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The Tomahawk and the Flame

A VARIANT FOR The Sword And The Flame RULES


FOR THE AMERICAN INDIAN WARS IN WEST 1866-1890
BY HANS VON STOCKHAUSEN
Edited by Buddy McPeak
With special thanks to Cowan Hunter

The following rules are a variant for The Sword and The Flame colonial game dealing with the
U.S. Plains Wars. Much of the rules are "chrome" reflecting the unique nature of the frontier
army. TSATF rules apply except where modified below and players may wish to apply "house
rules" where assumptions on TSATF standard rules vary.

NOTES: June 2000 - This was placed on the “Colonial Wars List” on the web by Ken Hafer of
New Orleans LA in late 1999 because of the interest in the American Indian Wars expressed on
the list. When it was removed from that list, Ken asked me to put in on the Jackson Gamers’ web
site, and I was happy to do. Any changes from the original in style are mine alone. Any errors in
content are probably mine also. I can take no credit for the original work and unfortunately I can
answer no questions about the rules or their interpretation. This is designed to be used with the
earlier editions of TSATF but will probably work with the 20th Anniversary edition with few or
no changes.
Jay Stribling (Webmaster for Jackson Gamers’ web site).

THE FRONTIER ARMY (1866-1890)


The Regular Army emerged from the Civil War set by Congress at 45 regiments of Infantry, 10
Cavalry regiments and 5 regiments of artillery, with a total strength 54,000. Later reductions in
1884 and 1910 reduced the number of infantry regiments to 25 and set a ceiling of 30,000 men.

Infantry regiments were organized in 10 companies and rated a colonel, lt. colonel, and major.
Cavalry regiments comprised 12 companies deployed as 3 four company battalions each under a
major. These regiments were distributed among the various military divisions and departments,
manning scattered services of one and two company posts that guarded the frontier.

Company strength was set by the president to vary between 50-100 men. In 1866 authorized
strength was 64, but in practice attrition, high desertion rates, and detachments kept company
strength ridiculously low. Field strengths rarely exceeded 50 and many companies could muster
only 20-30 men.

The rank and file reflected most levels of American society and contained a high proportion of
Irish and German immigrants. They were volunteer recruits enlisted for 3-5 years.

The private soldier was poorly paid at $16 a month (reduced to $13 in 1871) and received little
or no formal training They were "neither good horsemen nor good riflemen". Frontier living
conditions were often substandard and the Army suffered a high turnover with desertion rates
usually exceeding 20-30%.

If the rank and file were not the best, their officers generally proved a credible and competent lot.
The postwar "Benzine board" had weeded out most of the incompetents. Many officers were
well-trained West Point graduates, others were experienced Civil War veterans - many having
held high rank and not a few of them had been promoted from the ranks.

Extra regimental appointments tended to spread them thin, taking away perhaps a third of a
regiment's officers, leaving often only one officer per company. Unfortunately few of them had
much Indian fighting experience, though a number of famous names would emerge: Lt. Col.
George Custer, Col. Nelson Miles, Col. Ronald MacKenzie, and Gen. George Cook.

The basic army uniform was the familiar light blue trousers and dark blue blouse with kepi or
wide-brim hat. Under frontier conditions though, officers and men usually adopted non-
regulation items such as buckskin jackets and straw hats, etc.

For most of this period, the standard weapon was the single shot .45 caliber model 1873
Springfield breech loading rifle (for infantry) and carbine (for cavalry). The single shot Sharps
carbine and Spencer repeating rifle also saw service during the Indian Wars. The Cavalry also
was issued the popular .45 Colt six-shot revolver and the seldom-used army issue cavalry saber.

Although the artillery units saw little service on the frontier, Gatling guns and field pieces did
accompany many field columns. The Army utilized the 12-pdr. Mountain howitzer, but the most
practical artillery piece was the popular light-weight rapid-fire Hotchkiss 2-pdr. Mountain gun,
ideal for frontier conditions. These weapons as a rule were manned by infantry or cavalry
detachments rather than trained artillerymen.

As a whole, during the Indian War period, the U.S. regular army was poorly suited to fight an
Indian style war. Nevertheless, the underpaid, under strength frontier army doggedly contested
the western plains and mountains with the redmen and emerged victorious.

ORGANIZING ARMY UNITS


In TTATF, the company, just as on the frontier, will be the basic unit for the army. The various
unit types are organized as described below.

THE CAVALRY
The cavalry was the premier arm on the frontier. The cavalry company (or Troop after 1883) will
consist of 15-20 figures. Our TTATF companies will be commanded by a lieutenant (captain is
always away on special detached duty) and include a company 1st sergeant, a trumpeter, and 12-
17 troopers. All figures are mounted.

Two cavalry companies with the addition of a mounted officer figure (a major) constitutes a
cavalry battalion (squadron after 1889) Two such battalions plus a mounted Lt. Colonel and
sergeant-major will represent a full cavalry regiment.
THE INFANTRY
Infantry will be organized into companies of 12 -20 figures which includes an officer figure
(captain or lt.), a company 1st sergeant, and 10-12 privates.

Three or more infantry companies with the addition of a mounted officer figure (the colonel) and
a sergeant-major figure will constitute an infantry regiment. Alternately as was typical on the
frontier an ad hoc infantry battalion may be formed. Such a battalion consists of two or more
infantry companies with an additional office (a major) commanding.

ARMY SCOUTS
The army relied heavily on these experienced frontiersmen and Indian fighters who also served
as interpreters and couriers. Among the best known were: Jim Bridger, "Buffalo Bill" Cody,
“Wild Bill “Hickok, Frank Grouard, Al Siebert, and Bill Cornstoch.

The army also raised special scout companies of local frontiersmen who were better shots, and
more adept at Indian fighting than regular units. They were also better armed. Maj. George
Forsyth's company of repeater armed scouts held off attacks by several hundred Indians at
Beecher Island.

In TTATF, individual scout figures or parties may be attached to individual companies or


battalions. Regiments or field columns may have one or more scout companies attached along
with an additional figure representing the "chief of scouts." Scout companies should be mounted.

INDIAN SCOUTS
Throughout the Indian Wars, Indian scouts provided the army with essential and invaluable
service in tracking down hostile Indian bands. Whether serving against traditional enemy tribes
or their own tribesmen, they generally served well and with one notable exception (the 1881
Cibicu mutiny) faithfully, often displaying fanatical loyalty and devotion to their leaders.

Indian scouts served together in small parties usually led by and army officer and white scouts as
did Custer's Crow and Arikara scouts, or in a relatively independent capacity as allies like Gen.
Cook's Shoshone scouts. Most reliable were the various Indian scout companies enlisted by the
army. Among them: Maj. Frank North's battalion of Pawnee scouts, Lt. Edward Casey's well-
disciplined Cheyenne scout company, and the famous Apache scouts who were instrumental in
ending the Apache wars.

