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Thisgamerepresentsaneasyyethistoricallyrealisticmethodforsimulating18thcenturyskirmishes.

Consequently,all
figuresshouldbemountedindividually.Iuse1x1inchstandsfor25mmfigures.Anumberofmarkersarenecessaryto
playLaPetiteGuerre(Iuseplasticbeads,althoughcardboardchitsworkjustaswell).Youwillneedmarkersto
distinguishlightwounds(blue),severewounds(black),panicked(yellow),misfires(cottonpuff),pinned(purple)andprone
(green)(Iuseshortpiecesofcoloredpipecleaners)aswellasmarkersoradeckofcardstodeterminetheactiveplayer.
Thegametablesaretheheartofthisgame.BuckandBallisforshooting;WarClubandMusketButtisformelee.Morale
andMovementchartsalsoareincluded.Thispagecontainsdefinitionsandbriefexplanationsofhowtoplaythegame.If
indoubt,usecommonsense.

Procedures

Eachturnconsistsofanumberofphases.Thenumberofphasesinaturnisequalto75%ofthenumberofunitsonthe
largersideinthegame.Countthenumberofunitsonthesmallerside.Putthisnumberofmarkersinacontainerforeach
side.(ItypicallyusewhitebeadsfortheFrenchplayerandredfortheBritish.)Todeterminewhichplayergetstoactivatea
unitduringaphase,drawasinglemarkerfromthecontainer.Thecolorofthemarkerwilldeterminewhichplayergetsto
activateaunit.Eachfigureinoneofthatplayer'sunitsmaynowperformoneaction.Thisconcludesthephase.Eachunit
maybeactivatedtwiceinoneturn.Someunitsmaynotbeactivatedatall.Continueactivatingunitsuntilthenumberof
markersdrawnfromthecontainer(i.e.,thenumberofphasescompleted)equals75%ofthenumberofunitsinthelarger
side.Oncethisnumberofphaseshasbeencompleted,replacethemarkersinthecontainerandbeginthenextturn.
Duringthecourseoftheturnasthemarkersaredrawn,bothplayershavetheoptionofholding1markerperturntouse
forareactphase.Anyunitthathasnotalreadyperformed2actionsmayusethismarkertoreactwhenanenemy
attemptstocloseforhandtohandcombat.Thismarkerisplacedinthecontainerwiththeothersattheendoftheturn.
Notethatallshooting,movement,melee,spotting,etc.,isresolvedasfiguresperformtheiractions,hence,thereareno
separatemelee,firingormovementphases.

Somefiguresarelimitedintheiractionsaccordingtotheirtraininganddiscipline.Trooptypesare:Linetroops(which
includeRegulars,Lights,Grenadiers,TroopsdelaMarine,Rangers,andScots),Indians,Militia,Frontiersmen,Courierdu
BoisandCivilians.Ifatrooptypeisnotspecificallylistedashavingamodifier,thenthereisnomodifierforthattype.Line
troopsaretheonlytypethatmaycombineunitsduringthegame.However,tocombineunitstheymustformupand
remaininlineorcolumnformationandmusthaveanofficerpresentforeverytwelvefigures.

Formations
Formed TroopsinLineorColumnformation.Regulars,Militia&CiviliansareunformedifnotinLineor
Column.Basesmustbesidetosideorfronttoback.Furthermore,theremustbeatleastfourfigures
ofthesametypetogethertoreceivedanybenefitsfrombeingformed.
Skirmish Troopsinopenorder.OnlyIndians,BritishLights,BritishorFrenchGrenadiers,Rangers,Courierde
BoisandFrontiersmenmayuseskirmishorder.Standsmustnotbetouching,ideally,figureswillbe
12inchesawayfromeachother.Figuresmustbeinskirmishlineorskirmishcolumn.Figuresina
looserandomformationareconsideredunformed.
Mass IndiansmayonlyuseMassandSkirmishformations.InMassformation,thestandsshouldbe
touchingbutnotasneatlyasacolumnorlineformation.Indiansaretheonlytroopswhomayuse
Massformation.
Unformed Troopsnotinanallowableformationareunformed.
Actions
Afigurecanperformuptotwoactionseachturn.Anactioncanbe:Fire,Move,LoadRifleorArtillery,Charge,Morale
Check,ClearMisfire,orSpot.Thefiguresofasingleunit(usually6figures)willperformtheiractionssimultaneously,but
notallfiguresintheunitneedtoperformthesameaction(exceptinachargeorinspotting).Forexample,inaunitof6
figures3figuresmayfirewhile1clearsamisfireandreloads,1checkshismoraleandyetanothermovesuptojoinhis
companions.Ifafiguredoesnotperformanactionwhentherestofitsunitdoes,itisoutofluck.Beingchargedgivesa
unittheoptionofusinganactiontofireuponthechargingfigures.(seeChargeformoreinformation).

