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7/30/2019 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