by Mitru Costea III
Simultaneous Movement/Fire A figure may move or fire. Turn order is movement; fire; melee.
Any figure in the jungle and more than 6 inches away from a major trail is lost and rolls for random movement direction unless accompanied by a native guide. Fire (range in inches)
Musket: 12" Bow: 12" and can name target Infantry may fire 2 deep.
Cumulative fire modifiers (add to the die roll)
Native +1 Officer -2 Target is horse and rider -2 Target is about to melee shooter (this is the only target the shooter may attempt): -2 Assigning hits Hits from fire are assigned randomly. For example: 4 musketeers and 1 bowman fire on a Spanish column. First roll for the number of hits. Let us say there are 2 musketeer and 1 bow hits. The bowman may choose a target before firing. For the musketeers roll a D6. Assume a 3 comes up. Count from the front of the column and every third figure is hit. When 2 or more figures are abreast, the closest figure to the fire is counted first. Once you reach the back of the area fired on, you work your way back. It is possible for one figure to receive more than one hit. In some cases it is because of the math-a single figure may draw all the hits. That's the breaks. Melee
Cumulative melee modifiers
Longer weapon +1 Shield +1 Armor +1 On horse +2 Each additional figure involved in the melee +1 each Weather At the beginning of each turn, roll 1D10. On a 9 it begins to rain and no fire is permitted. On the following turns another 9 must be rolled for the rain to stop. It is possible to have rain off and on throughout the game. Back to MWAN # 123 Table of Contents Back to MWAN List of Issues Back to MagWeb Magazine List © Copyright 2003 Hal Thinglum This article appears in MagWeb.com (Magazine Web) on the Internet World Wide Web. Other articles from military history and related magazines are available at http://www.magweb.com |