The Warlord Woodland Indian Lodge painted up well enough - here's a couple of shots. Another (smaller) one, along with a campfire and a few items from my RPG collection I can make a credible Indian settlement for a future scenario. The figures are Warlord too, formerly Conquest Miniatures I believe, and they too paint up nicely (well, good enough for my purposes anyway)!
Showing posts with label FIW. Show all posts
Showing posts with label FIW. Show all posts
Wednesday, 15 January 2020
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
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
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)
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)
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
A true ‘Twenty’ is
always a miss.
Multiple Opponents in Hand Combat
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)
Linear Obstacles in Hand Combat
Shooting
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
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.
‘Impassable’ terrain is
exactly that.
Special Actions
Individual Morale/Morale Motivation Roll
Optional Rule
Copyright 2019 by
Stuart Markham
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