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.
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 Play1. 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
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. MovementPlayers 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.
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.
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.
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.
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
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.
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
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 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.
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.
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.
And the second victory condition is for the players to survive this game. Also to have fun, if possible. Hero RulesHero 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;
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) Back to MWAN #92 Table of Contents Back to MWAN List of Issues Back to MagWeb Magazine List © Copyright 1998 Hal Thinglum This article appears in MagWeb (Magazine Web) on the Internet World Wide Web. Other military history articles and gaming articles are available at http://www.magweb.com |