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I Will Fight No More... Forever

I Will Fight No More... Forever Rulebook

Table of Contents

Table of Contents

  • 2.0 General Course of Play
  • 3.0 Game Equipment
    • 3.1 The Map Boards
    • 3.2 The Playing Aides
    • 3.3 The Playing Pieces
    • 3.4 Game Die
  • 4.0 The Strategic Game
    • 4.1 Introduction
  • 5.0 Sequence of Play
    • 5.1 General
    • 5.2 Sequence of Play Chart
  • 6.0 Supply
  • 7.0 Movement
    • 7.1 General Movement Rules
    • 7.2 Stacking on the Strategic Map
    • 7.3 Normal Movement Mode
    • 7.4 Fast Movement Mode
    • 7.5 Restrictions on all Movement
  • 8.0 Search
    • 8.1 General Rules
    • 8.2 Search Procedure
    • SEARCH TABLE (transcribed from the page image; the final column is printed as "9" after the "10" column)
    • 8.3 Search Restrictions
  • 9.0 Reinforcements
  • 10.0 Game Set Up
  • 11.0 Sitting Bull (Optional Rule)
  • 12.0 The Tactical Game
  • 13.0 Tactical Game Setup
    • 13.1 General Rules
    • 13.2 Stacking during Tactical Combat
    • 13.3 Tactical Combat Procedure
    • 13.4 Ambushing Setup
    • 13.5 Alerted Setup
    • 13.6 Surprised Encamped Setup
    • 13.7 Surprised on Trail Setup
    • 13.8 Forts and Towns Setup
  • 14.0 Sequence of Play
    • 14.1 General Rules
    • 14.2 Sequence of play
  • 15.0 Movement Rules
    • 15.1 General Movement Rules
    • 15.2 Movement procedures
    • 15.3 Movement Restrictions
  • 16.0 Melee Combat Rules
    • 16.1 General Rules
    • 16.2 Melee Procedures for two total units
    • 16.3 Melee Procedures for two units entering a hex with one unit
    • MELEE TABLE (transcribed from the page image; entries left of the slash apply to the unit(s) with the lower Defense and Melee strength, entries right of the slash to the higher)
    • 16.4 Restrictions in Melee Combat
  • 17.0 Fire Combat
    • 17.1 General Rules
    • 17.2 Fire Procedure
    • FIRE RESULTS TABLE (transcribed from the page image)
    • 17.3 Fire and Movement Procedure
    • 17.4 Combat Results Explanations
    • MORALE TABLE (transcribed from the page image)
    • 17.5 Fire Restrictions
  • 18.0 Breaking Off
    • 18.1 Exiting the Map
    • 18.2 Strategic Effects
  • 19.0 Victory Conditions
  • 20.0 The Aftermath
  • 21.0 Chief Joseph's Surrender Speech

2.0 General Course of Play

I Will Fight No More, Forever is played on both the strategic and tactical levels by use of both a strategic and tactical map.

In the strategic part of the game a set of counters are used to represent the major U.S. units and Nez Perce bands involved in the campaign. Each unit has a rating for both movement and Search/evasion. Additionally, each strategic unit has several tactical units assigned to it (they have the same name as the strategic unit).

As each side moves they may contact each other. If a contact does occur on the strategic map, the strategic counters are looked at in order to determine the tactical units that make up the strategic unit (Note that any losses suffered in previous turns to a tactical unit are NOT considered as they are, well, dead or captured). Then these surviving tactical counters are set up in a manner determined by how the contact occurred on one of the four tactical maps (which tactical map is used is determined by the location hex type on the strategic map). After the action is concluded on the tactical map, the players go back to the strategic map to continue play until another contact leads to another action.

The major objective of the U.S. Army player is to coordinate his forces in such a manner as to be able to locate the Indian forces and bring them to battle in the tactical game.

The major objective of the Nez Perce player is to maneuver his forces so as to avoid being trapped by the U.S. player, only fighting when he can win or delay the U.S. Forces and then, after crossing the map, head into Canada with as few causalities as possible by game end on Turn 29 (or turn 30 is using the Sitting Bull optional rule).

3.0 Game Equipment

3.1 The Map Boards

The map board is the playing surface for the game. They contain a Strategic Map and four Tactical Maps. A hex grid has been superimposed on the maps to regulate movement and other functions. The Strategic Map centers on the current states of Montana, Washington, Oregon, Wyoming, and Western Canada. Each hex represents one of four major types of terrain and scales to 20 miles across.

Each turn played on the Strategic Map represents roughly 96 hours.

The four different Tactical Maps each represent a portion of the terrain located within a hex of the appropriate terrain type on the Strategic Map. The Tactical Maps are scaled to 25 yards per hex and a tactical turn represent about 15 seconds.

3.2 The Playing Aides

The playing aides are a series of charts and tables that are used in conjunction with the rules, maps and playing pieces to affect the game. Some charts have been printed on unused sections of the map board and the rest are located on the back pages of the rules book to be easily accessible.

3.3 The Playing Pieces

The playing pieces are the colored die cut counters.

