BY JINGO - Colonial History & Wargames Page

Little Colonial Rules

A SET OF RULES FOR COLONIAL SKIRMISH WARGAMING DURING THE LATE XIX CENTURY

by

Jesus Serrano Mateo

gehiegi@iponet.es

Further Edited and Developed by
Andrew Preziosi

Scale definitions:

Each figure represents a single soldier, warrior or leader.
Each cm on the table represents 3 actual meters.
2.50 (2.54 to be exact) centimetres equal (=) one inch (1")
Each game turn represents approximately five minutes.

Figure definitions:

There are five character classes:
Sample Orders Card

Training / Combat rating:

Officer level:

Represents the leadership skill and initiative of a leader / officer. To simulate this, each officer is assigned a number of officer level cards to add to the sequence deck.
RAW: 1 officer card
REGULAR: 2 officer cards
SEASONED: 3 officer cards
VETERAN: 4 officer cards
ELITE: 5 officer cards

Command radius:

Represents the area within which an officer / leader can exercise his authority in order to activate other figures under his command.
N.C.O. 10 cm (4 inches)
Leader 10 cm (4 inches)
Platoon officer 15 cm (6 inches)
Company commander 20 cm (8 inches)
Chieftain 15 cm (6 inches)
Field Officer. 25 cm (10 inches)
+10 cm if mounted.

ORDER DECK

The Order deck is the main mechanism of the game. It controls the length of the game turn. In LCR there is no determined sequence of play. You never can be sure about the order of events. The armies under your command have the potential to act. This potential is determined by the quality of your officers, the number of N.C.O.'s in your unit, plus the number and training of your private soldiers. A regular army could "dance" around tribal levies but it could also be wiped out if caught at a disadvantage. You can reserve the drawn officer cards, in order to co-ordinate your actions, but by doing so, you are risking having to discard all your cards when the "End of Turn" card is drawn, leaving your command inactive before the enemy.

There are three types of cards that make up the Order Deck; Training Rate cards, NCO/Leader cards, and Officer/Chief cards.

The order deck is composed of a variable number of cards:

Example:
Player A has 2 Officers (1 Raw, 1 Veteran), 3 NCO's ( seasoned) and 45 seasoned soldiers.

Player B has 1 Chief (Veteran), 3 Tribal Leaders (1 Veteran, 2 Regular) and 90 regular warriors

So the deck is composed of:

The order Deck is shuffled and used to determine which side takes a turn. When a card is turned, the owner of that card (even if that particular player did not pull the card per se) can take action, depending on the class of the card drawn:

If it is a training-rate card, the player immediately takes a turn, and the card is placed in the discard pile. The card must be used on any individual soldier/warrior/NCO/officer figure of the same or higher rate. Example: A highlander private is rated as veteran so you could play on him any training card (except elite), but a sepoy rated as regular can only act with a regular or raw card.

If it is an NCO/ leader card, the player immediately takes a turn, and the card is then placed in the discard pile. The card can be used on any NCO/tribal leader who can make an individual action or activate the soldiers / warriors of his unit within his command radius.

If it is an Officer/Chief card then the gamer could play it on the spot, or reserve it for later use. It is entirely possible to keep any number of Officer/Chief character cards in hand simultaneously. The player can then use each card to give a free turn to his character at any time; even part way through someone else's turn.

When more than one player uses Officer/Chief cards in the same turn, then use the following priorities to determine the order of play:

  1. The Officer with more of his cards played.
  2. The Officer with the highest Officer level.
  3. "Civilized" officers act before "Native" officer of the same Officer level.
  4. The officer commanding the largest number of troops.. (God is on the side of bigger battalions, etc.).

The Officer/Chief, NCO/Leader or Training Rate cards must be retired (withdrawn from the deck), if the represented soldier / character becomes a casualty. Each time you re-shuffle the deck you must retire these cards. If an officer has been killed during a turn in which his character card was drawn, you must discard his card(s) on the very next turn and re-shuffle the deck anew.

Any number of cards of different officers can be played simultaneously. Example: Player A has two cards of Lieutenant Toledo and one of Major Diaz de Leguina. He could use at any moment one card of Lt Toledo and then if he so desired the one of Major Diaz de Leguina, but he must wait until another card is drawn off the deck, or Player B uses a reserved card, before he can play his second card of Lt Toledo.

Another example:
A simple skirmish, in Mindanao, involving Spanish soldiers and a Moro warrior force.

