Custer's Luck

7th Cavalry and Little Big Horn
June 25, 1876

By Terry Pilling

The following senarlo and simple rules were written to try and refight the desperate battle on the slopes of Greasy Grass Ridge, culminating In the final stand at Last Stand Hill or Custer Hill as it Is also known.

The rules are not tablets of stone) If there's something you don't like, Don't use lei - or even better - Change itl The battle will try and represent the five companies of the 7th Cavalry against the Indian nations of Cheyennes, Ogalallas, Black Feet Sioux, Hunkapapas, Minneconjous, Sans Arcs and Brutes.

The following map shows the positions of the 7th companies and around the edge, the location points for the Indian entry. It is assumed that all Cavalry companies are dismounted (saves on costll) and that they are trying to form a defense and await Reno and Benteen with the other six companies of the 7th Cavalry)

So, don your Campaign Hat, cock your Carbine, let the Guldon flutter and ride into history and glory!

"I have had but little experience in Indian fighting, and Custer has had much, and he is sure he can whip anything he meets."

    --General Alfred Terry - Commander, Dakota Column 21st June 1876.

The following lists the 7th Cavalry forces required:

HQ Staff : Lt.Col. G.A.Custer 1st Lt. W.W.Cooke Capt. T.W.Custer Custers Personal Standard Sgt.Maj W.H.Sharrow 5 Figures

F Coy: Capt. G.Yates 1st Sgt. M.Kenny Guidon Bearer 5 Troopers 8 Figures

E Coy: 1st Lt. A.E.Smith 1st Sgt. F.Hohmeyer Guidon Bearer 5 Troopers 8 Figures

C Coy: 2nd Lt. H.Harrington 1st Sgt. E.Bobo Guidon Bearer 5 Troopers 8 Figures

I Coy: Capt. M.Keogh 1st Sgt F.Varden Guidon Bearer 5 Troopers 8 Figures

L Coy: 1st Lt. J.Calhoun 1st Sgt. J.Butler Guidon Bearer 5 Troopers 8 Figures

Indian forces are dice generated and appear as per dice roll on the battle map location points.

The 7th Cavalry have no 'morale' as such, they are fighting to survive, however the C,E,1 and L companies will try and move to Last Stand Hill and Join F Coy and HQ Staff.

A optional rule for Cavalry morale could be used. This should occur In the Cavalry phase and consists of throwing 1xD6 per figure, A6 and the figure moves away from any Indians and heads for the table edgel The figure, If successful, and reaches the table edge throws 1xD6. A6 and the figure makes if off and survives) The dice roll is not done for officers, N.C.O's and Guidon bearers (grizzled veterans!).

Sequence of Play

Each Turn

    1) Roll 2xD6 on Last Stand Hill event chart
    2) 7th Cavalry phase, move or shoot
    3) Indian phase. React to shooting, move, snipe
    4) Resolve hand to hand combat

The sequence may alter to work out 'gliiches' that may occur.

"Benteen, come on. Big village. Be quick. Bring packs. P.S. Bring Packs."

    --Custer's last message - 25th June 1876

'Last Stand Hill' Event Table: Throw 2xD6.

2-Throw 1xD6

    1- 4 1xD6 Cavalry Troopers from the other companies make it to Last Stand Hill
    5 2xD6 Cavalry Troopers as above.
    6 Benteen and Reno's command breaks through to Custers command) The Indians break off and the command is saved I End of game. Well donell

3,4 - 1xD6 Indian snipers take up position in the ground around the command. Dice for location on map.

5,6 - 2xD6 Indian snipers take up position as above.

7 - 1xD6 Indian warriors on foot attempt to close with the enemy. Dice for location.

8 - 2xD6 Indian warriors as above.

9 - 1xD6 Indian warriors on horseback attempt to close with the enemy. Dice for location on map.

10 - 2xD6 Indian warriors on horseback as above.

11 - A stray horse appears, dice for location on map. It moves at 2xD6" per turn In a straight line until off. Any U.S. Cavalry figure within 1" may attempt to mount on a 6 on 1xD6. Once the horse Is mounted, only one other attempt may be made requiring a 6 on 1xD6 +1 if rider helps. If successful the horse moves a lxD6". The Indians Ignore a riderless horse, but not a ridden onel1

12 - Crazy Horse and 3xD6 foot warriors and 3xD6 mounted warriors appear at position 12 on the map. These warriors head straight for the enemy command. If this has already occurred, count as event 10.

"Greasy Grass" Combat Charts

Indians

Assume all bows and firearms are within range, snipers do not move but stay In position and snipe at the nearest target. Throw 1xD6 hit on a 6. Snipers are placed upto 6" in from the table edge. Snipers continue until shot or return to camp, if target hit throw 1xD6. 1,2 - Scratch, OK. 3,4 - Wounded, carry on - 1 per wound. 5,6 - Kill.
-1 to 1xD6 throw if bow armed.
+1 to 1xD6 throw If target already wounded.

Indian warriors

Indian warriors on foot move 1xD6" per turn. Indian warriors on horse back move 2xD6 per turn.