Fightinginmeleeisnotconsideredtobeanaction.Ittakesplaceanytimetwofiguresareincontactandeitherplayer
wishestofight.Eachfigurecanperform1actionperphase/limitedto2phasesperturn

AllowableActions
Move Maystandupandmoveormoveandgoprone.Turninginplaceisconsideredamove.Roll
movementdiceforunitasawhole.
Load Artilleryandriflesmustuseanactiontoload.Musketsdonotneedtoexpendanactiontodothis.
Charge Achargeisadeliberateadvanceofformedtroopswhointendtofightwiththebayonet.Onlyfouror
morelinetroopsincludinganofficerinlineorcolumnformationatthebeginningofthephasemay
performacharge.Figuresreceive+1infirstroundofcombatinadditiontobonusesforbeing
formed.Severelywounded,pinnedandpanickedfigurescannotbeincludedinacharge.Charges
mustbedeclaredwhentheactionisstarted.Allfiguresintheinformationwhocanmustchargeat
thesametimeMovementisstraightahead,withnochangeindirectionandthroughopenterrain.A
unitthatisbeingchargedfromthefronthastheoptionofusinganaction(remembertoremovethe
appropriatemarkerfromthecontainer)tomakeamoralecheck.Ifthecheckissuccessfultheunit
mayfireatthechargingunit.Ifthecheckisunsuccessful,thedefenderwillmeleewitha1forthe
firstroundofmelee.Thisoptionisnotavailableiftheunithasalreadyperformed2actionsthisturn.
ClearMisfire Thisactionmustbeperformedbeforeamisfiredweaponcanbefiredagain.Riflesandartillerymust
stillexpendanactiontoloadafterclearingamisfire.
Fire Afiguremaystanduporgoprone(notboth)andfirebutmaynotchangefacing.
SpotHidden Ittakesanactiontotryandspotahiddenunit.Individualswhoarenotinlineorcolumnformation
Figures cangenerallyexpendanactiontotryandspot.However,onlyoneindividualinalineorcolumn
formationisallowedtospot.Nonspottedtroopsmayberepresentedbythreeormoredummy
markers,onlyoneofwhichrepresentsthetruelocationoftheunit.Tosuccessfullyspotaunita
playermustrollgreaterthanthedistancebetweenthespottingfigureandthehiddenuniton3d6.
Spottedunitsareplacedonthegametable.
MoraleCheck Individualcheckstoremovepinnedorpanickedstatus.
BuckandBall
Whenafigurefiresatatarget,theplayerrolls2dice.Naturaldoublesonthe"tohit"rollisamisfire.Markthefigurewitha
"puff"ofsmoke.Itwilltakeanactiontoclearthegun.Iftherollisnotanaturaldouble,itismodifiedaccordingtothetroop
typeandsituation.Notethatonlythebestpositiveandtheworstnegativesituationalmodifiersareappliedtothisroll.Ifthe
modifiedrollequals8ormoreahitisscored.Notethatscoringahitdoesnotguaranteeaffectingthetarget.

