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With MacDuff to the Frontier

French and Indian War Rules

by Ross Macfarlane

These rules may look a little old fashioned but they


represent the culmination of 25 years of wargaming ranging
from Don Featherstone and Lawford and Young through
WRG and on to Fire and Fury and Armati with many other
stops along the way including 10 years of playing only with
homegrown rules. My aim has been to create a game which
has an historical flavor, is easy and enjoyable to play after a
hard week's work, rewards historical tactics and gives a
believable outcome to actions.

To further this group of divergent aims, ground and figure scales have been keptflexible and some
things are done for the look or ease of play rather than as my best scientific simulation. For example
after man! bad and some good experiences with separate charge morale tests, I decided to combine
the effects of fire, and morale (including the threat of the bayonet) into an old fashioned melee even
though troops rarely crossed bayonets or tomahawks in the open..

Basically both sudes will suffer disorganization and casualties and one side will run away. Whether
the bulk of the losing side actually ran before the charge struck home or not is not really important
in the long run. It is just a mechanism that is fun, lends colour and gives an appropriate result in the
end.

The rules are aimed at the French and Indian Wars but could easily be expanded to later North
American conflicts.

THE RULES
ORGANIZATION

1.1 Scales and Basing. Time, ground and figure scales are flexible but have been balanced to
achieve the desired effect.

I have used companies of 6 to 12 figures giving a figure scale of about 1:5 but reduced the number
of companies per battalion dropping the overall scale to about 1:15 for large games. For scenario
design assume 6 turns per hour and 1 inch per 5 yards if fighting a small skirmish, 1 inch per 10
yards if fighting larger actions. Any distortions of ground and figure scales this flexibility implies
has no practical effect on the game.

Regardless of scale, figures should be treated as if individuals not as groups of men. Normally all
figures should be individually based, but, multiple bases and casualties markers may be used to
avoid rebasing.

1.2 General Rule. Figures are grouped into companies (warparties, troops etc) of up to 12 figures
including at least 1 1eader. Regular and militia companies may be organized into battalions. Leaders
colour parties and drummers are important for morale and command control. Troops must be
organized as one of the following types.

Regulars: Troops formed into formal units under the orders of an officer and trained to fight in
close order (figures in base to base contact). Includes grenadiers, highlanders, and other European
regulars, well trained provincial regiments and Compagnie Franches based in major garrisons.

Light infantry may also operate in skirmish order. Other units may only operate in skirmish order if
specified in the scenario. Regular companies should have an officer, and 5-ll privates. A battalion
consists of two to four companies with a colonel and colour party including 1 or more drummers.
Veteran units should replace one private per company with a sergeant.

Cavalry: There were very few cavalry in North America those that were present were light cavalry
used primarily as couriers and for patrolling not for European style cavalry charges. They are
included primarily for anyone wishing to extend the rules into the American Revolution. A troop
should consist of an officer and 5 to 7 troopers. Elite or veteran units may substitute a trumpeter.
Two troops plus a major form a squadron.

Irregulars: Experienced fighters normally in informal units, used to skirmishing and using their
initiative. Most rangers count as irregulars as well as frontiersmen, indians and coureurs des bois
(literally Wood Runners -ED). Compagnies Franches serving in isolated garrisons also become
irregular. Units contain a leader and 5-7 men. Rangers and Compagnies Franches may replace 1
private with a sergeant.

Militia: Armed, untrained farmers formed into units under local officers. Sometimes used in close
order but also capable of skirmishing. Companies contain an officer and 5-7 men. Battalions may be
formed from 2 companies with a colonel.

Artillery: Artillery is normally found in forts, in siege batteries or being used in ones or twos in the
field in support of infantry. The basic unit is the section with a gun, an officer or nco and 3 crew.
Heavy guns require two additional crewmen. Non artillerymen may compose up to 1/2 the crew.
Batteries of 2 or more sections require a major to command them. If limbers are present they count
as part of the section for movement purposes.

General: Senior officer, Brigadier etc. The senior commander on a side always counts as a general
regardless of rank. In large games he may be assisted by 1 brigadier per 3 regular battalions. Ideally
there should be one player per general. Units ignore generals not in their line of command unless he
is has attached himself to them.

Hero: An officer or other figure with extra charisma to add character to scenarios.

