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Battle of Little Bighorn "Greasy Grass" - June 25th 1876 This Volley & Bayonet scenario was developed by Kevin Aldridge. For those of you who have suspected that I might have "lost it" after seeing my WWI modifications and OBs, here is absolute proof that, indeed, I have. Enclosed is a V&B scenario cooked up for the Battle of the Little Bighorn. As is the case with most of the stuff I do, this one is "different". Maybe one day I'll do something mainstream, like one of the Russo-Turkish Wars. Scenario Instructions: This Volley & Bayonet scenario attempts to reconstruct the 7th Cavalry's fatal encounter with hostile native forces at the Little Bighorn ("Greasy Grass"), on June 25th, 1876. Since this battle would be nothing more than a skirmish in normal V&B terms, a number of special rules have been included. Game Length: From the entry of Reno's Battalion at 1:30pm to nightfall at 8:00pm. Entry - US Forces:
Entry - Natives: All natives set up in their designated camps on the map. They may not move until 3:30pm, or until they spot a US unit, which ever comes first. Orders of Battle: US Forces 7th Cavalry - Lt.-Colonel George Armstrong Custer
Lt.-Col. George Armstrong Custer's Battalion exhaustion=8
Capt. Frederick W. Benteen's Battalion exhaustion=4
Maj. Marcus A. Reno's Battalion exhaustion=4
Capt. Thomas M. MacDougall's Pack Train Guard exhaustion=3
Notes:
Native Forces Leaders:
Sioux Nation: Hunkpapa "Cutthroats" or, "Those-Who-Camp-by-Themselves" (fought mostly v. Reno) exhaustion=6
Itazipchos, or Sans Arc "No-Bows" (fought v. Custer) exhaustion=6
Ogalala "Those-Who-Stand-in-the-Middle" (mostly v. Custer) exhaustion=6
Minneconjous "Those-Who-Plant-by-the-Water" (fought v. Custer) exhaustion=6
Sichangus, or Brules "Burnt-Thighs" (fought v. Custer) exhaustion=3
Sihasapas "Blackfeet" (fought mostly v. Reno) exhaustion=3
Cheyenne Nation "Red-Talkers" (fought v. Custer) exhaustion=6
Notes:
Special Scenario Rules: This scenario consists of three sets of rules. (Don't worry, it's not as bad as it sounds.) The underlying set are the V&B main rules. Superimposed on those are Frank Chadwick's observations on colonial warfare (included below), and on top of that some minor (but none-the-less important) modifications I have made for this scenario. These are: Scale: 1" = 25 yards; 1 point = 20 men; 1 turn = 15 minutes Base Sizes: The base sizes are all as per normal. The only exception to this are the "native massed infantry", which are based on a 2" x 2" (50 square yard) stand. This base holds approximately 100 warriors, on foot. These stands move as "brigades". They fight only in melee combat, and have a combat rating of 4/4. Ranges: All of the weapons function at one-half their usual yardage. Example: a weapon with a range of 2" (200 yards), fires, in this scenario, at 4" (100 yards). All of the normal restrictions (testing morale for cartridge fire, etc.) apply. These lower ranges are more appropriate to this style of warfare. Special "Relief's Comin', Boys!" Rule: US units of any given battalion may raise their morale by one (+1 ) for the rest of a turn if, at any point during that turn, the US player can make himself heard by whistling "Garyowen" from another room. This may only be done once per game. The "relief" need not actually be coming. Leaders: All leaders can be killed. After a leader stand takes a hit (in the normal manner), roll three sixed sided dice for each one: 1st die roll - Leader is:
2nd die roll - Leader is hit by (weapon type): if by ranged fire -
if in melee - US leader / Native leader
3rd die roll - Leader is:
* leader is killed if left undefended and is overrun by enemy If a leader stand is elimintated by being unable to retreat, just keep rolling on the above tables (in the same turn) to see how the leader met his fate. If a leader has been killed, select a ranking troop commander to assume command. Victory: The side that kills the most leaders wins. Draws go against the Long Knives. Special Native Hero Rule: The "Man of the Match" award goes to the native hero who bags Custer. (In the real thing, this went to either Brave Bear (Cheyenne) or White Bull (Minneconjous).) After Action Regrouping: Since this usually happens at the end of the day and this is a one day scenario, this isn't a problem. But just for interest's sake, say that all of the men in a given US unit which has been eliminated are lost, if their leader has been killed, up to the turn in which he has been killed. (Example: Reno has been killed on turn three. His command has lost four stands up to that time.) None of these stands return men for regrouping, as they have been totally wiped out.) A Clumsy rule, but it helps explain how whole commands can be wiped out through units breaking apart and men being individually hunted down, committing suicide, etc. Notes: You have probably noticed that the percentage to hit chances are way off in relation to the one hour V&B turns (see Frank C.'s discussion of this in his notes for Guilford Courthouse). This is true, on paper. As a practical matter, though, it doesn't seem to matter much. After all, Custer's command of five troops *was* wiped out in approx. one hour's time. A Regiment of 1,500 (3 points) may not be destroyed to the last man in one hour, but a troop of 60 men (also 3 points, in this scale) may be. Also, the reduced ranges help offset the percentage to hit distortion. Earlier Posting From Frank Chadwick Regarding Colonial Wars: (4 May 1996, Subject: V&B Revised Isandalwana - V&B Colonial Rules) Since posting the Isandalwana OOB, and while reading through the various posts concerning it, I have been rethinking the British end of the OOB, and the rules mechanics in general - but only with respect to colonial rules (he hastened to add, and was rewarded with a collective sigh of relief from his audience). Here is a "digest" of my current thinking on the colonial rules. Scale: 1" = 25 yards; 1 turn = 15 minutes; 1 SP = 1 gun or 80-100 men (for both British and natives). Mounting: Native massed troops are mounted on 3x3 stands. Skirmishers are mounted on 1.5x3 (infantry) or 3x3 (cavalry). Native firearms and bows are almost always mounted as skirmishers. All trained and drilled regular troops are mounted on what were formerly skirmish stands (1.5x1.5 for infantry, 1.5x3 for cavalry). In addition, a number of real skirmish stands should be made up (1.5x3 for infantry, 3x3 for cavalry) which are landscaped but have no figures on them. All regulars are 1 SP per stand (and are roughly a company or squadron). Formed Regulars: Regulars can be formed or in skirmish order (place the troop stand on a skirmish base to show its wider frontage). If formed, regulars may be 1 or more stands deep, and all stands touching and under the same commander move and fight as a group. Front rank figures may fire, front 2 ranks may melee. Commanders: Battalion commanders are like current division commanders. (May command subordinate troops). Brigade commanders are like current corps commanders (may command and rally subordinate troops). Army commanders are the same as current army commanders (may command, rally, and give morale bonus to subordinate troops. This is the barest bones of the system I am tinkering with, concentrating only on the most important differences from current V&B. It is actually not that much different. Mostly it just breaks the regulars down into 1-SP company stands and then requires some rules mechanics to allow both open and close order fighting by them. That will come later, but you can pretty much. Game Map: The map measures and area approx by three miles. A bit big for the reduced scale used! Consider printing the map and playing out the intial moves as a map based mini-campaign. This would also be good for umpired hidden movement. The map can give a general idea of the type of terrain to be encountered on the table top.
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