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Skirmish Wargaming in the French & Indian War


Hold: Small adjustments to individual models in unit no more than 2. Displace: Unit moves up to 3. Units changing facing are considered to be Displacing for movement purposes. March: Unit moves up to 6. Double Time: Unit moves up to 9. Units that Double Time may do nothing else that turn. Movement Penalties: Incidental: -1 movement Light: -2 movement Medium: -3 movement Heavy: -4 movement Dense: -5 movement Impassable: cannot move through or into Very Small Stream: -1 movement Small Stream/Very Shallow Ford: -2 movement Deep Stream/Shallow Ford: -3 movement Wide Stream/River Ford: -4 movement Wide River with Shallow Ford: -5 movement Deep Ford/Fast Current: Impassable-cannot move through or into Movement Bonuses: Deer/Game Trail: +1 movement. Hunting Trail/Small Road: +2 movement. Wide, Flat, Improved Road: +3 movement. Open Field: +1 movement. Smooth, Flat, Open Field with Low Grass: +2 movement. Volley: A unit must be fully reloaded and the unit cannot move during that Activation if it wishes to Volley. The unit fires every model equipped with a ranged weapon with all normal modifiers applied. Place 4 Smoke counters in front of the unit to indicate that it has fired as a Volley. It is assumed that Formed units in ranks do what they need to do to present all of the men in their unit for firing. Only certain units or Formations may Volley. A Volley places a 2 Morale Modifier on the target unit on top of any casualties suffered. See the Morale Section for details on this and other modifiers. Fire!: The unit fires up to half the models in the unit armed with a ranged weapon (rounded up) with all normal modifiers applied. Place 2 Smoke counters in front of the unit. This will allow most units to Fire twice before having to reload. Firing places a 1 Morale Modifier on the target unit on top of any casualties suffered. See the Morale Section for details on this and other modifiers. Fire at Will!: The unit fires up to 3 models in the unit armed with ranged weapons (but no more than half the unit rounded down) with all normal modifiers applied. Place 1 smoke counter in front of the unit if it has not yet fired. If a unit has already fired and has 1 or more Smoke counters, Fire at Will! Will not add any more Smoke counters. This Volume of Fire is small, but it allows a constant stream of fire from a unit. Some units may prefer to Fire First, then switch to Fire at Will! A unit that has more than 3 Smoke counters may not Fire at Will! Reloading: Massing your firepower is effective, but firing too much can also leave you vulnerable by having a unit of empty muskets. Units of the period had to be able to judge when to fire to full effect in a Volley and when to limit their fire. A unit may remove a single smoke counter per Activation, but only if the unit does not Fire at all or Move more than 6 during their Activation. A unit that has removed all Smoke counters is fully reloaded. Remember: If a unit Volleys, it cannot fire at all until it reloads down to 3 or less Smoke counters. A unit may only Volley again when it has fully reloaded by removing all smoke counters. Opportunity Fire: If a unit that is not Disrupted has LOS to an enemy unit that Marches or Double Times within 12 of their front facing, they may Opportunity Fire as long as they are eligible to fire as outlined above. This can be done at any time during an enemy units Activation. An unactivated unit that is Opportunity Firing does so at -2 to their Marksmanship. An Activated unit that is Opportunity Firing does so at -3 to their Marksmanship. Cover modifiers are ignored. Opportunity Firing does not count as Activating (this is a free action). Only one unit may Opportunity Fire during an enemy activation. Units receiving Opportunity Fire must take a Courage check for taking fire as normal (see the Morale Section).

