Sunday, 19 April 2020

Five Kilometres from Leipzig - solo rules for black powder skirmish actions

Five Kilometers From Leipzig (FKFL) is a set of solo miniatures rules for black powder skirmish actions roughly covering the period  1700 to 1870. It is written by Ivan Sorensen of Nordic Weasel Games and available as a pdf from Wargame Vault.
You have a squad of 6 men that skirmish against  military forces, guerrillas, outlaws or native warbands. The starting Stats are Speed 4", Shoot +0, Toughness 3 but this can  increase through campaigning. 

When a figure is active they may take a Movement Action and a Combat Action.
Movement Actions can be Move or Reload. Combat Actions can be Dash, Reload, Brawl, Bandage or Shoot. 

The opposition depends  on which campaign you are fighting. For example if you were fighting the Peninsular War (1807–1814)  as the French then you could be facing either a military force and/or guerrillas. For the French and Indian Wars then you could be facing either a military force,  guerrillas or native warbands. Finally as the French for the Franco-Prussian War then you would face just a military force.

Enemy type, number and deployment are all table generated as is the Mission

The Enemy can basically either shoot, reload or move towards near opponent in that order. In all cases they should keep to cover.

Each Mission earns several Victory Points per turn. At the end of each game turn roll 2D6. If the roll is equal or below the number of Victory Points earned so far, the Enemy withdraws and you win the mission.

You might notice that I use multi-based troops for the 1st game - just imagine each base is 1 figure. I also use 15mm figures because I don't have any 25mm figures



For the first game set during the Peninsular War I commanded a French squad. 
My opponents were 7 British infantry (Speed 4", Shoot +0, Toughness 3)
The mission was to capture and hold the centre of the table for 2 VPs per turn
The British deployed in 2 ranks. 
Both sides are armed with Smoothbore Muskets
The French advance
 The British advance
 The French advance
 The British open fire 
 The French reach the centre so can start collecting 2 VPs per turn
All of the British open fire 
 Everyone is firing!

  A firefight ensues killing 2 British and 3 French
This forces the British to take a morale check
Although I was down  to 3 men the British had 3 men Scared so they could not advance. The VP stood at 4 and I rolled a Double 1 so victory to me   

All the figures are by Campaign Game Miniatures.

For the second game I commanded an Abenaki warband during the French and Indian Wars.
Their opponents were 4 veteran settlers (Guerrillas) (Speed 5", Shoot +1, Toughness 4). 
The mission was Drive Off where 2 VPs are earnt every time an Enemy Flees or is Knocked Out.
As the enemy were outnumbered I set them up in a cabin. Both sides are armed with Smoothbore Muskets
 Basically the Abenaki snook up on the settlers
Both sides open fire
After 1 round of firing 1 settler was dead, 1 has fled as a result of that and another was Stunned
 After another round of firing the  same settler was Stunned
 One Abenaki goes for the outflank
Before he can get to the cabin one Abenaki gets shot, one settler gets shot and the other one flees as a result of the death. Game over

All of the figures are by Peter Pig

This isn't a bad set of rules. Very simple but they get the toys on the table. The Decision Tree could possibly do with expanding to include Close Combat but it works well enough. I certainly enjoyed both games and not just because I won both of them! 

This is Rangers of Shadow Deep without the fantasy. In fact I imagine it is possible to play RoSD scenarios with these rules.