In the Strategic game they will be used to represent U.S. Army (including civilians) and Nez Perce groups. A Strategic unit will represent up to 500 people.

In the tactical game they represent the smaller units that make up the Strategic units. A Tactical unit numbers from 5 to 50 braves, soldiers, or volunteers.

All such counters will be referred to as units. Other counters will be used to indicate various game functions and will be referred to as markers. It is important to remember that a unit used on the Strategic map may contain one or more units that will be used on the Tactical maps.

3.4 Game Die

The requires the use of one six-sided die (D6).

4.0 The Strategic Game

4.1 Introduction

In the Strategic game portion of I Will Fight No More, Forever the Nez Perce player will maneuver 7 unit counters, each representing an individual Nez Perce warrior band, and a single village unit counter representing the noncombatant men, women, children, horse herds, and possessions of the combined Nez Perce bands (the Village counter is also the Chief Joseph counter).

The U.S. Army player will start the game with 4 unit counters and by the last turn will have a mixed force of Cavalry, Infantry, Artillery and civilian Irregulars numbering 28 unit counters in action.

The basic goal of the U.S. Army player is to coordinate his Strategic units to successfully search for and find the Nez Perce units putting them in a situation that will prove favorable for the U.S. units in the Tactical game.

The Basic Goal of the Nez Perce player is too out-maneuver and outrun the U.S. Army units and when that is not possible, delay his approach to the Nez Perce units so as to also create a favorable situation in the tactical game.

5.0 Sequence of Play

5.1 General

The strategic game is played in a series of 29 turns each of which is composed of seven sequenced phases. This sequence, outlined below, is rigid and must be strictly followed.

5.2 Sequence of Play Chart

A. Nez Perce Supply Determination Phase – If a unit is on a Minor River hex or adjacent to a Major River hex it is in supply

B. Nez Perce Movement Phase – The Nez Perce player may move all or none of their Strategic units.

C. Nez Perce Combat Declaration Phase – If the Nez Perce player has met the requirements and declares one of more combats in this phase, the players will proceed to the tactical game and resolve the combat action(s). If there is more than one combat the Nez Perce player chooses the order of resolution. At the conclusion of all combat action(s) the game play will return to the Strategic game and resume starting with step D below.

D. Army Reinforcement Phase – The army receives that turn's reinforcements per the Reinforcement table (9.0).

E. Army Supply Determination Phase – If an Army unit is in a Fort or Town hex it is in supply.

F. Army Movement Phase - The Army player may move all or none of their Strategic units.

G. Army Search (and possible Combat) Phase – If during this phase the Army player gets a Contact (C) result on the search table with a Nez Perce unit (or units) the players will proceed to the tactical game and resolve the combat action(s). At the conclusion of this, action play will resume with another Army Search (if there is one still unresolved) and continue this (search, if Contact result (C) combat, then back to another search) until all Army units that want to Search have done so.

H. The turn ends, and the next turn begins with Phase A.

6.0 Supply

Supply is determined by the Nez Perce player in Phase A and for the Army player in Phase E.

Nez Perce units are in supply for the entire turn if they are either (a) located in a Minor River hex or (b) adjacent to a Major River hexside during phase A. There is no restriction on the number of Nez Perce units that may be supplied by one hex.

In the below example Chief Joseph is in Supply (located in a Minor River hex) as is White Bird (adjacent to a Major River). However, Ollicot is Out of Supply.

Army units are in supply for the entire turn if they are located in a Town or Fort during Phase E. Towns and Forts may supply only 5 units of the ranks of Captain, Major, and Colonel. These 5 units may be of any mix within those ranks. If 6 or more ranked units are present, the Army player may choose which units are in supply. Lieutenant, General, and Volunteer Irregular ranked units do not count toward the 5-unit limit that a Town or Fort may supply; however, these units are not exempt from supply restrictions (i.e.. Like all Army units they must be in a Town or Fort in phase E to be in supply).

In the example below Howard in hex 0810 is in Supply (he is in Mt. Idaho Town) while Perry is Out of supply (not in a Town or Fort). The supply situation at Ft. Lapwal in hex 0709 is more complicated as there are 6 units and normally of 5 can be in supply. However, one of the units is a Volunteer Irregular which is not counted toward the 5-unit limit. Hence all 6 units are in supply.

Units that are determined to be out of supply, whether Nez Perce or Army, may not use the fast movement mode during the movement phase of that turn.

7.0 Movement

7.1 General Movement Rules

Each Strategic unit has two movement allowances on its counter. The leftmost number is the normal movement allowance while the middle number is the fast movement allowance. A player expends a certain number of these movement allowance points to enter each hex into which the movement moves. The Strategic Map Terrain Effects Chart details the movement point cost for entry into the various Terrain types.

A unit expends these points to enter hexes (adding up each hex) until it lacks the points to move further or the player wishes to stop and move no further. If a unit does not have the number of movement points remaining that are required by the chart to enter a hex, it may not enter that hex. Movement points may not be accumulated from turn to turn and those not used are lost.

The ultimate objective of the Nez Perce units is to enter the Canada hexes listed in rule 7.5.3 and avoid being caught and captured or killed by the Army units. If, at the end of any turn's movement phase after turn 25, all of the Nez Perce units are in these hexes, the game ends and the players refer to the victory conditions to determine the winner.

