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Simple Jungle Warfare rules

Steve Burt

 

Creating the layout

This is normally done by the referee before the game, but if running the game solo or at short notice, the following system may be used:

Roll 1d20 for each turn of exploring

1-5 Straight

6,7 Left turn

8,9 Right turn

10,11 Fork to left

12,13 Fork to right

14,15 Tee

  1. Crossroads
  2. Dead end
  3. River (must be swum to cross)

19,20 Clearing

All track is laid in 6" sections. The referee may need to give some help to the dice to give a reasonable layout. Roll again if the only free track gets dead ended.

Clearings within 12" of the far edge contain villages.

If pre-drawing the layout, there should be one village per player.

 

Sequence

Players move-fire-regroup-reform-panic

Roll for ambushes or special events

Natives move-fire-panic

Check for panic - both sides, natives first

 

Moving & Firing

May move OR fire OR regroup OR reform.

Movement 6" on tracks, 2" off

Natives move 6" everywhere

Troops on the tracks must move in 4 figure wide column (or whatever width is suitable for your figures)

It takes one whole move to change from any formation to any other.

Firing range is 6".

Troops may fire to their fronts or sides, but not to the rear. Rifles need a 6 to hit on d6, spears a 6 followed by 456.

If (and only if) troops are in a two deep line, they may use VOLLEY fire, firing both ranks.

Otherwise, all troops may only shoot one rank.

 

Disruption points

These are gained as follows:

When ambushed or surprised by animals

1 point

When casualties are taken

1 per casualty

When troops move off the tracks or under fire

1 per move

When troops panic

1 point per move

 

Whenever a point is gained, roll 1d6. If LESS than the current number of disruption points is rolled, the troops panic. Panicked troops move 2d6 inches in their turn. They then gain a d point. The player may try and reform them each turn - see below. They move back toward their start point.

Once they get rid of all d points, they stop panicking and may form up again to move along the track.

If they leave at their starting point, they are out of the game.

Natives panic on LESS or EQUAL they disperse into the jungle.

 

Regrouping

Roll 1d6 and remove that number of d points. It is not possible to go into credit on d points.

When panicking, this move is compulsory.

 

Ambushes

Roll after each turn for troops not panicked or engaged. Roll 1d10.

9 means an animal surprises the troops, 0 a native ambush.

If in a clearing, 9 or 0 is a native ambush.

 

Animals

Roll 1d6 - 1-4 Wild pig just lose a d point. 5,6 Lion! Kkills a man on 5,6, and remains attacking the column

Natives

Roll 1d6 - 1,2 on left of column. 3,4 on right. 5,6 on both sides

1d6 rifles, 2d6 spears.

Villages

These are defended by 2d6 rifles, 4d6 spears. To burn an empty village takes a whole turn.

 

Melee

Roll per man, 5 or 6 kills .No advantage to European troops

 

Scoring

20 points per village burned

-1 per man killed or panicked off board

A player having his entire column wiped out gets a further -10

 

Rivers

May be swum, taking a whole turn. Roll for each man on a 1 on d6 he is drowned or perhps eaten by crocodiles.