FRENCH AND INDIAN WARS SKIRMISH
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1 FRENCH AND INDIAN WARS SKIRMISH 25/28 MM FIGURES 1 Figure equal to 1 Figure otherwise 1 to 5, Foot/Artilleryman 15mm frontage Depth 15mm,18mm,20mm depending on figure Cavalryman 25mm frontage Depth 40mm,50mm,60mm depending on figure No need for bases for Artillery. ALTERNATIVE MOVES Each side throws 1xD10 highest moves 1st FIGURES CAN FIRE, MOVE THEN, MELEE IN THERE TURN OR MELEE MOVE THEN FIRE MOVEMENT March Attack and Gallop for 3 moves then 1 move March/Trot You do not have to move the full distance scored on your dice throw Type Foot March March Attack All Infantry throw 2xD4 throw 3xD4 You throw 1 and 3 on 2dice so you move 4 (10cm) Trot Gallop All Cavalry throw 2xD8 throw 3x D8 All Oxen/mules/horse throw 2xD6 throw 3x D6 All Horse Artillery pulled by Horse(max 2 horse)throw 2xD6 throw 3xD6 All Foot Artillery pulled by Horse(max 2 Horse)throw 2xD All Field Artillery pulled by Oxen (2) throw 2xD All guns pull/pushed by foot All foot in Buildings throw 1xD All Foot Crawling throw 1xD All Artillery pulled by 1 Oxen/Horse throw 1xD Prone 0 Infantry can move half distance and go prone and visa versa. Retreat All Troops throw 4x D? relevant die Artillery pulled by only 1 Oxen or 1 Horse cannot Gallop and they reduce there movement to 1xD4 or 1xD6 even along roads.
2 Add 1xD? dice to Militia,/Proivincials British/French units Foot and Cavalry and all Artillery pulled by 2 horse/oxen/mule if in Column and along roads and across Bridges and Fords. It takes 1 full move to change to any formation It takes 1 full move to mount/dismount It takes 1 full move to unlimber/limber. Throw 1xD4 to realign Artillery Gun by barrel if you want to fire at new target,it will be up to 4 movement.if movement is less than, you may still fire at target, if more than no firing and finish realignment next move.. Always measure furthest figure to change formation if not completed it requires a further 1 move FORMATION FAIL Each MILITIA UNIT always throws 1xD4 MILITIA CAPTAIN always throws 1xD6 Each FRONTIERSMAN/INDIAN/ARTILLERYMAN/PROVINCIAL UNIT throws 1xD6 FRONTIERS/INDIAN/ART/PROVINCIAL CAPTAIN always throws 1xD8 Each RANGER/COUREUR DE BOIS UNIT always throws 1xD8 RANGER/COUREUR DE BOIS CAPTAIN always throws 1xD10 Each FRENCH/BRITISH INF/ART UNIT always throws 1xD10 FRENCH/BRITISH INF/ART CAPTAIN always throws 1xD12 Each FRENCH/BRITISH LIGHT/GREN/CAVALRY UNIT always throws 1xD12 FRENCH/BRITISH LIGHT/GREN/CAVALRY CAPTAIN always throws 1xD12 TO PASS THE UNIT THROWS THE APPROPRIATE 1XD? A SCORE OF 4 AND THE UNIT PASSES A SCORE UNDER 4 AND THE UNIT CONTINUES WITH A FORMATION FAIL. YOU ALWAYS THROW AT THE START OF A MOVE. COMMANDING OFFICER DOES NOT GET INVOLVED YOUR UNIT CAPTAIN CAN THROW AFTER YOU UNIT FAILS ITS FORMATION TEST BUT IF HE FAILS THE UNIT CANNOT MOVE. All British/French Units cannot fire a volley if they have a Formation Fail.. Must be taken at the start of a move. Cannot be taken whilst in melee. If fail take again next move. It effects firing,melee morale. Cannot be taken whilst crossing soft/hard cover.