7.2 Stacking on the Strategic Map

There is no maximum number of units that may be stacked in a single hex during or at the conclusion of movement.

7.3 Normal Movement Mode

A unit may always move at the normal movement rate during its movement phase. Units must move through a continuous line of hexes. They may not skip over a hex without entering it nor may they move off the map.

Nez Perce and Army units may move through hexes containing opposing units and may stop their movement in enemy occupied hexes. There are no "zones of control" that are seen in other games.

Below is an example of Normal movement for the Looking Glass Nez Perce Band with the movement points it expends in each hex. Note that the unit only expends all 11 of its normal movement points and can move no further.

7.4 Fast Movement Mode

Fast Movement is a special form of movement during which the unit may use the larger fast mode movement allowance instead of the normal movement allowance. Army units may use fast movement on any turn they are in supply. Nez Perce units must be in supply but additionally they can only use fast movement every fourth turn. That is, after using fast movement a Nez Perce unit must use normal movement for the next three turns. You will need to keep track of this in whatever way you think best (we would recommend using pen & paper).

7.5 Restrictions on all Movement

7.5.1 A unit must pay two (2) extra movement points to enter a hex containing opposing units.

7.5.2 During Turns 1 through 11 Army unit may not cross a Major River hexside and Nez Perce units may only cross by rolling a die. Each Nez Perce unit attempting to cross must stop its movement in the hex it wishes to cross at and indicate the hex it wished to cross into. The unit must have sufficient movement points to pay one movement point to cross the river plus the required points to enter the indicated hex on the other side. Roll a die for each unit and on a die roll of one (1) the unit may cross. On any other result the unit may not cross and may move no further that turn.

During turns 12 through the end of the game Nez Perce units may cross Major rivers using the same procedure as above but their die roll to cross is increased to a one (1) or a two (2). Army units can cross on a die roll of one (1).

There is an exception to this; Nez Perce and Army units may always cross hexside 0509-0608 paying only the movement points needed and are not required to roll the die to cross at that point.

7.5.3 Army units may never enter hexes completely north of the Canadian border (hexes 1901, 2101, 2501, 2701, 2901 and 3101).

7.5.4 During turns 1 through 9, Nez Perce units must remain within or on a border of the state of Idaho. During this period the tribal council was split on what course of action to take and only after a lengthy debate agreed to leave Idaho. See below.

7.5.5 From turn 10 through turn 25 Nez Perce units may move anywhere on the map except that they may not enter the hexes completely north of the Canadian border list in rule 7.5.3. At the conclusion of turn 25 the Indian Village (the Chief Joseph counter) and at least two Warrior Band units must be somewhere south of the Yellowstone River and east of hex row 2800.

At the beginning of this period the tribal council has decided to eventually link up with the Crows in the plains. However, their course of travel was not fixed.

If the Village and two Warrior Band units cannot arrive in this position by the end of turn 25, they may not enter Canada until having gone to this position on a subsequent turn. See below

7.5.6 Nez Perce units entering a hex containing a Town or Fort must stop their movement for that turn in that hex.

8.0 Search

8.1 General Rules

To search for an opposing unit, the units that are to conduct the search must be in the same hex as the units they are searching for.

For the Nez Perce player, search die rolls are not required. All Nez Perce units in the same hex as an Army unit will automatically Contact (find) those units if the Nez Perce player so desires. This takes place during the Nez Perce Combat Declaration Phase.

The Nez Perce player decides and states which, if any, of his units that are in the same hex as Army units, Contact (find) those units. Then the Nez Perce player states whether those units wish to initiate Combat. If so, these combats are then played out in the Tactical game in any order the Nez Perce player desires. Once all combats are complete, then play of the Strategic game is resumed.

For the Army player a Search Die Roll is required, in every hex that contains both Army and Nez Perce units a Search Die Roll is made by the Army player during the Army Search Phase. All searches that are successful (a Contact result is rolled) must be played out as a combat in the Tactical game.

To summarize, A Search die roll is not required for the Nez Perce player and combat is voluntary while a Search die roll IS required for the Army player and combat is mandatory if the Army player Contacts the Nez Perce unit.

8.2 Search Procedure

For the Nez Perce player there is no Search procedure as any Army units in the same hex as a Nez Perce unit are automatically Contacted if the Nez Perce player desires. If he does then play proceeds to the Tactical game if the Nez Perce player wishes Combat.

For the Army player, the search values of all the Army units in the same hex as the Nez Perce units they are looking for are added together. The Evasion value of the Nez Perce unit is then subtracted from the sum. This result is the Search Superiority Column the Army player will roll on. The Army player will then roll a die and consult the Terrain Effects Chart for any possible die roll modifiers. Next consult the Search Table and cross index the die roll with the Search Superiority Column. The result will be either a '-' or a 'C'. If the result is a '-' then no Contact has been made and play proceeds with the next Search or the next turn. If the result is a 'C' the Army units have Contacted (found) the Nez Perce units and play immediately proceeds to the Tactical game.

