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This document provides rules for skirmish wargaming during the French and Indian Wars using miniatures ranging in size from 1/32 to 54mm. It details movement, firing, melee, and morale rules. Figures roll various dice to determine these aspects each turn, with the results hidden from the opponent. Troop types have different abilities, and formations like line and column are permitted for some units but not others. The game is based on trust between players.
Originalbeschreibung:
Skirmish rules for gaming the French & Indian War in 54mm
This document provides rules for skirmish wargaming during the French and Indian Wars using miniatures ranging in size from 1/32 to 54mm. It details movement, firing, melee, and morale rules. Figures roll various dice to determine these aspects each turn, with the results hidden from the opponent. Troop types have different abilities, and formations like line and column are permitted for some units but not others. The game is based on trust between players.
This document provides rules for skirmish wargaming during the French and Indian Wars using miniatures ranging in size from 1/32 to 54mm. It details movement, firing, melee, and morale rules. Figures roll various dice to determine these aspects each turn, with the results hidden from the opponent. Troop types have different abilities, and formations like line and column are permitted for some units but not others. The game is based on trust between players.
1/32 (54MM) MM FIGURES 1 Figure equal to 1 Figure otherwise 1 to10 20
Foot/Artilleryman 30mm frontage Depth 40mm depending on figure Cavalryman 50mm frontage Depth 80mm depending on figure No need for bases for Artillery. 1 SEQUENCE equals ;- YOUR TURN THEN YOUR OPPONENTS TURN ALTERNATIVE TURNS Each side throws 1xD10 highest moves 1st FIGURES CAN FIRE, MOVE THEN, MELEE IN THERE TURN OR MELEE MOVE THEN FIRE IF PRONE YOU CAN ONLY FIRE (CAN BE ATTACKED IN MELEE) IF CRAWLING YOU CAN MOVE FIRE OR FIRE MOVE (CAN BE ATTACKED IN MELEE) Before each Sequence starts each figure throws 1xD3 1xD4 1xD6 1xD8 1xD10 1xD12 These scores are retained for 1 sequence, unless troop type permits a reroll at the beginning of the sequence.(your turn and your opponents turn) When it is the start of your next sequence throw the dice again. MILITIA no rerolls INDIANS can reroll D10 D12 at the start of a sequence FRONTIERSMEN /PROVINCIALS can reroll D8 D12 at the start of a sequence RANGERS/COUREUR DE BOIS can reroll D8 D10 D12 at the start of a sequence FRENCH/BRITISH INFANTRY ARTILLERYMEN can reroll D3 D8 at the start of a sequence FRENCH/BRITISH CAVALRY can reroll D3 D12 at the start of a sequence FRENCH/BRITISH LIGHT/GRENADIERS can reroll D3 D8 D10 at the start of a sequence CAPTAINS /COMMANDING OFFICER can reroll D3 D4 at the start of the sequence 1xD3 is the score needed by a figure to pass a Formation Fail if in line Column /skirmish at the beginning of your sequence. A score of 3 is a pass It effects firing ,melee morale. If crossing soft/hard cover or in melee your formation score has no effect. YOU GET A FORMATION FAIL see troop types: whilst changing formation, , crossing soft/hard cover, out of line of sight if skirmishers, after melee, not in base to base contact if after changing formation(measure furthest figure of company to least furthest figure), dismount/mount, unlimber/limber, moving in/out of buildings. Skirmishers less than 1cm apart Skirmishers can move through other skirmishers without penalty A company (figures in base to base) in column or line can move through skirmishers but both companies incur formation fails A company(figures in base to base) cannot move through other companies that are in base to base but must go round , unless 1 unit can form skirmish see above EXAMPLE OF FORMATION FAIL A British Foot Grenadier Company of 3 figures scores 7 8 5 on D12 which is for movement , moves 5 the lowest movement of the 3 figures to keep in formation (BASE TO BASE CONTACT) but still receives a Formation Fail because it crosses a low stone wall (crossing soft cover). Next SEQUENCE before moving the 3 figure Company has thrown D3 a Formation Fail Test dice . The individual scores are 1 2 3 Each figure can reroll as they are Grenadier Company figures so 2 figures reroll and get 2 2 so the Company still has 2 figures that fail its Formation Fail Test . The next sequence the company has thrown 3xD12 for movement and gets 10 7 6 so they move 6 and the 2 figures have thrown 2 3 so 1 figure has a Formation Fail. 2 figures could now fire a Volley as 2 figures in the company do not have a formation fail 1xD4 is the amount of lives the figure has in 1 SEQUENCE You can lose 1 or more lives if you lose a melee or cannot save from firing. 