French and Indian Wars Skirmish Rules. Tyneside Wargames club October Version 3.4

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French and Indian Wars Skirmish Rules Tyneside Wargames club October 2016 Version 3.4

Page 2 of 11

Index: Introduction:... 4 Troop Classifications:... 4 Loyalty:... 4 Weapons:... 4 Play Sequence:... 4 Groups:... 5 Figure Activation:... 5 Movement:... 5 Shooting:... 6 Risk Factors:... 7 Visibility:... 7 Risk Factors: Formed Infantry... 8 Visibility:... 9 Effects of Hits:... 11 Charging and Melee:... 11 Winning and losing:... 11 Setting up a game:... 11 Page 3 of 11

Introduction: These rules are designed to allow players to role-play officers and leaders in small skirmishes during the French and Indian wars in the 1750s in North America. Troop Classifications: Regulars: these may be Formed Regular troops or Skirmishers. Irregulars: these are Indians, and semi regular militias etc. These are subdivided into; Hero: Hawkeye and similar Superheroes. Veteran: Experienced troops. Raw: Inexperienced troops and frontier civilians Loyalty: Figures are either Loyal or Disloyal to a particular officer/leader; EG: British / French regular troops are usually loyal to their NCOs and Officers. Indians are only loyal to their own leaders. American Militiamen are not loyal to British officers or Indians leaders. Weapons: These are classified as; Weapon type Short range Medium range Long range Melee factor Rifles 30 cms 90 cms 180 cms 2 Muskets 20 cms 40 cms 120 cms 2 (3 with Bayonet) Pistols 4 cms 8 cms 20 cms 1 Bows 30 cms 60 cms 100 cms 1 Spears 8 cms 12 cms 24 cms 3 Swords - - - 3 War Club - - - 3 Hatchet / Knife. 5 cms 10 cms 20 cms 2 Rocks etc 4 cms 8 cms 20 cms 1 Play Sequence: (1) Player Characters dice for Command points - Determine units under command then dice for all their side s units on the Actions table below. (2) Move all the P.C.s side s actions. (3) Calculate any shooting by the P.C.s troops. (4) Calculate all melees, and record casualties from melee. (5) Move the other side as the sequence above (1-4). Page 4 of 11

Groups: Figures are nominally organised into groups, a group consists of 4 to 10 figures, they should always attempt to remain in line of sight of at least one other member of their group at all times. Groups may combine with similar troops to form a larger group if they are reduced to 3 or less figures. Formed Infantry are grouped as whole platoons. Figure Activation: Player Characters are Officers and Leaders, and may be of any class. They are limited to 1 per player, and are capable of solo action and commanding other figures. Heroes throw 4D6 a turn. Veterans throw 3D6 a turn. Raw figures throw 2D6. - 1 Dice if Officer loading/firing or in Melee Throw an extra D6 if at least 1 Drummer and/or Bugler is commanded. Command distance is 50cms in the open, 25cms in enclosed terrain. Only figures within that distance may be commanded by a command figure. Loyal figures require 1 pt to activate them. Disloyal figures and Routers require 2 pts to activate them. If all the members of a group are not commanded, then none of them are. If an NCO/ Drummer or bugler is activated, he may command on behalf of an officer. EG: A veteran officer of regulars wishes to command a platoon of 30 men in a wood, many of which are outside the 25cms command distance. He throws his 3D6 and scores 12, which would be enough to command 1 squad of 10 loyal men, but not the others. He therefore commands the nearest NCO (Veteran) who adds his 3D6 score of 7, still not enough! However, the NCO is within 25cms of another NCO, so he is activated by the first NCO, and his 2D6 (Raw) score of 10 is enough to command the whole platoon, as long as the Officer or commanded NCOs are within command distance of all the figures in the platoon they are commanding. This represents the chain of command. Loss of NCOs can be crippling! Activated troops will normally act as the player wishes in that turn. However, Commanded Troops unable to fire Volleys and Salvoes(EG: French, etc), count differently for shooting (IE: they are moved as the player wishes, but will only fire 1 per 3 shooters when firing if moving, or 1 per 2 shooters if stationary.) Movement: Figures may move a maximum of 25 cms a turn, though wounded men and civilians may only move 20cms (15 cms if their petticoats are not hitched up!) Horsed figures may move up to 40 cms in open clear terrain. Difficult going counts double the distance, and it takes ¼ of a move to clear a low barrier (Fallen tree etc) or fence. Page 5 of 11

