Adventures With Gun, Sabre and Horse Ver 1.1

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    FIRST EDITION, ver 1.1

    WARGAM E RULES WITH ARMY LISTSFOR 15mm M INIATURES

    COPYRIGHT 2010 AUSTON BUTLER

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    WA RGAME RULES W ITH ARMY LISTS FOR 15mm MINIATURES

    INTRODUCTION & SCALE

    Welcome to Adventures with Gun, Sabre & Horse. It is assumed that

    you are a wargamer and that most of the terms in our book will already

    be familiar to you. Our goal with AGSH was to provide a fun, fast play

    wargame playable with any miniatures and the ability to cover a

    number of periods and battles. We do not define ground & time scales

    in our games, instead we opt for what feels right on the table.Sometimes a re-roll is allowed, but whatever result comes up next you

    must abide by.

    PLAYING AREA & BASING

    We recommend at least a 4x4 table for battles of AGSH. Figures can be

    mounted several to a single base, we recommend a rectangle base with

    a 40mm frontage.

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    NEEDED ACCESSORIES

    AGSH uses normal 6 sided dice, hereafter referred to as d6. It would begood to have several d6 and a tape measure as well.

    STARTING A GAME

    Each player rolls a d6 adding any bonus to decide who has choice of

    board edge; then repeat for deployment and first turn. Highest roll

    chooses to either deploy first and take first turn, or deploy last and go

    second.

    GAME SEQUENCE & DEPLOYMENT

    Each turn is broken down into four phases. Command (CP & CT),

    Movement, Shooting and Close Combat. Unless otherwise stated all

    units must be deployed within 8 of your board edge.

    UNIT & GROUPS

    A unit is a single base/stand of two or more figures. Two or more units

    may be put together in base contact to form a group. A group acts as a

    single unit for movement purposes. A group must remain together

    when moving. A group may wheel, reform or move straight ahead or

    back. Units may move in any direction you desire.

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    COMMAND PHASE

    At the start of your turn you may roll for command points and take any

    needed command tests.

    COMMAND POINTS (CP)

    Every army must have at least 1 general. At the start of each turn you

    must roll for command points for each general. Roll a d6 adding any

    modifiers to determine how many command points that general has

    this turn. An army with a musician may increase it's General's CP by 1.

    Command Points may be spent as follows:

    Move a unit or group = 1CP

    Move a unit or group out of CR = 2CP

    Move a unit or group a second time = 2CP

    Charge into close combat after moving = 2CP

    Charge into close combat before moving = 1CP

    Charge into close combat, unit/group out of CR = 2CP.

    Pass a CT = xCP

    COMMAND RADIUS (CR)

    Unless otherwise stated all leaders have a 12 command radius or CR.

    All units must stay within 12 of their leader to be considered in

    command. If a figure is outside of CR then the leader must spend an

    extra CP to move that unit.

    COMMAND TESTS (CT)

    To perform certain actions or pass morale a unit must pass a command

    test. Roll a d6 and add any desired CP to the result to achieve the target

    score needed.

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    MOVEMENT

    Unless restricted by terrain or otherwise noted all foot units have a 4

    movement rate and all mounted have an 8" movement rate. A unit orgroup may forgo it's movement rate to reform and face any direction.

    Select a unit or group to move and then the next until all have been

    moved. Independent figures may move without the expense of CP.

    Terrain reduces a units movement by half. Only movement may be

    performed twice in one turn.

    MOVEMENT MODIFIERS

    +2" if foot on road.

    -2" if foot in wooded, swamp, rocky, or hill terrain.

    +3" if mounted on road.

    -3" if mounted in wooded, swamp, rocky, or hill terrain.

    CHARGINGTo charge into close combat requires CP. The charging unit should also

    be no more than it's full movement rate away from the target unit to be

    charged.

    WEATHER

    As an optional rule for more interesting battles roll on the weather

    chart below.

    Roll Result

    1-3 Normal day.