SEQUENCE OF PLAY

2.1 General rule: Draw cards from a deck one at a time. As each card comes up one battalion or
company is activated. British controlled units action red cards, their opponents act on black cards.
When activated a unit takes a control check if required then moves and/or shoots or passes. Each
unit completes its action before the next starts.

If a battalion is in close order with its colonel present it will act as a single unit, otherwise
companies act one at a time. In large multiplayer games each player on the active side may act with
one unit. A unit which has been charged may react but may not later act again. After all units have
acted or passed, resolve charges if units are in contact.

COMMAND CONTROL

3.1 General Rule: Units must take a control check when activated if they wish to move, rally or
hold frre. Test by battalion if formed as above, otherwise by company.

3.2 Control Check: Roll 1 die +/- leader effect and consult the following chart:

5-6: Continue last action (ie if a unit retreated on its last move retreat again, if it stood then
stand again, if it charged and won, pursue or charge again etc)

3-4: Act as the player desires if any officers present o/w as above.

1-2: No advance. The unit may retreat.

3.3 Leaders: Heroes may add or subtract 1 to the score of a company in skirmish order if within 6"
and in sight. Colonels may add or subtract 1 to score of their battalion when testing if within 6" and
in sight. Generals modify the control check by 2 if within 6" and in sight. Rash leaders always add,
cautious leaders always subtract, bold leaders may add or subtract, indecisive leaders neither add nor
subtract. On the first occasion when personality needs to be known roll 1D6 and consult the
following chart. Heroes are bold by default.

6: Rash leader
5: Indecisive leader
3-4: Bold leader
1-2: Cautious leader

FORMATIONS

4.1 General Rule: All the figures of a unit must normally be kept together in a recognized
formation and mwt act together unless exempted for a scenario. Single figures may be detached to
act as messengers.

4.2 Skirmishers: Irregulars, militia, cavalry and light infantry may deploy as skirmishers with 1" to
2" between figures.

4.3 Line: Any regular infantry, cavalry or militia may form line 1,2 or 3 deep but at least 3 wide,
with up to 1" per file. Normally a battalion in line will form with all companies side by side. It is
allowed to deploy with each company in line but lined up one behind the other. This is basically an
assault column. it moves as a line but is easier to manoeuvre and adds depth to an attack on a narrow
front.

4.4 Column: Any unit may form column 1 or 2 wide with gaps of no more than an inch between
figures.

MOVEMENT

5.1 General Rule: The distance a unit can move is based on a fixed pordon plus a random factor. It
can be further reduced by shooting, terrain and formation. Infantry and cavalry may shoot then move
half a move. See the shooting rules for the effect on their shooting. Irregular infantry could move
quite rapidly but lacking discipline might also lag. Regular infantry was slowed by the need to keep
order but their disciplined movement was more predictable.

Skirmishers had less need of order than troops in line but regular skirmishers were strictly controlled
and therefore move the same speed as troops in line when in the open. Militia were hard to control.
They did not have the training to move quickly in line without falling into disorder and in skirmish
order tended to go to ground. Troops were formed in column when they needed to move any
distance as the narrow formation was easier to manoeuvre, therefore columns move faster.

Movement Chart
Irregular infantry 6"+ 2D6
Regular infantry 6"+ 1D6
Militia 2D6
Cavalry 18"+ 1D6
Cavalry if charging +6"
Any Column +6"
Btn Guns manhandled 3"+ 1D6
Other arty manhandled 1D6
Limbered Hvy arty 6"+ 1D6
Wagons 6"+ 1D6
Pack animals 9"+ 1D6
Other limbered guns 9"+ 1D6
Boats downstream 12" +1D6
up or across stream 12" -1D6
NOTE: See Section 7 - Terrain for additional Penalties

Artillery pieces may be manhandled by their crews. Battalion guns were mounted on light carriages
and were easily manhandled. Other artillery normally used limbers or boats to go any distance. If an
artillery piece has less than 1/2 its full crew it may not be moved unless assisted by infantry.

5.6 Limbering/Unlimbering: Heavy artillery takes a full turn to limber or unlimber. Other guns
may move full and unlimber, limber and move full, or unlimber and fire.
5.7 Changes of Direction: Units may retire or take ground to the flank, facing the enemy at half
speed or may turn and retire a full move. They must spend a full turn to face the enemy again and
reorder their ranks. Other changes of facing must be done by wheeling or as part of a formation
change.