In TTATF, Indian scouts can operate in an independent fashion as "friendlies" that are organized
like Indian war parties, utilizing the Indian charts (use Sioux tables for all plains Indians).
Players can also raise Indian Scout companies and battalions organized as below and using the
Indian scout tables.

THE ARTILLERY
Artillery on the plains was seldom used as the Indians rarely presented a suitable target.
However, when it was employed, it often had a decisive effect as at Apache Pass or the First
Battle of the Adobe Walls.
The basic artillery unit in the game will be a gun section consisting of one field piece or Gatling
gun with a crew of four figures including a section leader (a sergeant). When more than one gun
section is present, one of the section leaders will be a lieutenant.

A battalion or regiment may have one gun section attached while a field column can have up to
two gun sections involved, although the appearance of artillery in scenarios should be infrequent.

FIELD COLUMNS
Whenever infantry and cavalry battalions or regiments are combined as a force, players may
create a field column by adding a mounted officer (a colonel) to represent the column
commander and another mounted figure to represent the chief of scouts. Large field columns
combining two or more regiments may be commanded by a mounted figure representing the
department commander (a Brig. Gen.). Field columns may be supported by one or more artillery
or Gatling gun sections and a company or battalion of scouts.

SHARPSHOOTERS
As Custer did before the Washita, players may also create an ad-hoc sharpshooter company.
Allow one such company per scenario whenever an entire regiment or field column is presented.
They are created as follows:

Figures are drawn as equally as possible from other companies present and by adding an
extra officer (e. g., the regimental adjutant) and, if desired and NCO figure.
Sharpshooter companies are organized as respective infantry or cavalry companies.
No existing company used to create a sharpshooter company may be depleted below
minimum strength (see INF & CAV above) to do so. This is done before starting play.
When complete, the sharpshooter company may not be exceed the strength of any
existing depleted cavalry or infantry company.
Sharpshooter companies are considered regular units for all purposes except that they use
the scout/sharpshooter section of the fire combat charts.

ATTRITION AND DESERTION (OPTIONAL)


The above unit size limits reflect the variable conditions on the frontier. Players who wish to
randomly predetermine a unit's strength may use the following rule.

Assume all units are at established strength (20 figures), and subtract the number of figures
rolled on 1d6 to represent figures unavailable for duty or lost to desertion. Modify the attrition
roll as follows:

if before 1870.....-1
if 1870-1871......+2 (due to pay cut)
if 1873 - 1876....+1 (low establishment and cut backs)
if rolling for the 9th, 10th Cav or 24th, 25th Inf... -1 (black troops were more reliable)
if cavalry ............-1 (usually kept at higher establishment)
WAR CORRESPONDENTS (OPTIONAL)
The Indian Wars, like other "small wars" of the period, were covered by newspaper
correspondents that often accompanied field columns on campaign. Among the frontier
journalists were Robert F. Strahorn of the Rocky Mountain News (known as "Alter-Ego"),
Charles R. Lummis, who covered the Apache campaigns for the L.A. Times and the ill-fated
Mark Kellog of the Bismark Tribune.

In TTATF, a war correspondent figure may accompany a field column (with the department
commander's permission, of course). During play, war correspondent figures should avoid
combat (he's too busy taking notes), though they will defend themselves in close combat and
may fire defensively if charged. The correspondent can effect the game as follows:

War correspondents are considered key figures.


If a correspondent figure participates in or witnesses a close combat (or other situations)
where a figure becomes eligible for the Medal of Honor (see rules below), the eligible
figure will be awarded the medal on a roll of 4-6 on 1d6. This is for the increased
publicity and attention received. (Provided the correspondent survives to tell the tale)
Aside from this, the correspondent is good for writing up a post game report.

THE MEDAL OF HONOR (OPTIONAL)


During the Indian wars, the army's highest (and at that time, only) award for heroism was the
"medal of Honor". Brevets for officers were not given for Indian war actions until 1890, and an
existing "certificate of merit" was very rarely bestowed and did not really apply. During this
period over 400 Medals of Honor were awarded, all of them to enlisted men or junior officers
(i.e. major and below). The criteria for a Medal of Honor was less stringent than it later became.

A figure can become eligible for the medal as per normal "VC" rules in TSATF.
Gamemasters may wish to consider other appropriate feats of heroism or outstanding
acts, such as recovering wounded or defeating several enemy in close combat.
Army figures deemed eligible will be awarded the medal on a die roll of 5 or 6 on 1d6.
This is regardless of rank (see War correspondent).
Army figures awarded the Medal of Honor have a +1 die modifier in all close combat in
subsequent games.
Army scouts and Indian scouts in formal Army/Indian scout companies are eligible for
the award.

FORMATIONS

The formation rules in TSATF apply in TTATF, however the unique style of Indian warfare
warrants the following modifications and explanations:

SKIRMISH LINES
Due partly to its small numbers and the skirmish nature of Indian fighting, the army commonly
fought in open order formations. The Indian style of warfare did not usually require (and
sometime did not enable) the use of close order formations. Partly to encourage the historical use
of skirmish formations, the benefits of close order formations in TTATF are minimal (see table
below).

DEFENSIVE CIRCLES/SQUARES
Due to the general reluctance of the Indians to charge home, the army did not have to resort to
the traditional square formation (though at the Battle of Killdeer Mtn. In 1864, the army attacked
a Sioux village in a brigade hollow square). If attacked in the open by large numbers of Indians,
dismounted units usually adopted an all around defensive "circle" formation. In game terms, this
formation will substitute for the square.

A "defensive circle" may move but should act as a stationary formation assumed for close
combat purpose (not movement).
It may be formed in either close or open order.

MOUNTED PISTOL CHARGE


During the Indian Wars the cavalry while on campaign generally discarded use of the saber or
left them behind as was the case at the Little Big Horn. Instead they preferred to charge with the
pistol. The following rules reflect this:

Allow mounted U. S. Cavalry to fire their pistols in the turn they make a successful
charge into close combat.
This fire combat is resolved after the charging unit closes into combat but before the
target unit rolls for its Stand and Fight check.
This is considered mounted pistol fire and may only be directed at the unit that was the
target of the charge - Note: this is an exception to the rule that does not allow a unit to
fire in the turn it makes a charge move.

MOUNTING AND DISMOUNTING


The following restrictions apply when dismounting or mounting army and scout units:

Units that mount or dismount may not use the charge movement rate or conduct a charge
in the movement phase it performs such action.
Mounting or dismounting takes place either at the beginning or end of the unit's
movement phase.
Units may either mount or dismount in the movement phase, not both.
Cavalry units may move up to 1d6 in the phase they mount or dismount.
Dismounted scouts may move 1d6 in the phase they mount.
Mounted scouts may move 2d6 in the phase they dismount.
Dismounted figures must start adjacent to or be able to reach their mounts during their
1d6 of movement in order to mount.

