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Warhammer French and Indian War Variant

Warhammer French and Indian War Variant

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Rules for a Warhammer variant set during the French and Indian War. The Warhammer ECW rules are required to play this variant.
Rules for a Warhammer variant set during the French and Indian War. The Warhammer ECW rules are required to play this variant.

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Published by: WargameRulesAndTools on Feb 03, 2013
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07/22/2013

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Warhammer French and Indian War
Adapted byWes Rogers
 
Game Rules
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
Warhammer ECW 
(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.
2 Characteristics
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
must 
skirmish. The skirmish rules have mostly beenadapted from the
Warhammer Ancients 
rules.
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.
2.3 Facing
Same as WECW, except the arc of fire and vision for skirmishers is 180 degrees aroundtheir front facing.
 
2.4 Bases
Models are best mounted individually, either on square bases ¾” (20mm) on a side, oron washers ¾” (20mm) in diameter. Artillery and wagon models should be mounted onbases as small as possible, or left off of bases completely.
3 The Turn
The turn sequence is as per WECW.
4 Movement
Movement, maneuver, terrain, and charging are as per WECW, except for skirmish andother special movement described below. This is a departure from the WECW skirmishrules. It reflects both the changed nature of the figure and ground scale, and a numberof my own opinions/prejudices.
4.1 Defensive Fire
In the basic WECW rules, a unit may only stand-and-shoot if the charger began hischarge from at least half a move away. Discard this rule for firearms. A unit armed withfirearms may always shoot at a charging enemy, and furthermore may use the “point-blank” firing bonus. This does not apply to bows. Bow-armed models may only shoot ifthe charger began at least half a move away.
4.2 Skirmishers (see WECW p. 55)
Most games in the FIW period will involve skirmishers; in fact, many games will havenothing
but 
skirmishers. Therefore, rules to cover skirmishing units become veryimportant.I have a number of basic prejudices (inflated opinions?) about how a skirmishing unitwill act in the stress of combat. Most of these are based on common sense (which maynot apply very well in a battle!). Most wargame rules tend to turn skirmishers intosupermen who can move freely at a high rate of speed any way they like each turn. Ifthis is accurate, then why did generals insist on close-order drill?Obviously, the reason is control. A group of 40-60 men scattered in small firing parties isalmost impossible to direct. An army of 10,000 such men would simply fall apart.Certainly each individual soldier can run around freely, but why should he? How doesthe lieutenant tell these men, “Move 40 paces to the right”? The answer is … he can’t!Unless each individual sees an obvious danger or opportunity, and knows how to react,a skirmishing unit will tend to just sit there. Properly trained light infantry, equipped withdrummers or hornists may partially overcome this hurdle, but even they are not nearlyas maneuverable as a drilled company of close-order troops. And most of time it is as aunit that we care about how our models act.In game terms, what does this mean? It means that skirmishers will move a lot moreslowly than one might imagine. In some situations, such as evading a charge, however,they will be able to move very quickly. Also, the fact that they can move more easily

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