  • Player A: Spanish
  • Player B: Moro

    Player A draws a Training Rate card. He must use it immediately and decides to play it on a soldier who fires at an enemy warrior.

    The next card drawn is Lt. Toledo (Player A again) He uses his card to activate the three NCOs within his command range; every NCO now in command can now activate the soldiers within their command range, thus the full platoon may give a volley against the advancing Moros.

    The next card represents a tribal leader. Player B uses it to move the tribal leader and every warrior within his command radius, towards the enemy.

    The next card is another of Lt Toledo, Player A decides to reserve this card for later use.

    The 5th card represents Chief Arang-Batu. Player B uses this card to give orders to the tribal leader within his command radius range to advance his warrior(s) in the direction of the Spanish line.

    The next card drawn is that of another tribal leader. With this card Player B orders the leader and his warriors moved by the previous card, to advance to contact against the Spanish troopers; but, before Player B can move, Player A announces that he will use his reserved card of Lt Toledo. The Spanish platoon now fires again, killing the tribal leader and various Moro warriors. Player B, the recipient of the original card, must now activate another Moro tribal leader.

    If the End of Turn card is drawn, all discards are shuffled back into the Order Deck. Any and all cards held by players must now be surrendered and shuffled back into the Order Deck.

    When troops arrive as reinforcements their cards must be added to the Order Deck during the same reshuffle that triggers their appearance. This way they can act in the same turn they appear on the board.

    Clarification:
    The player is provided with X number of individual soldier cards during the game. These cards will allow the player to use an individual soldier at a critical point in time in order to accomplish something. The figure can do whatever is asked of him (providing he isn't stopped in the attempt of course) and his actions will certainly echo some of the superhuman efforts that are always undertaken by individual soldiers during a battle (to save a buddy, earn promotion, etc.).

    At the same time though, it must be understood that these cards are limited and are not the norm. You will control your troops via officers, NCO's, leaders, etc. It's just that every once is awhile, you will want to use an individual soldier for some task and the card deck gives you that possibility, while allowing for the randomisation of the game mechanics themselves. You could use ALL of your soldier cards on one individual (to reinforce success) or you could use them on a one for one basis on figures throughout your command. Either way, you have the limited option to use individual soldier figures as you see fit. Use them wisely.

    ACTIONS

    During a turn a figure may perform any one of the following actions:

    MOVE: A figure may move all, some or none of his maximum movement allowance (in inches or centimetres). He may move off in any direction at the beginning of his move, but must continue to move in a straight line, making no further turns. He must end his turn facing in the direction in which he has moved.

    To pass any wall or hedge the figure/unit must roll a 1d10 and deduct this number from their movement allowance. If it does not have enough movement allowance to pass the obstacle it must wait until next card/activation and re-roll then.

    Terrain Effects Chart: (formal movement allowances, classified in both linear and area features)

    Terrain Effects Chart
    Terrain Type Cost Of Movement Cover Modifier
    Infantry Cavalry Artillery
    Stone Building/fort x2 cost Impassable Impassable Hard
    Wood Building/fort x2 cost Impassable Impassable Medium
    Bamboo Building x2 cost Impassable Impassable Light
    Bush, elephant grass x2 cost x2 cost x2 cost Light
    Rocky x2 cost x2 cost x4 cost Medium
    Jungle* x4 cost Impassable Impassable Hard
    Forest** x2 cost Impassable Impassable Medium
    Uphill x2 cost x2 cost x6 cost
    Downhill

    x2 cost
    Stone wall 1d10 cm Impassable Impassable Medium
    Timber wall 1d10 cm Impassable Impassable Light
    Hedge 1d10 cm Impassable Impassable Light
    Stream x2 cost x4 cost x4 cost
    Fordable river x4 cost x4 cost x8 cost
    Unfordable river Impassable Impassable Impassable
    Deep trench x4 cost Impassable Impassable Hard
    Shallow trench x2 cost x4 cost Impassable Medium
    **Forest: add 10 cm to the actual fire range
    *Jungle: add 20 cm to the actual fire range

    Clear (Open Terrain/Road-path) Movement: All forces and figures (infantry, cavalry & artillery) count Clear terrain (and various elements thereof) as x1 movement allowance. If a figure has 10cm movement allowance he can move 10 centimetres across an open field, down a road or what have you. There is NEVER any penalty for moving across clear, flat, open terrain as long as x1 cost is spent.

