British Action Phase
British recovery Phase
Al leaders who did not mover or entrench recover 1 fatigue level. All British leaders are at 0 fatigue level except for Rall who is at 3 fatigue
Commentary: Night turns are generally very quick to play because most of the time both players are resting. However the American player especially should always be looking to take advantage of his superior night mobility, +4 to the movement matrix die roll, and the fact the British have very limited night moves, 1 leader with an activation cost of 2 or less. Also of note is the fact that Rall is still at 3 fatigue. A major battle that cause the leader to rout usually piles up so much fatigue that it takes several days not moving and several nights resting before the unit regains its full effectiveness.