Hollywood Western For Wargamers

Rules

by Henry Thomson
hthomson@teleport.com

These rules were written, as I was painting about 400 15mm Indians. I bought some character figures to add some color to the game. I used a Airfix plastic fort for Fort WOW and placed it in the corner of the table. We used the Geo-Hex desert terrain. I used ACW Union and CSA troops for the US Cavalry, CSA, Bandits, Outlaws. You could use ancient miniatures instead for the Indians, if you don't have enough Indians..

Most of the times when we played this at WOW (Western Oregon Wargamer) clubhouse, about half the players are wiped out. Its good fun and should only be viewed for its humor. Please write me, on how these rules work for you.

I only allotted the hero character to a player who was 18 years old or younger. The other players would invite and encouraged new young players to join this game. There would be a lively interaction between the Hero and all other players(calls for help). If a younger player can not be location, don't use the hero.

Note of interest. In one of our games, the player with the Hero (he was 14 years old I think) decided to go bad. Mid game he rode off and joined up with some outlaws and later some Mexican bandits joined up with him. He robbed both stages, burned out settlers in two farms, tried rustling cattle, terrorizes the wagontrain and tried eliminating the miners. We all agreed that he tried to out do the Indians. Finally the Marshall and US cavalry hunted him down. They wiped out his gang, but he escape by diving into the river. The Indians captured and hauled him to the village to burned him at the steak. Alast he escape again and try's to steal a horse from the last farm. As he was riding off the farmer wife shoot him.

The terrain and starting location as follows: Place Geo-Hex hills all a long the side of a 9' x 5' gaming table. Run a river from the center half of nine foot side to the other side. Place More GeoHex in the center on both side of the river. Place the hills in a matter that there are eight or more narrow passes. Place a non-hostile Indian village some where in the center hills. Start two trails in each comer (trailhead) of the table far end from the Fort) and lay a route through the passes, without crossing any hills, over the river (these crossings are the fords) to Fort WOW.

    1 . All the US cavalry start in Fort WOW
    2. Militia and Sheriff start adjacent to Fort WOW
    3. Wagon train and cattle start on one trail head each.
    4. Miner start in any of them there hills.
    5.One stage (with the payroll for US cavalry) start at one of the trailhead and other stage is waiting for the first one to arrived at the fort before starting out.
    6. Hero starts anywhere on the table he wishes.
    7. Place settlers on the far side of river from the fort, and space them far apart.
    8. US Infantry start at one of the trial head

Randomly (Roll a D10 ) determine the Indians and other bad guys starting locations are place in strategic area on the gaming table, 1 to 7. If a 8 or 9 or 10 they start closest to the weakest player on the table.

Morale rules, there are none. I would hope that the player could know when to fight or to run. Wagon train can form a circle automatically if attacked, but its takes half move to move out of it next turn. Those inside the circle count as if in cover.

All Indians start in the reinforcement box. When all the hostile Indians are in the dead box or there no player characters left except the hero the game is over . and the hero rides off into the sunset.

Note, if some of the players are eliminated, I lets them reenter as bandits, or CSA force commander or outlaw if event card calls for it. The Indians are randomly control, so you can used a eliminated player to move them as directed by the reaction table and roll they combat dice. Oh, no I don't think a eliminated player would think ill of those still in the game.

If anything special or problem arises with these rules, the GM need to make a decide. The game should move along quickly, but with I I players or more it could bog down. Thus GM ruling is the law of the land, even if it doesn't agree with these rules.

Once the miners discover the mother lode, they automatically receive a warwagon to haul the gold to the fort in. The remaining miners are remove from the table (they enter the warwagon). The warwagon must head directly to closest trail and then remain on the trail for the remainder of the game. The warwagon has a gatling gun mounting on top and is pulled by a team of four horses. Only hits against horses count, used the same table as stages. If all the horses are killed, the warwagon is destroyed.

Artillery cannon has crew of four and horse team of two horses. Each wagon has a team of two horses. Stage has team of six horses. Warwagon has team of four horses. Only the stage team may be replace by a special event card. Mounted stands have two figures and foot have four figures for US infantry and three figures for all the rest.

Schedule of Play

1. Reinforcement card and one special event card for all the players.

2. Players move they characters and any stands the character control. Check each pass that a player has enter for Indian Ambush. Drawn one card for each player. (Thus if 3 players enter the same pass, draw 3 cards for that pass)

3. Indian reinforcement card and determine they enter point.

4. Determine each Indian group Reaction, and the direction of they move (always toward the weakest player) and move each group according.

5. Resolve all fire, starting with the following

    a. Indian ambushes always fire first. Move any stands that were force back or take the hit.
    b. Indian in cover. Move any stands that were force back or take the hit.
    C. Cannon and Gatling gun fire
    d. Player in cover and on foot (or dismounted in cover)
    e. Indians mounted. Move any stands that were force back or take the hit.
    f. All other players fire now.

