By Bill Hogan
GENERAL COMMENTS ON USING "WARPAINT" RULES "Warpaint" is a fairly simple, fairly fast play system for recreating warfare in the late 1800's. In general it is a "Beer and Pretzel" set of rules which has combined many small aspects into a single rule sets. While sacrificing some of the details of the period in favor of ease of play, it is a worth while rule set. One which I found valuable enough to use, with modification, for a "Rough Riders" game. "Warpaint" relies on the concept of "Quality Dice" to run several important functions throughout the game. Functions such as initiative sequence, morale grade, fighting quality, scouting quality etc, is all rolled into one factor rating. These rating levels are equal to the number of sides on several different dice. A Quality rated six person (a greenhorn) uses a standard six sided die. A figure of better quality rating might have an eight, or ten or twelve sided die to roll with. Since all functions need high rolling dice to achieve, a Quality Rated 12 figure always has a better chance to gain the initiative, to pass morale, hit something when shooting or spot something in the bush. Keeping track of your dice is the most complicated thing in the game. Master the dice issue, buy the basic "Warpaint" rules, the right dice and you can play this game. In this article I have attempted to provide enough rules modifications to move the time period forward to 1898. I have not included all types of weaponry from the period rather those specific to the battles in Cuba. Those familiar with "Warpaint" will notice the changes. New players would have no trouble substituting the rules modifications into their rules. I have attempted to maintain some congruence by numbering the rules sets consistently with the original rules. Along with the necessary modifications to fight battles in Cuba, and possibly Puerto Rico I have included a skirmish level scenario. To move from the general rules to a man-to-man level game means that you will roll different quality dice for each skill quality such as each man's moral, each person's shooting ability, etc. See below for the skill levels of each player. BASIC RULES MODIFICATIONS
Negative numbers, after movement modifiers, means no movement. You may have facing change. MOVEMENT MODIFIERS: Cross ditch*, fordable stream*, 90+ degree mounted turn: subtract 1d6 inches each function. Mounted jumps* over passable objects, move up one terrain elevation: minus 2". Mount or dismount 1/2 move. *When horses jump or wagons cross streams and ditches, roll a quality die which must equal or exceed 2 or rider is dismounted or wagon is broken down. SPOTTING (Rule 4.0) I usually begin all games with some hidden movement. In the attached scenario the game must begin with hidden movement. For this purpose the game master should have the opposing sides construct hasty maps. If you choose to use the game board as shown in this article you could have pre-drawn maps with hex grids already plotted. Any maps used should include major terrain features and show the starting location of all troops. During the first portion of the game I usually have a "plot movement phase" which is important when all troops are hidden. This is in contrast to the initiative roll move counter move rule in Warpaint. This procedure and the use of maps will become less important as more troops become visible, however there may be some hidden troops throughout most of the game. If a person's troops cleanly break line of sight into an area they could escape from, and remain hidden (not an isolated tree stand, etc.) I usually let them take their figures off the board. When a hidden unit is considered to be in the line of sight (LOS) of a another unit, upon the request of the group attempting to spot hidden units, the game master will have them make a Quality Die check versus the spotting party, or spotted area. Use the Quality Die most common to the spotting party. Since there will be considerable hidden movement, one side may ask for a spotting roll into another table area even though both sides are hidden. The side requesting the spotting roll must show the game master, on their maps or on the table with their opponent's back turned, where their troops are, and the area which they are attempting to spot. As game master I make it the responsibility of the players to request spotting rolls to prevent whining about "I should have seen them".
All units firing in open are immediately spotted. Units firing in woods are not automatically spotted. MORALE RESULTS (Rule 9.0) The following modifications are made to the Morale Rules for Warpaint, Rule 9.0. Base morale number for U.S. Troops is 4, for Spanish Units 5, and for Cuban units 6. Cause A stays the same. Cause B when any unit comes under the fire of a Gatling or machine gun. Cause C remains the same, see modifiers. Cause D remains the same. Cause E remains the same except Spanish and/or Cuban troops replace indians. MORALE MODIFIERS:
According to published reports Spanish troops would often retreat when outnumbered or their flanks were threatened, however when surrounded they fought bravely. FIRE COMBAT TABLE
FIRE COMBAT MODIFIERS
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