Colonial Wargames Rules Based On Pony Wars

Colonial Wargames rules based on “Pony Wars” At the start of the move draw a hostiles card and apply then roll on the fo

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Colonial Wargames rules based on “Pony Wars” At the start of the move draw a hostiles card and apply then roll on the following table for all groups of hostiles and allied contingent starting with the ones closest to the regular troops Troop Type

situation

2

3

4

5

6

7

8

9

Hostiles

No Enemy in sight

J

E

H

H

¼ own strength ½ own strength Up to own strength Above own strength Double own strength ¼ own strength ½ own strength Up to own Strength Above own strength Double own strength Friends Winning

B G L

B B G

B B A

A A B

F E A A B

I

Hostiles In Open

F E B B L

L

L

L

B

A

B

J

L

F L G

G G G

B B L

B B L

B B B

G

L

L

G

B

G

Friends Losing Losing Melee Losing Melee Badly Unknown Enemy

Hostiles In Cover

Hostiles Seeing Melee Hostiles In Melee Hostiles Hostiles Native Allies

Supply Wagons

I

1 0 E

1 1 G

1 2 G

A A F L G

A A E

A B FL

A B G

G G A

A

E

J

A

E

L

L

B

A

L L B

F L A A B

A B L

B B A

B B B

B B G

G G J

L

B

B

L

J

B

B

A

L

B

B

L

L

J

L

A

J

E

D

C

A

A

A

C

H

I

G

G J J

L J J

C L J

C L L

C M L

A M M

C M E

D FL FJ

G FJ J

G J J

D

E

G

E

I

D

G

J

FJ

F D L

D

Enemy Reinforcements Hostiles in sight Dust In Sight

F D T

C E F L H

L

T

FJ

J F F

J

F E N N

G E

Firing Heard

E

F

Under Orders Nothing In Sight Hostiles In Sight Dust In Sight Firing Heard Under Orders

G J J S F F

K T O W J W W G G G J X X W G W W X X W E V W U U I J F I F S F S J S F J E X X V J S E X S V U U U

V J F J J V

W H J F G S

W J J V F E

J F

B

K N W W X W E X E W N U U H F J S V E E S U U

Results :- A – Charge , B – Skirmish/copy, C – Join and imitate friends , D – Head for Firing , E - Head for High ground , F – Head For Friends , G – Stay Put , H – Cross Table(direct) , I – Cross Table (through centre) , J – Run off Table ,K – Attack old/new Enemy , L – Withdraw out of Range , M – Continue Melee , N – Blow up Wagon and Run For it , P – Run For it , Q – Surrender , R – Stop and Fire Fight , S – Form wagon laager , T – If outnumbered = L / Otherwise Attack Enemy , U- Under Orders , V – Continue as last turn’s orders , W – Fortify , X – Send out Scouts( see twice distance) Regular officers may opt to re-roll an allied unit they are with but this roll stands Main Rules 1.Hostiles/Allies roll on Action Sheet & Move but stop at 1” from enemy 2.Hostiles Firing roll 1D6 per figure 3.Hostiles/Regulars/Allies in continuing Melee roll 1D6 per figure 4.Allies move/Regulars Move or fire but not both roll 1D6 per figure less any casualties 5.Allies Fire/Regulars Move or fire bit not both roll 1D6 per figure less any casualties 6.Melee Hostiles Will Close 1” to contact on all but 1 , Regular Foot May Close 1”on 1-2 , Allies Will Close 1”on 1-3 , Firing Hostiles Will Close on 1-2 ,Regular Cavalry May Ignore Roll and Choose 1” (1d6 per stand) 7.Allies & Regulars Melee roll 1D6 per figure less any casualties 8. recovery phase , remove all part kills only total bases killed are removed from play,bases behind follow up Firing and melee is calculated by rolling 1D6 per figure in front rank only all hits kill 1 figure , troops fighting to flank only count 1 figure fighting .When all figures on base have been killed remove base immediately , if at the end of the turn not all the figs have been killed on the base then remove hits from base , this base is now considered fresh except guns which keep their hits

Cover :- light ignore i hit in 3 ,heavy ignore 1 hit in 2 Visability is 12” in open or 4” in cover for spotting enemy and reacting If a Machine gun rolls all 1’s during firing then it is considered jammed and may not fire next turn Lancers get a +1 to all melee die rolls Regular foot stands may aid other regular foot shooting by allowing up to 3 stands to shoot at 1 range band shorter Morale :- Hostiles and Allies are controlled by chart ,Regulars – where are you going to run to !!!

Troop Type

Move

Firing (Short/Med/Long)”1” = miss/”6” = hit others in range = hit

Regular Foot

3”

Hostile Foot Regular Horse Hostile Horse Guns

5” 6” 7” 3”

Scouts/Skirmis her Mounted Foot Civilians/Wago ns Machine Gun

7”

2-5/2-4/2-3 (1 die per fig,6=hit + extra die) 2-4/2-3/2-2 (1 die per fig) 2-3/2-2/2-2 /-/2-4/2-4/2-4(2 die per fig,6=hit + extra die) 2-5/2-5/2-4(1 die per fig 6=hit + extra die) -/-/-/-/-

Allied Foot

3”

Officers/Leader s Hostile Guns

8”

4” 2” 3”

2”

Melee H=fig killed 4-6 H

Range(S/M/L)

3-6 H 3-5H6HH 3-6H 56H

1”/ 3”/6” 2”/4”/1”/3”/4”/6”/12”

56H

2”/4”/8”

6H

-/-/-/-/-

2-5/2-5/2-4(1 die per fig ,6=hit + extra die) 2-4,2-3,2-2(1 die per fig ,6=hit + extra die) 2-6

6H

2”/4”/8”

56H

2”/4”/-

2-6H

2“/-/-

2-3/2-3/2-3(2d6 per fig,6=hit + extra die)

6H

2”/4”/8”

2”/ 4”/ 8”