
The New Zealand Wars Written by T. Jensen Thanks to all those who helped playtest and gave ideas The New Zealand Wars Quick Battle: Players decide on a points limit, and write up their armies in secret (see Army Lists below) 200 points will give you 10-12 soldiers, including weapons, per side. Set up a 6'X4' table with appropriate terrain. Players roll off, the winner can choose one of the long edges, deploy first and take first turn, or give the same opportunity to the other player. Players deploy up to 12" from their long table edge. The player who deployed second rolls a D6 before the game starts: on a 5+ They may steal the first turn. Game last for 10 turns, then roll a D6 each turn to see if the game finishes. Game ends after: Turn 11 Turn 12 Turn 13 Turn 14+ 1-2 1-3 1-4 1-5 Detailed Battle: Random Deployment Type: D6 Result 1 Short Edges: 18" from either short edge 2 Boxes: 30" X 30" boxes on alternate corners of the table 3 Pitched Battle: 12" from either long edge. 4 L Shape: 12" X 30" box (12" in from the long edge, 30 wide) on alternate corners, as well as 6" from short edge 5 Assault: Players roll off. winner can choose either: (loser gets the other) Etablished Force: 20" X 20" box in the centre of one long edge Attacking Force: 6" in from opposite table edge. 6 Free for All : Table is divided in half: (D6) 1-3 Longways, 4-6 Shortways. The second player to deploy cannot place a soldier within 12" of an enemy soldier. For the purposes of outflanking forces, this deployment counts as "Pitched battle" in the case of longways table halves, and "Short Edges" for shortways halves. Random Mission Type: D6 Result 1 Pa Assault - 200 + D6X10 points. Maori start with 12"X12" Pa 2 Skirmish - 160 points per side 3 Pitched battle - 200+D6X20 points per side 4 Raid - 160+D6X10 points Maori vs 160+D6X10 points Militia/volunteers 5 Stalemate - Table Quarters. 200 + D6X10 points per side. trench lines across the front of both deployment zones. 6 Objectives – 250 points per side. 3 Objectives. Missions in more detail: Note that all scenarios have the same game length as a quick battle: rolling to see if the game ends after turn 10. Pa Assault Colonial orders are to assault and capture the pa, Maori start with a free pa. If deployment is "Assault" Maori automatically count as the "Established Force" Victory Conditions: If Colonials succeeed in clearing all the Maori from the Pa by the end of the game, they win, if not, the Maori win the game. If more than 50% of the Maori force leave the table in withdrawl, the game is a draw. If the Maori both withdraw 50% of their men, and manage to kill more than 50% of the Colonials, they win. If the Colonials are all dead at the end of the game, but there are still Maori standing, the Maori inflict a Massacre Skirmish 2 Scouting parties or small detatchments make contact. Neither side may take artillery. Victory Conditions: The side with the most men standing at the end of the game wins. If its even, the game is a draw Pitched battle Two large forces square off in an even battle. Victory Conditions: The side with the most men standing at the end of the game wins. If its even, the game is a draw Raid An elite Maori force raids a large settlement, with only volunteer units to defend it. Note that a volunteer force can still have a regular officers, and 1 in 16 men may be a regular soldier. The Maori force may not take artillery. Victory Conditions: If the Maori forces are reduced to under 20%, they lose the battle. If one quarter of the volunteers are killed by the end of the battle, its a draw. If one half are killed, its a solid victory to the Maori. If 75% are killed, its a massacre. Stalemate Players must capture ground in order to win this scenario, the table is divided into 4 quarters, each one an objective. To hold a quarter, a player must have complete control of it, which means having at least 1 soldier in the quarter, and no enemy forces. For each quarter held, a player gets 1 point. Any quarters with forces from both sides at the end of the game count as "contested" and dont give either player a point. Victory Conditions: The player with the most quarters held at the end of the game is the winner. If the number is equal, its a draw. Objectives 3 Objectives are placed on the table, one in