Thursday 26 December 2019

French Indian War - Skirmish Rules Tryout


So we tried out the new skirmish rules I've written for the French Indian War, and they seem to work ok after some tweaking! They aren't complicated to play, but are quite subtle and have a 'realistic' feel. They are quite adaptable, so should be OK for most of the black powder era, although they may need a rule on volley fire if I paint up some regulars..
Now to try with larger forces and some scenarios. I've published them below so feel free to use them, and comment if you wish to. 









Rangers!
French Indian Wars Skirmish Rules

Introduction

These rules are designed to simulate combat between the British and French, along with their Allies during the 18th Century in Canada and North America. Each Faction will be led by an individual Leader.
Equipment required: Counters: Black, white, blue and red. Dice: 1d20 and 1d6.  Tape Measure.

Miniature Figures

Whilst it is helpful if a figure accurately represents the equipment and weapons on its profile, this is not always possible. In all cases ensure the statistics for the figure are referred to.


Initiative and Motivation

Each player rolls 1d6 each at the start of each turn. Reroll draws. Highest goes first.
In any order, attempt to motivate each figure in turn. A motivated figure may then perform an action.
Motivation is achieved by rolling 1,2 or 3 on 1d6. Leaders and Civilians require no motivation.
Any figure that fails Motivation may do nothing except defend itself if attacked (using its Defence Value) or retreat two inches facing their opponent(s), or move up to their full allowance into the nearest cover (soft or hard), providing they do not pass within 3 inches of an enemy figure. See also ‘Individual Morale’.
A figure attacked in Hand Combat the previous turn requires no Motivation roll to retaliate in its own turn.
Wounded figures only motivate on 1 or 2 on 1d6.
Once all a Faction’s figures have either been rolled for (but not necessarily successfully), or have completed an action, then that player’s turn is complete, and control passes to the opposite player.

Actions within a Turn

Requiring Motivation:
Move three inches into hand combat
Load a firearm (blue counter) – If all players agree, figures may start the game already loaded.
Aim a shot (Maximum three turns, use black counters)
Shoot
Move up to maximum move allowance (not into combat – See Terrain and Movement)
Special action (See Special actions)

Not requiring Motivation:
Attack with a hand weapon (range: 1 inch)
Defend (Hand Combat - out of turn if necessary)
Move into cover (cf)
Retreat or Flee from Hand Combat

Statistics

Each figure will need the following statistics recorded
Enlisted Man or Native American: Attack Value is 14, Defence value is 6. Two wounds and a move allowance of six inches.
Militia: Attack Value is 12, Defence Value is 5. Two wounds and a move allowance of 6 inches.
Civilian: Attack Value is 10, Defence value is 4, One wound and a move allowance of six inches.



Traits

(Any figure may have one or more traits).

Fast                            +2 inches move allowance, +1 inch moving into combat
Tough                        +1 to own Wound Roll
Athletic                       +1 to Defence Value
Leader                        -1 to Motivation Roll of any figure within 6 inches
Legendary Leader    -1 to Motivation Roll of any figure within 12 inches. +1 to Initiative rolls
Strongman                -1 to target’s Wound Roll in Hand Combat
Keen-Eyed                -2 to shooting
Lucky                         Receiving 2 wounds = 1 wound; 1 wound = no wound
Veteran                      +2 Attack Value
Initiative                     -1 to figure’s own Motivation Roll (other modifiers may apply)
Determined               Ignores failed Morale Motivation roll

Points (cumulative)

Faction size is determined before the game. Unless a scenario dictates otherwise each player must be within 30 points of each other.