    4 Rain Storm, movement reduced by half.

    5 Snow Storm, movement & LOS reduced by half.6 Night,

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    SHOOTING

    Units must have line of sight and the target must be within range.

    Unless otherwise noted units may not move & shoot. Units may notsplit their shots between two different targets. Unless otherwise noted

    units may not shoot through other units, friendly or foe.

    To hit a target roll all of your dice for your unit/group and apply any

    modifiers to the results, the score needed to hit is shown below. A

    natural 1 is always a miss and a natural 6 is always a hit. If targeting a

    group roll all your shots against that group, any casualties will be

    removed at the targets discretion. Unless otherwise indicated mounted

    troops must dismount to shoot.

    Small Arms/Gatling Gun Shooting ChartRange to hit. Score to hit.

    18" to 24" 6

    12" to 18" 5

    0" to 12" Max. Pistol Range 4

    Bow Shooting ChartRange to

    hit.

    Score to hit.

    6" to 12" 5

    0 to 6" 4

    Artillery Shooting ChartRange to hit. Score to hit.

    36" to 48" 6

    24" to 36" 5

    0" to 24" 4

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    If the artillery hit is successful, roll a d6 apply any modifier and this is

    the amount of hits taken. Any unit/group within 1" of the targeted unit

    is also hit in the same attack. For grape/canister shots any units directlyin front of the gun up to 8" suffer d6 hits. Artillery can fire over units

    and terrain.

    Shooting Modifiers (Reduces the dice result.)Situation Modifier

    Target in Light Cover (Trees,

    Bush, Rocks)

    -1

    Target in Hard Cover (Building,

    Fort)

    -2

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    CLOSE COMBAT

    All units involved in the combat must be in base to base contact. Each

    unit in close combat rolls a d6, mounted troops roll 2d6 and add anymodifiers. Compare the scores of each side, if equal or 1 point greater,

    than a draw. If 2 points or more greater than the higher roll has won

    combat. Mounted troops that win close combat and kill their target will

    push through one base width and if applicable combat continues on the

    next turn.

    Units will always turn and line up for combat. So if a unit that had an

    enemy in base contact to it's front and on it's flank, destroyed the front

    enemy, it will now turn to face the flanking enemy. There is no CP

    expense for this turn.

    Close combat modifiers are as follows:

    +1 for charging.

    +1 if Hero/General

    -1 for charging uphill.

    -1 for each flanking/rear unit.

    Subtract or add any ability as stated in the army lists.

    CASUALTY ROLLS

    Any unit hit in either shooting or close combat must roll on the

    Casualties Chart to determine the outcome of the hit.

    d6 Result Outcome

    1 to 4 Unit is destroyed or combat ineffective, remove from game.

    5 or 6 Unit is unharmed due to training, numbers, luck etc.

    CASUALTY ROLL MODIFERS

    +1 if moved this turn.

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    MORALE

    Once your army has taken 25% casualties of the total units in yourarmy; either from shooting or close combat your army must pass a

    Command Test (CT: 6) at the end of the current phase.

    Example: If your force contains 12 units or stands of figures. After your 3rd

    loss you must test morale by rolling a d6 adding any desired CP and hope for

    a result of 6.

    If the CT is failed, then test the morale of each unit in the army (CT:4).

    A unit that has failed a CT test and taken their obligatory reaction, may

    attempt to pass morale with another CT at the start of their next turn.

    An army with a standard may add 1 to all CT rolls.

    Failed CT ResultsSituation Result

    First CT failure. Unit falls back 2".

    Unit is falling back. Unit destroyed.

    SPECIAL ABILITIES

    Some units have one or more special abilities listed for their army.

    Fast = May make a second move vice shooting.

    Discipline = May add +1 to all CT.

    Fearless = Never takes a CT.

    Mountain Walk = No movement penalty for mountainous or

    hilly terrain. Forest Folk = No movement penalty for wooded/jungle terrain.

    Fanaticism = Each unit may ignore first failed CT.