HORSE HOLDERS AND LED HORSES


This section clarifies the existing TSATF "horse holder" rules as they apply in TTATF.
Cavalry units fighting dismounted are required to have 1/4 of its men detailed s horse
holders. Round in favor of the cavalry player, so that a dismounted unit of 18 would
require 4 holders.
(Optional) As per Custer, allow 1/6 horse holders. - All led horses in a group check for
stampede whenever horse holders or led horses in that group are hit by fire.
1. Make a morale check on the Stand and Fight chart using the line appropriate for
their type of holders.
2. Use "with Leader" column for led horses with unhit horse holders.
3. Use "without Leader" column for led horses whose holder is hit or if only 1/6
holders or no holder.
Dismounted Indians do not require horse holders. However such unattended horses are
subject to stampede and capture per normal TSATF rules.
Horse holders and led horses are considered "key" figures for firing purposes.
When a unit is involved in close combat, the horse holders for that unit do not have to
participate unless the horse holders are directly contacted by charging figures, (e.g. by a
rear or flank charge), or until all other figures of the parent unit involved have become
casualties, or run to the rear.
Horse holders that are detailed from their parent unit can be charged and contacted in
close combat per normal rules.
See Close Combat chart for modifiers effecting horse holders.

CIVILIANS
Civilians in TTATF can represent groups of homesteaders, women and children, miners and
prospectors, cowboys, railroad workers or buffalo hunters, and even army packers and teamsters.
Such groups are represented by variable size units (10-30) and might not include a leader.

Civilians can also be organized in military fashion representing irregular units of citizen
volunteers, and local militia or ranger units that sometimes operated independently or with the
army. Such units may be organized as per regular army units (see above). The quality of these
units varied from abysmal like the farcical "Tombstone Toughs" to the reliable Bitterroot civilian
volunteers that fought the Nez Perce alongside the army. Such units in the game if comprised of
experienced and seasoned frontiersmen, like the buffalo hunters, may be upgraded to regular or
scout status.

Ordinary civilian units may adopt column (for movement), open order line (for combat),
and defensive circle formations.
Organized civilian irregulars may utilize basic army formations.

SAVING THE LAST BULLET (OPTIONAL)


On the frontier it was axiomatic "to keep the last bullet" for yourself, for fear of capture and
torture by the Indians. The following rules covering suicide and defending women, children, and
wounded are reflections of this fear.

Players using the following options should use some sort of limited ammo rule for units
or individual figures. The normal TSATF ammunition rules are suitable.
When using a limited ammunition rule each unit/figure will always save its last round to
comply with the following rules should they be implemented. (See Suicide, and
defending women, children, and wounded below).

SUICIDE (OPTIONAL)
In hopeless or seemingly hopeless situations against Indians, many soldiers (and whole units
according to some Indians) were known to commit suicide rather than face capture. In TTATF
army and civilian units are liable for a "suicide" check in the following conditions:

The unit is surrounded in the open and cut off by Indians, or in a similar situation deemed
"hopeless" by the game master.
The unit is ALSO "shaken", "routed", or in poor morale and fails to rally during the next
morale phase.

Resolve a "suicide check" at the end of the morale phase as follows:

For each unit making a suicide check, roll 2d6 if the unit has a leader or 3d6 if the unit is
leaderless to determine the number of figures that commit suicide. These figures are
dead.
For each "6" rolled include a leader figure from that unit.
Add +1 to each die rolled if wounded have ever fallen into the hands of the Indians.

WOMEN, CHILDREN, AND WOUNDED


The following considerations apply when army or civilian figures are defending, and wounded,
children, or wounded are present:

Desperation melee rules apply (see below).


Suicide rules apply to women, children when a defending unit or figures are liable for a
suicide check.
Saving the last bullet rules (see above) apply when limited ammunition rules are used. A
defending unit/figure must save enough ammunition to dispatch any women, children, or
wounded that are faced with capture. This would occur if a defending unit is required to
make a suicide check.

SPOTTING AND CONCEALMENT


As in TSATF the native (Indian) force may utilize concealment as indicated per normal
concealment and spotting rules and as indicated below. (See also spotting table).

Mounted figures may be concealed by woods, deep gullies, hills and reverse slopes, etc.
Dismounted figures as above and by bushes, rocks, tall grass,
Army regular and civilians can spot concealed figures when 4" away or through direct
line of sight.
Army and Indian scouts will spot at a range of 6" or through direct line of sight.
(Optional) Allow Indian and army scouts to practice concealment. Indians will spot at 6".
Army regulars may never be concealed.
MOVEMENT AND FIRE CARDS
In TTATF incorporate the following changes when drawing cards:

Red cards naturally represent Indian units.


Black cards will apply to army units.

CASUALTIES AND FIRE COMBAT


The TTATF fire combat charts reflect the generally indifferent marksmanship of both Indians
and army. Fire combat in this variant is conducted as per normal TSATF rules with the method
of determining casualties modified as shown below:

Officers, designated NCO's, civilian leaders, Indian chiefs, and chief of scouts are
considered "leader" figures and are hit on drawing Ace cards.
Individual army and Indian scout figures detached from their unit, and horse holders are
considered "key" figures and are hit on drawing Face cards.
Indian riflemen constituting less than half a unit are considered "Key" figures, hit on Face
cards.
Led horses are considered "key" figures.
Indian figures attempting to count coup are "key" figures.

CASUALTIES AND CLOSE COMBAT


Most Indian war engagements resulted in few casualties. At the Rosebud, one of the most hard
fought Indians battles, the army suffered 31 casualties (2%) while the Indians lost perhaps 100
killed and wounded, or about 6% casualties (according to Crazy Horse).

In contrast when the army launched a surprise attack on a sleeping village, the Indians suffered
heavily as at the Washita, and if led into ambush (as was Capt. Fetterman's command) entire
army units could be annihilated. At the Little Big Horn the 7th Cavalry lost about half its
strength, mostly killed. The variable melee rules below are intended to reflect the extremes
quoted above.

NORMAL CLOSE COMBAT


In TTATF close combat is resolved in the same manner as TSATF except that a d10 is used.
This allows finer modifiers. Losing figure on a d10:

on a roll of 1: losing figure is killed


on a roll of 2-3: losing figure is wounded
on a roll of 4-10: losing figure runs to the rear.

DESPERATION CLOSE COMBAT


In desperate circumstances the white man and the red man would fight with a greater intensity
and determination. In the case of desperation, resolve close combat using the following results:

on a roll of 1-3: losing figure is killed.


on a roll of 4-6: losing figure is wounded.
on a roll of 7-10: losing figure runs to the rear.
The above results apply to figures involved in the following close combat situations:

Defending unit is surrounded by hostile Indians.


Indians defending their village.
Army or civilians defending women, children, and wounded.
Horse holders defending led horses.