Shooting: Uncommanded troops fire is 1 per 2 figures if stationary, or 1 per 3 figures if moving. Commanded troops and player characters: These may shoot at designated target groups, PCs may target individuals. Commanded troops must spend a turn halted to load muzzle loaded weapons before a turn in which they fire; they may then move at up to half speed and still shoot in any subsequent turn. Uncommanded troops may only move half speed and shoot, but count 1 range band further away if shooting and moving in the same phase (Unless throwing spears while advancing) Uncommanded figures not under player control may move full speed and still fire this saves a lot of book-keeping! To Hit: Throw a D8 Open Soft cover Hard Cover Short Range 2 4 6 Medium Range 4 6 7 Long Range 6 7 8 To Hit modifiers: +1 to die roll if Hero: -1 to die roll if Raw shooters. Shooting Damage Caused: +1 to die roll if Hero: -1 to die roll if Raw shooters. D6 roll: 1 2 3 4 5 6 Gunpowder weapons Graze Graze Wound Wound Kill Kill Bow / spear Graze Graze Wound Wound Wound Kill Other Graze Graze Graze Wound Wound Kill Hits are randomised among a target group, except for player characters, who may shoot at any figure they wish in clear sight. Officers / NCOs / Leaders are considered part of the nearest group within 5 cms of them for casualty allocation, otherwise they are separate units. Shooting is only possible if figures can see the entire base of a figure without obstruction, unless shooting over an object or person within 2 cms. Figures may be shot at in, or from, woods up to 10cms inside. Other figures These do not have separate morale or order rules, they simply calculate the Risk Factor they are under an act accordingly Page 6 of 11

Risk Factors: RF s (Risk Factors) are added as indicated below; Note that uncommanded units will always shoot only at the nearest to them (Measured from the nearest figure)- -4: No, or friends retreating, in sight. -1: Hero with unit. : Unit entirely in cover. 1: Enemy in clear sight and within their weapons range of the unit : Raw unit in range of any unit in sight. : Per 10% of group wounded or killed 2: Enemy to flank or rear and in sight. 3: If running from last turn, or retreating as a result of melee. And throw a D6: Cross reference the Risk Factor with the modified D6 roll, this will indicate: (1) What the unit will try to do. (2) What Morale effect the situation has on them. The effect is immediate and simultaneous for all uncommanded units. Note that Player Characters and commanded troops work under the same system, but ignore shooting and movement instructions written in Italics. Visibility: Figures in terrain are seen at D6 x 10cms range if within 10cms of the edge, or if they fire, or are in plain sight. Visibility is 20 cms within woods. Figures in the open can be seen at any range. For risk factor calculation visibility is not counted through other troops or intervening terrain which prevents shooting. Page 7 of 11

Actions Table RISK FACTOR Up to RF0 D6: 1 2 3 4 5 6 Continue current actions, unless a 6 (D6) is thrown, in which case they will move towards the nearest visible. They will not move however, from fortified positions they are defending. Units falling back away from the will halt in the nearest cover facing the last known position (5,6 D6) RF1 A B C C C D RF2-5 E A B C C D RF6-8 F E A A B C RF9+ F F E E E B (A) Move towards the nearest cover within 1 move, or if in cover, stay there. Otherwise retreat away from all units, or surrender if unable to do so. (B) Stay in current position, but may change the facing of the unit to face the nearest unit. (C) Continue current actions, facing the nearest, charging into melee if in reach. If no are in sight, move towards game objective, or continue in current direction of move. (D) Advance towards the nearest unit, charge if in reach of them. (E) Move away from the nearest unit, towards cover, or if in cover, stay there. (F) Run away from the nearest, or you are in contact with. Figures which are surrounded surrender. If no figures are in sight, and unit is ordered to move towards/away from them, use the last known position or direction of figures seen to determine your units move direction.

