$14,273
pledged of $4,500pledged of $4,500 goal
204
backers
4days to go

All or nothing. This project will only be funded if it reaches its goal by Sat, January 26 2019 9:30 PM UTC +00:00.

Old School WargamesBy Old School Wargames
First created
Old School WargamesBy Old School Wargames
First created
$14,273
pledged of $4,500pledged of $4,500 goal
204
backers
4days to go

All or nothing. This project will only be funded if it reaches its goal by Sat, January 26 2019 9:30 PM UTC +00:00.

About

This is an old school hex and counter war game that includes 2 full complete games in one box.  Both game maps are hard mounted, front and back on one large game board.  Both are playable in under two hours.  Both are for 2 players but are solitaire friendly. Both are complete games unto themselves yet use the same basic rule system.  Everyone knows about the Little Big Horn battle.  The battle of Rosebud Creek was its prelude, just as big, and may have prevented troopers from reaching Custer.   

Major General George Armstrong Custer.  23 year old General, Bold Cavalry Commander, and Hero of the Civil War.  Wild, Unpredictable, Ambitious.  Fast forward 11 years: Suspended, Reduced in rank, returning to command the 7th Cavalry in one more battle, potential presidential candidate.  Looking for a fight and a return to glory.  

Sitting Bull, Crazy Horse, Gaul and the Sioux nation will give him his fight, and in some ways his glory........

Custer's Last Stand is our old school war game of the most famous two battles of the 1876 Great Sioux War of 1876. In two battles the Indians stopped one column (Battle of the Rosebud) and destroyed another (Battle of the Little Big Horn).  It was a defeat for Crook, a disaster for Custer, but it did not have to end that way.  

Now at Little Big Horn you are in Command of the 7th Cavalry or the Sioux warriors, led by Custer and Sitting Bull.

Or at the Battle of Rosebud Creek you are General Crook or Crazy Horse.  

If leading the cavalry can you be as bold as Custer yet avoid the mistakes that doomed his command.  Or as the Sioux can you repeat the success they had or maybe do better by finishing off Crook at the Rosebud and Custer at the Little Big Horn.

Each War Chief is represented on the game pieces and its tribe and village is shown by matching color bars.  At the Little Big Horn, slow moving Villages are the object of the 7th Cavalry as they gain the most victory points by their capture or destruction.  Warriors will do anything to protect their families and help their escape.

At the Rosebud, Crook will try to find the villages while as the Indian player you will try to count coup and take scalps.  Forcing Crook to expend ammunition and having to leave the campaign to regroup rather than join forces with Custer at the Little Big Horn.

Each company of Cavalry and Infantry along with its commander's name is represented on the game pieces.  Leaders are also represented and can increase movement and firepower for any unit they accompany.  

When cavalry or warriors dismount, its reduces it movement rate, firepower increases and a dismounted counter is placed on its top to show this change.  

Optional Rules for the play of both games allows gamers to bring Crook's command to the Little Big Horn, if he wins at Rosebud Creek.  

SEQUENCE OF PLAY SUMMARY FOR EACH TURN

Action Points (AP) Roll: Each player rolls 1 die to check for extra AP.

First Player Movement: Compare total AP. Low total moves 1st, tie go to Cavalry. Using the AP available, activates and move eligible units.

First Player Initiates Battle: Units that end the move adjacent to enemy units conduct a battle.

Second Player Movement: Using the AP available, activates and moves eligible units.

Second Player Initiates Battle: Units that end the move adjacent to enemy units occupy must conduct a battle.

End Turn: Check for victory and if so, the game is over. Otherwise, move the turn marker one ahead on the turn track and go to step 1.

MOVEMENT

Action point (AP) allows one side to move units.  For each action point the player moving can move any unit that has not moved during the turn.  Units being moved can move up to their movement rate distance taking movement modifiers into account. 

Movement Modifiers

Clear:  Cost 1 movement factor (MF) to enter a clear hex.

Coolee/Ravine:  Cost 2 MF to move across Coolee hex line.

 Woods:  Costs 2 MF to move into a woods hex.

Steep Ridges:  Cost 2 extra MF to move across a steep ridge hex line.

 Little Big Horn River: Cost 2 extra movement factors to move across a river hex line.

 Fords on River:  Cost 1 extra MF to move across a ford hex line.

 Enemy Zones of Control (ZOC):  Cost 1 extra MF to enter an enemy ZOC. 

 Leaders – Leader support units add one or two extra movement factor to any unit it starts and ends  movement with.

Movement Modifiers are cumulative.  For example to move across a river hex side and enter a woods hex would cost 4 MF (2 MF for the river and 2 MF for the woods hex).

BATTLE

Battles are resolved after a side has completed its movement.  Adjacent units may battle. Battle is not mandatory, but if it is to occur the active player must initiate it.

Values on a counter represent movement and firepower.  The lower left value is the movement rate.  The upper right corner is the firepower number.  Leaders can increase these values if they accompany a unit.   When cavalry or warriors dismount their movement rate and firepower factors are modified.

Terrain Affects ONLY APPLY TO DISMOUNTED DEFENDERS for combat.

Ridges:  +1 combat modifier to the defender.

Steep Ridges: +2 combat modifier to the defender.

Woods:  +2 combat modifier to the defender.

 River:  +3 combat modifier to the defender.

Battle Modifier Limits:  Regardless of how many modifiers (including the unit strength) are applied no unit can be more than a +10.  

Battle Resolution:  The attacking units can resolve battle in an order desired.  For each individual combat, both sides roll one 10-sided die.  High die roll wins.  Ties go to the defender.  

  Defender Wins – All attacking unit’s in that combat must retreat.

  Attacker Wins – All defending units in that combat must retreat.

Losses to retreating units – If the winning side’s combat number exceeds the losing side’s combat number by 4 to 6 the losing side takes one loss in that combat.  If the winning side’s combat number exceeds the losing side’s combat by 7 or more the losing side takes two losses in that combat.

To add on any of the following games, add the cost of the add on game to your package price.  The add on games will not ship until the Kickstarter pledge ships.  No extra shipping cost when adding on: 

Lincoln - $35 ($45) 

Due to the confusion with Brexit and changing shipping within Europe this Project is not EU “friendly”. However, in our effort to offer worldwide friendly shipping we have reduced worldwide shipping prices to just barely above domestic shipping in the USA. We are setting world wide shipping prices for this campaign for up to 3 copies at $8 for single copy USA shipping and just $15 world wide shipping. 

We value our worldwide customers and are hoping this reduces (and offsets by reducing the shipping) any customs fees or charges. 

Risks and challenges

Old School Wargames is Worthington Publishing's Hex and Counter division. As Worthington Publishing we have completed over 25 kickstarter campaigns. We have been in business for 14 years now and have produced over 50 games. The biggest challenge faced is always in dealing with the printer and shipping. Delays can occur and always being up front with customers and letting them know what is going on is critical.

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