    Fire: turn to face in any direction, then fire. The rate of fire depends of the weapon used and the formation adopted.(See Shooting below)

    Rally: Only officers and NCOs can be used to control demoralised troops. An Officer or NCO must spend a full turn to rally demoralised soldiers within half of his command radius. Rallied troops rout again when the next level is reached. (See RALLYING rules for more detail)

    Reform: is used to reform troops back into cohesive formations. Any number of adjacent soldiers can move 5 cm to close up a gap within a formation. (May only be ordered by officers and NCO's)

    Activate: only officers and NCOs can activate figures of their unit(s) within their command radius. Activated figures can perform any action allowed them by the rules. NCOs cannot activate officers. Subordinate officers cannot activate their superiors.

    Example: A veteran soldier with a full movement allowance of 20cm has 5cm of clear terrain and an area of jungle to traverse. Clear terrain movement is not penalised and can be crossed at the rate of 1 x movement rate; so the figure reaches the edge of the jungle with 15cm of movement remaining. IF the figure decides (or was so ordered) to enter the jungle to the fullest extent of his remaining movement allowance, he can penetrate a further 3.75cm (15cm movement remaining / Jungle movement modifier of 4) and stop there, until his next turn.

    SHOOTING

    Figures can either fire individually, activated, or in formation. The figure rolls the die as specified for his type of weapon. If the roll is equal to or greater than the one shown on the firing chart it is considered a hit. Another die is then thrown to check for possible saves (night, cover, etc.)

    Individual fire:
    The soldier can fire without restrictions, except that the line of fire must not pass over any friendly figure base(s), or is totally blocked by a high wall, a house or thick bamboo forest. A figure firing individually can target any other figure including officer/ chiefs and NCO's /Tribal leaders (though certainly not figures on ones OWN side).

    Activated fire:
    A NCO or Officer has activated the soldiers for firing and those soldiers are not in any formation. To apply casualties to the enemy you must use the area fire rule.

    Formation fire:
    You can fire through the base of a friendly figure if the figure you are firing with is directly behind and adjacent to the figure you are firing through (around).

    If there is a continuous (and contiguous) line of figures in lateral contact (i.e., a line), all the figures in that line are considered in command IF the command radius of ANY officer or NCO (who just drew a card and used it) is within range of ANY figure in that line. To apply casualties to the enemy you must use the area fire rule.
    Three Rank line. As many as three files can fire in line, but the die roll of the third line is rolled in a separate box. For every ONE (#1) rolled, a random figure of the second or first line is killed or wounded.

    Arc of fire: Figures in individual and activated fire can fire in any direction. Troops in formation can fire within an arc of 90 degrees to their front.

    Saving roll. For each hit rolled you must roll another die. For each SIX ("6") rolled, one Hit is eliminated. Each mounted cavalry figure has a saving roll of 4, 5 or 6. If a 6 is rolled then both the horse and rider are unhurt. If a 4 or 5 are rolled the soldier is unharmed but his horse is dead. In any other case both man and horse are eliminated.

    Area fire: When a group of active figures fire upon a group of enemy figures you must trace a line to the nearest enemy figure (not in close combat). Then you must calculate the number of hits resulting from your fire and apply the hits in a semicircle (centred in the selected enemy fig.) with a radius equal to the number of soldiers firing (or grapeshot gun rating), in centimeters.

    Applying hits: After checking for saving rolls, you will get a number of hits that must be applied to the enemy forces. If a single figure is the target then it is eliminated. If the hits are the results of area fire you must eliminate at least 3 soldiers before a NCO can be removed or 6 soldiers before you can eliminate an officer. If the NCO or officer is the only figure within the area fired upon and no other soldiers are available, you are then allowed to kill off the officer or NCO. If there are more hits than figures in the area the surplus hits are ignored.

    Fire Modifiers
    Description Modifier
    Elite/Veteran
    +1
    Raw
    -1
    Dusk/Dawn with sun in the eyes:
    -1
    Night
    -2
    Up hill
    -1
    Light cover
    -1
    Medium cover
    -2
    Hard cover
    -3

    Example:
    Lt. Toledo has given orders to fire to the troops within his command radius. There are 16 soldiers in a two deep line formation. Since at least part of the formation is within his command radius the entire line is considered activated.