THE INDIANS
At the end of the Civil War, while many of the Western Indian tribes had already been subdued
or reached an accommodation with the whites, there still remained perhaps 100,00 Indians in a
handful of tribes that still had the strength and will to resist the westward expansion. These
included the Sioux, Cheyenne, Arapaho, Kiowa, and Comanche of the plains; the Nez Perce,
Utes, Bannacks, and Paiutes of the mountains and Northwest, and the Apache tribes of the
southwest. Despite the cultural diversity, linguistic differences, and traditional enmities that often
separated these tribes, they did share common traits, especially in their method and concept of
war.

Primarily the Indian warrior fought for battle honors, plunder, and revenge; or to protect the tribe
and family against the raids of enemy tribes. Offensively Indian warfare consisted of scalp raids
(for vengeance) or horse stealing raids during which warriors would strive for distinction and
glory. Participation in such raids was voluntary and raids could be initiated by a war chief or
influential warrior able to gather a war party. The size of a war party would thus vary, depending
on its nature and a leader's prestige, from 5 to 10 warriors, to several score. The formation and
departure of a war party was usually accompanied with ceremonial dances of rituals.

Once in battle warriors typically fought as individuals seeking and taking opportunities for glory
and counting coup (striking an enemy). War chiefs or leaders did not "command" in a formal
sense and could lead only through influence, reputation, and example. Thus group discipline and
teamwork was usually absent. This was the typical mode of warfare among the Indians.

The traditional weapons of most Indians were the bow, lance, and the war club, which were
compatible with their mounted style of warfare. The whites introduce metal weapons (e.g. the
tomahawk) and firearms, but the bow remained the principle missile weapon until the post Civil
War period when the Indians began acquiring more modern breechloading and repeating rifles
which were suitable for mounted combat.

The arrival of the white man presented the Indians with better weapons and greater opportunities
to raid and plunder. However the Indian's limited concept of war, and the lack of unity among
the tribes, placed them at a severe disadvantage when face with an enemy that practiced a more
total and deliberate form of warfare.

As a rule the Indians would only accept battle on their own terms, except when forced to defend
villages and families. The army eventually developed methods of forcing the Indians to battle. It
became common practice to use Indian scouts and allies to locate "hostile" villages. The use of
converging columns was designed to round up hostile bands to prevent their escape or scattering.
Winter campaigning was adopted to catch the Indians off guard when they were less mobile and
their ponies were weak from lack of forage.

The army also promoted the expansion of the railroads which advanced the frontier, facilitated
logistics, and hastened the destruction of the buffalo herds which provided the Indians with their
chief sustenance. Army posts eventually ringed the traditional Indian hunting grounds and
provided advanced bases for field columns to strike at hostile gatherings. These measures and the
increasing dependence of the Indians on the white man's tools and rations eventually led to the
submission of the hostile tribes.

The tribes included in the TTATF are considered representative of the various Indian types that
fought the white man in the post Civil War period. Interested players can add other tribes by
adapting or combining the characteristics of tribes shown in these rules.

ORGANIZING INDIAN UNITS


War Bands & War Parties - The basic unit is TTATF for all tribes will be the war band or war
party, varying from 12-25 figures in size including one leader figure (a war chief). The unit size
should vary by tribe. Larger tribes such as the Sioux and the Comanche should have larger war
bands (20-25) while smaller tribes like the Apache and the Nez Perce should have smaller war
parties (12-20). All figures should be mounted.

Tribal Group of Warrior Society - A group of three war bands and the addition of another
mounted leader (Tribal Chief) will constitute a tribal group or an entire plains Indian warrior
society.

Hostile Gathering - A combination of two or more tribal groups and/or warrior societies will
constitute a hostile gathering. If the hostile gathering consists of one tribe, another leader figure
representing the head chief may be added.

INDIAN VILLAGES, SQUAWS, AND PONY HERDS


The army's campaign objectives often involved locating and destroying "hostile' Indian villages.
Many of the Indian War battles were fought in the vicinity of an Indian village. Invariably this
meant the presence of Indian noncombatants (squaws and children), and Indian pony herds. The
following guidelines may be used by players who wish to include villages, squaws and herds in
their scenarios.

Villages

For every Indian war band in the game, 2 - 4 individual lodges tepees, or wickiups is
appropriate depending on unit size.
Lodges may be clustered together or placed in individual camp circles for each tribe
present.

Squaws and noncombatants:


An Indian village in the game should have about 2 or 3 individual figures per lodge or
tepee to represent squaws and children.
For game purposes the non-combatants of a tribal group's village of camp circle may be
considered a separate unit.
Noncombatants may move normally, carry wounded, tend pony herds, etc., but may not
participate in combat. They will NOT "STAND AND FIGHT". (Exception: Apache
women will defend themselves)

Pony Herds

Pony herds can be represented by allowing 2 or 3 figures per tepee or lodge in the game.
Herds can be used to provide remounts for dismounted Indian figures and to transport
wounded, tepees or lodges.
For game purposes the pony herd (including assigned herders) will act as a separate unit.
Herds move as follows:
o CROSS COUNTRY/ROUGH 4d6
o OUT OF CONTROL 5d6
Herds can be stampeded (out of control) as per Led Horses

BURNING AND DESTROYING VILLAGES


Dismounted or foot figures can destroy Indian lodges or tepees using the following procedure
and table.

A minimum of two figures is required to attempt destruction of a lodge or tepee.


These figures must start their movement phase adjacent (within 1") to the tepee to be
destroyed, and may not move, fire or melee.
At the beginning of their following movement phase roll 1d6 on the tepee destruction
table below for each group of figures meeting the above requirements.
If the figures are successful in destroying the tepee they may conduct normal movement
and combat for that turn.
Unsuccessful figures may stay and repeat the attempt on the following turn using above
procedures, or they may give up and conduct normal movement and combat.
Additional figures joining a group must meet the above requirements and
combat/movement restrictions before they will effect the die roll on the tepee destruction
table.

TEPEE DESTRUCTION TABLE


Number of figures 2 3 4 5 6+
Die roll required 1 1-2 1-3 1-4 1-5

Die roll modifiers:


-1 for each successive attempt on the same tepee.
+1 for wet weather
INDIAN CHARGE INITIATION
The individualistic nature of Indian warfare and their traditional desire to avoid unnecessary
casualties generally meant that the Indians did not launch coordinated mass charges to contact.
Instead they preferred to make bluff charges, harass, hit and run, skirmish, or as was common,
"circle". The following rules make it difficult for Indians units in TTATF to make coordinated
charges and to close into contact.

