by Eric C. Adamaszek
WARPAINT is a set of rules for the frontier of the American west. The system can be at 1:5 scale for large actions or scaled down for 1 :l scale actions. The large scale action can handle a company with each player handling a platoon command (two dozen figures). The turn system is a move, counter move system. This a quick play game with little or no records keeping. WARPAINT uses a "Quality Die" process to represent a figure's skill and ability level with the "Quality Die" governing firing, hand to hand, morale, and spotting. The players uses a 12 sided die for super elite veterans, a 10 sided die for veterans, an 8 sided die for experienced troops, and a 6 sided die for green troops. The system covers several types of small arms and heavy weapons, including cannons and gatling guns, and explosives. I recommend it. I made the following counter chips; which, I found quite useful: wounded, hidden, first fired, routed, no weapon, and a double sided counter with low ammo on one side and no ammo on the other. By using these counter chips, the need for most of the record keeping in the game was eliminated. The rule modifications for WARPAINT that I suggest are as follows: A) On the first gallop or run do not role a check, this assumes the unit is fresh. B) In hand to hand combat add the following additional modifiers;
As the system stands, a Quality Die of 6 or 8 cannot cause a kill in H-to-H. For better realism you should have a chance to cause a kill result. On a "Max" Quality Die roll for the Hand to Hand Combat Results (i.e. a 6 on 1D6 or 8 on 1D8), reroll the die. A result of 1-3 is a wound, a 4+ is a kill. Following the current WARPAINT system, you cannot make a hit when firing at long range with a Quality Die of 6 or 8. For added realism there should be a small chance to hit. When you roll the "Max" on your Quality Die and cannot hit because the base number to hit is higher than your Quality Die, reroll your Quality Die and add that to the "Max" number in order to have a chance to hit. You would work this the same way for a Quality Die of 6 at medium range. Ammo Rules: Sharing ammo with another figure can be done if he has the same kind of weapon as you and no ammo. both figures cannot fire during the turn of exchange and need to have bases touching. Then, a Low Ammo counter chip must be given to both figures. In the U.S. Army, a Quarter Master could issue one ammo reload per trooper to be carried in his saddle-bags, backpack, or on the platoon's pack mule. In a large scale action, the Quarter Master could have a supply wagon or a magazine building in a fort with multiple anuno reloads for everyone in the company. It would be treated like a crate of dynamite exploding if it caught fire or was damaged. In an Indian camp each teepee or wigwam could have an ammo reload for the owning warrior. Back to The Herald 15 Table of Contents Back to The Herald List of Issues Back to MagWeb Master Magazine List © Copyright 1997 by HMGS-GL. This article appears in MagWeb.com (Magazine Web) on the Internet World Wide Web. Other military history articles and gaming articles are available at http://www.magweb.com |