ShootingModifiers
Mustrollmodified8orgreateron2d6tohitdeclaredtarget
TroopTypeModifiers SituationalModifiers
(useallthatapply) (usegreatestpositiveandgreatestnegativemodifier)
+2Shooterisartilleryfiringcanister 5Targetatextremerange(over36")
+1ShooterisLineTroop 3Targetinbuilding/rampart
+1Shooterisarmedwithrifle 3Volleyblindfire(targetnotspotted)
1ShooterisCivilianorMilitia 3Shooterisseverelywounded
1Shooterisarmedwithpistol 2Targetisin1/2cover
2Shooterisartilleryfiringball 2Longrange(over18"(musket)or24"(rifle))
2Shooterispinned
1Shooterislightlywounded/prone
1Targetisprone/pinnedorbeyondnaturalcover
+1Shooterisnotspotted(yet!)
+1Shooterisbehindfortifications
+2Targetisinline,columnormass
+2Shooterinitialshotingame
+2ShootersareMilitiavolleying
+3ShootersareRegularsvolleying
Onceahitisscored,thetargetplayerrolls2d6todeterminetheresultofthehit.Ifnaturaldoublesarerolled,thetargetis
killed,noappeal.Ifthecharacterisnotinstantlykilled,therollismodifiedaccordingtothetrooptypeofthetargetfigure.

ResultsofBeingHit
2d6rolledandmodifiedbytargetplayer
Unmodifieddoubles=killed.Twowoundsofanytype=death
TroopTypeModifierstodieroll ModifiedRoll=Result
1TargetisRegular 1=Pinned(purple)
1TargetisGrenadier 2=Pinned(purple)
1TargetisLightInfantry 3=Lightwound(blue)
+1TargetisIndian 4=Flee6"towardscover
+1TargetisFrontiersman 5=Noeffect
+1TargetisCourierduBois 6=Lightwound(blue)
+2TargetisMilitia 7=Severewound(black)
+2TargetisCivilian 8=Lightwound(blue)
9=Noeffect
10=Pinned(purple)
11=Lightwound(blue)
12=Flee6"towardscover
13=Flee6"towardscover
ExplanationofResults
Pinned Apinnedfigurehasgonetogroundtosavehisskin.Tooscaredtodowhathe'sbeenorderedbutnotso
scaredastorunaway.Pinnedstatusgivesa2toshoot(anda1tobehit),2tomeleeanda2in
moralechecks.Pinnedfiguresmaynotbemovedwithoutpassingamoralecheckfirst(thismoralecheck
mustbeanaction).
Flee Afigurehasbeenscaredenoughtotryandgetoutofthelineoffire.Hewillimmediatelymoveupto6"
(nottowardstheshooter)togetintocover.IfinNaturalcoverhewillflee6"inchesawayfromtheshooter.
Ifindefensiveworksorabuilding,hewillgoprone.
Light Lightwoundsgivea1toshoot,a2tofightanda1tomorale.Twowoundsofanytypewillkillafigure.
Wound Anyfigurewhichreceivesawoundmustinstantlytakeamoralecheck.
Severe Severewoundsgivea3toshooting,a3tofightinganda3tomoraleandreducesmovementbyone
Wound half.Ittakes2lightlywoundedorhealthyfigurestocarryaseverelywoundedfigureatnormalspeed.Two
woundsofanytypewillkillafigure.Anyfigurewhichreceivesawoundmustinstantlytakeamorale
check.

SpecialConsiderations

NaturalCover:Naturalcoveriscoverwhichobstructstheviewofatarget.Itdoesnotdeflectthebullet,butitdoes
preventtheshooterfromaccuratelysighting.

Cover:Ifatargetisprotectedbyasubstancethatwouldstopabullet(e.g.,partofawall,tree,orembankment)thenthe
figurereceivesthebenefitofcover.Exampleswouldbesomeoneshootingoutofawindoworstandingupbuthiding
behindatree.

PassThroughFire:Wheneveranshootermisseshisdeclaredtargetthereisachancethattheballhitanothertarget.
Eachfigureinlinewiththeshot(e.g.,ifanypartofitsbasefallsbeneathalinedrawnfromtheshooter'sheadto3"
beyondtheoriginaltarget'shead)isapossiblecasualty.Startingwiththefigureclosesttothefirer(friendorfoe),including
anyfiguresbetweenthefirerandthetarget,rolltoseeifthefigurewashit.Eachpotentialtargetwillgetanysituational
modifiersthatapplytoitsindividualsituation.Onceonefigureishitthebulletisstoppedandnootherfiguresneedtobe
checked.Passthroughfireistherealbenefitofobtaininganenfiladeposition:ifyouarefiringdirectlydownalineof
troopsthereisaconsiderablygreaterchanceofgettingahit.

