1 The Game
These rules are an adaptation of the
Warhammer English Civil War
rules for the Frenchand Indian War (FIW). This set seems ideal for the FIW because the Warhammer gamemechanics are, in effect, made for a large-scale skirmish game. It remains merely toadapt the man-to-figure ratio, ground scale, and weapon characteristics. It is also safeto assume that someday Warhammer Historical Wargames Ltd. will produce an “official”set for this period, and you will already have your units painted up and ready to go!Unless otherwise stated, please refer to the
(WECW) rules to settlequestions about the game mechanics.
1.1 Figure and Ground Scales
In WECW, the man-to-figure ratio is 10:1, and the ground scale is 10 paces to the inch.Because an FIW battle involves much smaller units, we change the man-to-figure ratioto 3:1, the ground scale to five paces to the inch, and shorten the relative time scale abit to keep movement in reasonable bounds. This results in a typical unit being 12-20figures. It also allows for greater ranges and movement distances, leading to asomewhat faster and more “fluid” game. Since there was no cavalry in this particularwar, we do not have to worry about mounted units scooting around at 16” per turn, orcharging 32” across the game table.
Model characteristics and profiles are the same as WECW, although some units willhave special modifiers. Note that many units in the game will be able to skirmish, andsome units such as Indians
skirmish. The skirmish rules have mostly beenadapted from the
2.1 Weapons and Armor
Nearly all men will carry a missile weapon of some sort, usually a flintlock musket orrifle. Most men will also carry a hand weapon such as a tomahawk or sword. Regularinfantry will also have bayonets for their muskets. Some figures such as civilians maybe unarmed or using improvised weapons such as hoes or pitchforks.
2.2 Organizing Units
The basic unit of models in the game is a company of infantry or a band of Indians.Units are generally 12-20 models strong. In battle, units will either be in close formationor skirmishing. The movement section details how units act in each of these formations.
Same as WECW, except the arc of fire and vision for skirmishers is 180 degrees aroundtheir front facing.