5.8 Changing Formation: Only regular infantry, cavalry and militia need to change formation.
Irregulars may close up or spread out as they move. Regular infantry and cavalry take 1/2 a move to
change formation including a 90 degrees turn when changing between a line and column. Militia
takes a whole tum. Mounting/dismounting cavalry takes a half a move, not including a formation
change.

CHARGES

6.1 General rule: A unit must declare its intention to charge and whether or not it will fire first,
before rolling its movement dice. Its target must then announce its reaction. The charger may then
wheel up to 45 degrees then must move straight toward the target, moving figures into contact with
enemy. Counter chargers move simultaneously. The chargers may break formation or close up as
they charge so long as no individual moves more than their maximum movement. Now resolve
firing, if any, from the defending unit. Casualties may be taken from the rear ranks if any. The
defenders may now move figures up to 1" to contact attackers.

6.2 Reactions: A unit which is rallying this turn, which is shattered or which has already acted may
not react to a charge. A unit which passed or which has not yet acted may react as follows:

 Skirmishers may fire and retreat or retreat a full move.


 Cavalry may counter charge, wheeling up to 45 degrees.
 Any troops may stand, firing if able.

6.3 Reserved Fire: Infantry which moved up to 1/2 move and artillery which did not move may
choose to reserve fire when they act. In this case they may conduct their fire when they are charged.
If they are not charged they lose their fire. Note that the number of figures eligible to fire may be
reduced if the unit moves.

TERRAIN

7.1 General Rule: Any terrain other than a flat plain disrupted the movement of cavalry, artillery
and infantry in close order. Some terrain is even more of an obstacle while other types can provide
cover from fire or sight.

7.3 Difficult Terrain: Steep rocky slopes, dense thickets and other very difficult terrain is
impassable to horses, wheeled vehicles and close order formations. They can only be crossed by
skirmishers moving at half speed, or infantry columns and pack mules following a trail.

7.3 Broken Terrain: Woods, brush, soft sand, steep slopes and similar may be crossed by all
troops. Skirmishers may move at full speed. Other infantry and pack mules may move at half speed.
Cavalry, artillery and wagons may move at 1/4 speed.

7.4 Linear Obstacles: Streams, river fords, ditches, hedges and low walls or fences take half a turn
for infantry and cavalry to cross. Artillery and wagons take a whole turn to cross. They leave a gap
in walls, fences and hedges which can be used by any column, wagon or gun without penalty. Very
high walls or deep ditches can only be crossed in pioneers spend a turn to prepare a crossing point.
Troops in column can then cross as if over a minor obstacle.

7.5 Villages: Villages are represented by a building and some fencing on a base. Towns are
represented by several villages separated by a road. Only infantry may enter a village. They
immediately loose all formation and move as individuals at half speed. They may not move through
solid walls; they must enter the village and any interior rooms through doors, windows or breaches.
Only 1 figure can attack or defend a door or window in a charge. All the figures along 1 wall can
fire out of any aperture, they are assumed to pass loaded muskets.

7.6 Roads: Roads are only useful to artillery, wagons and troops in column. Troops on a road ignore
off road terrain. Troops on a secondary road add 50% to their movement. Troops on a highway may
double their move. If a road crosses a steep hill road units move at normal speed.

7.7 Concealment: Skirmishers may be deployed in concealment at the start of a game and kept off
table until they are spotted or they move or fire. Other troops in dead ground may be kept off table
in the same manner. Unless an umpire is available, place a marker when they move to show their
location, they may not be fired on or charged unless spotted. Dead ground should be defined when
the terrain is laid out. Units within 3" may always see each other.

Spotting is done prior to moving or firing. Each unit may attempt to spot into one area of concealing
terrain within 6". Roll 1 die and add the fieldcraft rating of the spotting unit. If the result is 6 then
any enemy have been spotted. 6 inches is the limit for visibility in woods. A unit within 6" of the
edge may look out unimpeded, a unit looking in must be within 6' of the unit in cover.

7.8 Field Craft: Units with field experience or composed of men from the frontiers were more adept
at scouting than units fresh from Eu ope. This is measured by giving units field craft ratings of 1, 2
or 3.

Cavalry, American militia and most regulars rate 1, Canadian militia and woods experienced
regulars rate 2, most irregulars rate 3.

SMALL ARMS

8.1 General Procedures: Roll 1 D6 for each two eligible figures. Involuntary remainders of 1 may
be counted. Two ranks of figures may fire. The target must be within 45 degrees of straight ahead
and must be visible. If charged a unit must fire at the unit charging it, otherwise it must fire at the
nearest eligible enemy. See casualty section for effect of cover and formation.