6. Melee and move each losing group an another move (retreated) from the combat.

Player Characters are as follows:

1. Fort WOW (Western Oregon Wargamer), Commander Col. Mike Talviatc Troop of 12 cavalry, and cannon with crew & limber.

2. The town next to fort WOW, militia with 20 men, may not move more than 6" per turn (exception in retreat).

3. Sub Lt. Tim with 40 Infantry and one wagon of supplies (month worth of whiskey) for the fort. 4. Major Kieran Rohan (KR of Geo-Hex) with two troops (12 troops per troop) of 24 cavalry and one scout

5. Captain Richard Funk with one troops of 12 cavalry

6. Wagonmaster Ray Funk of 4 wagons with 15x settlers

7. Cattle Drive Foreman Wayne with 30 cattle and 6 hard-bitten cowhands.

8. Miner Union Leader Robyn Edwards, with 15x miners and pack mules, later the warwagon once they discover the mother lode. Every Geo-Hex Hill they enter, roll 1D10 and on a ten, they have found the mother lode.

9. Sheriff Darryl Larson with 20 Texas Rangers.

10. Lone Hero (John Wayne type) all by himself. Only a player 18 years old or younger.

11. Well Fargo stage of two stages, first one has the payroll and the second has only 4x passagers. Each stage has one driver and other riding shotgun with a rifle.

Non player Characters

1. Indians, lots of Indians. I used about 250 mounted and 150 foot Indians.

2. Maybe CSA cavalry of 20 to 30 men and maybe some artillery , has been reported heading toward Fort WOW.

3. Mexicans bandits with some Indians, raiding the local settlements.

4. Band of outlaws 15 to 25 mounted.

5. Gunrunner with wagon load of rifles for the Indians

6. Whiskey Salesmen with wagon load of 100 proof rot-gut for the Indians.

7. 3 Settlements of peacefully two farmers per farm.

Movement

Players characters and the stands they control, by rolled the number of dice per type of terrain they starting in. To used the bonus dice for trail, they must totally use the trail, to received its bonus.

Movement Table
TypeOpenRoughMountainBonu s/on TrailCross RiverRemarks
Mounted4D62D6+1d6+2D6- 1/2 Turn+1 D6/pursuit/retreat
Foot2D61d61D6+1d6-Full Turn+1D6 retreat/fall back
Stage3D6Not allowNot allowed+2D6only at FordLose 1 D6 per horse lost
Hero/mount5d63D63d6+3d6no penaltynone
Hero/Foot3D62D62D6+1D6no penaltynone
Wagon2d61D6not allowed+1d6only at ford (full)Uncircle 1/2 move
Warwagon2d61D31D3+1D6only at ford (1/2)has turret/gatling gun
Cattle2d62D61d6+1D6-Full Turn stampede 5D6/2D61ost
Limber/Cannon2D61d6not allow+1D6only at ford1/2 move to unlimber/lim
Mount/Indian12"12"12"noneno penalty+3" pursuit;remov/retreat
Foot/Indian6"6"6"noneno penalty +3"/Pursuit;remov/retreat

Indians that retreated from melee are removed from the table and place in the Indian's reinforcement box instead.

Stampeding cattle are treated as charging US cavalry per stand of cattle for melee if contact Indians or any other players during they random move. Cattle foreman may to decide to stampede the cattle, he must declare this to all before the other players start moving they characters. Stampage route and direction is determine and cattle for relocation according. Any Indian or player contacted by the stampede must resolve any loses now.

Random cattle move/stampage is Roll 2D6 for distance, D 10 for direction (I = 90 degrees to the left, 2,3 = 45 degrees to the left, 4 to 7 straight ahead, 8,9 = 45 degrees to the right, 10 = 90 degrees to the right) repeat again with 2D6 for distance & direction and finally I D6 for distance only. Roll 2D6 for cattle lost.

Combat Result Table
Number of Dice per figure or crew or stand(s)
Type of StandMeleeChargeCloseClose vs coverLongLong vs Cover
Mountedper figureper standper stand2 stands4 standsAlways miss
RangeIn contactFirst contact0 to 3"0 to 3"3 - 6" 3 to 6"
Footper standper standper standper 2 stand3stand4stands
RangeIn contactFirst contact0 to 6"0 to 6"6 to 15"6 to 12"
Cannon1 dice3 per crew2 per crew1 dice1 dice-1 modifier
RangeIn contactCan'tCharge0 to 9"0 to 9"9 to 30"9 to 20"
HeroD6/hits2D6/hitsD6/hitsD6/hits D3/hitsD3/hits
RangeIn contactFirst contact0 to 12"0 to 6"12 to 24"6 to 12"
Gatling Gun1 dice for crew4 per crew2 per crew1 dice1 dice-1 modifier
RangeIn contactCan'tCharge0 to 6"0 to 6" 6 to 15"6 to 12"
Indian/Mountper figureper standper stand3 stand3 standsAlways miss
Bow/RangeIn contactFirst contact0 to 2"0 to 2"2 - 6" 2 to 6"
Indian/Footper figureper standper stand2 stand4 standsAlways Miss
Bow/RangeIn contactFirst contact0 to 2"0 to 2" 2 to 6"2 to 6"

