25mm AWI Skirmish Rules

Steal These Rules

By Wally Simon



CONCEPT:

1. A European squad consists of 5 men. An Indian squad contains 4 men. Each player is assigned 3 squads (each squad activated by a deck), and tracks the Morale Level of his squads and his RP (he starts with 3 RP).

2. The Commanding Officer has a reserve of 40 ML

3. Troop rating. Troops are rated in terms of the number of Hit Dice they toss in the fire phase. "N" is the number of men in a squad. All British squads are rated "excellent" All other squads, including Indians, must be diced for.

DICERATING & MLNo of HIT DICE
01 to 25Excellent ML=50N+2
26 to 60Good ML=45N+1
61 to 75Average ML=45N
76 to 100Poor ML=40N-1

SEQUENCE:

1. Each side, alternately, draws an action card. The side that draws a card is the Active Side (AS). AS units, when moving, may advance 10 inches

Card #SquadFunction
11Move and fire
22Move and fire
33Move and fire
41,2Move and fire
52,3Move and fire
61,3Move and fire
7,8Activate any
one squad
(a) Move and fire, (b) Start new pile, (c) Player receives 2 RP, (d) Determine impact of all casualty figures, (e) Commanding officer distributes his reserve ML

2.

    a Each player on a side draws a card, moves/fires appropriate squads
    b The player forms a pile of discards with drawn cards
    c When a "Start new pile" occurs, place subsequent discards in a new pile
    d When a second "Start new pile" occurs, place contents of first pile in main deck of undrawn cards, and reshuffle. The second pile now serves as a new first pile.

3 After the AS squads act, the Non-Active Side may react using reaction points

4 Resolve melee immediately after contact

CASUALTIES:

1 When hit, a squad receives a casualty figure
2 The effect of the casualty figures is determined when a "Start new pile" occurs

REACTION:
1 A player receives I RP each time he draws a "Start new pile" card.
2 A squad's reaction may be to move 5 inches or to fire.
3 In any phase, a squad may be assigned a maximum of 2 reaction orders. There is an 80% chance that the order is received.
4 A maximum of 4 RP may be accumulated by player

FIRING:
1 Each squad tosses its requisite number of dice.
2 Range of muskets is 20 inches.
3 A hit is scored with 1,2,3 Toss one die less if target in cover
4 Immediately upon taking a hit, a required morale test is taken.

    NO of HITS : RESULT
    1 : Lose 3 ML
    2 : Lose 3 ML, casualty figure, morale test
    3 : Lose 5 ML, casualty figure, morale test
    4 : Lose 5 ML, casualty figure I man killed, morale test
    5 : Lose 10 ML, casualty figure 2 men killed, morale test

MORALE
1 The resultant Morale Level (ML) of all squads is 50 plus the squad's current ML. Note that morale tests are sequential, and a unit may be required to take more than one test during a fire phase.
2 Modify the ML by:

    -5 For each casualty figure
    -5 For each man under 5

3 If a unit fails, it loses 5 ML and falls back 10 inches.
4 Each commanding officer has a reserve ML of 40 points.

COMBAT:

1 Types of troops : Combat Value

    British foot : 4
    American colonials : 3
    American regulars : 4
    Indians : 5
    Man under cover, add +1 to his CV.

2 Combat is squad-on-squad.
3 Immediately upon entering combat, a squad receives a casualty figure.
4 Each man adds his CV to a die, lower total falls back, higher fights on.
5 Losing squad falls back 10 inches, receives 2 casualty figures.


Back to Novag's Gamer's Closet Winter 2003 Table of Contents
Back to Novag's Gamer's Closet List of Issues
Back to MagWeb Master Magazine List
© Copyright 2003 by Novag
This article appears in MagWeb.com (Magazine Web) on the Internet World Wide Web. Other articles from military history and related magazines are available at http://www.magweb.com