0 lives = dead 1xD6 is the score to save from firing 5 or more is a SAVE 4 is a save if fired at by figure with a formation fail . .6 is a save if fired at by a volley 1xD8 is the score to hit an opponent Throw 1xD8 per figure Line of sight only 360degrees sight 22 and half sight if in base to base with another figure 45degrees either side of Artillery gun barrel Cavalry dismount to fire 4 is a hit in the OPEN if figure is in line or column 5 is a hit in soft cover if figure is in line or column 6 is a hit in hard cover if figure is in line or column 5 is a hit in the OPEN if figure is in skirmish 6 is a hit if figure is in skirmish and is in soft cover 7 is a hit if figure is in skirmish and behind hard cover. 6 is a hit if figure is in the OPEN and is crawling or prone 7 is a hit if figure is crawling or prone and is in Soft Cover 8 is a hit if figure is crawling or prone and is in hard cover Minimum of 2 figures British or French line infantry allowed for volley fire. A figure cannot fire a volley if he has a Formation Fail. Artillerymen also throw 1xD8 Only artillerymen can fire Artillery gun. (YOUR DICE HAS ALREADY BEEN THROWN) RANGES:- Musket up to 60cm(24) Foot/Horse Art Gun up to 180cm (72) Bow up to 40cm(16) Provincial Musket up to 50cm (20) Rifle up to 90cm(36) Tomahawk/Pistol/knife/axe up to 20cm(8) Carbine up to 60cm(24) Light Art gun 120cm (48) Field Art Gun and Siege Art Gun up to 240cm (96) 1xD10 is the score you use to attack or defend in melee You attack in your turn. +1 if figure defending soft cover +2 if figure defending Hard Cover. If both figures are in Soft Cover or Hard Cover +0, +1 if attacking figure has moved more than 6(15cm) -1 if attacked by 2 or more figures -1 if skirmisher attacks or defends against a figure in line or column -1 if defending figure has a formation fail if both have formation fail +0 -2 if attacked whilst crawling or prone . If your attack score is more than the defender the difference is deducted off your lives (D4) if your attack score is less than or even against an opponent they carry on as normal and do not incur a loss of life If attacked by 4 figures you are surrounded and cannot move out of melee Example Attackers D10 is 9 Defenders D10 is 6 melee in the open Attacker wins so you would deduct 3 lives off the Defenders D4 1xD12 is the score you use to move (you throw a 6 so you can move 6 or 15cm ,)this is the score for any foot figure and Artillery by 2 or 3 Horses .You double the score for a Cavalry figure. Half score if moving Artillery either by foot figure or 1 Artillery Horse or crawling. No deduction of movement if crossing Soft Cover/Hard Cover SKIRMISHERS are the only figures allowed TO CRAWL OR GO PRONE. You must state if your figure is crawling or prone at the beginning of your turn.. Soft Cover *Fence *hedge stream broken ground, hill *marsh *wall Hard Cover *woods *buildings *redouts and barricade construction *fieldworks *overturned wagons * high fences * rivers except across bridges *terrain a wagon/limber/gun cannot cross EXAMPLE A woodlands Indian throws 1xD3 1xD4 1xD6 1xD8 1xD10 1xD12 his scores in order are 1 2 4 5 2 4 Your figure knows he has 2 lives this turn , can save if fired at by a figure with a formation fail otherwise cannot save from firing , HE CAN REROLL HIS D10 and gets a 7 AND CAN REROLL HIS D12 and gets a 10 so now he will be ok in melee if attacking or defending ignores the formation fail as he is a skirmisher and can see another skirmisher in his unit and now can move 10 25cm.. Your figure if near hard cover would move into this with his 10 (25cm) so that an opposing figure would need a 7 to hit. He can fire as a 5 is a hit against a figure in line or column in the open or a figure in line or column in soft cover or a figure in skirmish in the open A Commanding Officer/Captain figure goes through the same procedure as above MORALE If any of your figures have lost 1 or more lives in your current sequence and have thrown a score of 1 on a D4 (a 2 if Commanding Officer /Captain killed) in your next sequence , then your figure or figures cannot move forward or towards any enemy , you can still fire , you must move out of melee if not surrounded and you can still fight in melee if attacked. You can go back to normal if you do not throw a 1 (a 2 if Commanding Officer /Captain killed) on your next D4 Up to 5 figures are allowed in a building ,an enemy needs to kill 1 figure in base to base with the building door before he can enter. He can enter if there are fewer than 5 enemy figures in the building. Both attacker and defender fight with a formation fail while in the building.
