Fight Da Moros

Skirmish Rules for U.S. - Moro Actions
in the Philipines

by Scott Hansen


Dice Convention: All dice are 10 sided with a 0 being read as a zero.

Turn Sequence:
1. Each side rolls for activation
2. Side that wins activates one unit
3. Go to step 1 until all units have been activated (yellow marker)

1. Each Side Rolls for Activation:

Each Side rolls a 10 sided die. Highest die toss gets to activate one unit.

Modifiers:
+1: Per die toss loss for losing side. When losing side wins the toss, modifier becomes zero

2. Unit Activation:

When a unit activates, follow the sequence below. Mark unit with yellow pipe cleaner.
If U.S. is moving, roll to sight enemy if using hidden placement
Move the unit by rolling dice on the movement chart below
Resolve any possible melees if the unit charged an enemy unit using the melee sequence
If unit didn’t charge, fire the unit
Resolve target unit morale check if they took casualties.

Sighting:

Roll to sight hidden unit counters.

RANGE0-2”2”-4”4”-8”8”-12”12”-24”
ROLLAUTOMATIC3+5+7+8+
-Units that fire or move are automatically spotted.

Movement:

Roll 2 dice for leader movement. Move the leader. Figures in unit are placed within 6” from the leader..

Unit TypeClear/TrailJungle
U.S. InfantryTotal of diceLowest die
MorosTotal of diceHighest die
Gatling Gun/Cannon (limbered)Total of diceLowest die

Notes: It takes one full movement for cannon/gatling gun to unlimber.
If a U.S. unit rolls a zero for jungle movement, they can change formation

Fire Combat:

roll die per figure to hit adding modifiers. #+ means roll that number or greater.

WeaponShort Range (Hit #)Long Range (Hit #)
U.S. Rifle0-12” (7+)12”-24” (8+)
U.S. Pistol0-4” (7+)4”-8” (8+)
Moro Spear0-4” (8+)4”-8” (9+)
Moro Rifle0-8” (8+)8”-16” (9+)
Gatling Gun
(4 dice per crew)
0-12” (7+)12”-24” (8+)
Moro Cannon0-12” (8+)12”-24” (9+)
U.S. Cannon0-18” (7+)18”-36” (8+)

Special Rules:
Gatling Gun rolls 4 dice per crewmen. If 4 zero’s are rolled, the gun jams and can’t fire next turn.
Cannon rolls once for hit. If hit, put 3” blast radius at impact point and roll 5+ per figure in target area to kill
Cannon needs at least 4 crew to fire.

Modifiers: Add to dice roll
+1: Target in open, trail
-1: Target in Fort
+1: The unit didn’t move (don’t use for firing before melee)
+4: Cannon firing at under 6” (grapeshot)

Targeting Support Weapon Crews: If support weapon is within 5” of infantry, use procedure to target crew:
Count number of figures within 5” of support weapon including the crew
Divide number of crew figures by total figures and round down
This number is the base percentage of hitting a crew figure.
Roll percentage dice per hit to determine if a support weapon crew figure is hit.

Crewing the Gatling Gun: If gatling gun crew is eliminated, infantry figures can crew gun:
Move the infantry figures to the gatling gun.
The infantry must spend a full action without firing after getting to the gun
The gun fires with two dice per figure compared to four dice per gatling gun crew figure

Morale: Units take morale check for charges, taking casualties
Roll morale or under adding modifiers to base morale
If Fail at over 50% morale, rout back 12” and mark unit with yellow pipe cleaner. Loses action.
If Fail at equal to or under 50% morale, remove the unit
If Fail for closing into melee, don’t remove

Modifiers: Add to base morale.
-5%: per figure loss for 10 men unit
-3%: per figure loss for 20 men unit
+20%: unit is in fort/trench
+10%: unit is in building

Melee Sequence: If the unit contacts figures in another unit, follow the sequence below
Defender takes morale check
If defender holds, perform defensive fire. (no +1 added to hit roll for being stationary)
Attacker takes morale check
If attacker passes, perform melees
After melee, side that took most casualties takes morale check

Melee: Roll one dice per figure adding modifiers. Maximum of two figures can melee one figure
+2: Defending Fort
+1: Defending Building
+1: Moro Charging
+1: Leader

High total kills opposing figure
Tie results in locked melee
If lone figure beats dice total fighting 2 figures, one figure is killed


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