VolleyFire:Formedlinetroopsandmilitiamayissuevolleyfire.Theymustbeinformation(lineorcolumn)andhavean
officerpresent.Alltargetsmustbewithin6"ofallothertargets.Volleyfiregivesa+3ifissuedbylinetroops,anda+2if
issuedbyMilitia.
WarClubandMusketButt
Meleeishandtohandcombatbetweenfiguresinbasetobasecontact.Theplayersmatchuptheirfigures.Theplayer
withthegreaternumberoffiguresmaygangupontheenemybutnomorethan3ofoneplayer'sfiguresmaymeleewitha
singlefigureoftheotherplayer.Onedieisrolledforeachfigureincombat(notethatitispossiblefortheattackertoroll3
dicetothedefender's1).Thedierollismodifiedbyapplyingappropriatetrooptypeandsituationalmodifiers.The
differencesofthemodifieddierollsarereferencedonthemeleeresultschart.Notethatanoutnumberedfiguremay
defeatoneenemywhilebeingvanquishedbyanotherinthesameround.Itispossible,thoughunlikely,thatan
outnumberedfigurewillemergevictoriousoverallorsomeofhisadversaries.

Highestmodifieddieroll(on1d6)winshandtohandcombat

MeleeModifiers
TroopTypeModifiers SituationalModifiers
(ifnotlisted,thennotroopmodifiersareused) (useallthatapply)
+2Indians 4Panicked
+2Grenadiers/Scots 3Inwater
+1Regulars 3Severelywounded
+1Rangers/CourierduBois 1Outnumbered(1perfigure)Maxof2
1Militia 2Lightlywounded,pinnedorprone
2Civilians 1Surprised(unspottedattacker)orattempteddefensivefireagainst
charge
+4Defendingdoorwayorwindow
+3Defendingfortifications
+1Charging
+2Formed
+2Usingsword
+1Fightinguphillofopponent

MeleeResults
Winner ResulttoLoser
Exceedsby (moralechecksasaresultofcombatarenotconsideredtobeactions)
0 MoraleCheck:Bothcombatantstakemoraletest.Ifbothstayprocedureisimmediatelyrepeated.
Flee:(1d6directlyawayfromopponent,takeimmediatemoraletest)Thefigurehasbeenbattered
1or2 enoughtobelievehewillnotsurvivethefight.Hewillimmediatelymoveupto6"directlyawayfromhis
attackerandthentakeamoralecheck.
LightWound:(takeimmediatemoraletest)Lightwoundsgivea1toshoot,a2tofightanda1to
3 morale.Twowoundsofanytypewillkillafigure.Anyfigurewhichreceivesawoundmustinstantlytakea
moralecheck.
SevereWound:(takeimmediatemoraletest)Aseverewoundgivesa3toshooting,a3tofightingand
a3tomoraleandreducesmovementby.(Ittakes2lightlywoundedorhealthyfigurestocarrya
4
severelywoundedfigureatnormalspeed.)Twowoundsofanytypewillkillafigure.Anyfigurewhich
receivesawoundmustinstantlytakeamoralecheck.
Captured:Meleemayresultincapture.Anynonseverelywoundedfigurecancontrolupto4prisoners.
Theprisonersmuststaywithin4"oftheguard.Iftheguardiskilled,severelywoundedorcaptured,then
5 theprisonerswillbecomepanickedandmoveappropriately.OnlyIndians,CourierdeBoisand
Frontiersmenmayvoluntarilykilltheircaptives.However,iftheydothistheymustspendtheirnextaction
scalpingtheslain.
6 Killed:selfexplanatory
Movement
MovementRates
LineFormation2d6" Indians3d6"
SkirmishFormation3d6" UnspottedUnits6"
Unformed2d6" Canoe1d6"forevery2menpadding
ColumnFormation3d6" Bateaux1d6"forevery3menpaddling

