Thursday, 8 May 2014

Long Rifle: French Indian War Skirmish Game, Basic Rules: 2 Ranged Combat

In our first installment of Long Rifle Basic Rules Introduction we covered Activation, with French Infantryman Alexandre (REP 4) facing off against the British Allied Woodland Indian; Windrider (REP4).

Long Rifle - Ranged Combat

At Activation Alexandre roilled a 2 and Windrider rolled a 5. Alexandre gets to activate and, unfortunately for him, Windrider does not.

Alexandre decides to fire at the Indian.

First we check line of Sight (LOS). To be able to shoot something a figure must be able to see it.

At nighttime, Line of Sight is reduced to 12", similarly in woods Line of Sight is reduced to 12", or 6" at night. The Indian is 12" away from Alexandre.  Alexandre can see Windrider clearly and it is daylight. Alexandre has clear Line of Sight to Windrider.

Next we check range. In Long Rifle each weapon type has a range in inches up to which is can be used. Alexandre is armed with a musket, which has a range of 18". Windrider in within range of Alexandre's musket.

Alexandre rolls 1d6 and adds his REP (4)

Alexandre rolls a 1, therefore, 1+REP(4) = 5

The result is checked against the Ranged Combat Table. The ranged combat table takes into account circumstances such as, Target is Charging, Moved Fast, In Cover or Prone or the Shooter is taking a 'Rush Shot'. In general terms you need an 8 or higher to hit, so in this instance Alexandre has missed.

Alexandre's miss means two things in game terms:

1. Windrider must take a 'Received Fire' check (we'll address this another time) and...

2. Alexandre must now re-load his musket before he can fire it again.

Next time we'll explore more of the basic mechanics of Long Rifle.


  1. Hi Adam - good to see you posting again. Thanks for stopping by my blog this week and leaving all the encouragement!

    I am fascinated by THW product (except the zombie stuff - just can't get into the zombies) too and have been playing around with Muskets and Mohawks some, as well as Long Rifle. Muskets and Mohawks and Long Rifle complement each other really well - the reaction and campaign systems are great features of the THW rules.

    Looking forward to seeing who win this "duel!"

    1. Hi Cluck.

      Thanks you, it's been a while unfortuanetely. You're welcome.

      We've played, and rather enjoyed ATZ, and as it is such a narrative driven type of game it seemed to be a perfect system for a FIW game, especially the campaign element. Always good to see others gaming with John's figures too and look forwrad to seeing what else you do.

  2. Hi Adam,

    Very good write up on this. I picked up both of Ed's FIW rules before I picked up the one from the guys who did SAGA. I am wanting to get back to playing some FIW but it will be late September I think.

    You and James are still invited over for a game or two at my place when ever you want. Course, we could game via face time or Skype as that is a bit cheaper than air fair across the pond.

    Look forward to more updates on what you think of these rules.