WEAPON SHORT/LONG
Rifles: 12"/24"
Smoothoore Muskets: 6"/12"
Bow/Mounted Carbine: 3"/6"
8.2 Move and fire: A unit has the following options:

 Standstill and count all figures as eligible.


 Fire 1/2 the unit and move 1/2.
 Regular infantry in close order who have not fired since they last rallied may opt to ftre all
figures then move half. Mark them with a smoke cloud, they cannot fire again until they
rally.
 Early rifles firing patched ball were slow to load. They must use option c even if skirmishers.
Once they fire, however, they may elect not to use patched ball and may then commence to
be treated as ordinary smoothbores. They may only regain rifle status by rallying. Rifles
were rare during the French and Indian wars and should be confined to heroes and a few
frontiersmen.

8.5 Cavalry: Calvary may use the first option once or the second option twice but they must then
rally before being able to fire again. Cavalry which shoots loses any charge bonus if it charges.

RANGE HIT
Short: 4,5,6
Long: 6
+1: Ranger, light inf, frontiersman/ coureurs des bois
+1: Heroes
+1: Regulars in close order firing first volley of the game if halted this turn.

ARTILLERY FIRE

9.1 General Rule: Artillery targets must be within 45 degrees of straight ahead and must be visible.
If charged a battery must fire at the unit charging it, otherwise they may pick their target. Artillery
may not fire then move. Guns with less than their minimum crew may only fire every other turn.
Infantry may replace gunners as long as at least half the minimum are gunners.

9.2 Canister and Shot: 4,5,6 to hit. The number of dice to be used varies with the ammunition and
type of gun as listed below. Ranges have been reduced to reflect reluctance to fire at extreme ranges
when ammunition is so hard to transport. For players wishing to write ammunition rules guns may
be fired at up double the stated range requiring 6 to hit.

ARTILLERY TABLE
Minimum Cannister Shot
GUN Hit
Crew Range/Dice Range/Dice
Swivel gun 1 9"/3 18"/1 4,5,6

Battalion gun 2 12"/4 24"/2 4,5,6

Field gun 2 18"/5 36"/2 4,5,6

Heavy gun 3 24"/6 48"/2 4,5,6


Howitzer (Shot) 2 9"/6 18"/2 4,5,6

Howitzer (Shell) 2 18-36"/3 (min range 18") 5,6


Coehorn 1 6-18"/2* (min range 6") 5,6

Mortar 3 9-27"/4* (min range 9") 5,6

Round shot and canister attack all targets in range adong the path of the line of fire. Roll against each
target in succession, any dice scoring 1 are removed and not rolled again. If the line of fire touches
dead ground it stops. It penetrates up to 6 inches into cover. Double the number of dice vs the target
is a column.

9.3 Shell: See chart above. Shells only attack one target but may be fired over troops or obstacles
which are at least 6" away from both howitzer and target. Mortars may likewise fire overhead but
only require a 3" gap.

9.4 Breaching: Only roundshot may breach. Wooden structures have a defense of 4. Stone
structures a defense of 5, earthen ramparts a defense of 6. When a hit is scored by roundshot on a
structure roll 1 die if the score is greater than the defense value then the defense value is reduced by
the difference. When it reaches 0, a breach 1 figure wide has been created. Modifiers: Heavy gun:
+1; Range over 12": -1

9.5 Fires: Fires in buildings can be started by shells or by fire arrows, or if in contact. Roll 1 die per
howitzer or figure needing 6 to start a fire. Place 1 smoke puff per turn until extinguished,
expanding in the direction of the wind. Each figure fighting the fire needs 4,5,6 to extinguish 1 puff.
When the number of puffs reach es 4, the building must be evacuated. Fire arrows need 1 turn
stationary to prepare and must be fired at close range.

CASUALTIES

10.1 General: Casualties include stragglers, men helping wounded comrades and lightly wounded
or stunned men as well as serious casualties. Some of these may be recovered when the unit next
rallies, therefore, when a unit suffers casualties, put them in a holding area. Close order infantry in
the open suffer 1 casualty for each hit other hits on other troops are reduced as follows:

10.2. Cover: Troops behind hard cover suffer 1 casualty for every 2 hits on the unit from shooting.
Native units may claim cover from small arms fire, but not artillery, if they are in brush or rocks.