If there is more than one Nez Perce unit in the hex subtract the Evasion value of the unit having the lowest Evasion value.

In the example below during the Army Search Phase both Green and Whipple find themselves in the same wooded mountain hex as White Bird, Lean Elk and T'HoolHoolZote.

The Army Search value is 9 (4 for Whipple + 5 for Green = 9). The Nez Perce player must use the lowest of the three Nez Perce Warrior Bands which is 5 (White Bird's evasion value). Taking the Army Search Value of 9 and Subtracting the Evasion value of 5 means the Search Superiority value is 4 (9-5=4). Examining the Terrain Effect Chart, there is a -2 to the die roll on the Search Table.

This results in the Army player rolling on the 4 Column with a minus two to his die roll. Looking at the above Chart, there is no way possible for the Army units to get a 'C' result (because even if the Army player rolls a 6 that is reduced to a 4 due to Terrain which is a '-' result).

As you can see with the above example it is very difficult for the Army player to Contact Nez Perce units unless he has multiple units in a hex, or the Terrain is Open Plains. Also, note that the Nez Perce Village (Chief Joseph) has an evasion value of 0. Consequently, it is slightly easier to find.

SEARCH TABLE (transcribed from the page image; the final column is printed as "9" after the "10" column)

Die Roll0123456789109
-2-----------C
-1-----

8.3 Search Restrictions

8.3.1 During turns 1 through 9 the Nez Perce player may not declare a combat unless the Army player has made a Contact during the Army Search phase in a prior turn. During this period the tribal council followed a policy of not attacking unless they were attacked first. Once the Indian player has made a Contact, the Nez Perce player is free to declare combats whenever he desires so long as the combats are in hexes within Idaho or on an Idaho border hex.

8.3.2 After turn 9 Nez Perce units may leave Idaho. Those units that have left Idaho and its border hexes once again may not declare combat until a Nez Perce unit is again Contacted by an Army unit. Then on all ensuing turns all Nez Perce units (within or outside Idaho) may declare combats with Army units in the same hex without restriction. This rule reflects the council's view that once they left Idaho they were no longer at war with the United States and hence would again not initiate any combats.

9.0 Reinforcements

During the game the Army player will receive periodic reinforcements (the Nez Perce player will not unless the Sitting Bull Optional rule is used). The Reinforcement Chart details on what turn these reinforcements become active and the location at which they start the game. Reinforcements will become active by the game by either (a) reaching their turn of activation as listed on the Reinforcement Chart or (b) when a Nez Perce unit enters their location hex on the map. In both cases the Reinforcement unit becomes active and a fully functional unit during the Army reinforcement Phase of that turn.

The Reinforcement Chart also calls for removal of Army units. If so, during the Army Reinforcement phase of that turn simply remove that Army unit from the map. It may not return to play.

10.0 Game Set Up

Army Units that start the game on the Strategic Map in an active state are:

Army UnitSetup Hex
Perry0709
Howard0709
Whipple0309
Walla Wall Volunteers0309

All Nez Perce Strategic units start the game on map and active. The units are:

Nez Perce UnitSetup Hex
Lean Elk1411
Looking Glass0910
Village (Chief Joseph)0811
Ollokot0811
White Bird0811
Red Echo0811
To Hool Hool Zote0811

The Following Army units start the game inactive. They can be placed on the map face down before the start of the game or kept off board to reduce map clutter. However, when not placed on the strategic map, it may be slightly difficult for the Nez Perce player to know where the reinforcements will come from.

Here is the Reinforcement Chart.

TurnArmy UnitLocation Hex
2Mt. Idaho Volunteers0910
2Rawn1407
2Burton0309
2Miller0309
3Mason0309
3Jackson0309
4Washington Volunteers0709
4Remove Mt. Idaho Volunteers
9Green

11.0 Sitting Bull (Optional Rule)

Players may, if they wish, continue the game into a 30th turn. At the start of turn 30, before the Nez Perce Supply Determination, the Sitting Bull counter is placed on the Strategic map in hex 2601.

The Sitting Bull counter may be used in the same matter as the Nez Perce units but cannot move further that three hexes from its starting position. It is also restricted from combat and cannot participate in any declared combats.

No Army units, however, may enter a hex containing the Sitting Bull counter hence it can be used to shield other Nez Perce units from Army Search for the optional last turn. If the Sitting Bull optional rule is used, the Army player gains 10 Victory Points.

12.0 The Tactical Game

In the Tactical game portion of the game, the combat declarations of the Nez Perce player and the searches that lead to Contact for the Army player will be played out as combats. The particular situation of these combats will be determined by the types of units involved and the results obtained on the State of Contact Table. These factors will influence the form of setup allowed and the sequence of play used for the first turn of each combat. One combat will be played for each Contact and combat declaration made in each Strategic game turn.

The objective of both players in the Tactical game is to inflict as many casualties and capture as many opposing units as possible while reducing your own casualties and surrenders to a minimum. Additionally, the Nez Perce player can use the Tactical game to slow down the Army pursuit.