    Because they are in formation they are using area fire. It must be ranged to the nearest enemy figure in the arc of fire. The unit is armed with Mauser rifles (Repeating bolt action rifle) and the target is situated 30 cm (12 inches) away. A die must be thrown up to 48 times (3 x 16 soldiers) (multiple dice may be used so long as the total adds up to the indicated number of firing dice).

    To hit an enemy figure you must roll a 6 (firing at long range). Supposing that you rolled seven SIXES you now eliminate the other dice. Roll the seven remaining dice for attempted saves, for every SIX rolled again you eliminate a die. The remaining dice on the table are the final hits achieved.

    Now you begin to eliminate enemy figures at your discretion within the semicircular area determined by the target figure and a radius equal to the number of firing figs in cm or inches. Supposing that two dice have been eliminated in the saving roll, now you can take away up to four soldier figures, or three soldiers and one leader/NCO. You can't eliminate an officer because you do not have enough hits.

    CLOSE COMBAT

    Every time a figure moves within 2.5 centimetres (1 inch) of an enemy, the figure must stop and resolve a close combat. If contact is the result of a unit activation you must move all of the figures activated before esolving the close combat.

    Pair off opposing figures that are in contact. Each figure throws a 1d6 with and applies the appropriate modifiers. The figure with the higher result wins and the other is killed. If there is a tie, you must roll again.

    Close CombatModifiers
    Description Modifier Description Modifier
    Seasoned
    +1
    Defending Hard Cover
    +3
    Vetran
    +2
    Defending Medium Cover
    +2
    Raw
    -2
    Defending Light Cover
    +1
    Bayonet
    +2
    Disarmed / Unarmed
    -4
    Spear
    +2
    Bloodthirsty*
    +1
    Shield
    +1
    Berserk**
    +2
    Sword
    +2
    Attack from the Rear
    -4
    Pistol
    +3
    Surprise Attack
    +5
    Cavalry Lance
    (includes mounted modifier)
    +4
    Mounted
    +2
    *Definition for some troops eager to close to bayonet range. (Example: Zulu's)
    **Frenzied troops as Moro "Juramentados"

    Formation modifiers:

    MORALE

    At the beginning of the game you must calculate the morale level of your command. To avoid bookkeeping we have developed a chit system (you can use beans, lentils or dead hippos, whatever is at hand) in order to calculate the morale level of your forces.

    It may seem a little difficult at first, but it really is an easy system and "user friendly" to novices.

    Example:
    Spanish Command:
    2 Companies of 79th Regiment of Infantry: 160 soldiers Regular

    9 NCOs Seasoned

    4 Officers Seasoned
    1 Company of 8th Jaeger Battalion 80 soldiers Seasoned

    5 NCOs Veteran

    1 Officer Regular
    1Platoon of the Guardia Civil Veterana 15 soldiers Raw

    1 NCO Regular.

    You have:

    To get the number of "MORALE CHITS" you must multiply each category by:

    • X 0.20 for raw
    • X 0.30 for regular
    • X 0.40 for seasoned
    • X 0.50 for veteran
    • X 0.60 for elite
    OR (You can always multiply by the whole number(2, 3, 4, 5, or 6) and divide by ten for the result)

    So you get 90 moral chits

    • 15 x .2 = 3
    • 162 x .3 = 48.6 (rounded down 48)
    • 93 x .4 = 37.2 (37)
    • 5 x .5 = 2.5 (2)
    • 0 x .6 = 0

    Now you must group the chits into five equal groups.

  • 90 / 5 = 18

    The odd chits are always added to the last group. So now we have five groups of 18 chits.

    Each time that your command has a casualty you take chits from the first group.

    You eliminate chits as you suffer casualties: (a casualty for morale is a dead or seriously wounded figure, prisoner, soldier or a figure that left the table)

    Morale Chit Cost
    Figure Type Chits Removed
    When Lost
    Field Officer / Chief
    10
    Company Officer / Leader
    5
    Platoon Officer
    3
    N.C.O.
    2
    Soldier
    1

    A demoralised troop moves at twice its usual movement allowance, away from the enemy and towards its entry / starting point, each time the End of Turn card is drawn. If this point is blocked by enemy forces, the demoralised forces surrender.

    When additional forces enter the table as reinforcements you must calculate the number of moral chits separately for each force. When the reinforcement arrives you must add their moral chits to those of the forces already on the field.

    This could mean that a previously demoralised unit reverts back to its nominal state upon the arrival of reinforcements!