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    ARMOURY & ARMY LISTS

    Pistols & bows have a maximum range of 12" and fire 1 shot. Rifles fire2 shots. Gatling guns & other early heavy machine guns fire 4 shots

    and use the Small Arms Shooting Chart to determine hits. In the Army

    Lists, points are shown for each base/stand of figures. All generals have

    2 wounds, and do not expend CPs to move themselves. All armies must

    have a general; some armies may have 2.

    ARMY COMPOSITION

    No more than 30% of your army points may be spent on artillery.

    No more than 75% of your army points may be spent on cavalry.

    We recommend your first games be of no more than 100 points per

    army with a + or - difference of 3 points allowed, but the final point

    total is up to you.

    WINNING & LOSING A GAME

    Once an army has lost 50% of it's units, or in some cases their general,

    and has lost more units than their opponent, that army has lost the

    battle and will flee the field.

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    THE ZULU IMPI

    A Zulu Impi may have more than one Chief (general). Zulu

    Chiefs cannot share their CPs with one another.

    All Zulu units are fearless as long as a unit in within the CR of a

    Chief. If Chief is killed, then that unit may rejoin with another

    Chief if within that Chief's CR; if not unit is removed from the

    game.

    All Zulus Rifle Warriors must subtract -1 from their dice rolls in

    shooting to hit. All Zulus have a 5" movement rate and do not suffer movement

    penalties for terrain.

    All Zulu Warrior Units receive a +1 to their die roll in close

    combat.

    ZULU UNITS POINTS

    Zulu Warrior Unit 3

    Zulu Rifles Unit 3

    Zulu Chief (General) 6

    Sample Zulu Impi

    No. Unit Points

    2 Zulu Chiefs 1210 Zulu Rifle Warriors 30

    20 Zulu Warriors 60

    Total Points: 102

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    BRITISH ROYAL ARMY

    British Generals may add +1 to their CP roll, armed with pistols.

    Regular British Army units in the second rank may shoot

    through their first rank to simulate the first rank kneeling.

    British Indian Soldiers have Mountain Walk ability.

    British Gurkhas may add +1 to their close combat rolls.

    British Hussars

    British Lancers

    BRITISH ARMY UNITS POINTS

    British Regulars/Marine Unit 6British Indian Army Unit 4

    British Gurkha Unit 4

    British Naval Infantry Unit 4

    British Lancers 12

    British Hussars 10

    Gatling Gun Battery 20

    Artillery Battery 30

    British General 12

    Sample British Army

    No. Unit Points

    1 British General 12

    9 British Regulars 543 British Lancers 36

    Total Points: 102

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    UNITED STATES ARMY

    U.S. Cavalry troops add +1 to all casualty rolls.

    U.S. Cavalry troops may dismount and act like infantry using

    their mounts for light cover (see shooting modifiers).

    U.S. Generals may add +1 to all CT rolls, armed with pistols.

    U.S. Indian Scouts may shoot mounted.

    U.S. ARMY UNITS POINTS

    U.S. Infantry 6U.S. Indian Scouts Army Cav Unit 8

    U.S. Naval Landing Party 4

    U.S. Cavalry 12

    Gatling Gun Battery 20

    Artillery Battery 30

    U.S. General 10

    Sample United States Army

    No. Unit Points

    1 General 10

    7 U.S. Infantry 42

    4 U.S. Cavalry 48

    Total Points: 100

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    NATIVE AMERICAN INDIAN WAR PARTY

    All NA Indians have the Forest Folk ability.

    A NA Indian War Party is led by a single War Chief. If the War Chief is killed, the battle is lost.

    NA Indian mounted troops do not dismount to shoot.

    NA Indian War Parties are not bound by CR.

    A NA Indian War Party can be organized into one or more large groups

    of warriors. All NA Indian Braves are equipped with both a bow and

    hand axe.

    NA INDIAN UNITS POINTS

    Foot Brave 4

    Mounted Brave 8

    War Chief 10

    Sample NA Indian Warband

    No. Unit Points

    1 War Chief 10

    11 Foot Braves 44

    6 Mounted Braves 48

    Total Points: 102