Let Chaos Reign!

Wild West Skirmish Rules

By Gerard Quinn


Skirmish Rules for Indians, Cavalry, and Cowpokes

Distances are inches in 25mm scale; centimeters in 15mm scale. Make a pack of five (5) cards, labeled as follows: Indian Movement, Cavalry/Cowpoke Movement, Indian Fire, Cavalry/Cowpoke Fire, Shuffle. Draw a card and perform the action shown.

Hand to hand combat may take place when a movement card is drawn. The owner of the card may have any of his troops attack any enemy within one unit (inch or centimeter) using the melee modifiers listed below.

Both sides roll D10; high dice roll (re-roll ties) wins.

Movement Chart:
UNITMOVEMENT
Indian Foot2D6
Indian Horse3D6
Cavalry/Cowpoke Foot1D6
Cavalry/Cowpoke Horse2D6
Artillery/Limbered2D6
Artillery/Hand Pushed1
Movement Modifiers
Cross Obstacle
(small gully, doorway, etc)
-2
Rough Terrain1/2 speed

Melee Modifiers:
ConditionModifier to Roll
Indian+1
Cowpoke/Civilian-1
Lance/Bayonet Armed +2
Mounted+2
Unarmed-3
Officer/Chief/Sheriff +2
Per Extra Figure+3

Firing
(roll # or less to hit):
Weapon TypeRange
0 - 5" 5 - 10 10 - 20
Breech loader432
Repeater64-
Muzzle loader321
Pistol3--
Bow4--

Fire Modifiers:

    Target Mounted: +2
    Firer Mounted: -2
    Good Cover: -3
    Scant Cover: -1

Artillery Firing
(roll # or less to hit):
Weapon TypeRange
0 - 10"10 - 60
Gatling Gun (Roll 6 times)4-
12 Pounder
(If hit, # of casualties equal to dice roll)
52


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© Copyright 1997 Hal Thinglum

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