Scenarios for Long Knives and Injuns using Fire and Steel skirmish rules
Introduction
Presented below are the first two of a number of Wild West scenarios I've played in the past. Inspiration for them came mostly from a series of articles in Miniature Wargames. The ideas might have come from there but I can't claim that either of the following scenarios are based on historic events.I wargame the American Civil War at scale and have carried that through. I know it sounds daft but this works quite well. With a company represented by just one figure and using Fire and Steel skirmish rules, the few historical actions that I have tried were very successful. You need to be prepared to let figures split up and go off on their own to carry out specific tasks, like scouting, etc., not keep all your figures in one body. Historical actions seem to be all about lone companies shooting off in all directions and getting cut up by the Hostiles before help arrives.
These scenarios work best with a player-umpire taking the part of the Indians. It's best that the
Scenario 1 - Where there's smoke there's...
Background
A small body of U.S. Cavalry has been ordered to ride out and destroy an Indian village. No prisoners are to be taken. As the cavalry make their approach, smoke from the village can be seen in the distance rising over the trees. The Indians know they're coming and have begun to move the women and children to safety.Terrain
A river runs down the center of the table. The two fords indicated are known to the Indians but are revealed to the cavalry only when they are reached. Elsewhere the river is impassable.Three spurs project from the North edge of the table. All troops can cross these but they block line of site. Cliffs line the South edge. These can only be passed at the Indian Exit point. This path is obvious from anywhere on the table with a good line of sight
Scattered woodland covers part of the table. The
U.S. Cavalry
ObjectivesSimple enough. Inflict as many casualties as possible on the Hostile population and take minimum casualties to themselves.
Forces
Character - Fig ID | Skill | Weapon | Traits | Wounds |
Major Burns | 1 | Sword, revolver | -1 h-to-h | O O O |
Sergeant Stripes | 3 | Carbine, sword, revolver | +2 morale, +1 h-to-h | O O O |
Trooper Smith | 2 | Carbine, sword | +1 shooting | O O O |
Trooper Jones | 2 | Carbine | None | O O O |
Trooper | 1 | Carbine, sword | -1 morale | O O O |
Scout (White) - Hawkins | 3 | Rifle, revolver | +2 shooting, +1 morale | O O O |
All
The Good Guys
ObjectiveFor all forces to leave the table by the cliff path with minimal casualties.
Force 1 - The Braves
Character - Figure ID | Skill | Weapons | Traits | Wounds |
White Cloud | 3 | Lance, bow, tomahawk | +2 morale, +1 h-to-h | O O O |
Mountain Minnow | 2 | Lance, tomahawk | None | O O O |
Broken Toe | 2 | Rifle, tomahawk | +1 shooting | O O O |
Sleepy Horse | 2 | Rifle, tomahawk | +1 h-to-h | O O O |
All the Braves have horses and may start the game anywhere on the table, mounted or dismounted. Record must be kept of where the horses are when the Braves dismount.
Force 2 - The Innocent Villagers
Character - Figure ID | Skill | Weapons | Traits | Wounds |
Hairy Bear (Squaw) | 1 | Knife | -1 h-to-h | O O |
Running Elk (Squaw) | 1 | Knife | -1 h-to-h | O O |
Ten Moons (Child) | 1 | None | -2 h-to-h, -1 morale | O |
Stolen from Ivor (Child) | 1 | None | -2 h-to-h, -1 morale | O |
No horses are available for the villagers who, as you might expect, start in the village.
Victory Points
The Victors are decided when one force has left the table entirely. There is no time limit. Start from zero and tot up the following.- +5 each Brave killed
- +3 each Squaw killed
- -1 each Child killed (I don't care what your orders were!)
- -10 Major killed
- -5 Sergeant killed
- -5 each Trooper killed
- -1 Scout killed (We never liked him any way!)
- >13 Major U.S. Victory
- 4 - 13 Minor
VictoryU.S. - (-7) - 3 Everybody loses - no draws - not in this game!
- (-17) - (-8) Minor Indian Victory
- <(-18) Major Indian Victory
Scenario 2 - Out on a spur
Background
TheTerrain
A river runs down the center of the table. The two fords indicated are known to both sides. Elsewhere the river is passable only with difficulty (bad terrain). There is a steep hill to the South West and a spur to the North East; the second level of each counts as bad terrain. Scattered woodland covers part of the table and theU.S. Cavalry
ObjectiveGet someone off the West edge of the board who has seen the village from 12" distance or less. At the start of the game that means Hawkins. Anyone who spends a turn stationary with someone who has seen the village counts as if they've seen it themselves.
Forces - look familiar?
Character - Fig ID | Skill | Weapon | Traits | Wounds |
Major Burns | 1 | Sword, revolver | -1 h-to-h | O O O |
Sergeant Stripes | 3 | Carbine, sword, revolver | +2 morale, +1 h-to-h | O O O |
Trooper Smith | 2 | Carbine, sword | +1 shooting | O O O |
Trooper Jones | 2 | Carbine | None | O O O |
Trooper | 1 | Carbine, sword | -1 morale | O O O |
Scout (White) - Hawkins | 3 | Rifle, revolver | +2 shooting, +1 morale | O O O |
Hawkins starts dismounted at point B. The rest of the Cavalry are dismounted at point A. All have horses with them.
The Good Guys
ObjectivePrevent the U.S. Cavalry achieving their own objective.
Force 1 - The Braves - enter on turn 1 where indicated and follow path until the enemy are discovered
Character - Figure ID | Skill | Weapons | Traits | Wounds |
White Cloud | 3 | Lance, bow, tomahawk | +2 morale, +1 h-to-h | O O O |
Mountain Minnow | 2 | Lance, tomahawk | None | O O O |
Broken Toe | 2 | Rifle, tomahawk | +1 shooting | O O O |
Sleepy Horse | 2 | Rifle, tomahawk | +1 h-to-h | O O O |
All the Force 1 Braves have horses and start the game mounted.
Force 2 - More Braves - enter on turn 2 where indicated and follow path until the enemy are discovered
Character - Figure ID | Skill | Weapons | Traits | Wounds |
Shaven Legs | 3 | Lance, bow, tomahawk | +2 morale, +1 h-to-h | O O O |
Weeping Thrush | 2 | Lance, tomahawk | +1" movement on foot | O O O |
Sorry Sight | 2 | Rifle, tomahawk | -1 shooting | O O O |
Strong in the Arm | 2 | Rifle, tomahawk | +1 h-to-h | O O O |
All the Force 2 Braves have horses and start the game mounted.
Force 3 - Even more Braves - start and remain in village until the enemy are discovered
Character - Figure ID | Skill | Weapons | Traits | Wounds |
Black Rabbit | 3 | Lance, bow, tomahawk | +2 morale, +1 h-to-h | O O O |
Yellow Stripe | 2 | Lance, tomahawk | -1 morale | O O O |
Eleven Toes | 2 | Rifle, tomahawk | +1 shooting | O O O |
White Metal | 2 | Rifle, tomahawk | +1 h-to-h | O O O |
All the Force 3 Braves have horses but start the game dismounted.
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