Before any Indian unit designated to move may initiate a charge against an enemy unit it must
pass a special pre-charge morale check as follows:

Roll on the close-to-combat chart. Resolve this as a normal close to combat roll using
appropriate modifiers. Also modify this "Charge Initiation Roll" as follows:
-1 from die roll if "Giving Chase" (see below)
-1 from the die roll for certain Plains Indian Tribes that attempt to initiate a mounted
charge (see Charts)
If the unit passes this check it may make a normal charge move stopping one inch away
from the unit it is attempting to contact. It must still pass the normal "Close Into Combat"
check before entering melee.
Units that fail to initiate a charge may not attempt to close into combat that turn nor move
any closer to an enemy unit that turn except to move within maximum rifle or bow range
if not already within range. Thus a unit that fails to initiate a charge may instead employ
harassing fire. Units are NOT PINNED for failing to initiate a charge.
Mounted Indian units that fail to initiate a charge may conduct "Circling" around or in
front of an enemy unit. (See Circling below).
Certain tribes that fail to initiate a charge may instead have some figures attempt to
"COUNT COUP". (See below)
Dismounted Indians only, that initiate a charge will roll for 1d6 stragglers.

CIRCLING (OPTIONAL)
Mounted Indians that attempt to initiate a charge and fail will instead "circle" around or in front
of an enemy unit in "Indian fashion" In game terms this is done as follows:

A circling Indian unit does so in a lose ring or string of figures up to 2 -3 figures deep.
Circling may be done at the charge movement rate (5d6) though some movement may be
save for the purpose of evasion (See Indian horsemanship and evasion below)
All figures of a circling unit may conduct fire as at some point during the act of circling
each figure would have an open field of fire. Note: this is an exception to the normal field
of fire rules
While circling, mounted Indians may conduct fire even if doing so at the charge
movement rate. This is an exception to the normal rule.
Fire while circling is mounted fire (i.e. hits are halved), and is resolved during the fire
combat phase only against the unit that is being circled.
The target unit of fire received from a circling unit is considered one target class higher
(class II becomes class III)
For the purpose of fire and close combat, a circling unit is considered to be in open order.
A circling unit that is charged and contacted in the act of circling is considered to be
"attacked from the flank" for the first round of close combat.

INDIAN FIREARMS
The quality, type, and especially, quantity of Indian firearms varied greatly from tribe to tribe
and throughout the period, with Indians gradually acquiring more and better weapon through
plunder, trade, gifts, and government annuities. The following table can be used as a rough guide
in determining how many figures per unit to equip with firearms.

FIREARM AVAILABILITY - By Period & Event


Pre 1866 0 - 10% Civil War, Sioux Uprising
1866-69 10% - 25% Red Cloud's War, Southern Plains War
I869-74 25% - 50% Grant Peace Policy
1874-77 33% - 66% Sioux Wars, Nez Perce Wars
1877-90 50% - Apache Wars, Ute War, Ghost Dance

Friendly tribes, those with extensive white contact, and treaty and reservation bands (Nez Perce)
would fall in the upper range for firearm availability. Hostile, isolated, and remote tribes would
be in the lower range.

GIVING CHASE Indians seldom closed into melee when faced by steady troops, such as Gen,
Cook's infantry at the battle of the Rosebud. However they were quick to take advantage of any
apparent sign of weakness, and eagerly followed up a retreat, often with devastating results, as at
the Battle of the Little Big Horn during Maj. Reno's precipitous retreat. To reflect this, allow the
following modification to the Indian "Close into Combat" chart. When a mounted Indian unit on
the "Close into Combat" chart to either initiate a charge, and/or to close into combat, subtract 1
from the die if:

The target unit (of the charge) is presenting its rear to the Indian unit attempting to close
or initiate a charge.
The target unit is in a "routed" state.
The target unit is "shaken".
The target unit is evading, or has attempted to evade during this turn, from the Indian unit
attempting to close or initiate a charge.

INDIAN HIT AND RUN TACTICS(OPTIONAL)


Indians tended to avoid drawn out and pitched battles, preferring instead to "hit and run". To
reflect this, in each close combat action allow attacking Indian units to conduct only one round
of close combat for each eligible Indian figure before breaking off. The following considerations
and exceptions apply:

If after one round of close combat, both sides still have figures standing "unhit", the
attacking Indian unit will back off and retreat in GOOD ORDER 4d6 to the rear. The
Indian unit is not shaken as it did not lose the close combat, and may face the enemy as it
completes its withdrawal.
If after one round of close combat the defending (army) unit loses the close combat (i.e.
all their figures involved are casualties or have "run to the rear"), the Indian unit does not
have to break off, and may occupy the defender's place as per normal rules.
If after one round of close combat, the attacking Indian unit loses the melee, the unit is
retreated and the involved figures are shaken as per normal rules.
The one round close combat restriction dose not apply if the condition of GIVING
CHASE (see above) or DESPERATION Combat are in effect. In the case of Desperation
Combat the action probably won't last more that one round anyway.

INDIANS AND ARTILLERY FIRE (OPTIONAL)


Indians seldom presented a suitable artillery target. However when faced with artillery they did
not know how to deal with such long-ranged weapons, especially if encountering guns for the
first time. At the Battle of Apache Pass the Apache were routed by fire from the "strange looking
wagons", and the Battle of Adobe Walls two howitzers saved Col. Kit Carson's command from
probable annihilation.

The first time an Indian unit suffers hits from artillery fire it must make a morale check
on the Critical Morale chart during the morale phase.
Any time an Indian unit attempting to close into combat during the close combat phase
has suffered artillery casualties in the fire phase, it must add +1 to the die roll on the
"Close into Combat" chart.
EXCEPTION: The Nez Perce are not effected by this rule. At the Big Hole Battle they
actually charged and captured a gun!

THE PLAINS INDIANS

The tribes of the western plains depended on the horse and the buffalo as the basis of their tough
nomadic lifestyle. This society produced skilled warriors who were super horseman, and gloried
in their style of warfare. In TTATF the plains Indians are represented by the Sioux, Comanche,
the Cheyenne, and the Cheyenne Dog Soldiers.

The Sioux were the largest and most powerful of the plains Indians comprising a widespread
nation of several tribe occupying the northern plains. In TTATF they are considered the
archetypal plains tribe. The Comanche were the masters of the southern plains. Col. Jesse H.
Levenworth called them "The most warlike people we have on the continent," noting "there are
no better horsemen in the world". They proved to be exceptional raiders and excellent in evasion
and mounted tactics.

The Cheyenne ranged over the central plains and were superior warriors, emphasizing individual
bravery and coup counting. This was reflected by their numerous warrior societies.

The Cheyenne Dog Soldiers were the most militant and elite of the Cheyenne soldier societies.
Highly selective and independent, the Dog Soldiers evolved into their own separate band
containing the most skilled and courageous warriors. As such in TTATF they are treated
separately.
The elite of the Comanche warriors were also known as Dog Soldiers, thus Dog Soldier charts
may also be used to represent any particular elite band of warrior society. The following rules
apply to plains Indians and their style of warfare.

