Last Updated July 11, 2002

        MOVE SEQUENCE
There is no phased movement, a card is drawn for each unit and may be played as drawn or saved until later. (If cards on both sides left at end of turn British must play theirs until French choose to play one of theirs) **Companies brigaded together only have one card for all of them**
Each turn a unit may do one of the following :-

  MOVE (Full rate see below)
  FIRE (May move up to 2" as well)
  CHARGE
  LOAD (Artillery only, as fire alternate turns.

 

          MOVEMENT MODIFIERS
  +1 D6 for charging
  +1 D6 for Mounted troops.
  Formed Troops + cav in Rough terrain lose their Highest D6
  Skirmish Troops in Rough terrain lose their Lowest D6
  Crossing Linear Obstacle lose Low D6

 

3rd,4th and 5th modifiers DO NOT apply to Indians.
Formation Changes - Move at the speed of the slower formation on the turn you declare the change.
Irregulars may separate totally for skirmish all others must stay 1 - 2" apart.
Charge - Must be within 4 X Nbr D6 move to Declare.

FIRING & MELEE RESULTS (D10)
9 - 0 Dead!
5 - 8 Serious Wound (-3" on move & -3 on fire)
1 - 4 Just a graze, no effect
1 in 10 chance of any hit being on an officer. (0 on D10)
If a Unit Breaks in Melee, all Seriously wounded are captured
MASTER CHART
Troop Type
Weapon / Range
Column # D6
Line # D6
Skirmish # D6
Timid
Class
French Grenadier
Musket 18"
3
2
3
.
R
French Line
Musket 18"
3
2
N/A
.
R
Comp de la Marine
Musket 18"
3
2
3
.
R
Courer du Bois
Rifles 30"
3
N/A
3
*
I
Indians
Muskets/Bows 18"
N/A
N/A
3
*
I
British Grenadiers
Musket 18"
3
2
3
.
R
British Regulars
Musket 18"
3
2
N/A
.
R
British Light Inf
Rifles 24"
3
2
3
.
R
Local Militia
Varied 15"
3
2
2
*
M
Frontiersmen
Rifles 30"
3
N/A
3
*
I
Rangers
Musket 18"
3
2
3
.
I / R
Field Ammo 2D6
Artillery " 1D6
Ball 36" (Crew fire as 2)
Cannister 18" (" fire as 3)
On Road 3
Field 2
N/A
.
R
Wagons etc.
N/A
On Road 2
Field 2
N/A
*
M
TO HIT TABLE (D20)
Troops firing
(2 Ranks except irregulars may fire)
Formed
In The Open
Formed In Woods /
Skirmish in Open
Skirmish
In Woods
Behind
Heavy Cover
French Grenadiers Line / Marines
7
6
5
3
Courer Du Bois
7
6
5
4
Indians
6
6
5
3
British Line
8
6
4
3
British Light Inf
7
7
5
4
British Grenadiers
8
7
5
4
Local Militia
6
5
4
3
Rangers
7
6
5
4
US. Frontiersmen
6
5
5
4
Artillery Ball
8
6
5
5
Artillery Canister
10
8
7
4
CLOSE COMBAT (D10)
  Open Wood
Forest
Farm-
stead
French Line
+3
2
2
Light / Marine
+3
3
3
Frontiersman / Courer Du Bois
+2
3
3
Ranger / Indian
+2
4
3
Artillery
0
0
0
Cavalry
4
2
3
Brit Grenadiers
4
2
3
British Line
4
2
2
Militia
2
2
2
Defending a Stout Wall door
+2
Defending Picket fence etc
+1
Attacked By > 1 Enemy
-2
Serious Wound 1
-2

CHARGING

  Roll nD6 and move, if reach target then target may fire first. (Half effect if already fired).
 
In melee a D10 per man is rolled with close combat table modifiers. If final scores are equal then no harm done otherwise the loser rolls on the melee results table with a D10.
 
Local Militia may not charge. Indians, Courer Du Bois Frontiersmen and Rangers may only charge in woods.
 
If timid units timid are charged roll 1D6. 1,2,3 run away, 4,5,6 stand and fire and fight. (+1 if manning defences or in woods)
 
Artillery may run away if cannon not loaded, otherwise fire.

MORALE
Unit
Open / woods
Line, Grenadiers (dead only) & Artillery
4 /3
Lights & Marines
4 / 4
Courer D'Bois, Frontier & Rangers
3 / 4
Indians (Dead only)
2 / 3
Local Militia
3 / 3
Dead and serious wounded count as 1 casualty
Except to Indians and Grenadiers who only count dead.
RALLY:- Indians and Militia can not be rallied. Other units must combine two or more units, then roll for wounded 1,2,3 incapacitated and removed from play. 4,5,6 back in play. Count the new unit as if a normal 6 man unit, but count as if already have one dead figure for morale purposes.

VISIBILITY

  Open = Unlimited
 
Rough = 12"
 
Very dense Forest =6"

Skirmish troops can be invisible (unless within 4" of other skirmish troops) in either of last two so long as don't move or fire.

VOLLEY FIRE

Firer must be formed & Target must be within 10".

