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Author Topic: Plains Wars Rules...  (Read 1602 times)

Offline Harry Faversham

  • Galactic Brain
  • Posts: 4202
Plains Wars Rules...
« on: October 31, 2024, 04:00:38 PM »

Does this set of rules ring ant bells with anyone? The original game was designed to use playing cards, I swopped 'em for dice. Lost the original full length set years ago, all I have is a laminated 'fast play' sheet.
Hop someone can help.


 ???
 
D7 D10 D12. 11on D12... starts Indian smoke signals, nearest 2 units ride to smoke and combine.12 on D12... sends nearest Indian unit chasing the Buffalo!


MOVEMENT...


Cavalry/Indians
Move/Fire/HtoH//Morale
In each turn you can Fire/Move/HtoH
Mounted Indian/Cavalry/Scout unit......... 3 D10
Dismounted  Indian/Cavalry/Scout unit... 1 D10
Wagon/Limbered Gun/Pack Animal.....  2 D10
If a horse/pack animal killed pick 1 D10.
No penalty for crossing soft/hard cover/turning to flank or rear unless enemy to front. soft cover is broken ground or hill. Hard cover is woods and rocky outcrops*
1 move to mount/dismount limber/unlimber. Mounted Unit can dismounts and fire.
*terrain mounted Cavalry cannot cross.


FIRING...


Units can move then fire/Fire then move/HtoH or Fire. Cavalry Troopers dismounted to fire Carbines. Indians fired while mounted. To fire a volley (Cavalry only) figures in a Troop must be in a firing line.
Lance ...................... 4"
Bows/Pistols............ 6"
Trade Guns............. 12"
Cavalry Carbine...... 36"
1874 Sharps Rifle.... 48"
Gatling Gun.............. 24"
Cannon..................... 70"
If firing a volley or a Pistol pick 1 extra D10 per figure firing.
Firing Cannon pick 1 extra D10 per crewmen.
Firing Gatling Gun pick 2 extra D10 per crewmen. Jams on a 1.
You can only have 3 Crewmen firing a Cannon/Gatling/Gun
If 1 is rolled by a Trooper firing a Carbine it jams and cannot fire next move.


TO HIT...


Each Indian firing from horseback rolls D10... 10 is a hit, regardless of cover.
6 to hit in open, or in volley firing line.
7 to hit skirmishers in open/ firing line in soft cover
8 to hit skirmishers in soft cover
8 to hit in hard cover, or in volley firing line.
9 to hit skirmisher in hard cover
10 is an instant kill, no saving roll!!!


SAVING...


7 to save any casualty. Personality Figures roll 2 D10.
A Personality Figure/Scout can be targeted if not attached to a unit with an 8. If attached to a unit under fire, a 10 will drop him!


HtoH...


Unit can Fire/Move then go HtoH. Move then go HtoH, or HtoH/Move/Fire or go HtoH.
A figure fighting 3 enemy is classed as surrounded and cannot move away.
Up to 4 figures can gang up on 1. If a figure is in base to base with an enemy figure to it’s front, that figure cannot turn to flank or rear
7 to hit in HtoH in open
8 to hit in soft cover
9 to hit in hard cover
Mounted Cavalry with Sabre and Indian with Lance roll 2 D10 to hit in HtoH
A 10 is an instant kill, no saving roll!!!
SAVING...
7 to save any casualty. Personality Figures rolls 2 D10.
8 to save if 2 onto 1
9 to save if 3 onto 2
Personality Figures rolls 2 D10.


FIGHTING IN BUILDINGS


If a building is occupied by more than 1 figure then you will have to fight at the door. You can only enter if you kill that figure. The Defender at all times is classed as in hard cover.


MORALE


Morale Test is taken at the beginning of your turn. Morale Test required when a unit goes under 5 figures and every move after that a casualty is taken.
Each figure needs score of 7
6 if unit commander is still alive!
Each figure rolls 1 D10. Pass... carry on. Fail... remove as casualty.


PILGRIMS!!!


D7 used on all rolls for these figures.
"Wot did you do in the war Grandad?"

"I was with Harry... At The Bridge!"

Offline Inkpaduta

  • Supporting Adventurer
  • Mastermind
  • *
  • Posts: 1435
Re: Plains Wars Rules...
« Reply #1 on: October 31, 2024, 04:48:04 PM »
They might be Pony Wars or B Troop isn't coming back.