After US. Cavalry fire each group of 1xD6 or 2xD6 Indians must test against Its "spirit", throw 1xD6. If score = or less than number in group, carry on. If fail, the group halts, each figure fires as a sniper then retreats back to the Indian Camp (remove from table).

Crazy Horse Warriors

These do not take a 'spirit' test due to the effect of Crazy Horse. If Crazy Horse Is killed, dice for all Indians on table, Individually, throw 1 xD6 - 5,6 head for the camp (remove from table).

The turn after Crazy Horse is killed, a -3 modifier is applied to the event table. All following turns at -1.

U.S. Cavalry

Assume all Cavalry weapons, whether carbine or revolver, are within range for all targets. Cavalry may move 1xD6" per turn or fire. If moving, -1" to the 1xD6 throw, for each wound on figural

Firing carbines, throw 2xD6 for each figure firing. Fire at nearest target (threat) l).
Any 'Double' out of ammunition, use revolver.

Target mounted warrior 8+ to hit
Target foot warrior 9+ to hit
Target sniper warrior 10+ to hit
Target Crazy Horse 11+ to hit
-1 per wound on firer, all hits on Indians 'kill'.

Firing Revolvers, throw 1 xD6 for each figure firing. A'1' and the revolver is empty[ The figure can now only use his weapon as a club)

Target mounted warrior 5+ to hit
All other targets 6 to hit
The number of wounds do not effect revolver fire. All hits on Indian 'kill'.

Crazy Horse has a save roll of 4,5,6 on 1xD6 If hit by firing.

Firers may shoot at figures in combat, but if the target figure Is missed, dice for each other figure, being hit with the same score as would normally be needed. The out of ammunition rule only applies on the original score.

Tomahawk Versus Carbine

Hand to hand combat occurs when figures come Into base to base contact.

Throw 1 xD6 per figure. Apply modifiers
Mounted Indian +2
Indian warrior +1
Crazy Horse +3
Custer +2
Other U.S. Officer +1
NCO/ Guidon bearer +1
Outnumbered (each figure extra)-1
Per wound -1

Highest score wins.
Draws have no effect.
Losing Indians are kited.
Losing Cavalry throw on chart.
1xD6 - 1,2,3,4 wounded --1 to firing and hand to hand 5,6 killed and scalped
+1 to 1xD6 for each wound

Crazy Horse has a save roll of 4,5,6 on 1xD6.

For a group of Indians to stay In hand to hand combat, make a 'spirit' roll, throw 1xD6 score = or less to stay otherwise retreat off table to camp.

This article does not attempt to be a 100% accurate simulation. If any errors have occurred, they are purely my own. Most of all give them a try and see how you fan. Above all, have some enjoyment while playing!

Optional Rules

Indian Snipers...

1) If the US Command has run out of ammunition, then the'Indlan Snipers' revert to 'Indian Warriors' and act as such Le. Advance on the US Cavalry.

2) At the beginning of each Indian phase, throw 1 D6. On a 1 to 5 the Indians continue to snipe; on a 6 they become 'Indian Warriors' and act as in A.

Mounted US Cavalry...

Consider all Cavalry to be mounted at start of play.

Mounted Cavalry may do one of the following In the '7th Cavalry Phase'

    1) Move 2D6"
    2) Fire (while mounted)
    3) Move 1D6" and dismount
    4) Remount and move 1D6" (must be within 1" of mount)
    5) Fire (if already dismounted)

Horse holders per 6 horses. If horse and holder shot and killed or wounded, all horses lostl

If hit in shooting while mounted or in hand to hand, throw 1 D6, 1, 2, 3 horse killed, rider dismounted but OK. A 4,5,6 rider hit, roll for wound as normal.

US Cavalry cannot leave the table while mounted. They must still move to a position of defense and await Reno and Benteen.

A Cavalry unit may, if it wishes, shoot Its own horses to provide defences - all models behind the defences from shooting (from the direction of the shootingl) an roll a 'Cover Save' for each hit. A 4, 5, 6 stops the shot, it being assumed it hit the horse.

Figure Ranges that are available:

Guernsey Foundry Excellent 25mm
Dixon Miniatures Very good 25mm
Brittania Miniatures Chunky 2Smm
Peter Pig Characters in 15mm
Mlnlfigs Solid packs in 15mm
Freikorps Full range In 15mm

Further Reading

End of Custer - The Death of an American Military Legend (Very detalledl) Dale T. Schoenberger
Little Bighorn 1876 Osprey Campaign Series Peter Panzer)
Battle of The Little Bighorn - Custers Last Stand (Ladybird Booksll) Frank Humphris

I first read this In 1976 (age 81) and then went and bought boxes of Airfix U.S. Cavalry and Red Indians, and the rest is history as they say!!

For visual enjoyment watch 'Son of the Morning Star', a two part video charting the life of custer from the end of the Civil War to the Little Bighorn. The second video deals mainly with the Little Bighorn and the battle scares are excellent (no yellow neckerchiefsl1). The last stand showing how desperate and confused the fighting must have been)


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