Regulars add +2,
Militia add +1

 

NOTES

FIGURE SCALE - I have varied this around a lot and used units between 6 and 16, but currently use a figure scale of 10:1 and a standard company strength of 6 figures plus possibly an officer figure. The same is normally used for Indians as well though it is sometimes easier to put them in larger groups of 10 to give them greater staying power. Each inch on the board is about 5 yards, meaning most figures represent 10 men in 2 ranks of 5 with roughly 1 yard of space each man. Because skirmishers are separated by 1 - 2 inches per figure they are representing 2-3 yards per man and a greater back to front separation. This is only a fun skirmish game don't worry too much about figure scales they don't really matter.

MOVE SEQUENCE - Each "Company" of 6 figures (or however many) has a card. these cards are placed face down each turn and shuffled. They are then pulled one card at a time. As each card is drawn that unit may carry out actions for the turn or reserve their turn until later.

A charge move is longer than an ordinary move. you are not permitted to abuse the charge move, charges can only be declared from reasonable distances. If you feel very mean put a heavy penalty in for charging and failing to meet your opponent, I used to have a -1 in the close combat table if you charged on the previous turn and failed to meet your target. I prefer to just insist players be reasonable!

MOVEMENT MODIFIERS - Please note that if troops had 3D6" movement and rolled 2,4,5 and were travelling through rough terrain. If they were regular infantry they would discount the 5 and only move 6 inches. If they were light infantry in skirmish they would discount the 2 and move 9 inches, and if they were indians they would move the full 11 inches.

MASTER CHART - All weapons fire each turn except artillery, which fires each alternate turn. A cannon will tend to have a crew of 3-4 and each rolls as 2 or 3 men defendant upon whether Ball or cannister is being fired. e.g. A Cannon with 3 crew firing Cannister at 14" range rolls 9D20 to hit.
Weapon/Range - This is the most prevalent weapon used by these troops. These are simplistic rules and do not try to fully cater for different rates of fire, ability to handle bayonets etc, most of these factors are simplified.
For movement, take the troop type, in the appropriate formation, (Column, Line, Skirmish), and roll that number of D6. Make adjustments if appropriate for the terrain moving through. The adjusted total is the units movement in inches that turn.
If timid units timid are charged roll 1D6. 1,2,3 run away, 4,5,6 stand and fire and fight. (+1 if manning defences or in woods). Timid is probably not a good word, they are basically troops not sufficiently trained (or stupid) enough to stand in line and take a bayonet charge or massed volleys!
Under class - R are Regulars, I are Irregulars, M are militia, Rangers are a bit of a special case being both regulars with the training for irregular combat.

TO HIT TABLE - Each man must score less than or equal to the required number in the table on 1D20 to hit a target. The major columns indicate whether the target is close formation troops in open ground, formed up in ranks. The same troops operating in woods, or skirmishers out in the open. troops in skirmish formation in the woods. Or any troops behind very heavy cover. This means substantial buildings, forts etc Not just hiding behind a tree.

CLOSE COMBAT - Open is wide open battlefields etc (Rare). Wood / Forest is the majority of the battlefield. Farmstead is any in between terrain, settlements, clearings etc, if in doubt which part of the board is which terrain should be agreed at the beginning of the game, or even more fun left to umpire discretion. NB Cavalry are EXTREMELY rare
Whilst a defender is holding a secure position they may normally only be attacked by one attacker. Once an attacker has forced his way onto a parapet, or out in the open / woods, up to 2 attackers may attack one defender. 2:1 = TWO fights each with -2 for being outnumbered. If building windows are undefended 1 attacker per turn may gain entry. 2 attackers per turn may gain entry through an undefended doorway.

MORALE - The figure in the table is the number of casualties a unit can suffer before breaking. e.g. a line infantry unit fighting in woods needs 3 casualties, e.g. these may be 2 dead and 1 wounded.

ALL units should comprise 6 men. Any surplus can fire but unit still routs on same nbr. e.g. an 8 man line unit still breaks in the open on 4 casualties. (Companies may double up into a battalion for movement / firing). Only extra is officers. As long as he is alive the casualties in a company are counted as one less than real. If killed you count his loss plus lose the ability, so casualties effectively go up by 2. Officers are allocated at the ration of 1 to 2-4 companies of troops

Special cases are Indians and Grenadiers who do not count serious wounds towards a morale break, only actual dead. Note that the values tend to be different between being in the open and in the forest. Regular European troops feel more secure in the open, the woods frighten them. Indians conversely don't like being caught in the open by formed European regulars.

VISABILITY - This is a very approximate issue, as we always have an umpire we tend to make this up, but remember that these are largely virgin forests and quite heavy, visability would be very limited, particularly if it is Europeans trying to spot well camoouflaged Indians. European uniforms tend to stand out at a little further distance.

VOLLEY FIRE - This only applies to regular European type troops formed up in close formation. If they are within 10" of their target the hefty bonus (+2 for regulars) will help break up lesser troops rapidly. Please note as long as the troops are formed they still get this bonus even in the woods. (Actualy I am not sure about this, perhaps they should only be allowed this bonus if in Open / farmstead terrain.)

 

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