Skirmish Rules FIWS 54mm

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Skirmish rules for gaming the French & Indian War in 54mm

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  • 1/32 FRENCH AND INDIAN WARS SKIRMISH

    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)