3 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 unit to least furthest figure), dismount/mount, unlimber/limber, moving in/out of buildings. Skirmishers less than 1cm apart Whilst in Retreat Skirmishers can move through other skirmishers but both units incur formation fails A unit (figures in base to base) in column or line can move through skirmishers but both units incur formation fails A unit (figures in base to base) cannot move through other units that are in base to base but must go round, unless 1 unit can form skirmish see above EXAMPLE; A British Foot Line Regiment crosses a low stone wall (crossing soft cover) it moves 5 over the wall moving through soft cover onto the other side thus receiving a Formation Fail. Next turn before moving the unit throws a Formation Fail Test 1xD10 The score is a 3 so the Regiment fails its Formation Fail Test. The unit throws 2xD4 and gets to move 6 and still has a Formation Fail. Next turn before moving again the unit throws a Formation Fail Test 1xD10. The score is a 8, the unit passes and throws 2xD4 for movement. A Formation Fail affects Firing/Melee/Morale. Up to 10 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 10 enemy figures in the building. Both attacker and defender fight with a formation fail while in the building. NO DEDUCTION FOR MOVING ACROSS SOFT/HARD COVER Soft Cover *Fence *hedge stream broken ground, hill *marsh Hard Cover *terrain a wagon/limber/gun cannot cross *Wall *woods *buildings *redouts and barricade construction *fieldworks *overturned wagons * high fences * rivers except across bridges (stone /wood)
4 FIRING Throws appropriate 1xD? per figure for firing and saving. Volley Fire only allowed to British/French line/grenadiers/light in line(base to base). For each figure firing (2 Figures minimum ) throw 2xD?. Artilleryman figure firing Artillery Gun at enemy under 30cm throw 2xD? Each MILITIA FIGURE always throws 1xD4 CAPTAIN throws 1xD6 Each FRONTIERSMAN/INDIAN/ARTILLERYMAN/PROVINCIAL always throws 1xD6 FRONTIER/INDIAN/ART/PROVINCIAL CAPTAIN throws 1xD8 Each RANGER/COUREUR DE BOIS always throws 1xD8 RANGER/COUREUR DE BOIS CAPTAIN throws 1xD10 Each FRENCH/BRITISH INF/ART FIG always throws 1xD10 FRENCH/BRITISH INF/ART CAPTAIN throws 1xD12 Each LIGHT/GRENADIER/CAVALRY always throws 1xD12 LIGHT/GRENADIER/CAV CAPTAIN throws 1xD12 COMMANDING OFFICER always throws 1xD12 FIRING (Attacker picks opponent) Pistol/Carbine if mounted Line of Sight only Pick your target 360 degrees unless in base to base contact then 22 ½ degrees either side of weapon 45 degrees of artillery gun barrel. Dismount to Fire(usually) You must state whether you are firing at cavalry figure or horse. CAN MOVE AND FIRE ETC Each Field Gun (4) figures.if 1 Artillery Gun figure is killed you cannot replace him with any other figures. A Artillery Gun must have a least 1 artillery man if not the Artillery Gun cannot fire. Only Artillerymen can fire captured Artillery Guns. RANGES:- Musket up to 30cm(12 ) Foot/Horse Art Gun up to 90cm (36 ) Bow up to 20cm(8 ) Provincial Musket up to 25cm (10 ) Rifle up to 45cm(18 ) Tomahawk/Pistol/knife/axe up to 10cm(4 ) Carbine up to 30cm(12 ) Field Art Gun up to 120cm (48 )
5 A SCORE OF 4 IS NEEDED TO HIT IF ENEMY FIGURE IS IN THE OPEN AND IN LINE OR COLUMN A SCORE OF 6 IS NEEDED TO HIT IF ENEMY FIGURE IS BEHIND SOFT COVER AND IN LINE OR COLUMN A SCORE OF 8 IS NEEDED TO HIT ENEMY FIGURE IS BEHIND HARD COVER AND IN LINE OR COLUMN A SCORE OF 6 IS NEEDED TO HIT IF ENEMY FIGURE IS IN THE OPEN AND IN SKIRMISH A SCORE OF 8 IS NEEDED TO HIT IF ENEMY FIGURE IS BEHIND SOFT COVER AND IN SKIRMISH A SCORE OF 10 IS NEEDED TO HIT ENEMY FIGURE IS BEHIND HARD COVER AND IN SKIRMISH A SCORE OF 8 IS NEEDED TO HIT IF ENEMY IS CRAWLING/PRONE IN THE OPEN A SCORE OF 10 IS NEEDED TO HIT IF ENEMY IS CRAWLING/PRONE IN SOFT COVER A SCORE OF 12 IS NEEDED TO HIT IF ENEMY IS CRAWLING/PRONE IN HARD COVER YOU CANNOT HIT ENEMY IF HE/SHE IS PRONE OR CRAWLING over 15CM 6 IF A SCORE IS UNOBTAINABLE TO AN INDIVIDUAL FIGURE YOU CAN ADD SCORES TOGETHER TO GET A HIT BUT MUST BE EXACT I.E 3xD4 need 10 so score is ok. TO SAVE A FIGURE A SCORE OF 4 IS NEEDED TO SAVE. TO SAVE A FIGURE WHO IS FIRED AT BY FIGURE WITH A FORMATION FAIL A SCORE OF 3 IS NEEDED TO SAVE. Behind Soft/Hard Cover or Prone you can only fire if you can see figure. A Oxen/Artillery Horse/mule/Cavalry Horse throws 1xD4 to save. You go through the same procedure to kill them as you would a foot/cavalry figure.
