Post by jenburdoo on May 30, 2017 5:38:58 GMT
Just found these simple skirmish native v. frontiersman rules in Donald Featherstone's first 1962 wargames book, that I'm thinking of using or adapting for use with 54mm Revolutionary War figures in the context of a children's program. I'd welcome your thoughts or comments, especially if you have read or tried these rules:
- Terrain is scattered, heavy forest terrain, lots of rocks and twigs on the table, with a few clearings and thin trails here and there, and plenty of places to take cover and hide.
- Movement is 9" per figure. Soldiers in groups of three or more move 6". Uphill halves movement, crossing a stream loses 3", moving along paths adds 3".
- Intended for about 25 figures a side. (What table size, then? Or play on the floor?)
- Firing has a range of 12" in the open. (What about in cover?) Hits on a 6, a 5+ if firer is in cover and target isn't. Target saves on a 4+, a 3+ in cover. (Can you move and fire?)
- In CC, figures roll off (rerolling ties?). If a figure is outnumbered, he rolls once; beating lower opponents and being beaten by higher ones, with the same saving throws. Roll off for "impetus", gaining +1 to rolls if you have it, and you get it automatically if you charge into clear ground. If attacked in flank or rear, defender subtracts 1 and attacker adds 1. (Think I'd drop impetus or just give it to whoever charged.)
- Morale: Each player rolls D6 x number of survivors; loser falls back a move. 1-3 are routed, 4-6 in disorder. (Meaning?) -1/+1 to morale roll for defender/attacker if attacked in flank or rear again.
- Terrain is scattered, heavy forest terrain, lots of rocks and twigs on the table, with a few clearings and thin trails here and there, and plenty of places to take cover and hide.
- Movement is 9" per figure. Soldiers in groups of three or more move 6". Uphill halves movement, crossing a stream loses 3", moving along paths adds 3".
- Intended for about 25 figures a side. (What table size, then? Or play on the floor?)
- Firing has a range of 12" in the open. (What about in cover?) Hits on a 6, a 5+ if firer is in cover and target isn't. Target saves on a 4+, a 3+ in cover. (Can you move and fire?)
- In CC, figures roll off (rerolling ties?). If a figure is outnumbered, he rolls once; beating lower opponents and being beaten by higher ones, with the same saving throws. Roll off for "impetus", gaining +1 to rolls if you have it, and you get it automatically if you charge into clear ground. If attacked in flank or rear, defender subtracts 1 and attacker adds 1. (Think I'd drop impetus or just give it to whoever charged.)
- Morale: Each player rolls D6 x number of survivors; loser falls back a move. 1-3 are routed, 4-6 in disorder. (Meaning?) -1/+1 to morale roll for defender/attacker if attacked in flank or rear again.