Offline Harry Faversham

  • Galactic Brain
  • Posts: 4202
Re: Plains Wars Rules...
« Reply #2 on: October 31, 2024, 05:17:17 PM »
No, it's not Pony Wars.
 :-[

Offline FifteensAway

  • Galactic Brain
  • Posts: 5123
Re: Plains Wars Rules...
« Reply #3 on: November 01, 2024, 07:11:28 AM »
Afraid I'm of no help.  Not Yellow Ribbon either.  Not Peter Pig either. 

Good luck.

Offline fusilierdan

  • Librarian
  • Posts: 196
Re: Plains Wars Rules...
« Reply #4 on: November 05, 2024, 12:30:32 AM »

Offline Harry Faversham

  • Galactic Brain
  • Posts: 4202
Re: Plains Wars Rules...
« Reply #5 on: November 05, 2024, 01:53:01 PM »
Sorry no, thanks for trying though.
 :(

Offline Harry Faversham

  • Galactic Brain
  • Posts: 4202
Re: Plains Wars Rules...
« Reply #6 on: November 07, 2024, 03:46:58 PM »

Here's the crib sheet I made for the rules using the playing cards. Hope this helps you rules detectives out there!


1 pack of playing cards per side. Picture cards are equal to a miss/no move. Ace of Spades... starts Indian smoke signals, nearest 2 units ride to smoke and combine.Ace of Hearts... sends nearest Indian unit chasing the Buffalo!
MOVEMENT...
Cavalry/Indians
Move/Fire/HtoH//Morale
In each turn you can Fire/Move/HtoH
Mounted Indian/Cavalry/Scout unit......... 3 Cards
Dismounted  Indian/Cavalry/Scout unit... 1 Card
Wagon/Limbered Gun/Pack Animal.....   2 Cards.
If a horse/pack animal killed pick 1 card.
No penalty for crossing soft/hard cover/turning to flank or rear unless enemy to front. soft cover is broken ground or hill. Hard cover is woods and rocky outcrops*
1 move to mount/dismount limber/unlimber. Mounted Unit can dismounts and fire.
*terrain mounted Cavalry cannot cross.
FIRING
Units can move then fire/Fire then move/HtoH or Fire. Cavalry Troopers dismounted to fire Carbines. Indians fired while mounted. To fire a volley (Cavalry only) figures in a Troop must be in a firing line.
Lance ...................... 4"
Bows/Pistols............ 6"
Trade Guns............. 12"
Cavalry Carbine...... 36"
1874 Sharps Rifle.... 48"
Gatling Gun.............. 24"
Cannon..................... 70"
If firing a volley or a Pistol pick 1 extra card per figure firing.
Firing Cannon pick 1 extra card per crewmen.
Firing Gatling Gun pick 2 extra card per crewmen.
You can only have 3 Crewmen firing a Cannon/Gatling/Gun
If an Ace is drawn by a Trooper firing a Carbine it jams and cannot fire next move.
TO HIT...
Each Indian firing from horseback draws 1 card... 10 is a hit, regardless of cover.
6 to hit in open, or in volley firing line.
7 to hit skirmishers in open/ firing line in soft cover
8 to hit skirmishers in soft cover
8 to hit in hard cover, or in volley firing line.
9 to hit skirmisher in hard cover
A Joker card is an instant kill!!!
SAVING...
7 to save any casualty. Personality Figures draw 2 saving cards.
A Personality Figure/Scout can be targeted if not attached to a unit with an 8. If attached to a unit under fire, Joker card will drop him!
HtoH...
Unit can Fire/Move then go HtoH. Move then go HtoH, or HtoH/Move/Fire or go HtoH.
A figure fighting 3 enemy is classed as surrounded and cannot move away.
Up to 4 figures can gang up on 1. If a figure is in base to base with an enemy figure to it’s front, that figure cannot turn to flank or rear
7 to hit in HtoH in open
8 to hit in soft cover
9 to hit in hard cover
Mounted Cavalry with Sabre and Indian with Lance draw 2 cards to hit in HtoH
A Joker card is an instant kill!!!
SAVING...
7 to save any casualty. Personality Figures draw 2 saving cards.
8 to save if 2 onto 1
9 to save if 3 onto 2
Personality Figures draw 2 saving cards.
FIGHTING IN BUILDINGS
If a building is occupied by more than 1 figure then you will have to fight at the door. You can only enter if you kill that figure. The Defender at all times is classed as in hard cover.
MORALE
Morale Test is taken at the beginning of your turn. Morale Test required when a unit goes under 5 figures and every move after that a casulty is taken.
Each figure needs score of 7
6 if unit commander is still alive!
Each figure picks 1 card. Pass... carry on. Fail... remove as casualty.
PILGRIMS!!!
Add + or -1 to all cards drawn for these figures.


 ???

 

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