MovementModifiers
Severely Movementreducedtoonehalfmovement.
Wounded
WaterMovement Canoesmove1d6forevery2figuresthecanoecarries.Bateauxmove1d6per3figures.Both
craftgetplusorminusthecurrentofthestream.
RoughTerrain Lineorcolumnformationloseshighdieroll.*
LinearObstacle Loselowdie.*Linearobstaclesaresmall,easilyovercomeobstructionstomovement.Ditches,
fences,smallstreamsandthesmallervarietiesoffallenlogsareexamples.
MajorObstacle Takesafullturntocross;disruptsformations;maynotchargeorattackacross.Majorobstacles
arenaturallyoccurringormanmadeimpedimentstomovement.Ittakesonefullturnforanyfigure
tocrossanobstacle.Steepbluffs,bouldersorabatisareexamplesofmajorobstacles.Formed
troopsareconsideredunformeduponcrossinganobstacle.Nofiguresmaychargeorattack
acrossobstacles.
Charging Allfiguresinaunitmustchargetogetherandtheunitmustbeatleastfourfigures.Charging
figuresmaynotbeseverelywounded,pinnedorpanicked.AUnitmaynotchargeorrush2turns
inarow.
HiddenMovement UnspottedIndian,Ranger,CourierduBois,andFrontiersmenunitsmayberepresentedbyupto3
markersonthegamingtable.Oneofthemarkerswillbedeterminedbeforehandasrepresenting
thetruelocationoftheunit.Unspottedunitmarkersmaybemoved6inchesasanactionoratthe
endoftheturn(i.e.,whenallthemovementchitsarereplacedinthecup).Ifanunspottedunit
markeristobemovedmorethan6inchesasanaction,itmaydosobyrollingtheappropriate
numberofmovementdice.However,theplayermustthenroll3d6.Ifthisrollislessthanthe
numberofinchestheunitmovedthentheactualunitmustbeplacedonthetableandthedummy
markersremoved.

*Ifthelossofamovementdiepreventsreachingaterrainfeature,thefigurewillstopattheedgeoftheterrainfeature.
Morale
HowtoCheckMorale:Roll2d6.Ifthemodifiedroll=8orgreaterthefigurepassesthecheck.Ifthemodifiedrollisless
than8thefigureretreats2d6"awayfromtheenemy.Ifthefigurefails2moralerollsduringaturnhebecomespanicked.
Theserollscanbemandatoryorvoluntarymoralechecks.Apanickedfigureisscaredoutofhiswitsandonlywantstogo
home.Thefigurewillmoveatarateof2d6directlyawayfromthelastenemyfigureitsaw.Thisflightwillcontinueatthe
endofeachphase(i.e.,twiceperturn)untilthefigurepassesamoraletestorexitsthegamingtable.

Mustrollmodified8orgreateron2d6topassmoralecheck

MoraleSituationalModifiers MoraleTroopTypeModifiers
+3Indianscharginganunformedunit +2Rangers/CourierduBois
+3Withinheldfortifications +2Grenadiers/Scots
+3Noenemywithin24" 2Civilians
+2Informedunit
+2Indianschargingorattackingfromhiding
+vOfficerwithin6"
1Outnumberedinmelee
1Lightlywounded
2Pinnedorpanicked
3Severelywounded
3Indians/Civilians/Militiahitbyartillery
3Indiansfrontallychargingorattackingformedtroops,
fortifications,orartillery

WhentoCheckMorale

MandatoryMoraleChecks(noexpenditureofanactionnecessary)
Whenindividualreceivesawound
Whenindividualmodifiedmeleerollsareequal
Beforefrontallychargingorattackinglineformation*
Beforefrontallychargingorattackingartillery/defensiveworks*
*Donotretreatiffail.Unitmaymoveasnormal(butnottowardtheenemy)orfireattarget.

MandatoryMoraleChecks(allpotentialtargets,noexpenditureactionnecessary)
Afterreceivingvolleyfire
AfterIndians/Militia/Frontiersmen/CourierduBoisorCiviliansareshotatbyartillery

OptionalMoraleChecks(takesanaction)
Toreceiveachargewithgunfire
Tounpinapinnedfigure
Tostopapanickedfigurefromfleeing

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