The Intrusion of
Prehistoric Animals
into a Battle

by Donald Featherstone

Animals come on one at a time on each side (or flanks) of the table. They are positioned on the baseline according to a 1 - 10 die throw (1 - 8 being the 8 foot baseline and 9 - 10 being two feet along the right flank). An animal can move 12 inches per move, and will always charge straight at the nearest unit or that immediately in front of it.

Units in clear sight and within 15 inches of an animal will immediately run their move distance, breaking into two halves. One half will go right and one half will go left or to the rear. A unit overrun by an animal immediately routs off the table in disorder.

A unit in the cover of rocks cannot be overrun and, if its morale allows (a throw of 5 or more) will stay put and may fire. If the unit fails to pass the die roll it cowers behind the rocks and take no part in the battle until it throws 5 or better (try each move).

A unit attacked by an animal can, if throwing 5 or more, fire on that animal before running.

When a unit disperses into two halves, it may join one half to the half of another unit (friend or foe) and work as a whole, firing on the animal when not being attacked, or firing on it when attacked if a 5 or more is thrown.

Cavalry have no power to inflict injury on an animal, but, by galloping past, they can distract the animal into chasing them. Horses are terrified of the animals and will only go within sight of them (i.e., 12 inches) if throwing 5 or better.

Inflicting casualties on the animals. Guns score hits at any range with a roll of 7 at long range and 5 at close range. One hit equals 25% off the animal's speed; two hits equals 50% of its speed; three hits kills the animal. Muskets are only effective at close range and hit on a roll of 7. Two musketry hits equal 25% off the animal's speed; three hits equal 50% off its speed; four hits equals 75% off its speed; five hits kills the animal.


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© Copyright 1997 Hal Thinglum
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