PLAINS INDIAN HORSEMANSHIP AND EVASION


The plains Indians depended on their horses, with each warrior usually having several mounts
available for hunting and warfare. Naturally they were superb horsemen, superior to the cavalry
in this respect. The Comanche especially were noted for their horsemanship and were masters of
mounted evasion. To allow for superior Indian horsemanship in TTATF, use the optional
"Cavalry Phased Movement" rules in TSATF supplement for Plains Indians only, with the
following modifications:

Units may mount or dismount at any point in their phased movement. Roll one less die
for each action.
Units may either mount or dismount in a turn, not both.
A unit may not charge or try to initiate in a turn in which it mounts or dismounts.
When a Comanche mounted unit is charged by an enemy unit, it may add 1d6 to its
movement roll in the phase it uses its "Phased" movement to EVADE. This bonus die roll
is in addition to the charge die roll, but may only be used to "evade" and is allowed once
per unit, per turn.
(Optional) Allow the Nez Perce Indians to use the phased movement rule.
U.S. Cavalry units may not use "phased movement", but should use the normal cavalry
movement per TSATF revision 1, including the rule for evading contact with foot units.

PLAINS INDIANS COUNTING COUP (OPTIONAL)


The Plains Indians (especially the Cheyenne and Comanche) emphasized personal bravery in
warfare and the gaining of individual war honors. For the individual this was demonstrated by
"Counting Coup", which meant striking an enemy with the hand or coup stick without killing
him. This was considered superior to killing an enemy. Other worth acts such as capturing a
picketed horse, snatching and enemies' gun, or rescuing a wounded or unhorsed comrade were
also considered as counting coup.

In TTATF coup counting figures are considered dare devils who demonstrate their bravery by
attempting to close with the enemy while others don't (i.e. the opposite of stragglers in the rules).
Individual figures in TTATF can count coup using the following rules and sequence:

The number of figures attempting to count coup is determined during the Pre-charge
morale check (see above), while the actual resolution of coup counting is done during the
close combat phase.
When a plains Indian unit attempts to initiate a charge and fails roll 1d6 (0pt. I avg. die)
to determine how many figures will continue on and attempt to count coup.
Modify the roll for various Indian types as stated in the COUP CHART.
Figures attempting to count coup will try to enter close combat per normal TSATF rules
and are subject to defensive fire.
Figures attempting to count coup are considered "key" figures
When attempting to close to combat, coup-counters are rolled as individuals.
Figures that failed to enter close combat will rejoin their unit using any remaining
movement.
Figures attempting coup that succeeded in entering close combat will pick an enemy
figure and resolve one round of melee using applicable modifiers.
Figures that win the melee successfully count coup.
After melee (successful or not) figures will return to its unit using any remaining charge
movement or 6", whichever is greater.
Due to the nature of counting coup, an Indian figure will only wound or force an enemy
to the rear. Thus a "kill" reverts to a "Wound" result. Enemy figures can kill.
In case of multiple unit combat against the same enemy figure or figures, counting coup
is resolved first
Figures attempting coup may instead try to strike enemy dead or recover wounded
comrade figures. This would cost the low die roll for the movement die roll.

THE NEZ PERCE

The Nez Perce were a mountain/plateau tribe occupying the area around the headwaters of the
Snake and Salomon rivers where Oregon, Idaho and Washington converge. Before their 1877
war with the army they were known for their friendliness toward the whites, their high quality
bows, and their excellent horse breeding skills. In 1877 after some provocation , the "non-treaty"
Nez Perce bands led by Chief Josef, Looking Glass, Too-hool-hool-zote, White Bird, Five
Wounds, Rainbow, Hah-te-le-kin, and Ollokote went to war.

During their extended pursuit by the army they demonstrated excellent defensive fighting skills,
a high degree of discipline and steadiness unusual among Indians, coupled with superior
marksmanship. Many of these traits are built into the combat and morale charts, but the
following rules apply:

NEZ PERCE SHARPSHOOTING


In battle against the army, the Nez Perce demonstrated their marksmanship by deliberately
picking off army leaders and officers who were usually conspicuous. At the Battle of Bear Paw
Mountain, the army suffered unusually high officer casualties due to Nez Perce sharpshooting.

When determining army casualties due to Nez Perce rifle fire consider any "Ace" or
"King" card drawn as a leader casualty
Other "Face" cards are still "key" figures.

THE APACHE

During this period the Apache numbered perhaps 8,000 individuals distributed among several
tribal groups, sub-tribes, and clans, such as the Chiricahua, Mescalero, and Tonto Apache. The
Apache ranged throughout parts of Texas, New Mexico, Arizona and Mexico, striking from
mountain hideaways on both sides of the border, led by cheiftans like Mangus Coloradus,
Cochise, Vitorio, Chato and Geronimo.
During their long intermittent wars with the army the Apache proved to be masterful guerilla
warriors, gaining a reputation for cruelty, great endurance, stealth ,evasion, and concealment.
Unlike their plains cousins they were not great horsemen, choosing to fight on foot from ambush,
using their ponies for rapid escape and when they gave out, as food. The following rules reflect
Apache traits and warfare.

APACHE CONCEALMENT (OPTIONAL)


Apache were masters of concealment. The normal spotting rules should be modified to reflect
their unique abilities.

Army regulars, civilians, etc., will only spot concealed Apache at a distance of 2" from
the edge of concealing terrain.
Army and Indian scouts will spot them at 4".
Apache scouts will spot them at 6".
(Optional) Gamemaster may allow individual Apache figure or even whole groups to be
concealed where no apparent concealment exists (i.e. clear terrain). Such figures are
considered prone and must remain prone and stationary to remain concealed. They can be
spotted at double the distances cited above.

APACHE/INDIAN WOUNDED (OPTIONAL)


Generally, the "wounded native" rule in TSATF should not be used, as it makes native wounded
much too effective. In the case of Apaches in TTATF however this may be appropriate,
therefore:

Allow wounded Apache figures to strike against enemy figures who come within 1" of
them.
On a roll of 5-6 on a d6 or 1-3 on a d10 the figure attacked by the wounded Apache
becomes a casualty.
Any wounded Apache figure that attacks in this fashion is automatically killed, regardless
of the result.
(Optional) The above rule may be applied to other Indian types with a roll of 6 on a d6 or
1-2 on a d10 inflicting a casualty.

