Personalized Wargaming Rules

An Action During the
American War of Independence

from Donald Featherstone



It is April, 1775, near Lexington. After the Battle of Concord, small parties of rebels wandering around the countryside are being harassed by patrols of His Majesty's troops and Roger's Rangers.

Redcoats

Captain Daniel Nelson
Sergeant Wheeler
Private Plunkett
Private Ross
Private Gowing
Private Harris
Private Kincaid
Private McDougal
Private Flanangan
Private Hill

Rangers

Captain Abner Doubleday
Ranger Jethro Bedford
Private Jed Larkins
Private Luke Welsh
Private Amos Duncan
Private Elmer Weeks

* Denotes "Strong Man"

The officers and sergeants are valued at 2 points each; the "Strong Man" is also worth 2 points; the privates and rangers are worth 1 point each.

Rebel Army

Captain Moses Hogon
Captain Edward Hamilton
Captain Elias Clinton
Private Tomas Gaskin
Private Patrick Duffy
Private Hugo Ferguson
Private James Craig
Private John Lawlor
Private Otis Hart
Private Marvin Willett
Private Josh Wilkes
Private John Trumbull
Private Mark Pitcher
Private Andres Pickens
Private Hans Schuyler
Private Nat Fanning
Private Isaac Watts

* Denotes "Strong Man"

The three officers are each worth 2 points, the "Strong Man " is also valued at 2 points. Private soldiers are worth 1 point each.

Sequence

Move, fire, melee Moving

n a single move, a man can either RUN 25 cms, WALK 15 cms; or CRAWL 10 cms. The Redcoats NEVER crawl, and oly move 20 cms at a run, and 10cms at a walk.

Use the chart below to show If a man is running, walking or crawling and the direction he is moving.

Firing

All men on both sides are armed with muskets except Officers who have pistols.

Ranges

Muskets 75 cms; Pistols 40 cms

To fire: Throw D20 and add to the score the personal value of the firer.

To hit: 7 or greater. If the firer Is moving or the target Is behind hard cover, To hit: 10 or greater.

Effect: Person hit throws a D20 and add his personal value
Over 10 - Unhurt
6-10 Minor wound - does not add his personal value to any future scores
4-5 Bad wound. Does not add personal value to any future score and only movers Half Speed.
3 or less - Dead (lay down on the spot)

Melee

Both combatants throw a D20, add the modifiers. Higher number wins. Loser then throws a second D20.
3 or less - Dead
4+, run away one full move distance. At the beginning of each subsequent move, roll a D20. If 5+, the man has recovered his moral and may rejoin the battle. Communication

Leaders may talk to their men BEFORE the action. Soliders may communication with each other when they are within 15 cms of each other.

Victory

1. Win the objective
2. One force is less than half of their opponents
3. Survive 20 moves of retreat and still maintain more than 50% of the original force.


Back to Novag's Gamer's Closet Spring 2002 Table of Contents
Back to Novag's Gamer's Closet List of Issues
Back to MagWeb Master Magazine List
© Copyright 2002 by Novag
This article appears in MagWeb (Magazine Web) on the Internet World Wide Web. Other articles from military history and related magazines are available at http://www.magweb.com