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
This comment has been removed by a blog administrator.
ReplyDeleteThis comment has been removed by a blog administrator.
ReplyDelete