6 Firing at Captains and Commanding Officer, You can fire at Captains and Commanding Officer if not in base to base contact with other troops...if they are attached to a Unit, hits to them are done as a ratio. Example A Captain/Commanding Officer is with a unit of 4 figures giving a total of 5 figures. Your opponent gets 5 hits on your unit so 1 hit is allocated to the Captain/Commanding Officer and the other 4 hits to your unit figures. A Captain/Commanding Officer ratio is 1 to 2. 1 to 3, 1 to 4 etc depending on unit size. MELEE (Base to Base Contact (in buildings we assume contact is made) (up to 5 figures against 1) i.e if 3 attacking figures are in melee with 5 figures there are only 3 combats. If 5 attacking figures are in melee with 3 figures there are 5 combats, the 2 attackers left over choose who to fight in the melee and the defender does not kill them if he /she wins the melee (fatigue in melee) In melee any figures of a unit not in base to base with any enemy figures still adds their dice throw to morale if required. Only melee in your turn. Opponent melees in his turn or can move away unless surrounded by 3 figures. Each figure in Melee ( Base to Base Contact ) throws appropriate dice. Each MILITIA FIGURE always throws 1xD4 CAPTIAN throws 1xD6 Each FRONTIERSMAN/INDIAN/ARTILLERYMAN/PROVINCIALS FIGURE always throws 1xD6 FRONTIER/INDIAN/ART/PROV CAPTAIN throws 1xD8 Each RANGER/COUREUR DE BOIS FIGUREalways throws 1xD8 RANGER/COUREUR DE BOIS CAPTAIN throws 1xD10 Each FRENCH/BRITISH INF/ART FIGURE always throws 1xD10 FRENCH/BRITSH INF/ART CAPTAIN throws 1xD12 Each LIGHT/GRENADIER/CAVALRY always throws 1xD12 LIGHT/GRENADIER/CAV CAPTAIN throws 1xD12 COMMANDING OFFICER always throws 1xD12
7 After Dice is thrown add or subtract below :- +1 To Defender if behind Soft Cover +2 To Defender if behind Hard Cover +1 To Defender if in Base to Base with other Figures (line or Column) +2 Fighting figure that is Prone or Crawling(figures cannot fire if Prone or crawling) +2 fighting figure if he/she is in Retreat +2 fighting figure if you, have moved by March Attack or Gallop +2 fighting figure if he/she has a Formation Fail +0 if both or you have FF Artillery Guns are captured when there figures are killed in melee. The Winner is the highest score The loser is killed permitted If Even carry on If The Winner of the melee does not throw for morale The Loser of the melee must take a Morale Test If Even it becomes the Opponents turn MORALE (Your opponent always asks you to take a morale test) When lost 1 or more figures to infantry/cavalry/artillery fire, or a Unit is at Even or Less than its original strength. Seeing Unit Captain killed, Seeing Commanding Officer killed within 30cm(12 ) Unit has a current Formation Fail Seeing friendly unit 30cm(12 ) retreating. Your opponent always asks you to take a morale test except :- if you have lost a melee.(automatic) If you have won a melee
8 Each MILITIA FIGURE alive or dead always throws 1xD4 for morale Each MILITIA CAPTAIN alive or dead always throws 1xD6 for morale Each FRONTIERSMAN/INDIAN/ARTILLERYMAN/PROVINCIAL FIGURE alive or dead always throws 1xD6 for morale Each FRONTIERSMAN/INDIAN/ARTILLERYMAN /PROVINCIAL CAPTAIN alive or dead always throws 1xD8 for morale Each RANGER/COUREUR DE BOIS FIGURE alive or dead always throws 1xD8 for morale Each RANGER/COUREUR DE BOIS CAPTAIN alive or dead always throws 1xD10 for morale Each FRENCH/BRITISH INF/ART FIGURE alive or dead always throws 1xD10 for morale Each FRENCH/BRITISH INF/ART CAPTAIN alive or dead always throws 1xD12 for morale Each FRENCH/BRITISH LIGHT/GRENADIER/CAVALRY FIGURE alive or dead always throws 1xD12 for morale Each FRENCH/BRITISH LIGHT/GRENADIER/CAVALRY CAPTAIN alive or dead always throws 1xD12 for morale COMMANDING OFFICER does not throw for Morale, but COMMANDING OFFICER CAN add 1xD12 to a unit IF IN BASE TO BASE, however if that Unit fails Morale the Commanding Officer Retreats as well. CAPTAINS always retreat with their unit. If Commanding Officer is Dead within 30cm(12) throw 2xD12 and minus off units score this is only used once per unit. Add 1 dice to unit if behind Soft Cover Add 2 dice to unit if behind Hard Cover Minus 1 dice to unit if it has a Formation Fail Minus 1 dice to unit if seeing friendly unit retreating. If the score is even carry on as normal, however if the score is minus retreat for 3 moves at march attack/gallop or if not applicable at march /trot. You can take morale again after 3 moves in retreat
