Site hosted by Angelfire.com: Build your free website today!


Our special rules for Indian Wars

Skirmishing, Shooting, & Scalping

INDIAN COMMAND RESPONSE

This is from an idea on the Colonial discussion group. This would replace conventional command response for the Indians only.

Each Indian unit starts the game in one of 3 states:

Command response would be to roll a D10 on the first turn when attempting to move:
1,2,3,4 = Skirmishing mode. You can move but cannot get into rifle range if out of it, or into close range if in long range, or cannot close if in close range. You will attempt to find cover if in the open but will not have to fall back into cover unless you want to. You may drop back to Shooting mode if you want to.
5,6,7, = Shooting mode. You may move into closer range or stay as you are, or seek cover but you will always maneuver to be able to fire at the white men. You may drop back to Skirmishing mode if you want to.
8,9,0 = Scalping mode. Forget shooting! You want to get to hand-to-hand right NOW. You may fall back to Shooting mode if you want to.

On subsequent turns the D10 rolls are like this.
1,2 = must go down one mode (Shooting goes down to Skirmishing, and Scalping goes down to Shooting)
3,4,5,6,7 = remain in same mode.
8,9,0 = Go UP one mode (Skirmishing goes to Shooting, and Shooting goes to Scalping)

Modifers:

Any unit that falls back due to morale failure or recovers from rout starts in Skirmishing mode

This replaces normal command response for the Indians. They will never have a no-move now, but they may not do what you want them to. Our rules for the Cavalry remain unchanged.

WOUNDS

This idea uses a deck of cards for "wounds". Every time a casualty is inflicted, draw a card:

Badly wounded men would fall off their horses on a card draw of 2,3,4 They could not fire or move by themselves. If they stay on their horse or if they are across an otherwise unoccupied horse, they can be led at any non-charge rate.

Lightly wounded men would be -1 to fire and would move less one D6 from then on. Any further hit would kill a wounded man.

When fire was directed at a group of wounded and unwounded men, to determine if a wounded man was hit, any "face cards" in the deck would be a hit on such a key-figure. If the wounded men were the only target that was in range, any card would hit them.

Indians would always try to recover their wounded just as the cavalry should. A brave could ride out to pick up a wounded man and if he could reach him, automatically pick him up and sling him across the horse or across his shoulders if on foot. If he reaches him and made pickup, after the firing phase he would get extra dice movement immediately (2xD6 on foot/3xD6 mounted). The justification for this is that a single man always moves faster than a formation. Because he would be a lone target, only "key figure cards" (K,Q,J) would hit him.


Go to our Old West Period Page

Return to the Master Index of Photos and Games

Return to the Jackson Gamers' Homepage


Angelfire - Free Home Pages
Free Web Building Help
Angelfire HTML Library
htmlGEAR - free polls, guestbooks, and more!

Thank you for visiting The Jackson Gamers' pages at Angelfire. Please come back and visit again!