    Example: Using the same troops as in the last example. Imagine that the 93 seasoned soldiers enter the field on the 3rd turn. So the initial morale level of the first force will be 53; divided into five groups gives a final result of: 10 chits for each morale class, hence:

    At the beginning of the 3rd turn the force has suffered the loss of a Field Officer and five soldiers, for a total of 15 chits lost. The situation of the moral chits will be:

    • Raw: 0
    • Regular: 5
    • Seasoned: 10
    • Veteran: 10
    • Elite: 13

    The raw soldiers of the Guardia Civil Veterana will now rout towards their nearest exit / starting point.

    However, another force, composed of 93 seasoned soldiers, now enters the field of battle. They had an initial morale level of 37, which is divided by five and gives us four groups of 7 and one group of 9 morale chits. These chits are added to the piles at the table, giving us a new morale level of:

    • Raw: 7
    • Regular: 12
    • Seasoned: 17
    • Veteran: 17
    • Elite: 22

    Therefore, any soldiers of the Guardia Civil Veterana that were unable to leave the table now have morale chits again (and thus a legitimate Morale level), so they will be able to follow your orders as normal on the very next turn.

    Optional Rule:

    Blocking Terrain (definition):
    Any terrain taller than the (tallest*) figure (unit/formation) is considered blocking terrain for line of sight purposes. A single tree, small building or sand dune will NOT block LOS. A cluster of trees, buildings, sand dunes, etc. MAY block LOS. Being in the middle of a jungle / forest, large town, or within a bowl caused by surrounding sand dunes WILL block LOS.
    *= tallest in this sense does NOT mean that suddenly you have a ten foot giant in your unit / tribe.

    Height Of Figures When Determining Lines of Sight:

    Based upon the size and/or terrain of the scenario being played, some players MAY want to add a bit more authenticity to the game by restricting how and when the benefits of reinforcements are applied.

    IF playing on a map where jungle / heavy forest / blocking terrain is present, a clear line of sight rule must be used. IF ANY figure, in clear terrain, can physically SEE the reinforcements then it is considered that ALL figures, in that immediate unit / formation (i.e., squad), can see the reinforcements and the benefits are immediately applied.

    If a formation is surrounded by blocking terrain but has at least one unit at the EDGE of the blocking terrain (in or out of, is not a consideration, as long as the figure is adjacent to the edge) with a clear view of the reinforcements, then the morale benefit is applied at the beginning of the NEXT player turn.

    If a figure or unit is DEEP within blocking terrain, then reinforcements MUST make physical (base to base)contact before ANY benefits are applied. If the unit / figure in blocking terrain is in close (base to base)formation then the results are applied immediately. If the unit / figure is in loose (open) formation, the benefits to morale to the entire unit cannot be applied until the next turn.

    RALLYING

    Only officers and NCO's/ leader may perform this action, in order to regain control over demoralised troops. Any Officer or NCO/ leader may rally any subordinate unit or figure, attached or not, within half the distance of his command radius.

    Rallied troops will rout again when the next pile of morale chits becomes exhausted!

    Example:

    When the last chit is drawn from the RAW pile, all RAW troops rout. IF (and when) a group of RAW troops are rallied, they will act as usual until the pile of REGULAR morale chits is exhausted. They will then ROUT again!

    Firing charts

    Rifled Guns

    Short Range Medium Range Long Range

    2-10 cm / 1-4 inches 11-20 cm / 4.5 to 8 inches 21-60 cm / 8.5 to 24 inches
    To hit
    3 4 5 6
    4 5 6
    6

    Firing Dice Per Turn:
    Repeating bolt action rifle 3 dice
    Repeating breech loading rifle 3 dice
    Single shot breech loading rifle 2 dice
    Single shot bolt action rifle 2 dice
    Single shot muzzle loading rifle 1die

    Smoothbore Guns

    Short Range Medium Range Long Range

    2-10 cm / 1-4 inches 11-20 cm / 4.5 to 8 inches 21-40 cm / 8.5 to 15.75 inches
    To hit
    4 5 6
    5 6
    6

    Firing Dice Per Turn:
    Smooth bore muzzle loading rifle 1 die

    Pistols

    Short Range Medium Range Long Range

    2-5 cm / 1-2 inches 6-10 cm / 2.5 to 4 inches 11-15 cm / 4.5 to 6 inches
    To hit
    3 4 5 6
    4 5 6
    6