9 Example of Morale :- An Indian Unit of 5 figures plus 1 Captain have a formation fail and is fired at by a British Foot unit, 2 Indian figures are killed Your Opponent ask you to take a Morale test. You throw 3xD6 for the Indians still alive and gets Your Captain throws 1xD8 and gets 5 giving a total of 14. You then throw 2xD6 for the Indian figures that are dead and get 4 3 and you also throw 1xD6 for your formation fail (Indian) and you score 5 giving a total of 12 The score of 14 beats 12 so your unit carries on as normal. (For formation Fail, Soft/Hard Cover seeing friendly unit retreating use the dice your unit uses i.e British Foot in soft cover you would use 1xD10 etc ) IF you would have failed morale you would have retreated for 3 moves, then taken another morale test using the above procedure. YOU CANNOT FIRE WHILST IN RETREAT
10 FORMATIONS PERMITTED:~ British/French Line/Grenadiers British/French Light/ Cavalry Column Line Only 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 Artillery Battery have minimum 1 artilleryman and 1 Captain to a maximum of 3 artillerymen and 1 Captain. 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
11 POINTS ALLOCATION OF TROOPS (750 Points each army) For Each French/British Infantry figure 5 For Each French/British Infantry Captain figure 10 For Each Grenadier/Light figure 10 For Each Grenadier/Light Captain figure 15 For Each French/British Artilleryman figure 15 For Each Artillery Captain figure 20 For Each Other Type of Artillery figure 10 For Each Other Type of Artillery Captain figure 15 For Each Cavalry figure (mainly carried pistols.carbines) 20 For Each Cavalry Horse 15 For Each Cavalry Captain Figure 25 For Each Commanding Officer figure (1 per Side) 30 For Each Officers Horse 20 For Each Militia figure 2 For Each Militia Captain figure 8 For Each Indian/Frontiersman/Provincial figure 5 For Each Indian/Frontiersman/Provincial Captain figure 10 For Each Ranger/Coureur de Bois figure 10 For Each Ranger/Coureur de Bois Captain figure 15 For Each Weapon Knife Sword Axe Tomahawk Pistol 5 For Each Weapon Bow 10 For Each All sorts of Muskets Provincial (Militia only) 10 For Each Weapon Musket/Carbine 15 For Each Weapon Rifle 20
12 For Each Artillery Horse (2 required) 10 For Each Limber 20 For Each Foot/Horse Artillery Gun 30 For Each Field Artillery Gun 60 For Each Indian Scout (up to 5) 30 If you want scenarios and you are attacking an outpost and you need Indian Scouts and they are killed. You use a direction dice per unit per move. FIRING AT SOFT/HARD COVER THROW 1xD6/1xD10 PER ARTILLERYMAN and 1xD8/1xD12 per ARTILLERY CAPTAIN TO SCORE 1 HIT YOU MUST SCORE 6 OR MORE IF FIRING AT SOFT COVER AND 8 OR MORE IF FIRING AT HARD COVER. YOU CAN ADD TOGETHER SCORES IF A HIT IS NOT REACHED AS IN INFANTRY FIRE. 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 units 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 6 length with a value of 0 hits are removed from the battlefield.
13 TO HIT FIRING CHART TO HIT OPEN SOFT COVER HARD COVER LINE/COLUMN SKIRMISH CRAWL/PRONE RIVERS Throw 1xD6 1 fast flowing 23 steady flowing 456 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 for foot drowned a score of for cav drowned. Slow Flowing:- Throw 1xD6 per figure foot or cavalry per move whilst in or crossing river a score of for foot drowned a score of 1 2 for cav drowned
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