Teddy's Wild Ride
San Juan Hill

Fast Play Rules for Students

by Matt Fritz

Turn Sequence


Spanish Artillery
Spanish Move
Spanish Shoot
Spanish Unpin
Melee
US Shoot
US Move
US Unpin
Melee

Artillery

Each turn the Spanish players may toss four cotton or paper balls onto the table to represent artillery fire. Because we used 54mm figures we found that cotton balls were too small. We suggest crumbling a piece of paper into a ball and using it for artillery. The tosser should be standing at least one foot behind his table edge when he tosses each ball. After the ball is tossed and rolls to a stop any figures touching it, or within 1/2" are eliminated as casualties. It doesn't matter if the ball knocks over a figure, it only matters where the ball ends up after the toss. If the artillery hits a Spanish figure the figure is still eliminated.

Movement

Figures may move 6".

Barbed Wire

American figures must stop at the barbed wire. The following turn they don't move, but they may remove the wire in front of them. No figures may move past the wire on the turn it is being removed. On the following turn any figures may move through the gap in wire.

Shooting

Everything is always in range. Spanish roll 1D6 per figure. A roll of 5 pins one figure, a 6 eliminates a figure. Americans need a 6 to hit, and half the hits (round up) will be pins, the rest will be kills. Americans may not fire at the Spanish until they reach the barbed wire. Spanish figures in the block house are invulnerable to US fire, they must be defeated in melee. The player losing figures gets to choose which figures are eliminated or pinned. The figures chosen should be in the front lines, but an officer doesn't have to be eliminated if another figure is neaby.

Pins

Figures that are pinned should be tipped over, or turned face up. They may not move or shoot until they are unpinned. Pinned figures cannot initiate a melee, but they can defend themselves if attacked.

Machine Guns

Roll 3D6 when they fire. They hit on a 6, but if two of the dice are the same then the weapon is out of ammo for the remainder of the game.

Gatling Guns

They work like machine guns but they roll 6D6 and don't run out of ammo.

Melee

If a figure moves into contact with an enemy figure they will fight hand-to-hand. Each combatant rolls 1D6 and adds any modifiers. The highest modified roll wins and the loser is eliminated. The Spanish win ties. If more than one figure is able to reach an enemy figure then the fights are treated as a series of one on one fights.

A figure that wins melee may not continue to attack other neaby figures.

Melee Die Roll Modifiers

    Officers, flag bearers +1
    Defending the blockhouse +1
    Opponent is pinned +1

Map

Teddy's Wild Ride San Juan Hill


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© Copyright 2004 by Matt Fritz.
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