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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 1
0
1
1
1
2
Hostiles No nemy in sight ! "

H H "

# # $ $
Hostiles #n %pen & own strength ' ' ' ' A A A A A A $
( own strength $ ' ' ' A A A A ' ' $
)p to own
strength
* * $ A ' ' "
*
"* $ A
Above own
strength
* * * ' "
*
' $ A ! A
+ouble own
strength
A ' ! * $ "
*
* * ' A
Hostiles #n Cover & own strength $ ' ' ' * A A ' ' ' $
( own strength $ ' ' ' * A ' ' ' ' $
)p to own
,trength
$ * * ' ' ' * A ' $ !
Above own
strength
$ * * * ' ' * ! ' ' A
+ouble own
strength
$ ' * ' ' * * ! * A !
Hostiles ,eeing
-elee
"riends Winning $ + C A A A C H # $
"riends *osing $ * C C C A C C + $ $
Hostiles #n -elee *osing -elee ! ! * * - - - "* "! !
*osing -elee
'adly
! ! ! * * - "
*
"! ! !
Hostiles )n.nown nemy + "
+
$ "
+
+ H # + $
Hostiles nemy
/einforcements
! "! T 0
%
* T * 0
N
T "! !
Native Allies Hostiles in sight ! W ! W W $ W W " $ "
+ust #n ,ight " $ $ ! 1
W
1 1 W

N
"
"iring Heard ! $ W W 1 1
W
1
W

N
N "
)nder %rders $ 2 W ) ) ) ) 2 W W
,upply Wagons Nothing #n ,ight ! # ! " # " H " ! H !
Hostiles #n ,ight ! , " , ! , ! , " ! !
+ust #n ,ight , " ! 1 1 2 ! " 2
"iring Heard " 2 ! , 1 , ! $ "
)nder %rders " , 2 ) ) ) ) ) 2 ,
/esults 34 A 5 Charge 6 ' 5 ,.irmish7copy6 C 5 !oin and imitate friends 6 + 5 Head for
"iring 6 4 Head for High ground 6 " 5 Head "or "riends 6 $ 5 ,tay Put 6 H 5 Cross
Table8direct9 6 # 5 Cross Table 8through centre9 6 ! 5 /un o: Table 60 5 Attac. old7new
nemy 6 * 5 Withdraw out of /ange 6 - 5 Continue -elee 6 N 5 'low up Wagon and
/un "or it 6 P 5 /un "or it 6 ; 5 ,urrender 6 / 5 ,top and "ire "ight 6 , 5 "orm wagon
laager 6 T 5 #f outnumbered < * 7 %therwise Attac. nemy 6 )4 )nder %rders 6 2 5
Continue as last turn=s orders 6 W 5 "ortify 6 1 5 ,end out ,couts8 see twice distance9
/egular o>cers may opt to re4roll an allied unit they are with but this roll stands
-ain /ules
?@Hostiles7Allies roll on Action ,heet A -ove but stop at ? from enemy
B@Hostiles "iring roll ?+C per Dgure
E@Hostiles7/egulars7Allies in continuing -elee roll ?+C per Dgure
F@Allies move7/egulars -ove or Dre but not both roll ?+C per Dgure less any casualties
G@Allies "ire7/egulars -ove or Dre bit not both roll ?+C per Dgure less any casualties
C@-elee Hostiles Will Close ? to contact on all but ? 6 /egular "oot -ay Close ?on ?4B 6
Allies Will Close ?on ?4E 6 "iring Hostiles Will Close on ?4B 6/egular Cavalry -ay #gnore
/oll and Choose ? 8?dC per stand9
H@Allies A /egulars -elee roll ?+C per Dgure less any casualties
I@ recovery phase 6 remove all part .ills only total bases .illed are removed from
play6bases behind follow up
"iring and melee is calculated by rolling ?+C per Dgure in front ran. only all hits .ill
? Dgure 6 troops Dghting to Jan. only count ? Dgure Dghting @When all Dgures on
base have been .illed remove base immediately 6 if at the end of the turn not all the
Dgs have been .illed on the base then remove hits from base 6 this base is now
considered fresh eKcept guns which .eep their hits
Troop Type -ove "iring 8,hort7-ed7*ong9? <
miss7C < hit others in range < hit
-elee
H<Dg
.illed
/ange8,7-7*9
/egular "oot E B4G7B4F7B4E 8? die per Dg6C<hit L
eKtra die9
F4C H B7 F7 I
Hostile "oot G B4F7B4E7B4B 8? die per Dg9 E4C H ?7 E7C
/egular Horse C B4E7B4B74 E4GHCHH B7F74
Hostile Horse H B4B 7474 E4CH ?7E74
$uns E B4F7B4F7B4F8B die per Dg6C<hit L
eKtra die9
GCH F7C7?B
,couts7,.irmis
her
H B4G7B4G7B4F8? die per Dg C<hit L
eKtra die9
GCH B7F7I
-ounted "oot F 47474 47474
Civilians7Wago
ns
B 47474 CH 47474
-achine $un E B4G7B4G7B4F8? die per Dg 6C<hit L
eKtra die9
CH B7F7I
Allied "oot E B4F6B4E6B4B8? die per Dg 6C<hit L
eKtra die9
GCH B7F74
%>cers7*eader
s
I B4C B4CH B7474
Hostile $uns B B4E7B4E7B4E8BdC per Dg6C<hit L
eKtra die9
CH B7F7I
Cover 34 light ignore i hit in E 6heavy ignore ? hit in B
2isability is ?B in open or F in cover for spotting enemy and reacting
#f a -achine gun rolls all ?=s during Dring then it is considered Mammed and may not
Dre neKt turn
*ancers get a L? to all melee die rolls
/egular foot stands may aid other regular foot shooting by allowing up to E stands
to shoot at ? range band shorter
-orale 34 Hostiles and Allies are controlled by chart 6/egulars 5 where are you going
to run to NNN

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