A simple set of rules by Fred Diamond
Indian Wars Rules
Sequence of action
- One side is designated as the "Atacker" and the other side is the "Defender"
- Movement is alternately, the attacker moving one unit, then the defender, then the attacker...till all units that wish to move have moved.
- All mounted units must move before any dismounted units may move
- Units that move may not shoot.
- Movment (charging units stop 1" from target units)
- Fire
- Test Morale for units fired on
- Test Morale for units attempting to close into melee combat.
- Test Morale for units attempting to stand to melee
- Resolve Melee combat.
Movement
Unit Type | Movement Distance |
Foot | 2 D10 |
Mounted | 3 D10 |
Mounted indian | 4 D10 |
Unlimbered artillery | 1 D10 |
Limbered artillery | 3 D10 |
Charging units gain an additional D10 of movement. |
Terrain Penalties:
- light woods 1/2 movement
- heavy woods 1/4 movement
- stream 1/2 movement
- river 1/4 movement with 1D10/2 casualties
- uphill minus 2 inches per level
- fences and walls minus 2 inches per obstacle
- Indians & whites both take terrain penalties
Firing
Ranges | close | effective | long |
rifled musket | 20" | 40" | 50" |
carbine | 12" | 24" | 30" |
shotgun | 4" | 8" | 10" |
pistol | 2" | 4" | 6" |
bows | 10" | 20" | 25" |
spears | 2" | 4" | 5" |
12 pound shot & shell | 60" | 120" | 150" |
12 pound cannister | 18" | 36" | 45" |
Gatling gun | 36" | 60" | 70" |
Roll a D10 for each man firing, below numbers are "hits" |
To Hit | Target in Open | Target in Soft Cover | Target in Hard Cover |
close | 0-5 | 0-4 | 0-3 |
effective | 0-4 | 0-3 | 0-2 |
long | 0-3 | 0-2 | 0-1 |
NOTES:
- Indians receive a +1 to their die rolls with carbines, shotguns and pistols.
- Units on horseback receive a +1 to their die rolls except for Indians with bows.
- Units that "aimed" on previous turn fire at -1 to dice rolls.
- Units that move cannot fire.
- When firing on mounted troops, roll 1D10:
- On a result of 0-5 the rider was hit.
- On a result of 6-9, the mount was hit.
- If mount hit, as above, roll for rider (0-4 to avoid injury)
- If rider hit, mount runs away & cannot be caught during game
- Artillery pieces have a 4-man crew: 2 men to operate the gun and 2 to help move the beast
- Gatling guns have a 3-man crew.
Artillery firing shot:
- When firing shot, designate target unit and roll one D10
- On a "hit" from above chart one figure is removed.
- If the hit die result was a 0 the shot bounces and kills an additional figure.
Artillery firing cannister:
- Use a swath on the designated unit.
- All figures under the swath are removed from the game
- At long range, swath is 2" wide and 3" long
- At effective range, swath is 3" wide and 5" long
- At close range, swath is 5" wide and 6" long
Artillery firing shell:
- When firing shell, designate target unit and place 5" diameter burst circle
- Roll ten D10 (hits on 0-6)
- Non-indian targets must test morale to remain in that area
- Indians in target area about face and skedaddle a charge move
When firing a gatling gun:
- Roll 12 combat dice.
- Any die result of 9 jams the weapon for the next turn.
- Jammed weapons take one turn to clear
Melee Combat
Roll 1D10 per figure in combat
- High roll wins
- If result is 1 point higher, the figure is captured (Cavalry) or scalped (Indian).
- If result is 2 points or greater, the figure is killed.
MODIFIERS TO COMBAT DIE ROLLS:
- Attacker charging +1
- Defender in soft cover +1
- defender in hard cover +2
- previous melee -1
- in water -1
- out of command radius (12") -4
- mounted +1
- Indian +1
NOTES
- Units without leaders (out of command radius) may not charge.
- Indians charging on horseback move through or by the target unit, throwing spears, lances, knives etc. but will not actually attempt to close
- Melee procedure is for whites closing on indians (they will stand to fight if trapped) or closing on other whites.
- No difference in fighting ability between Green, Veteran & Elite troops.
Morale
Test when:
- Green troops or warbands roll a 1D10 whenever you come under fire.
- Regular troops or warbands roll a 1D10 whenever a figure is eliminated.
- Elite troops or warbands roll a 1D10 whenever a leader is eliminated.
- Under shell fire (Indians fail automatically)
- You must pass morale to stand or charge.
How to test Morale:
To pass morale, you roll 1D10 and compare it to your figure total. If the total is less than the
number of figures you pass.
NOTES:
- If being charged by more than one unit, add +1 for each additional unit.
- Leaderless units are +1 to morale die rolls
- Indians charging on horseback move through or by the target unit, throwing spears, lances, knives etc.
Consequences of Morale failure:
If you fail morale, rotate your figures 180 degrees and move away from the unit that caused the failure for a standard move +1" per die.
Misc. Rules
A non-moving unit may choose to hold its fire and "aim" instead of firing. Such units gain a -1 modifer to ranged weapon attacks for one round. (Example: If a unit did not move or fire on turn 1 and did not move on turn 2, a unit would receive the -1 modifier to it's fire dice rolls on turn 2.)
If a command figure is lost, on your turn roll 1D10 and if the result is 0-2 you may promote a figure to command.
Please note: when rolling D10 dice: A result of "0" = "zero," not "10."
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