At the Tactical level, each Nez Perce Warrior unit represents from 5 to 8 braves while each Army unit represents between 20 to 50 soldiers and civilian volunteers (with the exception of the Washington Volunteers which represents 6 to 7 Mountain men). The Indian Lodge counters embody over 50 noncombatants and about 350 horses with the Army Camp counters embodying the tent and supply areas usually containing about 10 noncombatants.

13.0 Tactical Game Setup

13.1 General Rules

Each Strategic counter has the name of the commanding officer or war chief of the unit printed on the front of the counter. Additionally, these Strategic counters are made up of tactical counters that also have the name of the same commanding officer or war chief printed on them. By this means it is possible to determine which tactical counters are part of the Strategic counters.

One of the first steps of each Tactical combat is to locate all the tactical counters that compose the Strategic counters that are in the hex of the successful search (Army player) or combat declaration (Nez Perce player). Also, if any of the Strategic units have been involved in prior combats it is possible that some of the Tactical counters will be in the captured or killed piles. If so, these counters may not be used.

The next step is to refer to the State of Contact Table and, depending on the type of units involved, a particular column is used on that Table and the State of Contact is determined.

Each Contact state has a special set of setup instructions. Following these instructions, the Tactical units are setup on one of the four Tactical maps. Which Tactical map is used is determined by the type of hex the Strategic units involved in the combat are located in on the Strategic map.

In the Above picture, #1 is a Open Plains Hex and would use the Open Plains Tactical Map. #2 is a Rolling Hills hex and would use the Rolling Hills Tactical Map. #3 is a Wooded Mountains hex and would use the Wooded Mountain Tactical Map. Finally, #4 is a Major Mountains hex and would use the Major Mountain Tactical Map.

After the setup is completed the players begin the first turn of the combat in accordance with the rules for the Contact State and the sequence of play.

13.2 Stacking during Tactical Combat

Army units cannot stack on the Tactical Map. Nez Perce units can stack up to three units in a hex on the Tactical Map (Note that Surprised Encamped combat changes this to No stacking at all).

13.3 Tactical Combat Procedure

First locate all the tactical counters involved in the combat. Those in the surrendered and killed piles may not be used.

If the combat is the result of a successful search by the Army player refer to the State of Contact table and utilize the "A" and "B" columns.

If only Nez Perce Warrior Band units have been Contacted on the Strategic map hex that has led to the combat, use Column "A".

If the Nez Perce Village unit (Chief Joseph counter) is one of, or the only, unit to have been Contacted in the Strategic map hex that has led to this combat use column "B".

If the combat is a result of a combat declaration by the Nez Perce player refer to the State of Contact Table columns "C", "D" or "E".

If only the Washington Volunteers Strategic unit is in the Strategic hex that has led to the combat being set up, use column "C".

If just military units (Cavalry, Infantry, Artillery, and HQ) or military units and the Washington Volunteers unit are in the hex that has led to the combat use column "D".

If just Volunteer units (the counter has an Irregular symbol but not the Washington Volunteers) or volunteer units and any other Army player units (military and/or the Washington Volunteers) are in a Strategic hex that led to the column, use column "E".

Roll one die to determine the State of Contact. There are only three possible results in these columns. They are Ambushing, Alerted or Surprised. If the result is Surprised another die roll must be done. This will determine if they were Surprised while Encamped (on a 1, 2, or 3) or on a Trail (on a 4, 5 or 6).

Once the State of Contacted units has been determined, refer to the Appropriate section below for the specific setup requirements.

Note that unless specifically stated, Horse and Artillery units may start the combat mounted or dismounted, limbered or unlimbered, at the choice of the owning player.

13.4 Ambushing Setup

If the State of Contact results in an Ambush, use the following rules.

One half of the Strategic units that were searching (Army) or declared combat (Nez Perce) must be placed on the Tactical map at start. To do so, the owning player examines the Strategic counter(s) that are in the hex that led to the combat and chooses one out of every two units (If there is an odd number of Strategic units involved one half plus one units is chosen). He then takes all of the Tactical units for that Strategic unit(s) (except for any that are in the surrendered or killed piles) and places them anywhere on the proper Tactical map so long as they are within two hexes of a Stream hexside. If there is only one Strategic unit involved in the combat, all of its units will be placed now.

Then get the Tactical units of the remaining (unchosen) Strategic units and place them adjacent to, but not on, one side of the Tactical map. The map side chosen must have a Stream hexside running through it.

Next, the other Contacted player, takes all of the Tactical that compose the Strategic units involved and places all of them (minus the surrendered or killed units) anywhere on the Tactical map being used.

The Contacted player is the first player for the sequence of play and the searching (Army) or declaring combat (Nez Perce) player is the second player.

The second player may, if he desires, use part or all of his turns to bring onto the tactical map the Tactical units that started the combat adjacent to the map. If they are brought on they must enter the map by expending the required movement points to enter the hex within two hexes of a Stream hexside that comes to the side of the map to which they were adjacent.

Below is an example. The first screen below is the situation on the Strategic map. It's late in the game and the Nez Perce player has cornered and Ambushed Browning and Whipple with the Looking Glass, Lean Elk and Red Echo War bands.

