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Yet Another Skirmish Game (based on Paddy Griffith)

The following rules are based (heavily) on the Skirmish Rules (Chapter 2) of Napoleonic Wargaming for Fun by Paddy Griffith (1980). The proper rules are available in the book which has been published again by John Curry (see the History of Wargaming website). These rules were prepared in order that I could play fairly quick games solo on a gridded board. 
Each figure represents an individual.
I have only written these rules for foot soldiers; the book contains rules for mounted troops as well.
One figure shall act as the Leader for each side.
Movement and firing on a square grid is through the sides not the corners of squares. Arc of fire is 45 degrees. 
Dice used are 6 sided (d6) and ten sided (d10).
A system or record keeping is required for each figure to show current Class, number of hits, whether or not the figure is pinned and whether or not the figure can fire a weapon.

1. Phases of each turn

Morale check for each figure
Movement for all combatants(roll for which side has initiative)
Fire phase (simultaneous so each figure who can fire this turn may even if they are removed from combat this round)
Close Combat (also simultaneous)

2. Classes

Initial Class for each figure is as follows:

A Class - expert/elite veteran soldier
B Class - veteran soldier
C Class - inexperienced or poorly trained soldier
D Class - novice soldier

Classes will change during the game based on wounds sustained (each wound reduces Class by 1)

3. Wounds

Each figure can take up to 3 wounds and continue moving/fighting. (Over 3 they are too wounded to continue and are out of combat).
A minor wound = 1 and a serious wound = 2

4. Morale

All figures that are within 2 grid squares of an enemy or have sustained wounds must pass a morale test. Roll a d10 - compare the rolled number with each figure's current Class (see modifiers below). To pass the figure must roll higher than
A=1 B=2 C=3 D=4 E=5 F=6 G=7
Modifiers - 
Running this move -1 Class
Each wound -1 Class

Figures that fail their Morale Test are pinned and may not move until they are unpinned by their Leader (who must move to an adjacent grid square of the pinned figure) or pass a Morale Test.
Pinned figures may fire (see table below) and defend themselves in close combat at -1 Class.

5. Movement

Each turn, figures that are not pinned my move as follows

Walk 2 grid squares or 1 grid square and fire
Run 4 grid squares or 3 grid squares and fire

Figures who run are considered shaken for the next turn (see effect on firing). Each time a figure runs throw d10, A result of 1 or 2 means that the figure has fallen and spends the next turn getting up.

Modifiers to movement

Uphill -1 square
Climb hedge/wall -1 square
Fire weapon -1 square
Enter building -1 square

Loading a weapon takes one complete turn without movement or being involved in close combat (the original work has much more detailed requirements for reloading muskets that detail the complexity of the procedure that must have been onerous for inexperienced soldiers).

6. Firing

When a weapon is fired, first roll d6. On a roll of 1 the weapon misfires and the next turn is spent rectifying this without movement or being involved in close combat before it can be fired again.

Range (in grid squares)


For each figure that can fire roll d10. The table below shows the number that must be achieved to score a hit depending on the condition and Class of the figure firing and range/situation of the target (if it says 7 you need to roll 7, 8, 9 or 10).

Click on picture if like me your eyes are not what they were
If a hit is scored roll d10 and determine the damage

0 or 1 The target is killed
2 - 5 The target sustains a Serious Wound
6 - 9 The Target sustains a Minor Wound

7. Close Combat

Figures on opposing sides that are in adjacent squares are considered to be in close combat (unless there is an obvious obstruction, eg wall of a house).
Ascertain the current Class of each figure involved in close combat 
(Modifiers may be applied as suitable eg -1 Class if the enemy has a height advantage or weapon advantage)

Roll d10 for each figure and, based on current Class, score a hit if the result is equal to or higher than
A=4 B=5 C=6 D=7 E=8 F=9 G=10

If a hit is scored roll d10 and determine the damage

0 or 1 The target is killed
2 - 5 The target sustains a Serious Wound
6 - 9 The Target sustains a Minor Wound




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