Risk Factors: Formed Infantry RF s (Risk Factors) are added as indicated below; Note that units will always shoot only at the nearest to them (Measured from the nearest figure)- -1: Hero with unit. : Unit entirely in cover. 1: Enemy in sight and within their weapons range of the unit : Raw unit in range of any unit in sight. : Per 10% of group wounded or killed : Per NCO Killed. 2: Enemy to flank or rear and in sight. 3: If running from last turn, or retreating from melee. And throw a D6: Cross reference the Risk Factor with the modified D6 roll, this will indicate: (3) What the unit will try to do. (4) What Morale effect the situation has on them. Note that Player Characters and commanded troops are using the same system, but ignore shooting and movement instructions written in Italics. Uncommanded Formed troops will always stay in company with the first group in their platoon to move if their commands are written in Italics and all units of the platoon are within 5cms of each other and there is at least 1 Officer /NCO within 5 cms of the platoon. Visibility: Figures in terrain are seen at D6 x 10cms range if within 10cms of the edge, or if they fire, or are in plain sight. Visibility is 20 cms within woods. Figures in the open can be seen at any range. For risk factor calculation visibility is not counted through other troops or intervening terrain which prevents shooting.

Actions Table RISK FACTOR For Formed infantry lines and columns. D6: 1 2 3 4 5 6 Up to RF0 RF1-3 Halt in position facing the nearest Formed infantry operate in platoon sized units and will march in 3 wide columns until in the open with enough room to deploy if within shooting distance of the. When in shooting distance of the, platoons will deploy into a 3 deep line facing the nearest formed infantry, or the nearest otherwise. Advance towards nearest (Charge?) RF4-6 Move half move further from Halt in position facing the nearest Advance towards nearest (Charge?) RF7-8 Run from nearest Move half move further from Halt in position facing the nearest Advance towards nearest (Charge?) RF9+ Run from nearest Run from nearest Move half move further from Move half move further from Move half move further from Halt in position facing the nearest

Effects of Hits: If units are within range of an unit, hits are diced for as follows; Heroes add 1 to their die roll result! D6 roll: 1 2 3 4 5 6 Gunpowder weapons Graze Graze Wound Wound Kill Kill Bow / spear Graze Graze Wound Wound Wound Kill Other Graze Graze Graze Wound Wound Kill Graze: Light injury, has no game effect. Wound: Figure is disabled and may only shoot at short range and fight in melee. He may move at reduced speed only. If he has 2 wounds, he is killed. Killed: Figure is critically hit, and will most likely die, or is killed instantly. Charging and Melee: If a group is directed to Charge? It moves to contact the nearest figures in reach. Figures are matched as evenly as possible (IE: they can t gang up on 1 figure leaving others unengaged!). Player Characters and Commanded troops may charge if in reach and not forced to move otherwise in the actions table. When figures are matched, each figure throws a D6, -1 if Raw, or per over 1 in base to base contact with him. +1 If a Hero. +1 If have a better Melee Factor weapon than all your opponents. If one side score is better than the check for hits as follows: The winning figure wounds an opponent if his die rolled a 5, he kills an opponent on a roll of 6. At the end of melee, the group(s) which had the worst results, (or both if drawn,) is moved back 5cms. The winning side may follow up if it chooses. Figures unable to fall back take a wound instead. Winning and losing: When all of a side s units are in retreat, they have lost and will retire from the field. Individual winning and losing parameters may be decided on a game by game basis. Setting up a game: As the game is designed, there is little reason to use hidden markers, unless all the players are on the same side, and the opposition is solo run. In this case, Place hidden markers, and half their number of dummy markers randomly in the front edge (IE: Facing the players forces) -of terrain pieces. When they see the, the figures are placed within 20cms of that marker.