Since the Nez Perce declared combat and they have an odd number of Strategic units they must choose one half plus one (in this case two) units to start the Tactical combat on map. Since the Nez Perce player wants to outnumber the Army player right away he chooses Lean Elk and Looking glass to start on the Tactical Map. He then gathers all the Tactical units for these two Strategic units. (Note that two of the units for looking glass have been previously killed and are unavailable for combat).

Next the Nez Perce player places the Tactical units for Looking Glass and Lean Elk on the Tactical map within two hexes of a stream hexside. Note that since the Strategic units are in a Wooded Mountain hex we will use the Wooded Mountain tactical map.

The next step is to place the remaining Nez Perce Tactical units for the last Strategic unit (Red Echo). These are placed adjacent to the map but must be placed next to a side that has a Stream running to it.

Finally, the Army player places the Tactical units for Browning and Whipple anywhere on the Tactical Map.

Combat now begins with the Contacted player (the Army in this case) as the first player.

13.5 Alerted Setup

First, the searching (Army) or combat declaring (Nez Perce) player designates one side of the Tactical map to be used as his entry and informs the Contacted player of his choice.

Next, the Contacted player locates the all the tactical units involved in the combat and places them anywhere on the map except within two hexes of the other player's entry side. All Lodge or Camp units present must be placed adjacent to a Stream hexside.

Finally, the searching (army) or combat declaring (Nez Perce) player places all of his Tactical units within two hexes of his designated entry side.

The searching or combat declaring player is the first player.

Below is an example. The first screen below is the situation on the Strategic map. The White Bird War Band has been Contacted with an Alerted result on the State of Contact Table by Perry, Miller and the Washington Volunteers in a Rolling Hills hex. Unfortunately for the Nez Perce player, White Bird has been mauled in a previous combat is has lost quite a few units.

The Army player chooses the right side of the board for his entry side.

The Nez Perce player places his units on the map along the left side of the map. He does this because his first action of the combat will be to exit the map. As the Nez Perce player it is often wise to avoid battles. It has an additional effect in that once the game proceeds back to the Strategic map, the Army player cannot move his Strategic units next turn.

[Setup examples in sections 13.4 to 13.8 are diagrams in the source; the captions describe the situations shown.]

13.6 Surprised Encamped Setup

When Surprised Encamped the Nez Perce player uses the Tactical Lodge counters to represent the Strategic Village (Chief Joseph) counter. The Nez Perce player must deploy all nine Lodge counters (or as many as have survived previous actions) when contacted.

When the Army player is Surprised Encamped the tactical Camp counters are used even though they are not represented by a specific Strategic counter. The Army player always deploys all five Camp counters, even if some have been killed or captured during previous combats. However, the Army player must keep a running total of the number of Camp counters killed or captured in combat (they are worth VPs to the Nez Perce player at the end of the game).

The Contacted player places his Lodge or Camp counters adjacent to any Stream hexsides on the Tactical map, one counter per hex.

No stacking is permitted (these overrides section 13.2) except when starting the scenario (see below).

Next the Contacted player places the remaining Tactical units involved in the combat so as to have an equal number (or as close as possible) of units adjacent to each of the Lodge or Camp units. After all adjacent hexes have been filled, extra units may be placed. Units may be temporarily over stacked if necessary when all Tactical units are being placed in this manner.

Contacted Horse units must be place dismounted and artillery units must be placed unlimbered.

Next, the Searching (Army) or Combat Declaring (Nez Perce) player examines the Strategic counter(s) that are in the hex that led to the combat and chooses one out of every two units (If there is an odd number of Strategic units involved one half plus one units is chosen) and grabs the actual units for those Strategic units and places them on the Tactical map in any locations so long as they are at least three hexes from the nearest Contacted Tactical unit. This player also chooses one side of the map as his designated entry side.

The Searching (Army) or Combat Declaring (Nez Perce) player is the first player.

On the first player's turn he may not bring any of the other one half of his units onto the map. At the start of the first player's second turn he may, if desired, begin to bring those units onto the map anywhere along the designated entry side., paying the appropriate movement cost of the first hex entered.

During the second player's first turn, he must first take only actions that will bring any over stacked hexes to within stacking limits. After all stacking is corrected any actions are allowed.

In the below example, the Army composed of units from Norwood, Hart and Sturgis have finally trapped and Contacted the Nez Perce Village (Chief Joseph) and the heavily damaged (from previous combat) War Band Ollicot.

The State of Contact is Surprised Encamped in an Open Plains hex. First the Contacted player (in this case the Nez Perce player) must place all his Lodge units adjacent to a stream on the Tactical map for Open Plains. Then he places the remaining Tactical units involved in the combat so as to have an equal number (or as close as possible) of units adjacent to each of the Lodge or Camp units. Note that the Nez Perce units of Ollicot must be setup dismounted.

Now the Army player can setup. He looks at the Strategic counter involved in this combat and sees that he has 3 of them. He must choose 2 of them to put on the Tactical map at start. Since he wants to be able to cut off any retreat of the Nez Perce units, so he chooses to leave a stronger unit off map. This means that Hart and Norwood will start on map while Sturgis will enter along the designated side of the map which the Army player chooses to be the bottom part of the map.

