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
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.