the direct centre, and 2 more on each side, half way between the central objective and the table edge. The objectives must be equidistant from each players deployment zone. Victory Conditions: The Player with the most objectives at the end of the game wins. To claim an objective, you must have the most soldiers within 12”. If the amount of soldiers is even, the Objective is contested and doesn't count as claimed. Gameplay: Tabletop gameplay is turn based, with the players taking turns to command their forces. Each individual soldier can perform 2 actions per turn. These actions include: Moving (1 action) Attacking (1 action) Charge and Attack! (1 action) Taking cover (1 action) Reloading (1 action) Picking up a weapon (1 action) Running (2 actions - move double speed and count as -1 to hit) Intimidating (1 action - see below) Rallying troops within 12" (1 action - see below) Movement: All soldiers can move 6" per action across open ground. Soldiers moving through bush/cover can only move 4" per action. Attacking: For each action spent attacking you may roll a dice to hit a target solder. The consequence of the attack depends on the weapon: Dice roll to hit: Weapon 1 2 3 4 5 6 Range Long Range Unarmed M M M D D W Melee - Hand Weapon M M M W W W Melee - Staff Weapon M M M D W W+K Melee - Rifle Butt M M M K K W Melee - Sword M M M W W W+K Melee - Huata M M M W W W 2" - Pistol M M M W W F 9" 6 - 9" Musket M M M W W F 24" 18 - 24" Shotgun M M M W W+K F 18" 12 - 18" 1853 Enfield M M M W W+K F 40" 30 - 40" Carbine M M M W W+K F 40" 30 - 40" (M = Miss, K = Knocked Down, W = Wounded, D = Disarmed, F = Fatal Wound) Hand Weapons inlcude knives, patu and axes and bayonets Staff Weapons include Tewhatewha and Tiaha. A roll of a 7 Is always fatal, no matter which weapon. Note that pistols, muskets, shotguns and carbines all count as 'Firearms' Caplock pistols and revolvers both count as pistols, the only difference being that caplocks take 1 action to reload. Double barreled shotguns can fire 2 barrels with 1 action. Modifiers to hit: When rolling to hit, apply the following modifiers depending on the situation These modifiers are cumulative. Situation Modifier to hit Target is in cover: -1 Long range -1 Target ran last turn -1 Target is close range (9") +1 (Firearms only) Cover: Any target that is 50% or more obscured from the attacker (use true line of sight) gets -1 to hit. If a soldier is obscuring your target, the target gains cover. if that target is already in cover, it counts as -2 to hit. Wounding, Knocking Down, and Disarming: When a soldier becomes wounded, they are only able to perform 1 action per turn for the rest of the game. If a soldier is wounded for a second time, they are killed and removed from play. If a soldier is knocked down, they cannot perform any actions next turn and count as "in cover" for purposes of being hit by ranged weapons. The turn after they may act as normal. If a soldier manages to disarm an opponent, 1 of the the target's weapons (attackers choice) is now on the ground, and cannot be used unless they spend 1 action to pick it up. Note that 'unarmed' cannot be disarmed. Reloading: Muskets, shotguns, caplock pistols and the 1853 Enfield all take 1 action to reload. Revolvers and carbines require only a fraction as much reloading time, and may therefor fire continuously without reloading. Charge and attack: With one action a soldier may move up to 6" and make a single attack. Usual moving rules apply. Cavalry can move 8" and attack in this fashion. Note that the attack is free in a charge: only 1 action is expended for both a move AND an attack roll. This represents the initial impetus of a charge. Attack (Melee): Soldiers must be in base contact to undergo melee. Neither party gains cover, and may only attack each other until the melee is over. Soldiers not in base contact cannot fight in a melee (This includes firing into a melee). You can withdraw from a melee moving normally, but take a free attack from your opponent. If you are knocked down, you can no longer move out of the combat. Soldiers in melee with someone who is knocked down are valid targets for shooting. Note that you cannot reload in melee. Attack modifiers for "running" are also negated.
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