Major Dundee Melee Rules

Well, Major Dundee does 'rule' in my pick of movies but I finally got up the gumption to try some rules.

CHARACTERS
 To get into the spirit of the movie they had to have some survivability for characters. So I used some principles from Warhammer rules and my medieval rules: I had three characters and two leaders on the American side and French and Mexican officers, one per unit of twelve lancers and 24 infantry were characters and there was one overall leader with lancers with the blocking force..

Characters cannot be independently targeted with shooting if attached to a unit, except, possibly by random bullets. For example if there are 12 figures in a targeted unit you could roll a different colored dice to represent a character wound but only if 12 are hit. If there are six figures in the unit there is a greater chance if six are hit and so on. Or you can just say all non characters kick the bucket first.

In melee characters are in the front line and can be killed by an opponent in base to base if he gets lucky but unless the enemy figure is a character he would probably just wound. Characters may also increase leadership or morale factor of the unit.

Wounds and attacks: Most characters have two wounds and two attacks. Leaders have three attacks and three wounds. Once a wound is lost a potential attack is lost. Characters and leaders have a 5-6 save for each wound. (You could increase this to 4+ for leaders) Characters have +1 to hit and leaders have plus two.

MELEE

French and Mexicans need to roll 5+ to assault. Lancers waiting on the American side need to roll to assault even if the French player does not wish to assault. (Amend to 4+ when the French player wants to assault if you want to be kind). Americans just charge as they please.Americans need a basic 4+ to hit and French and Mexicans need 5+. Add bonuses for characters and leaders. The unit or individual which contacts first goes first and if he kills his opponent the opponent does not get a crack. (You may allow counter charge by cavalry if you prefer which would make fighting by cavalry on cavalry simultaneous).Individuals in base to base fight. If the figure in front is killed the victor moves in. Cavalry defeating infantry or infantry defeating infantry push the whole unit back twenty centimetres. Infantry can initiate an assault on cavalry if it has moved less than half move or is in an existing melee. Figures that break through can re-position next to another figure next move. other figures, as et out of contact can also move in as space allows. An optional extra rule is that Americans that break through can leave the melee to escape across the river.
Americans are fearless and don't have to roll for morale. French and Mexicans roll when down to half strength and require a 5+. (Make this 4+ if you think it too harsh.

SHOOTING and MELEE
Americans making a mounted charge can fire pistols and sawed off shotguns prior to contact and also if charged by the enemy. Pistols - three shits requiring 6s.  Shotties - two shots requiring 5+. Add character bonuses.

LANCES
+1 on first round if impacting.

ALL CAVALRY
+1 on the charge unless impeded by difficult terrain such as a river crossing. Cannot enter cactus areas or thick terrain. (Decide areas at start of game).

Cavalry fighting on foot. American cavalry may dismount to fire with one horse holder mounted or dismounted to hold five horses. (In other games I make it one per four). Americans may abandon their horses in situations where they are in danger of being run down or shot getting back to them, (Use  dice to decide if it comes up for dispute). French and Mexicans are trained mainly for mounted charge and won't dismount *in this game at least).

Firing rules and victory rules to follow.

Comments

  1. Hi James,
    Sounds like a great scenario. I agree, Major Dundee rules.
    I've always wanted to mix up a batch of scenarios/event cards taken from that movie and The Undefeated (John Wayne version), maybe throw in some characters and/or events from The Outlaw Josey Wales, Fistful of Dollars, For a Few Dollars More, TGTB&TU, The Magnificent Seven, The Professionals, The Wild Bunch and anything else I could dredge up and run a wide-open adventure campaign with both characters and mercenary/military units. Could even throw in something like She! or King Solomon's mines translated to Aztec gold. It should make for an unpredictable campaign.
    Unfortunately all my kit is currently WWII, so not much unpredictability there. Kelly's Heroes, The Misfit Brigade, Cross of Iron for some plot variations.
    Thanks for an interesting post.
    Regards,
    John

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