    Firing Dice Per Turn:
    Single shot 1 die
    Revolver 2 Dice
    Automatic * 4 Dice
    *If you roll more 2 or more 1's then the fire has no effect (gun has jammed)

    Primitive MachineGuns

    Short Range Medium Range Long Range

    2-10 cm / 1-4 inches 11-20 cm / 4.5 to 8 inches 21-60 cm / 8.5 to 24 inches
    To hit
    4 5 6
    5 6
    6

    Firing Dice Per Turn:
    Primitive Machinegun 12 dice
    *If you roll 3 or more 1's the fire has no effect (the weapon jammed)
    Primitive MG's=Maxim, Nordenfeldt, Gatling and mitrailleuse guns to name but a few.

    Saving Throws
    Roll 1D6 1 -5 = Hit, 6 = Saved
    Description Modifier
    Night
    +2
    Light Cover
    +1
    Med. Cover
    +2
    Heavy Cover
    +3

    Optional Rules

    Artillery
    Sequence deck:
    You must include a card for every field gun on the table.

    Types Of Artillery

    There are two types of artillery: (for ease of play, we will use the same definition given to ACW artillery)

    To hit with roundshot: You must designate a target point within LOS and throw a die. If you get the required number you have impacted on the target. If not, you must throw again, using the deviation table.

    You must be able to draw a straight line from the bore of the gun to the impact point. Every figure in that line is hit. It must throw a saving roll to survive.

    A round shot bounces after the first hit. Every figure in line at the bouncing length is hit also.

    To hit with grapeshot: Automatic (as long as it is within range), Apply the rules for Area fire.

    To hit with shrapnel: You must designate a target point in LOS and throw a die. If you get the required number you have impacted in the point. If not you must throw again, using the deviation table. The shrapnel explodes over the designated point and you must throw a die for every figure within the area of impact.

    Light Rifled Cannon

    Short Range Medium Range Long Range

    2-20 cm / 1-8 inches 21-40 cm / 4.5 to 16 inches 41-120 cm / 8.5 to 48 inches
    To hit
    3 4 5 6
    4 5 6
    6
    Grapeshot effect: 10 dice
    Shrapnel*: Area of impact radius 6cm.
    KIA on a 5 or 6.
    *Reduce (-1) the saving roll of soldiers in trenches.

    Light Napoleon Cannon

    Short Range Medium Range Long Range

    2-20 cm / 1-8 inches 21-40 cm / 4.5 to 16 inches 41-120 cm / 8.5 to 48 inches
    To hit
    3 4 5 6
    4 5 6
    6
    Grapeshot effect: 15 dice
    Shrapnel*: Roundshot bouncing distance after first impact: 35 cm.

    Artillery Shot Deviation Table
    Die
    Color
    Die Roll
    1
    2
    3
    4
    5
    6
    Colored Die 2 cm Right 4 cm Right 6 cm Right 2 cm Left 4 cm Left 6 cm Left
    White Die 2 cm Long 4 cm Long 8 cm Long 2 cm Short 4 cm Short 8 cm Short
    Roll one (colored) die for right left deviation and one (white) for long/short

    A gun must have a crew of 6 artillerymen. For each artilleryman less than 6 you must subtract a 1 "to hit" modifier. Two infantry or cavalry figures can substitute for a trained artilleryman.

    Cavalry

    Cavalry has Order cards separate to those of infantry. (You can't use a cavalry NCO to order infantry, etc.)

    Cavalry adds a card to the order deck for every 10 troopers or less. Each cavalry officer adds 1 additional card to his usual number (so a veteran officer has 5 cards).

    Raw cavalry moves 6d6 cm. And must move straight the distance rolled.

    Regular cavalry moves 20+5d6 cm and can elect to move straight within any distance between 0 and the result rolled.

    Seasoned cavalry moves 25+4d6 cm and can elect to move any distance between 0 and the result rolled, making one turn of 45 degrees or less.

    Veteran cavalry moves 30+3d6 cm and can elect to move any distance between 0 and the result rolled, making two turn of 45 degrees or less.

    You can fire pistols and revolvers while mounted, with a -2 modifier.
    You can fire carbines while mounted, with a -3 modifier

    Killed and Wounded

    After you have performed all of your die rolls to determine the exact number of your troops that were killed, you have the option of rolling to see if some of the killed were actually wounded and if so to what degree they were wounded, thereby accruing all the benefits and drawbacks associated with having wounded. Both sides must agree to use the wounded rule before the beginning of the game, or it is not used at all.