Cover (with Morale Modifier): Incidental: 1 to Marksmanship. Tall grass, obscuring foliage. +1 MM. Light: 2 to Marksmanship. Weeds, undergrowth, light woods, wooden fences. +2 MM. Medium: 3 to Marksmanship. Medium woods, heavy undergrowth, light rocks, stone walls. +3 MM. Heavy: 4 to Marksmanship. Deep woods, large boulders, entrenchments, improvised barricades. +4 MM. Fortifications: 5 to Marksmanship. Log blockhouses, earthen forts, reinforced barricades. +5 MM. Linear Obstacles: -1 to Marksmanship.Firing across a wall or other obstacle at a unit beyond. This also includes firing across a field that offers incidental cover. Weapons Chart: Musket *Bayonet Rifle Pistol Bow Hatchet **Knife Sword Club Pole Arm Axe Unarmed R 15 25 10 10 W 8/6 6 8/6 8/6 7 8 4 7 6 10 9 x I -2 +3/+1 -2 +1 +2 +1 -2 -1 0 S

Reroll 1 miss per Activation +2 to hit Wounds as per Valor score -2

*Models using muskets for ranged combat wound on 8. Models using muskets in melee wound on 6. Models defending that use bayonets get +3 Initiative. Models charging that use bayonets get +1 Initiative. **Use knife effect if reroll is a successful hit. Can only be used if other weapon is single-handed.

Melee: Courage Check to Charge Courage Check to Stand Ground Place models in contact Roll for Melee Initiative Roll for Melee attacks (from highest Initiative to lowest) Courage score to Charge (Note: these + modifiers will not take a units Courage score higher than their natural score). +1 for each model more than the enemy unit. +1 for charging with fixed bayonets. +2 for Indian units charging. -1 for each model less than the enemy unit. -2 for charging a unit in Light cover. -3 for charging an enemy unit in Medium cover. -4 for charging an enemy unit in Heavy cover. Courage score to Charge (Note: these + modifiers will not take a units Courage score higher than their natural score). -1 for each model less than the enemy unit. -2 for receiving a bayonet charge. +2 for defending Light cover. +3 for defending Medium cover. +4 for defending Heavy cover.

Formed: Usually Formed units take two ranks. Also, a Formed unit can form into a column two wide and as many deep as the unit requires for movement down roads or narrow areas. Formed units can be in pretty much any configuration as a player wants, but with these limitations in mind: Front fire arc: A Formed unit can fire two ranks deep from their front facing along a flat front. A Formed unit can be flanked in Melee. Changing shape and form: Formed units may change shape and form during their movement with no movement penalties applied. Movement: May Hold 0, Displace 3, or March 6. May only Double Time 9 on terrain that gives bonuses to movement. Firing: May Volley. Cover: Does not gain the benefit of Incidental cover (-1) or Light cover (-2). Morale (European Regulars only): Does not take a Courage check until unit loses at least 50% in casualties. Always check Courage at full Courage score (not subject to modifiers) until unit loses at least 75% in casualties. Formed units of European Regulars that are Routing cannot be rallied except by an Officer. They will continue to Rout 9 until Rallied. If this takes them off the table they are removed from play. This represents the difficulty of breaking formed units of European armies, but also the fact that once they broke, they were difficult to rally and reform. Non-European formed units always takes Courage checks when taking fire, except if fired at by skirmish units that inflict no casualties. Loose: Fire arc: A Loose unit can fire two ranks deep from their front facing along a 180 arc to the rear rank. A Loose unit can be flanked in Melee. Targeting: A Loose unit may only fire at one target. Changing shape and form: Loose units may change shape and form during their movement with no movement penalties applied. Movement: May Hold 0, Displace 3, March 6, or Double Time 9. Firing: May Volley. Volley does not add the -2 Morale Modifier when fired by a Loose formation. Cover: Gains all cover benefits. Morale: Always takes Courage checks when taking fire, except if fired at by skirmish units that inflict no casualties. Skirmish: Fire arc: A Skirmish unit can fire from a 360 front. A Skirmish unit cannot be flanked in Melee. Targeting: A Skirmish unit may only fire at one target. Changing shape and form: Skirmish units may change shape and form during their movement with no movement penalties applied. Movement: May Hold 0, Displace 3, March 6, or Double Time 9. Does not gain any bonuses for movement from terrain, but is also never hindered by terrain modifiers of any kind except impassable terrain. Firing: May not Volley. May fire one extra model when firing. Cover: Gains all cover benefits. Morale: Always takes Courage checks when taking fire, except if fired at by skirmish units that inflict no casualties. Optional Rule: If a skirmish unit fails to Rally from a Rout, the unit completely disintegrates and is removed from the game.

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