APACHE STEALTH (OPTIONAL)


Unlike the plains Indians, the Apache did not resort to overt heroics due to their nature and small
numbers. They instead preferred stealth and cunning which made them especially dangerous
against a retreating foe. The following rules reflect the Apache use of stealth in picking the
moment to strike or move against such an opponent. During the movement phase if a red card is
drawn, the Apache player has the option of moving a unit (as per normal rules) or he may instead
make a "free pass". He does not have to move nor is he required to designate a unit as passed.
The play continues as usual with a new draw. (Optional) As an added advantage, allow the
Apache player on drawing a red face card for movement the choice of moving a unit, making a
"free pass", or requiring the army to move or pass on that card. (Optional) Players may wish to
apply the stealth rule to non-Apache Indians when they draw a red "Ace" during the movement
phase.
TABLES AND CHARTS
RALLY Roll 1D6 STAND AND FIGHT Roll 1D6
To Rally: Unit has Charged Charged
CHARGED
UNIT Unit has No Unit has Unit has
UNIT
Leader Leader Leader No Leader
Army Regulars 1-5 1-4 Army Regulars 1-5 1-5
Army Scouts 1-4 1-3 Army Scouts 1-4 1-3
Indian Scouts 1-4 1-3 Indian Scouts 1-4 1-3
Civilians 1-3 1-2 Civilians 1-3 1-3
Sioux 1-3 1-3 Sioux 1-4 1-3
Cheyenne 1-4 1-3 Cheyenne 1-4 1-3
Dog Soldier 1-3 1-3 Dog Soldier 1-3 1-2
Comanche 1-2 1-2 Comanche 1-3 1-2
Apache 1-3 1-2 Apache 1-2 1-2
if Fail - Unit is Shaken
and moves 4D6 to rear
SPOTTING CHART Roll 1D6
CONCEALED UNITS
SPOTTING UNIT
SCOUTS INDIANS APACHE
Regulars 4" 4" 2" *
Civilians 4" 4" 2" *
Scouts 6" 6" 4" *
Apache Scouts 6" 6" 6" *

* SEE APACHE CONCEALMENT

ARMY - CLOSE INTO COMBAT Roll 1D6


Charging Charging
CHARGING
Unit has Unit has
UNIT
Leader No Leader
Army Regulars 1-5* 1-4
Army Scouts 1-4 1-3
Indian Scouts 1-4 1-3
Civilians** 1-2 1-2
FAIL = PINNED
* MTD. CAV. -1 TO DIE ROLL
**ARMED CIVILIANS ONLY

INDIANS - CLOSE INTO COMBAT Roll 1D6


Charging Charging
CHARGING
Unit has Unit has
UNIT
Leader No Leader
Sioux 1-3* 1-3*
Cheyenne 1-4* 1-3*
Dog Soldier 1-3 1-3
Comanche 1-2 1-2
Apache 1-3 1-2

-1 FROM DIE ROLL IF "GIVING CHASE".


*-1 FROM DIE ROLL FOR MOUNTED UNITS ATTEMPTING "CHARGE INITIATION"
ONLY

COUP COUNTING CHART


SIOUX CHEYENNE DOG SOLDIER COMANCHE NEZ PERCE
1D6 - 3 1D6 - 2 1D6 - 1 1D6 - 2 1DG - 4

INDIAN MORALE Roll 2 D6


ARMY MORALE Roll 2 D6 MAJOR
CRITICAL & PINNED
MAJOR MORALE
CRITICAL & PINNED
MORALE To Pass With Without
UNIT
To Pass With Without Morale Leader Leader
UNIT
Morale Leader Leader Sioux 2-6 2-6 2-5
Army Regulars 2-8 2-9* 2-7* Cheyenne 2-6 2-6 2-5
Army Scouts 2-9 2-10* 2-9* Dog Soldiers 2-6 2-7 2-6
Indian Scouts 2-7 2-9 2-6 Comanche 2-6 2-6 2-5
Civilians** 2-7 2-8* 2-7* Nez Perce 2-7 2-7 2-6
Apache 2-6 2-6 2-5

Check MAJOR MORALE for each unit on the table if Army Commander is a casualty. Check
each morale phase by rolling 2D6. If the dice sum is greater than the number listed, The unit may
not move the next turn.
Check CRITICAL MORALE if the unit has been reduced to less than 50%strength or is
SHAKEN and takes hits from fire. Check by roll 2D6. If the dice sum is greater than the
numbers listed, the unit routs 4D6 to the rear.

Check PINNED MORALE if a charging unit failed to close. Check each morale phase as long as
the unit is pinned. Check by rolling 2 D6. If the dice sum is greater than the numbers listed, the
unit remains pinned.

*Reduce number by 2 if wounded abandoned to the mercy of the indians.

Increase the PINNED MORALE number by 1 if the pinned unit was not fired on during that
turn.

CLOSE COMBAT CHART Roll D10


NORMAL CLOSE COMBAT:
- on a roll of 1: losing figure killed
- on a roll of 2-3: losing figure is wounded.
- on a roll of 4-10: losing figure runs to the rear.
DESPERATION CLOSE COMBAT:
- on a roll of 1-3: losing figure is killed.
- on a roll of 4-6: losing figure is wounded.
- on a roll of 7-10: losing figure runs to tear.

DESPERATION morale results apply to figures involved in the following close combat
situations:
- Defending unit is surrounded by hostile Indians.
- Indians defending their village.
- Army or civilians defending women, children, and wounded.
- Horse holders defending led horses.
MOVEMENT CHART
ROUGH
TYPE FORMATION CROSS COUNTRY ON ROAD TO CHARGE CHARGE ROAD
TERRAIN
MINUS HIGH
ARMY CLOSE ORDER 2/4 - 3/5 - DIE
REGULARS MINUS HIGH
COLUMN 3/4 4/5 3/5 4/6 DIE
ALSO
MINUS HIGH
CIVILIANS* OPEN ORDER 3/4 - 4/5 - DIE
MINUS LOW
CLOSE ORDER 2/4 - 3/5 - DIE
ARMY MINUS LOW
COLUMN 3/4 4/5 3/5 4/6 DIE
SCOUTS
MINUS LOW
OPEN ORDER 3/4 - 4/5 - DIE

