Tuesday, June 02, 2020

Developing A Scenario (part three)

THE rules for my cowboys & Indians scenario will be adapted from Bob Cordery's Portable Wargame series of books, and particularly the original 2017 book's Portable Wargame Rules: Late Nineteenth Century (Including Colonial).
There will be quite a few differences, not least due to my scenario being a skirmish game rather than a battle between armies.
The scenario's figures can be divided into three categories: men on foot, men on horseback and the wagon.
The men on foot can be further divided into cowboys and Indians, with the former primarily armed with either a rifle or pistol(s) and the latter with a rifle, bow, spear or tomahawk and knife.
Five different weapons
One of the mounted Indians has a bow and the other a spear (the latter Indian also carries a small shield), while one mounted cowboy has a rifle and the other, although twirling a lasso, has a pistol in a holster and can be thought of as being armed with that.
From a weapons viewpoint, therefore, the mounted figures bring nothing new to the table, but using a weapon on horseback can be rather different from using the same weapon on foot.
The four horsemen
Important things to note about the wagon are that it does not come with a driver and it occupies two 5in squares.
I think it will be easiest to make basic rules and then deal with rules for the wagon separately.
The horse-drawn wagon makes a special case
You will need one of Cordery's books to properly understand my rules - I will generally not be explaining the mechanics, except where they differ from his.
BASIC RULES FOR A PORTABLE COWBOYS & INDIANS WARGAME
A square can be occupied by one man on horseback or up to two on foot. No one can pass through an occupied square.
Movement
Men on foot: two squares.
Men on horseback: four squares.
The river is generally uncrossable, except by one or two men in a canoe. It takes one turn for the canoe to cross, and it lands a square further south than the one from which it started.
The ford in the southernmost square counts as rough terrain, except if the footbridge is being used by a man on foot. The wood and the cactus squares are also rough terrain, as is the Indian village to cowboys and the ranch to Indians. Rough terrain requires the expenditure of two movement points rather than the normal one.
Actions such as opening the gate, crossing a fence or mounting a horse require one movement point.
There is no penalty for changing the direction a figure is facing, but a figure must always face a side of a square rather than a corner.
Firing
Rifles, pistols and bows are ranged weapons; spears, tomahawks and knives (everyone is considered to have a knife) are for hand-to-hand fighting.
Roll a die for each weapon fired, requiring the following minimum for a hit.
Rife 1-2 squares: 3
Rifle 3-4 squares: 4
Rifle 5-6 squares: 5
Pistol 1 square: 4
Pistol 2 squares: 5
Pistol 3-4 squares: 6
Bow 1-2 squares: 5
Bow 3-4 squares: 6
If firer moved this turn: -1
If firer is mounted: -1
If target behind cover (includes cactus rough terrain): -1
Hand-to-Hand Fighting
Hand-to-hand fighting occurs when a figure or figures try to enter a square occupied by an enemy figure or figures. Only the legal number of figures that can occupy a square can try to enter it in any half-turn.
Both sides roll a die, requiring a 5 to score a hit.
Indian: +1
Armed with spear or tomahawk: +1
Two men versus one on foot: +2
Man on horseback versus single man on foot: +2
On foot facing an enemy on foot and behind cover (includes cactus rough terrain): -1
On horseback facing an enemy on foot and behind cover (includes cactus rough terrain): -2
Enemy has shield: -1 (cannot be combined with being behind cover)
Attacking from side or behind: +1
Being attacked from behind: -1
Resolving Hits
If two men in a square suffer a hit, roll again with a 50:50 chance to determine which one has been hit.
Where a hit is scored on a mounted figure, roll again with a 50:50 chance to determine if the hit is on the man or the horse.
If a hit is on an ordinary ranch-hand or Indian, roll to see its effect:
4-6: killed; 1-3: falls back one square.
If a hit is on a ranch owner, a chief or a horse:
5-6: killed; 3-4: falls back one square; 1-2: no effect.
Chiefs can be recognised by their full war bonnets, while the two ranch owners have hats with taller-than-usual crowns
Where it is not possible to directly fall back a square because the square is occupied, a figure may exceptionally fall back diagonally (dice to see which way). This is the only time diagonal movement is allowed. If no square is available, the figure is killed (both rider and horse are eliminated even if one has not suffered a hit).
If a horse is killed, the rider continues on foot.
If a rider is killed, roll a die for the horse:
6: it moves forward two squares; 5: it moves to the right two squares; 4: it moves backwards two squares; 3: it moves left two squares; 2: it halts but cannot be approached; 1: it halts and can be mounted by any figure entering the square. Keep rolling each turn until a riderless horse gets a new rider or leaves the table. Re-roll any results that cannot be acted on because a square is already occupied.

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