    For every killed figure from your side roll another 1D6 and apply the results:

    Saving Throws
    DIE Roll Result
    1 or 2 Dead
    3 figure is mortally wounded
    4 or 5 figure is seriously wounded
    6 figure is slightly wounded
    On a roll of 1 through 3, the figure is treated as stated above in regards to securing weapon and ammunition, etc. However, if a 3 was rolled, when an allied figure comes in contact he will be unable to secure the weapon until the very next turn. (This reflects the fact that last words are being spoken, etc.)

    If a 4 was rolled the figure is wounded in the torso.

    If a 5 was rolled, the figure was hit in one of his legs and cannot walk without assistance.

    If a 6 was rolled the figure may perform all actions as before, except now he must pay double movement penalties (due to losing blood, weakness, etc.)

    Before the game, each player (side) must write down his course of action in regards to how he will treat his seriously wounded throughout the course of the game. That slip of paper must be then given to a neutral bystander or sealed, initialled and given to the opposing player for safekeeping. The players are given two options and two options only. They will decide whether to be Compassionate or Ruthless.

    If a player chose to be Compassionate he must do all that is reasonably possible to give aid and succour to his seriously wounded. This will generally be in the form of helping to drag the wounded to a safe place behind the lines.

    If a 4 was rolled, the figure must be dragged with the assistance of at least one other figure and all movement penalties are quadrupled for the healthy figure. If two figures attempt to help a seriously wounded figure (die roll 4), he may be moved at double the movement allowance.

    If a 5 was rolled, the figure can aid somewhat in his rescue and all movement penalties are tripled for the healthy figure that has come to his assistance. If two figures attempt to help a seriously wounded figure (die roll 5), he could be moved at normal (x1) movement rate.

    Seriously wounded (die rolls of 4 or 5) figures behind the lines may be gathered at a central location and/or used to defend a position. Firing ranges are doubled for calculation purposes and movement is NOT allowed

    If a player chose to be Ruthless he must ignore all of his wounded and proceed with his plans. He can at NO TIME during the game attempt to give aid and relief to his troops. However, if at any time an enemy figure comes adjacent (in base to base/figure contact) to any of the enemy wounded, they are immediately declared and considered dead and their weapons and ammunition may be removed together immediately at no extra penalty to the opposing player!

    At any time during the game, each side may challenge the other side to see what they decided to do in regards to their wounded. This may only be done ONCE and it may only be done when an opponent is attempting to give aid to his wounded.

    If a player is found to be doing the opposite of what he wrote down, he immediately suffers ten percent (10%)casualties to his healthy forces (roll to see how many are wounded and killed using the above procedure) and all pre-existing wounded are now considered killed (regardless as to whether they were rescued or not).

    Note:
    While the "Civilised" player is certainly allowed to be Ruthless during a game, his forces will suffer a 5% decrease in Morale if he chooses to do so (reflected in the overall number of chits/movement cards allowed). If playing a campaign game, (the Baler Scenarios for example), the rate of morale dropping increases 5% with every scenario played in chronological order.

    Example:
    The Spanish player in the 1st Baler Scenario may elect to be compassionate in regards to casualties and suffers no adverse penalties. However, in the 2nd Scenario, he really wants to relieve the troops in town and decides to be ruthless. Even though this is the first scenario he chooses to be ruthless in, his morale is decreased by 10%, because it is the second scenario in a campaign game.

    LITTLE COLONIAL NOTES

    Little Colonial Rules is an indirect relative to the Old West Skirmish set: "Rules with No Name" by Bryan Ansell. You can find it at the Tim Peterson website: www.icenter.net/~gisby/, or by e/mailing gisby@icenter.net

    This is a game that uses a lot of dice. It helps if you roll them within a little box. I playtested by rolling into two boxes, one for general firing and the other for the saving rolls.

    I recommend having several timber rods pre-cut to 60, 40, 20, 15 and 10 cm to measure the different firing ranges and command radii.

    The cards must be illustrated generic enough to serve for the general encounters of the war you are playing. You can then add special cards for personalities, officers and so on.

    I used to supply the necessary playing cards for the scenarios designed to play with LCR.

    As you may have noticed, this rule set can be used to play both solo or with other people and with little or no necessity for a referee since the Order deck manages the game.

    I hope you like this game, but I welcome all of your comments.

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