CLOSE ORDER 2/4 - 3/5 - NO PENALTY


INDIAN COLUMN 3/4 4/5 3/5 4/6 NO PENALTY
SCOUTS
OPEN ORDER 3/4 - 4/5 - NO PENALTY

MINUS HIGH
MOVE & FIRE 2 2 - - DIE
ARTILLERY MINUS HIGH
MOVE ONLY 3 4 - - DIE

SIOUX 3/4 - 4/5 - NO PENALTY

CHEYENNE 3/4 - 4/5 - NO PENALTY

DOG SOLDIERS 3/4 - 4/5 - NO PENALTY

COMANCHE 3/4 - 4/5 - NO PENALTY

NEZ PERCE 3/4 - 4/5 - NO PENALTY

APACHE 3/4 - 4/5 - NO PENALTY

Numbers such as 4/5 are the number of D6 to be rolled for DISMOUNTED/MOUNTED


movement.
Prone figures move 1D6 regardless of terrain.
* Armed and organized civilians may charge. Non-Combatant civilians may not charge.
Indians use the MASS or OPEN ORDER formations as per TSATF rules.
FIRING CHARTS
TYPE RANGE CLASS I CLASS II CLASS III CLASS IV
Regular/Civilian Rifles 24” 1-6 1-4 1-3 1-2
Same: Mounted 18” 1-4 1-3 1-2 1
Reg./Civ. Carbines 20” 1-5 1-3 1-2 1
Same: Mounted 16” 1-3 1-2 1 N/A
Army Scout Rifles 24” 1-7 1-5 1-4 1-3
Same: Mounted 18” 1-6 1-4 1-3 1-2
Army Scout Carbines 20” 1-7 1-5 1-4 1-3
Same: Mounted 16” 1-6 1-4 1-3 1-2
Indian Scout Rifles 24” 1-5 1-4 1-3 1-2
Same: Mounted 18” 1-3 1-2 1 N/A
Indian Scout Carbines 20” 1-5 1-4 1-3 1-2
Same: Mounted 16” 1-3 1-2 1 N/A
Nex Perce Rifles 24” 1-5 1-4 1-3 1-2
Same: Mounted 18” 1-3 1-2 1 N/A
Indian Rifles 24” 1-4 1-3 1-2 1-2
Same: Mounted 18” 1-2 1-2 1 N/A
Nex Perce Bows 16” 1-5 1-4 1-3 1-2
Same: Mounted 14” 1-3 1-2 1 N/A
Indian Bows 15” 1-4 1-3 1-2 1-2
Same: Mounted 10” 1-3 1-2 1 N/A
Indian Lances* N/A 1-3 1-3 1-2 1-2
Same: Mounted* N/A 1-2 1-2 1 N/A
**Pistols 8” 1-7 1-5 1-4 1-3
**Same: Mounted 6” 1-5 1-3 1-2 1
Artillery: Short range 24” 1-7 1-5 1-4 1-3
Artillery: Long range 48” 1-6 1-4 1-3 1-2
Gatling: Short range 18” 1-7 1-6 1-5 1-4
Gatling: Long range 36” 1-6 1-5 1-4 1-3

CLASS I: Mass or Close Order in the Open


CLASS II: Light cover or Open Order in clear terrain.
CLASS III: Prone or in rough terrain.
CLASS IV: Inside building, behind wall.
* Lances may be thrown only when closing contact, or being closed with.
**Pistols -Officers may fire at individual targets. 2 shots per turn.

CLOSE COMBAT - Army Modifiers


TROOP TYPE A B C D E F G H I J K L
Army Regulars +1 -1 +1 +1 -1 +1 +2 +1 -2 -3 -1 +1
Army Scouts +1 -1 +1 +1 -1 +1 +2 +2 -2 -3 -1 +1
Indian Scouts +1 0 0 +1 -1 +1 +2 +2 -2 -3 -1 +1
Civilians 0 -1 +1 +1 -1 +1 +2 +2 -2 -3 -1 +1

A. Charging mounted (1st round)


B. Horse Holder
C. Defending in close order.
D. Defending in a circle.
E. On top of wall or barricade
F. Defending wall or barricade
G. Defending inside of building
H. Mounted figure
I. Prone figure
J. Attacked from rear (1st round)
K. Attacked while in water
L. Leader figure

Wounded figures are -2 and prone.

CLOSE COMBAT - Indian Modifiers


SIOUX +1 +1 -2 +2 +1 -1 +1 +1 -1 -2 -3 +1
CHEYENNE +1 +1 -2 +2 +1 -1 +1 +1 -1 -2 -3 +1
DOG SOLDIER +1 +1 -2 +2 +1 -1 +1 +1 -1 -2 -3 +1
COMANCHE +1 +1 -2 +3 +1 -1 +1 +1 -1 -2 -3 +1
NEZ PERCE +1 +1 -2 +2 +1 -1 +1 +1 -1 -2 -3 +1
APACHE +1 +1 -2 +1 +1 -1 +1 +1 -1 -2 -2 +1

A. Charging mounted (1st round)


B. Mounted attacking with lance (1st round)
C. Attacked from rear (1st round)
D. Mounted figure
E. Leader figure
F. On top of wall or barricade
G. Defending wall or barricade
H. Defending inside of building
I. Defending in water
J. Prone not wounded
K. Wounded
L. Counting coup

ARMY ORGANIZATIONS
CAVALRY COMPANY

A Cavalry company consists of a 1st Sergeant, a trumpeter and 12 - 17 troopers, commanded by


a Lieutenant.

CAVALRY BATTALION

A Cavalry Battalion consists of 2 or 3 Cavalry companies commanded by a Major.

CAVALRY REGIMENT

A Cavalry Regiment consists of 2 cavalry battalions commanded by an Lt. Colonel with his
orderly and aide-de-camp.

INFANTRY COMPANY

An Infantry company consists of a 1st Sergeant and 10-18 privates, commanded by a


Lieutenant.

INFANTRY BATTALION

An Infantry Battalion consists of 2 or 3 Infantry companies commanded by a Major.

INFANTRY REGIMENT

An Infantry Regiment consists of 2 to 10 companies, and a Sergeant Major. They are


commanded by a Lt. Colonel with his orderly and aide-de-camp. It may be divided into
battalions as above. If not, there would be a "spare" major with the force as second-in-command.

SCOUT COMPANY

A Scout company consists of a Sergeant and 10-18 scouts, commanded by an officer or Chief of
Scouts.

INDIAN SCOUT COMPANY

An Indian scout company consists of an Indian Sergeant and 10-18 scouts, commanded by an
officer (Lieuteant or Captain).
INDIAN SCOUT BATTALION

An Indian Scout Battalion consists of 2 Indian Scout companies commanded by a Major.

ARTILLERY SECTION

An Artillery Section consists of one Field gun (or sometimes a Gatling Machine gun) and 3
crewmen commanded by a Sergeant or Lieutenant.

ARTILLERY BATTERY

An Artillery Battery consists of three Artillery sections commanded by a Lieutenant.

SMALL FIELD COLUMN

A typical small field column would be commanded by a Colonel. It would consist of 1 or 2


Infantry Battalions, and 1 or 2 Cavalry Battalions, and a 1 or more Gun Sections, and a Scout
company.

LARGE FIELD COLUMN

A typical large field column would be commanded by a Brigadier General. It would consist of
an Infantry regiment, a Cavalry regiment, several Gun sections and one or two Scout
companies commanded by a Chief of Scouts.

INDIAN UNIT ORGANIZATIONS


INDIAN WAR PARTY OR WAR BAND

An Indian war band will consist of 11-24 Warriors led by a War Chief

TRIBAL GROUP OR WARRIOR SOCIETY

A Tribal group will consist of 3 War Parties led by a Tribal Chief. NOTE: If village is present,
add Squaws and a Village Herd.

SIOUX HOSTILE GATHERING (Typical)

A Hostile Gathering will consist of 3 Tribal Groups led by a Head Chief.

MIXED HOSTILE GATHERING (Typical)

A Mixed Hostile Gathering will consist of 3 Tribal Groups from all different tribes possibly led
by a Head Chief.
HOSTILE GATHERING WITH VILLAGE

This would consist of six (more or less) War Bands plus a Villiage or Camp, 2 Herds, and 2
groups of Squaws. This assemblage would probably be led by a Head Chief.

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