Tigers of the Woods

A Game of Early American Colonial Frontier Battles

by Stephen Lawrence

The game uses simple mechanics to permit a large game using many figures without bogging down in numerous charts and graphs. The basic concept revolves around the Quality Die f or ea c h figure. The larger the die, the better the skills of the figure.

QUALITY DICE:

Each figure is assigned a Quality Die to represent the figure's skill level. The Quality Dice are as follows:

12 Sided: Veteran of numerous campaigns and extremely competent with the weaponry available. very few figures of this level should be in most units (Die is red).

10 Sided: Veteran of several campaigns and competent with his weapons. This is the standard fighter for our battles (Die is blue).

8 Sided: Perhaps has experienced one short campaign and has a reasonable knowledge of his weapons. The second largest group in a unit or perhaps the largest in a newly raised militia unit (Die is green).

6 Sided: A person totally unfamiliar with the area or having minimal knowledge of weapons. A young Indian on his first raid, or a brand new, untrained militia recruit, or a tenderfoot (Die is yellow).

Examples: Hawkeye, Chingichocook, Joseph Bryant or major Rogers would be 12-sided die men. most men in Indian War parties and a fair percentage of any unit of Regulars which has served on the frontier for a good period of time as well as most settlers, would be 10-sided die men. Young Indian warriors and a high percentage of regulars or militia in units newly posted to the frontier, and women who have lived on the frontier would be 8-sided die figures. Indian boys and women, and raw recruits, and such others as have seldom handled a gun (i.e., the schoolmarm, Preacher Tom, the clerk at the trading post, etc) would be 6-sided die men.

MOVEMENT:

Movement is expressed in inches and the maximum allowed is given. A player is not required to use his full movement in a turn and may not transfer movement from one figure to another or store movement for use in a future turn. Roll the appropriate die: Always round down for close order; round up for others.

FIGURE TYPENormalRoughRugged MOVEMENT DISTANCES
Mounted FigureAdD6D61 inches of movement & pace & Special Event Roll
Indian/ScoutAdAdD62-5 inches of movement & pace
Light InfantryAdAdD66 close order = 3/other=6
Musketeers (COF)AdD6D6-
Militia (COF)AdD6D6-
Limbered GunsD6D6NA-

PACE
UnitNormalRoughRugged
Close Order+6+2NA
Light WagonsD6D6NA
Loose Orderx2.5x2x1
Heavy WagonsD6NANA
Mounted+12+4-1

RANDOM EVENTS:

If Quality -die is a 1-5, the Unit has a Random Event occur.

Guns/wagons: 1- Broken wheel or axle/d6 turns to repair (6 figures); 2-5 - Stuck if in normal or rough/broken wheel if in rugged.

Close Order: 1- Disordered in all terrain; morale check if in wooded. 2-5 - Disordered in all terrain; must reform.

Skirmishers: 1- Fall back this turn (it's too risky/no cover, etc); 2-5- spooked by something (-1 to all To Hit Rolls this turn).

MODIFIERS TO MOVEMENT: Roll a separate die for lost movement

    Close Order: Ditch/stream/low wall/hedge lose % move
    Skirmishers: Ditch/stream/low wall/hedge lose 1d6-1"
    Guns/wagons: Ditch/stream (Other at Gate only) lose % move
    Mounted men: Ditch/stream/low wall*/hedge* lose 1/4 move

    (* Roll a Quality Die which must equal or exceed 311 or the rider falls)

CHARGING/RUNNING:

A figure may double it's movement on any turn so long as it has not done so on the previous turn and it is either Charging into contact with an enemy unit for melee, or it is running for cover as Skirmishers or is Disordered and fleeing, where it must not come into contact with the enemy nor move any closer than 611 distance from an enemy unit which is in Close order and not Disordered. A unit which Charges and fails to reach it's enemy is Disordered if in Close Combat. Wagons and Limbers may also Run if on a road or Normal Ground. If they roll a 1" while Running, the wagon/Gun breaks an axle!

RANGED COMBAT:

This is the most important aspect of battle in Colonial Wars. The movies notwithstanding, ranges were short, much shorter than modern replicas would make a person think. Moving targets are very hard to hit and a moving firer makes even standing targets a real chore except at close range. Close Order volleys can be devastating. Weapon categories have been simplified for gaming purposes.