Figures

Civilian                                              5
Enlisted Man                                    20
Native American                               20
Militia                                                10

Weapons

Improvised                                        0
Hatchet/Sword                                 10
Pistol                                                10
Musket                                              20  A musket can be used as a club (see Wounds)

Traits

Fast                                                   10
Tough                                                10
Athletic                                              10
Leader*                                              30
Legendary Leader*                            50
Strongman                                         10
Keen-Eyed                                         10
Lucky                                                 10
Veteran                                              10
Initiative                                             10
Determined                                        10

Hand Combat

In a turn an attacker may make one Hand Combat attack.
Attacker’s Attack Value minus the defender’s Defence Value. This number must be rolled equal to or less than on 1d20 to score a hit on your target figure.
A true ‘One’ rolled is always a Critical Hit: -2 to the Wound Roll.
A true ‘Twenty’ is always a miss.
Hand combat range is one inch.
Defence Values are halved (round up as necessary) if attacked from the rear (but not the side) at the same time as frontally, otherwise the figure will turn to face their attacker(s) at no cost in movement or actions, unless Fleeing.




Multiple Opponents in Hand Combat

If facing up to a maximum of three attackers a defender may split his Defence Value between the three as he sees fit. A fourth or further opponents then attack as if the target had a Defence Value of zero.



Escaping from Hand Combat

Instead of retaliating in Hand Combat a figure may either:

Not move at all
Retreat two inches facing their opponent(s)
Turn and Flee a full move – This allows an attacker (or attackers) in Hand Combat a free hit at the fleeing figure, with its Defence Value halved (round up as necessary).
None of these actions require Motivation.


Linear Obstacles in Hand Combat

A figure defending a linear obstacle, such as a fence or a wall, may add 1 to their Defence Value for Soft Cover, or 2 for hard cover. Note that Cover is already factored into Shooting modifiers.



Shooting

Roll Attack Value or less on 1d20, modified by range/circumstances to score a successful hit. All modifiers are cumulative.

Modifier
Range/Circumstance
-1
Per Aimed shot (black counters). Maximum 3 counters.
-1
Short range: 1-5 inches (Max Pistol range)
0
Effective range: 5-10 inches
+7
Long range: 10-15 inches
+2/+3
Target obscured by soft cover/protected by hard cover.
+1
Target moved last turn
Shooters may not fire into melee.


Wounds

If a figure is struck, then the attacker rolls a 1d6:
1-3: Target takes 2 wounds
4-6: Target takes 1 wound
7+:  Negligible wound - Ignore
A wounded figure is marked with a red counter and it only motivates on a roll of 1 or 2.
Improvised weapons add 2 to the Wound Roll. Muskets used as clubs add 1.




Cover

Cover is defined as Hard or Soft. Hard cover includes walls, buildings or logs. Almost everything else (fences, vegetation etc.) is Soft.
Soft cover obscures whilst hard cover protects.


Terrain and Movement

Most terrain is designated ‘open’ and will not affect movement.
‘Tough’ terrain, such as dense undergrowth, swamp, rocky ground, thick mud etc will half movement.
‘Impassable’ terrain is exactly that.
Linear obstacles such as walls and hedges impede movement. A figure must stop at the obstacle. Next turn they may cross at half move if the obstacle is undefended.
Single obstacles such as rocks, buildings and so on can be circumvented normally as part of a standard move.




Special Actions

Within a specific scenario, a special action may be required. These should be noted before the start of the game and be defined at the same time. For example, knocking down a door may be a straightforward Attack Value roll on 1d20, modified by the strength of the door. Searching a cabin may take multiple turns, and count as that many actions, likewise a figure carrying booty or leading livestock may be restricted from other actions. Scalping, for example, takes one action.




Individual Morale/Morale Motivation Roll

When a Leader is killed, and/or the faction is reduced to half their original points or less, then any subsequent failed Motivation roll means the figure has fled and is removed from play.


Optional Rule
Aggression Points

Each player rolls 1d6 at the game’s start and receives that number of white counters, or matchsticks, or a special D6. These Aggression Points can be ‘spent’ to influence dice rolls in your favour (but only on your own faction’s rolls). Once all are expended, they are not replaced.
As they are an ‘attempt’ rather than a sure-fire method of influencing events, Aggression Points must be allocated prior to any dice being rolled.






Copyright 2019 by Stuart Markham

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