Things are not looking good for the Nez Perce player. His Lodges, which only have a movement of 2 are located somewhat far from the edges of the map. In this case he should probably have put them as close to the edge of the map as he could get so they could move off map quickly while the Warrior Bands fend off he Army units. Meanwhile the Army units have placed their units to cut off any escaping Nez Perce units. Sturgis will come on board on Turn two and should be able to either Kill or capture quite a few Lodges.

13.7 Surprised on Trail Setup

When Surprised on Trail, the Contacted Nez Perce or Army player locates all the Tactical units involved and places them on the appropriate Tactical map adjacent to stream hexsides and with every unit adjacent to another unit. The streams chosen and the sequence of the unit's placed is up to the Contacted player. (Note: For this setup, Army Camp counters are never used, and Nez Perce Lodge counter are only used if the Strategic Village (Chief Joseph) counter was among those Contacted).

If possible all units, within stacking limits, must be placed on one side of the streams used so that the stream is only crossed where it branches. Any units that cannot be placed as above are then placed on the opposite side of the same stream. Contacted Horse units mist be placed mounted and Artillery units must be placed limbered.

Next the Searching (Army) or Combat Declaring (Nez Perce) player follows the same procedure described in Surprised Encamped, first dividing his force in half (as in Ambushing setup) and then placing half his units and designating a side for the entry of the remaining half.

He may not bring the remaining half of his units on during the first turn.

The Searching (Army) or Declaring combat (Nez Perce) player is the first player.

If, for some reason, the second player is over stacked, he must only take action that bring the hexes into stacking limits until all are properly stacked.

In the below example, the Nez Perce player has Surprised the Army player. The die roll for surprised was a 5 which means Surprised on a Trail (after rolling on the State of Contact Table, Surprised was rolled so you roll another die. On a 4, 5, or 6 the unit is Surprised on a Trail). They are in a Major Mountain hex so that is the tactical map that will be used. The Army is composed of just one unit, Sturgis while the Nez Perce player has the undamaged White Elk War Band along with a damaged Ollicot War Band (they lost a few units in a previous battle).

Since the Army player was the Contacted player he sets up on the Tactical Board first. He must setup adjacent to a stream hex and in a line. They must setup Mounted.

Finally, the Nez Perce can place half of their units on the board (at least 3 hexes from the Army units). He chooses to setup Ollicot on the board and designated the right side of the board as White Elk's entry side.

This battle is actually a lot more even than it looks. Although the Nez Perce player has mor units, the Army player's units are much more powerful. The Nez Perce player will definitely need to stack up to 3 units together to fight the Army units.

13.8 Forts and Towns Setup

All Forts and Towns on the Strategic map contain one of more city defense units for use on the Tactical map. If a Nez Perce unit(s) enters a Town or Fort hex on the Strategic map its component tactical units and the city defense tactical counter(s) for that Town or Fort (along with the tactical units for any Army player strategic units also in the hex) go to the appropriate Tactical map.

No die is rolled for State of Contact.

The Nez Perce player is always considered to be the Contacted player and to be in an Alerted State of Contact.

Forces are setup using the Alerted Setup rules. Butte, Helena and Boise each have three city defense units. Virginia City, Spokane, and Billings have one such unit. Any city defense units killed or captured must be recorded on paper so that the units will always be available for any Fort or Town entered, each time it is entered.

In the below example, the battle is taking place in Helena in a Rolling Hills hex and since Helena is a Town the Nez Perce player is considered the Contacted player and we will use the Alerted setup rules. The Army units are composed of 3 City Defense units and Perry. The Nez Perce player is composed of the T'HoolHool Zote War Band.

The First step is for the Army player to designate an entry side. He will designate the top side of the map (this means he will setup within two hexes of the top of the Rolling Hills tactical map). Now the Nez Perce player sets his units up anywhere on the map not within two hexes of the top of the map (the Army's designated side).

Now the Army player sets up his units within two hexes of the top of the board.

Note that the army player wisely put his weak City Defense units in mountain hexes to increase their defense against attacks.

14.0 Sequence of Play

14.1 General Rules

The Tactical game consist of one or more combats, each of which is initiated by a Combat Declaration (Nez Perce) or a successful search (Army player). Each combat is composed of an unrestricted number of "game turns".

During each game turn the First player and then the Second player will do one of three actions with one of their units; move, move and fire, or fire. These actions may be performed in any order. After all units of the First player have performed their actions then it is the Second players turn to choose and perform an action for each of their unit(s).

After the Second player has completed his actions the game turn ends, and the next game turn starts with the First player performing all his actions followed by the Second player.

In general, only a few units will be able to perform an action each game turn. Finally, the combat ends when one player no longer has units on the map. These units may have left the map due to combat results (in which case they are placed off map in separate piles for killed or surrendered) or have voluntarily moved off the map (and will be available for future combats).

When the combat ends play returns to the Strategic game.

14.2 Sequence of play

14.2.1 First Player Turn:

14.2.1.1 On the first game turn of all Surprised and Ambushing State of Contact combats, the First player may perform one action with each unit on the map.