TO HIT BASE NUMBERS: Close 5+/Effective 7+/Long 12+

SHOTS: Moved this turn (No running)/Did not move this turn

WEAPONSHOTSCLOSEEFFECTIVE LONG
Carbine1 / 20-4"4-8"8-16"
Musket1 / 20-6"6-12"12-24"
Pennsylvania Rifle1/2 / 10-9"9-18" 18-36"

ARTILLERY PIECES: May not move & shoot. 1 turn to limber/unlimber

TYPE OF GUNSHOTSCLOSEEFFECTIVE LONG#/CREW TO
OPERATE
Wall Gun0 / 10-6"6-12" 12-32"1
Light Cannon (to 4#)0 / 10-9"9-18" 18-72"2
Medium Gun (5-9#)0 / 10-16"16-32" 32-96"3
Large Gun (12#)0 / 1/20-24"24-48" 48-ULtd4

CLOSE RANGE is Cannister Range for Cannons; two Q-Die per Gunner needed to operate the cannon.

MODIFIERS TO THE DIE ROLL:

FIRER ISTARGET ISRESTRICTIONS
Defending structure +1 In rough terrain -1 *Skirmishers only
as Marksmen or
Aimed.
Marksmen +1In rugged terrain -2
Mounted -2In Fort/dwelling -3
Rifle armed +1Running/charging -1*No Charge & Fire.
Aimed shot(no move) +1Stationary +1*Aimed & No Terrain
*All modifiers are cumulative.
*Only skirmishers may be marksmen or fire aimed shots.
*No fire while charging, or negotiating rugged terrain.

CLOSE ORDER VS CLOSE ORDER: Two close order lines could and did dish out a considerable amount of firepower. If this happens during a game, the following applies: Ignore any terrain modifiers and IF STATIONARY THIS TURN, count all shots as aimed.

HAND-TO-HAND COMBAT: When figures on opposing sides come into base to base contact, a melee occurs. Pair off the figures in each group as evenly as possible, with the extras being distributed by their player as he wishes. Roll the appropriate quality die with modifications for each figure. A roll of 5" or better is need to hit (if you can not Hit, then roll a second die, if you roll the highest number twice, you hit).

MODIFIERS TO THE DIE ROLL:

    Enemy is in close order -1
    You are in close order +1
    Enemy is disordered +1
    You are disordered -1
    You charged this turn +1
    Your morale is bad -1
    Your weapon is longest** +1
    You have short weapon** -1

    You must move the basic movement distance (before the die roll).

      *If disordered, you have a short weapon.

      **Pistols (up to 2) - first round onlyLongest weapon
      Spear, lance, musket w/bayonet in Close Order*Longer Weapon
      Sword, tomahawk,warclub, clubbed musket, pitchforkStandard Weapon
      Improvised Weapons(bucket/limb), knivesShort Weapons

HAND-TO-HAND COMBAT:

Results: The results of the die roll determines the outcome of the battle:

    Roll a 1 (unmodified) Your figure Flees
    Roll 5 or better Foe is killed outright

MORALE:

Checking morale is required under certain circumstances. These are as follows:

1) A unit sustains casualties (NOT close order units in good order).
FAIL - seek cover one move to the rear.

2) A native unit comes under fire from any cannon/wall gun.
FAIL - run away one full move and attempt to rally.

3) A unit is surrounded (by enemy and/or unfriendly terrain).
FAIL - panic and function as d6 figures next round.

4) A unit reaches 20%, 30% or 50W losses.
FAIL - retreat full move until rallied or off battlefield.

5) Any unit attempting to enter into hand-to-hand combat.
FAIL - fails to close / stop at close musket range.

BASE NUMBERS TO PASS A MORALE CHECK

Seasoned European Regulars/Rangers 3+
Other Militia/Indians 5+
Other Regulars/Woodsmen/Good Militia 4+ Others 6+

modifiers to the Base number (To Leader's Roll ONLY)

    Each 10% lost this turn -1
    Europeans cut off/surrounded - 2
    Unit attempting to rally -1
    Native unit cut off/surrounded +2
    Losses exceed 25W +1
    Natives defending their village -2
    Losses exceed 50% +1
    Natives entering hand to hand -4
    Unit is outnumbered (2/1) +1
    whites defending secure structure -2
    Low on ammo +1
    Europeans entering hand to hand* +2
    * This DOES NOT APPLY to European Regulars, Rangers, Woodsmen.
    Roll the Quality Die of the leader. If the roll fails, then roll for each man in the unit, and take appropriate action.

RESULTS OF A M0RALE FAILURE: The group immediately does as listed plus:

FIGURE CHECK AFTER FAILED MORALE CHECK: Each individual figure rolls their Quality Die. On a roll of 1", the figure disappears into the underbrush and is lost for the game.

officer figures NEVER rout or disappear on a Failed Check. They truly believe in what they are attempting to accomplish, no matter who else does.

EXPLANATION OF TERMS:

    D6 - a six-sided die numbered 1-6
    AD - a six-sided die numbered 2/3/3/4/4/5 (also called an Average Die)
    Q-Die - A Quality Die, as explained in the rules.


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© Copyright 1999 Hal Thinglum
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