Indian w/Rifles Range used the same table for mounted andfoot. Indians w/rifles melee and charge as if still armed w/bows. 2 stands mean a unit of 6 stands(troops of 12 cavaltyfigures mounted on 6 stands) would get 3 dices throwed on the To Hit Table. Hero with 2d6 would get roll two D6 dices, add the total and equals the number of Indians hit1killed D3 is 1, 2 = 1hit/killed, 3,4 = 2 hits and 5,6 - 3 hits. 4 per crew means count the number of crew remaining, times by 4 equal the number of dice throwed on the To Hit Table. Can't Change is for cannon or galling gun, they can not charge, but if someone charges them and moves into contact with them.

To Hit Table
Dice# Melee/ChargeClose RangeLong RangeTarget in CoverWarwagon/Stage
1,2,3 MissMissMissMissMiss
4HitForce back/HitForce back/HitMissHit Horse
5HitHitForce back/HitForce back/HitHit Horse
6HitHitHitHitHit Crew

Modifiers; +1 for Indian in Melee, modifiers for cannon or Gatling firing at long range and target in cover.

Note: Force back or Hit: If any player's stand that have not fire yet this turn, it may retreat out of range or dodge behind cover. Both of these are force back responses the stand will not receive the hit, but will be unable to return fire in the same turn. If player choose to return fire or unable to retreat outrange or hide behind cover, or has always fired, then the stand must receive the hit. Tip the stands on they side to show that they have retreat or dodge behind cover.

Reinforcement for the players:

All reinforcements start at Fort WOW.

CardLevel One / SpadesLevel Two / Spades
Ace or King or Queen8 Cavalry12 cavalry
Jack or Ten4 Cavalrynothing
10 or 912 Infantrynothing
86 Town Militianothing
7 to 2nothingnothing
Joker Another Cannon (Limit the two cannons) No more reinforcement

Starting Determine of Indians Reinforcements

Roll a D 10 dice, Results of 1 to 7 are the starting locations as marked on the map. If rolled 8 to 10 then place Indians just out of range or in hiding from the player with the weakest group.

Reinforcement for the Indians

CardLevel One / Hearts or DiamondsLevel Two / Hearts or Diamonds
Face Card3d6 stands of Mounted20 stands of Mounted
10 or 9 or 88 stands of Mounted3D6 stands of Mounted
7 or 64 stands of Mounted2d6 stands of Mounted
5 to 2nothingD6 stands of Mounted
JokerGo to level twoAll the remaining Indians both mounted and foot,
All Indians are now armed with Rifles

Indians Ambush

Every time a player move into rough ground or through a pass or over a hill or cross the river, there a chance of ambush. If Player has a scout or hero leading them, then the scout or hero has spotted it, before player has enter the pass or hill or cross the river. Still deployed the Indians, but the player can decide to turn back in time.

CardLevel One / Hearts or DiamondsLevel Two / Hearts or Diamonds
AceAll remaining footAll remaining foot
Face Card2d6 stands of foot4D6 stands of foot
10 to 6D6 stands of foot3D6 stands of foot
5 to 2nothing2d6 stands of foot
JokerGo to level twoAll the remaining Indians in the reinforcement box both mounted and foot. All Indians are now armed with Rifles

Indian Reaction Table

Each group of Indians need to check their attitude each turn. This reaction test can cause one group to charge and another to run away. The Indians were they always changing they altitudes toward the battle. Each Indian did what he felt like it and left if he thought so. Used 2D6

    1: Place
    2: Remove
    3: Remain
    4: Join
    5: ??
    6: Shadow
    7: Snipev 8: Snipe
    9: DM
    10: DM
    11: Charge
    12: Charge
    13: XX

Modifiers:

    Target has twice as many figures -2
    Target in Cover -2
    Target has cannon or gatling gun -3
    Target is outnumbered by twice as many braves +2
    Target is the hated wagontrain or stage or miner +1
    Target is running away +1
    Target attacked Indian women/children +D6
    Target in Fort -6

Place Place group back into Indian Reinforcement Box.
Place At level two, Indians move away and join another group of Indians if possible.
Join Move this group to join another group of Indian,
Shadow Shadow target, remain out of range. If attacking or in range then move out of range.
Snipe Sniper fire at long range and remain in cover.
Charge Charge target and melee them. "Killed all palefaces!"
XX Double the number of Indians and charge target and killed them all.
DM Double move of Indians toward the weakest Player, within effective weapon range if possible.
Remove Remove this group of Indian and predetermine another starting location for them now.
Remain Remain in place if out of range or move out of range and into cover & hidden from view.
?? Indians confused, no movement this turn.