A Artillery Horse throws 1xD4 1xD6 1xD10 1xD12 per turn ,you go through the same procedure for melee saving .moving as you would a foot/cavalry figure. If 2 or 3 Artillery Horses pulling Artillery Gun use lowest dice score for movement. THIS GAME IS BASED ON TRUST AS AN ATTACKER YOU MUST STATE THAT YOU HAVE SCORED A HIT ON THE DEFENDER AND MUST STATE YOUR ACTUAL SCORE IN MELEE AS A DEFENDER YOU DO NOT TELL THE ATTACKER YOUR SCORE IN MELEE YOU DO NOT TELL THE ATTACKER HOW MANY LIVES YOU HAVE LOST TO MELEE AND FIRING THE ATTACKER WILL KNOW IF HE HAS KILLED A FIGURE WHEN YOU TAKE A FIGURE OFF THE BATTLEFIELD ALWAYS KEEP YOUR SCORES HIDDEN FROM YOUR OPPONENTS EYES THE GAME IS BASED ON USING A FEW COMPANIES PER SIDE IF OTHERWISE USE THE POINTS IN THE FRENCH AND INDIAN WARS SKIRMISH RULES. FORMATIONS PERMITTED:~ British/French Line/Grenadiers Column Line Only British/French Light/ Cavalry Column Line Skirmish 1cm Minimum If less than 1cm classed for firing purposes as in base to base. Militia Provincials Column Line Skirmish (1cm Min) Frontiersmen/Indians/Rangers/Coureur de Bois Skirmish Only (1cm Min) Column is permitted on tracks and roads by Militia,/Provincials, British and French troops only in a column of 2 figures either width only.(foot/cav) NOTES (Cavalry have 2 figures and 1 officer per troop) French Battalions were 16 companies of 40 men per company 2 figures 1 French Captain per 3 companies British Battalions were 8 companies of 100 men per company 5 figures 1 British Capatin per 1 company Grenadier/Light Companies were 40 men 2 figures plus 1 captain figure Light Artillery Gun has 1 artilleryman and 1 Captain plus 1 Art Horse Field Artillery Gun has 2 artillerymen and 1 Captain plus 2 Art Horses Siege Artillery Gun has 3 artillerymen and 1 Captain. Plus 3 Art Horses Average Ranger/Coureur de bois Companies were of 60 men 3 figures plus 1 captain figure Indians/Militia/Frontiersmen/Provincials will be in adhoc companies with 1 Captain attached FIRING AT SOFT/HARD COVER THROW 1xD8 PER ARTILLERYMAN TO SCORE 1 HIT YOU MUST SCORE 5 OR MORE IF FIRING AT SOFT COVER AND 6 OR MORE IF FIRING AT HARD COVER. (YOUR DICE HAS ALREADY BEEN THROWN) All Stone buildings have a value of 24 hits. (8 hits per 6 section of stone fort wall) Wooden buildings have a value of 12 hits All linear stone objects and mud walls have a value of 8 hits per 6 length. All linear wooden objects have value of 4 hits per 6 length.(barricades) Fieldworks or earthworks have a value of 24 hits per 6 length. Artillery Guns are the only hits that can reduce structures to rubble. When totals are down to 4 hits all buildings/ bridges/Fieldworks/Earthworks are unusable. Any FIGURES caught in a building/bridge with 4 hits or less are removed from the battlefield. Any FIGURES caught in Fieldworks/Earthworks with 4 hits or less per 6 length are removed from the battlefield All linear objects are deemed destroyed and passable when there hits are reduced to 0. Any figures caught behind any linear objects of 6length with a value of 0 hits are removed from the battlefield.
TO HIT FIRING CHART TO HIT OPEN SOFT COVER HARD COVER LINE/COLUMN 4 5 6 SKIRMISH 5 6 7 CRAWL/PRONE 6 7 8
RIVERS Throw 1xD6 A score of 1 is Fast flowing 2 Steady flowing 3,4,5,6 Slow flowing Crossing rivers at Bridges and Fords there is no deduction but at a maximum of 2 figures width if foot or cavalry Fast Flowing rivers can only be crossed at Fords and Bridges Crossing rivers with no Bridges and Fords no maximum of figure width Steady flowing :- Throw 1xD6 per figure foot or cavalry per move whilst in or crossing river a score of 1 2 for foot drowned a score of 1 2 3 for cav drowned. Slow Flowing:- Throw 1xD6 per figure foot or cavalry per move whilst in or crossing river a score of 1 for foot drowned a score of 1 2 for cav drowned(NOTE YOUR DICE HAS ALREADY BEEN THROWN)