10.3 Skirmishers: Skirmishers were harda to hit because they were dispersed and making
maximum use of cover. Therefore, skirmishers remove 1 casualty for each 2 hits when being fired
at. This is cumulative with the reduction for cover.

10.4 Cavalry: Cavalry usually suffered less shooting than infantry for several reasons. They tended
to be in less dense formations and moved quickly while under fire and were thus not a target for as
long as well as being harder to hit. Many of the hits were on the horses who would often carry on
after wounds that would send a man out of the ranks. There also tended to be less straggling than in
the infantry, if a man went down he was on his own as the regiment swept on as opposed to the
infantry who would be helped to the rear by 1 or more comrades. Therefore cavalry suffer 1 casualty
for each 2 hits from shooting.

10.5 Artillery: When artillery is fired on the hits may fall on the gun, the crew or the animals.
Batteries normally contained enough horses to enable the guns to be moved even if some were hit,
but there could be a delay while horse were redistributed.

For each hit against artillery roll 1 die.

6: Gun destroyed if from artillery otherwise no effect


4 or 5: Draft animal hit. Gun may not move limbered this turn
1, 2 or 3: Crew figure hit.

10.6 Reminders: If there is a remainder of half or more, place a casualty marker by the unit. If the
unit receives a second casualty marker, remove both markers and a casualty. Ignore fractions of less
than 1/2.

10.7 Risk to leaders: If a leader (including musician or standard bearer) is a target or is with a unit
which suffers casualties, roll one die. If a 6 is scored a leader is hit. If several leaders are with a unit
dice with an even chance for each to be hit. Colonels are replaced by their senior company
commander after a one turn delay. If a general is killed or seriously wounded, his next senior offcer
takes over when informed by messenger.

CHARGE RESOLUTION

11.1 General rule: Roll 1D6 for each pair of front rank opponents in contact. If one side's score is 2
higher than their opponent than 1 opposing figure is hit.

Modifiers

+ 1 Grenadiers or highlanders or if fighting militia.


+ 1 Regular Infantry charging enemy no; in buildings or fortifications.
+ 1 Defending obstacle, building etc.
+ 1 2-vs-1
x2 Cavalry charging enemy in the open.

11.3 Resolution: The side with the highest casualties from shooting and charge resolution combined
retreats a 1/2 move facing the enemy. If the original fight is a tie, cavalry which charged will pass
though the enemy using any unused movement from their charge. Other troops will stand and fight
again. Casualties may be replaced from rear ranks. If there is no result after a second round of
combat, the charger must retreat a half move. Both sides must rally after a melee and may not shoot
until they do so. If forced to pursue by a control check, they must rally 1 turn per turn of charge
combat or pursuit.

MORALE

12.1 Shattered Units: When a unit suffers very heavy casualties it loses spirit as well as manpower.
When a battalion, battery, warparty or detached company falls below 1/2 strength it becomes
shattered and must immediately retire a full move in disorder unless surrounded.

On its next move it must rally. If still shattered after rallying, it must retreat off the field of battle.
Civilian limber drivers will disappear with the limber if a gun section is shaken.

12.2 Surrounded Units: lf a unit is surrounded and cannot retreat without approaching closer to
some enemy then it may stand and fight until an opening appears. Once per twn the enemy may call
upon the unit to surrender, both sides roll a die with the surrounded unit adding for each attached
leader as per a control check. Add 1 if the regimental colour is present.

The highest score decides whether or not the unit will


surrender. If an Indian unit takes prisoners and rolls a repeat
last move result on its next control check, they will slaughter
them. The same is true if militia capture Indians. If a way
becomes clear the surrounded unit must retire at the first
opportunity.

12.3 Recovery: If a shattered unit recovers enough casualties to rise above half strength, it ceases to
be shattered and may operate normally until it falls below 1/2 strength again. A shattered company
may rejoin its parent battalion. The status of the battalion is then based on the entire battalion.