Special event for the players. Drawn only one card per turn.

Only Spades and Club suits, plus joker actives a special event. treated hearts and diamond as no effect.

Joker Federal Indian Agent arrives at Fort. He up set the chief s wife. Go to Level two.
Ace of Spades Cattle stampede, due to greenhorn mistake.
King of Spades Dust Storm. reduced movement by halve and visibility to D6 inches. Indian movement normal. Dust storm last only one turn.
Queen of Spades Outlaws enter the game. 5D6 for number of bad guys. Determine random table edge to start at.
Jack of Spades CSA Cavalry enter the game. 6D6 CSA cavalry troopers. If 24 or more CSA troopers, then add cannon with limber. Determine random table edge to start at. Only use this event once.
Ten of Spades Stage received flesh horses.
Eight or Nine of Spades It's Sunday, the town militia and wagontrain do not move this turn.
Seven of Spades Range wildfire, random location, 24" x 24" area, must move out of fire as quickly as possible, no one can enter the range fire. Wildfire will burn out by beginning of next turn.
Six of Spades Flash Flood, no one can cross the river this turn.
Five of Spades Cavalry commander have had to much to drink, no movement allow this turn for him and no new orders may be issued this turn.
Four of Spades Mexican Bandits 3D6 with some Indians 4D6 enter the game.
Three of Spades Hostiles with the Indians has increase to level two, Another Indian war.
Two of Spades Smoke signals, double all the Indians entering the game this and the next turn.
Ace of Club One of the passes is closed due to rock slide.
King of Club Heavy rains, players lose all trail movement bonuses for this turn.
Queen of Club No beans left, Randomly determine one of the US cavalry units in the field. They must return to the fort for more food/beans.
Jack of Club Randomly determine one of the US cavalry or infantry units in the field. 1D6 troopers deserted.
Ten of Club Missionary has enter the Indian camps, remove 3D6 hostile Indians on the gaming
Nine of Club Peacepipe, Scout or hero must meets with one of the chief and smoke the peacepipe. Remove hostile 5D6 Indians on the gaming table into the Indian dead box. This event is used only
Eight and Seven of Club Chief Passing Wind has joined forces with the Indians in the field, go to level two and add another group of forty Indians with Chief Passing
Six and Five and Four of Club Gunrunner has enter on to the game. Determine his starting location. if contact any Indian group, then all the Indians will be armed with rifles on the start of the next turn. Also go to leve
Three and Two of Club Whiskey salesmen enters the game. Determine his starting location. If he meets up with any Indians, the Indians will have the courage of mountain lion with no brains. Double the of all Indians entering game. Added +3 modifier to all future Indian reactions rolls. Also if US Infantry supply wagon is captured, its whiskey will have the same effect on the Indians.

To win this game, players need to work together against a common foe. Each player will have a victory condition to work towards, but he must/could help his follow player in need. The following victory conditions for each player;

Fort Commander: Maintain peace, excorted the three settlers to the fort, suppress any Indian up raising and assisted the local law enforcement.
Town militia: Maintain peace, and assisted the Sub Lt. in getting the whiskey to the fort.
Sub Lt.: Delivered the supply wagon(whiskey) to the fort
Major: Follow the orders of the Outpost Commander
Captain: Follow the orders of the Outpost Commander
Wagonmaster: Get the wagontrain to the safety of the fort
Cattle Drive Foreman: Get your cattle to the safety of the town, don't loses more than halve of them Miner Union Leader: Find the gold in them there hills and get the gold to the fort.
Sheriff. Maintain law and order on the frontier Hunt down all outlaws, bandits and other evil doers.
Lone Hero: Assisted all those in need. Should help the weakest players first.
Well Fargo stage: Get the first stage to fort and other one off the table at either trailhead

And the second victory condition is for the players to survive this game. Also to have fun, if possible.

Hero Rules

Hero can only be control by a player that is 18 years old or younger.

Hero never suffers any hits from bow or rifle fire. With each melee hit, the hero loses the following;

    First melee hit: Hero is dismounted ( His horse is down, but he up and fighting)
    Second melee hit: Can't shoot long range (winged him in his left hand)
    Third melee hit: Halve his foot movement (shot in right leg)
    Four melee hit: Can't shoot at all (wounded in both arms)
    Fifth melee hit: Halve his melee dice results (shot in other leg and his head wounded)
    Sixth melee hit: He dead (He restarts at Fort WOW, with 4 or 5 or 6 dice roll during reinforcement phase, may reroll each following turn)


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