Arquebusiers in Paradise

Sugar Wars: Brazil 1630-1640

Skirmish Rules

By Stephen Lawrence


SCALE: One figure = one man; one inch = two yards; one turn = one minute.

TURN SEQUENCE: The turn sequence is determined by a card draw. Each unit will have a number of cards in the deck equal to its leader's Command Rating. This reflects the aggressiveness of that leader and the trust and confidence he inspires in his soldiers or warriors.

COMMAND RATINGS: Roll 1D6 as follows: 1 thru 2 =2; 4 thru 5 = 3; 6 = 4. If unit is veteran +1.

CARDS: Maximum of four cards and a minimum of two cards per player.

HISTORY: Little is known about this period, but the Dutch settled on the north coast of Brasil around 1628, and the Portugese didn't like the idea, having been there for sixty years or so. There were several large (2,000-3,000 per side) battles, but most of the fighting seems to have been jungle skirmishing and supply train ambushes (ala the "Sea Hawk" (Errol Flynn movie) ambush on the Panama Gold Train).

Use of Indian peoples as fighters was common especially the Portugese, who used the Mamelucos, half-Portugese, half Indio warriors of apparently considerable skill in the jungle (similar to the Coureur de Bois of our own French & Indian Wars).

SUGGESTED SCENARIO: BUNGLE IN THE JUNGLE

TERRAIN: On a 5X8 foot board, there should be a road (little more than a well worn path wide enough for small carts) which meanders from one end to the other. A wide shallow river should occur near one end (opposlite the entrance point for the supply train) which runs from side to side. The rest of the board is covered in brush and jungle.

THE SUPPLY TRAIN: This should consist of about twenty European troops, with a mix of 10% pistol/30% Blunderbus/60% muskets, with perhaps one or two mounted Captains, and up to twenty allied native warriors with a mix of 50% bow/50% muskets. There should be three or four carts drwan by oxen, and perhaps five or six pack mules

THE OPPOSITION: This should consist of ten to fifteen Europeans at most, armed as the supply train, and thirty or so native warriors with a 40% musket/60% bow mix. These may start anywhere on the board in an ambush (or several ambushes). Ambushers are spotted on a D6 roll of 1 by Europeans, and a 1-3 by Mamelucos or natives (subtract one from the die roll if within 4" of the ambush).

MOVEMENT (D6)

    Crawling 1d6"
    sy Walk 2d6"
    Fast Walk 3d6"
    Running 2X3d6"
    RELOADING
    Pistol 1/2 turn
    Otherfull turn

Movement of wagons, carts, and pack animals is not allowed at running.

    * Fall on a lost die roll of 1.
    ** Fall on a lost die roll of 1 or 2.
    *** Fall on a lost die roll of 1 through 3.

MODIFIERS TO MOVEMENT

    Light brush/stream
    at easy walk -low die movement
    at fast walk -high die movement*
    running -high die movement**
    Jungle/Swamp/Bad Leg
    at easy walk -high die movment*
    at fast walk -high die movement**
    running -high die movement***
    Clear Obstacle -2" movement

SMALL ARMS COMBAT CHARTS:
Total vs Range in inches to hit.

WeaponShort RangeLong RangeWoundKill
Pistols1D6-0/+1+2
Blunderbus1D62XD60/+1+2
Musket2XD64XD60/+1+2
Bow2XD63XD60/+2+3

MODIFIERSFIRER ISTARGET IS
Easy walk -1/-3In jungle -2/-4Stationary +2/+3In cover -2/-2
Fast walk -2/-5First shot +2/+2Fast Walk -1/-2Hard Cov -3/-4
Musket rest +1/+1Wounded -2/-4Running -2/-4In Jungle -1/-2
Bows at LONG RANGE are -1 on the RESULTS OF A HIT die rolls, if the target is a European(padded armour).

HAND-TO-HAND COMBAT

MODIFIERS

    Edged weapon +2
    Clubbing +1
    Wounded -1

Difference is: Effect on Loser

    1-2: Run away
    3: Wounded in arm
    4+: Killed outright

MORALE CHECKS: Roll 2D6 and the total must not exceed the number of figures remaining in the group.

MORALE DIE TYPE:MODIFIERS
Europeans-D6No leader within 12"(6" in jungle) +3
Each figure killed this turn +1
Europeans defending wall/building -3
Indios/Mamelucos in jungle -3
Indios attempting to enter melee +2
Europeans in the jungle +2
Mamelucos-D8
Indios-D12

FAIL BY RESULTS

    1-2 Will not move any closer to enemy In Melee-Flee
    3-4 Will move away from enemy at fast walk In Melee-Flee
    5+ Flee! (Running move t no melee or shooting) In Melee-Surrender


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© Copyright 1997 Hal Thinglum

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