12.4 Rallying: Rallying represents the regrouping of troops by their officers. Units must rally after a
melee, and when shattered, and may rally to recover casualties or reload. A unit may rally on the
spot or fall back 1/2 move while rallying and may include a free facing or formation change. The
unit may not shoot, evade or countercharge while rallying. The unit must end up in line or colunn.
12.5 Casualty Recovery: When unit rallies it may anempt to recall casualties to the ranks. For each
casualty in the holding area roll 1 die, on a score of 6 the figure rejoins his unit. Modify the die as
follows:

-1 No leader is present with the company


+1 If a hero, bold or rash general has joined a unit to
rally it
+1 If the regimental colors are visible within 6"
+1 If there is a regimental drummer or piper within
6"
+ 1 If the unit is judged to be particularly determined
for a particular scenario (eg the Black Watch at Ticonderoga)

Any casualties which fail their roll are permanently lost. Most armies attempted to rescue their
wounded, on occasion, however, if units were under too much stress the men panicked and
abandoned their comrades. If a unit loses a melee and is shattered in the same turn, all casualties
currently in the holding area are taken by the enemy and become permanently lost.

ENGINEERING

13.1 An engineer officer and a tool wagon or boat must be present to supervise engineering tasks
and provide materials. Only militia and regulars will normally perform such tasks. Engineering tasks
may not be conducted by shattered units or by units which shoot, move or which have been charged
during the turn. The owning player announces when that group is activated that they are working. If
at the end of the turn they have not been disturbed then 1 period of work is completed.

13.2 The time taken for a company to do each task is as follows:

Build pontoon bridge if materials available: 1" / turn.


Lay one demolition charge: 1 turn.

(When ready, roll 1 die per charge laid to find the damage inflicted. 6 points are required to
damage a wooden bridge, 12 points are required to destroy a wooden bridge or damage a
stone one, 24 points are required to destroy a stone hedge. A damaged bridge may only be
crossed by infantry moving at l/2 speed.)

Repair a damaged bridge: 1d6 points repair per turn


Construct a redoubt to hold a gun or company: 6 turns.
Cut a road through a hedge or wall 1 turn.

FRENCH AND INDIAN WAR SCENARIO IDEAS

Here are some suggestions for scenarios for these rules. They will need to be flushed out to suit
troop and terrain availability. Rather than trying to exactly recreate actual actions where everyone
knows what happens, I have used the real actions to suggest types of scenarios.

1. Relief Column. Place a river with high banks along the


long table edge. A road in a 6 to 12 inch wide clearing runs
parallel to the river about a foot in. About half way up the
table there is a farm with several cleared fields each about a
foot across.

Large Map of Scenario 1 (slow: 67K)

The defenders are the covering force for a siege which is in progress off their end of the table, the
attackers are on their way to break the siege. The defender sets up anywhere up to farm and may
place up to 12 inches of abatis. Give the defender 2 bands of indians, 2 companies of light infantry,
rangers or coureurs des bois, a company of grenadiers, and a battalion of 2 or 3 line companies. The
attacker will have a battalion of 3 companies of Compagnies Franches or Provincials, 2 companies
of militia, 1 company of coureurs des bois or rangers and 1d6 bands of indians. The attacker will
enter on the road in column except for the indians who will be in skirmish order within a foot of the
road.

The side that first has 1/2 their companies rout or be destroyed will retreat.

2. Raid. Scatter 3 or 4 cabins across the table, each in a


clearing about a foot across with a road running between
them and a river running across the table. Each household
will have 2 or 3 women and 3 to 5 men and count as
company. The women may not leave the cabins, the men
may leave their area to assist a neighbor if they hear gunfire
or a messenger arrives (assume they can hear gunfire at the
nearest cabin only. The men count as frontiersmen and some may have rifles.

Large Map of Scenario 2 (slow: 72K)

If fighting from their cabin, the women may load allowing 1 woman and 1 men to fire with the
bonus. The men will begin the game in the field but having their rifles and muskets to hand.

One settler should be appointed local militia commander and will act as general. A fort with a
garrison of 2 militia companies and a colonel plus a hero may be placed on one table edge or may be
assumed to be just off the edge of the table. The garrison may not leave the fon unless they hear
gunfire, see the smoke of a burning cabin or are alerted by a messenger.

The raiding party should consist of 1 company of irregulars, (mixed Compagnie Franches, militia
and coureurs des bois), and 3-5 bands of indians.

The French mission is to burn as many cabins and kill or capture as many settlers as possible. Any
indian band which captures a cabin or routs a group of settlers in charge combat, may burn the
cabin, spend 1 turn looting and scalping, then will leave the table. If the French burn more than half
the cabins and rout more than half the English companies, then they win. If playing the American
War of Independence, substitute Butlers rangers for the French troops.

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