14.2.1.2 On the first game turn of all Alerted State of Contact combats and on the second and subsequent game turns of all States of Contact, the first player, if it is the Army player, may perform an action with any one unit. If the first player is the Nez Perce player, they may perform an action with any two units. Each unit is not required to perform the same action. After all the first player's actions have been performed, the First player rolls the die once for each pinned unit to attempt to remove the Pin.

14.2.2 Second Player Turn:

14.2.2.1 On all game turns of all combats regardless of the State of Contact, the Second player, if the Army player, may perform an action with any one single unit. If the Second player is the Nez Perce player, he may perform an action with two units. Each unit is not required to perform the same action. After all the Second player's actions have been performed, the Second player rolls the die once for each pinned unit to attempt to remove the Pin.

15.0 Movement Rules

15.1 General Movement Rules

Each Tactical unit has a movement allowance which it may use each game turn. Horse equipped units are printed on both sides of a counter with the dismounted movement allowance on the front of the counter and the mounted movement allowance on the back.

Artillery units are also printed on both sides with a zero-movement allowance on the unlimbered front side and a normal movement allowance on the limbered back side.

A certain number of points from a unit's movement allowance must be expended to enter each hex into which the unit moves. The Tactical Maps Terrain Effects Chart details the movement point cost for entry into the various types of terrain. A unit expends these points to enter each hex and may be moved through a series of adjacent hexes during each turn until the plater desires to move it no further or it no longer has sufficient movement points remaining to enter another hex.

If a unit does not have the requisite number of movement points left to enter a hex, it may not enter that hex. Movement points cannot be accumulated from previous turns and those movement points not used are lost.

15.2 Movement procedures

A unit whose action for the turn will be movement is moved through a series of adjacent hexes, expending the appropriate number of movement points to enter each one. There are no "zones of control" in this game.

A unit may enter a hex containing an opposing unit but must stop its movement for the turn when it does so.

The Army player may never move his units in such a manner that more than one of his units is in the same hex at the same time. Additionally, he may not have two of his units in any one hex at the end of a turn.

The Nez Perce player may move his units through his own units. Additionally, he may stack up to three units in a single hex at the end of the turn.

15.3 Movement Restrictions

15.3.1 Units that are printed on both the front and back of a counter may change from the mode that they are into the mode on the opposite side of the counter by having their action for that turn be change of mode (i.e. it takes an action to move from one mode to another). Thus, a mounted Horse unit may go into dismounted mode by using its action to flip the counter to the Dismounted side (and vice versa). Similarly, an Artillery unit could go from limbered to unlimbered (or vice versa) by performing the change mode action.

15.3.2 Horse units in mounted mode (and Artillery units always) may not enter rocked and broken Terrain hexes. A dismounted Horse unit may not mount in such a hex but must first move to a different type of Terrain.

15.3.3 The Washington Volunteers units represent a group of mountain men very skilled in living and fighting individually. When they are among the Army player units involved in a combat, the Army player may perform an action with two Washington Volunteer units instead of one of his other units on any turn he would be able to perform an action with one unit.

15.3.4 The surrender of destruction (killed) of Nez Perce Lodge units in the Tactical game influences the movement of the Nez Perce units in the Strategic game.

If 1-3 Lodges have surrendered or been killed there is no effect.

If 4-6 Lodges have surrendered or been killed only the Strategic Nez Perce Warrior Bands may use fast movement. The Village unit (Chief Joseph) itself must then use normal movement for the rest of the game.

If 7 or 8 Lodges surrendered or have been killed, no Strategic Nez Perce unit fast movement.

If all 9 Lodges surrendered of have been killed the Strategic Village (Chief Joseph) units is removed from the game and the Strategic Nez Perce Warrior Bands move at half rate (dropping fractions). Also, the tactical Nez Perce units may not use mounted mode and must always be dismounted.

16.0 Melee Combat Rules

16.1 General Rules

Any time a unit enters a hex on the Tactical map containing an opposing unit, it must stop its movement for the remainder of the turn and conduct a Melee with the opposing unit. Generally, only one Army unit may conduct a Melee in a Nez Perce occupied hex. Up to two Nez Perce units may enter the hex of an Army unit to conduct a combined Melee.

16.2 Melee Procedures for two total units

If one unit is meleeing with one other unit by entering its hex in order to Melee it, you must determine a Melee Superiority number. You do this by subtracting the Lower Defense and Melee strength of the two units from the higher Defense and Melee strength of the two units.

In the Example below Army unit Green A (Defense and Melee strength of 7) moved into a hex contacting the Looking Glass War Band (Defense and Melee strength of 3). In this case you would subtract the Lower Melee strength of the Nez Perce unit (3) from the higher Melee strength of the Army unit (7) ending up with a Melee Superiority number of 4 (7-3=4).

16.3 Melee Procedures for two units entering a hex with one unit

If more than one unit was originally in the hex in which the melee is to occur, total the Defense and Melee strengths of all the units originally in the hex together. Then compare that to the unit entering the hex and subtract the lower of the two numbers from the Higher.

In the example below Army unit Green A (Defense and Melee strength of 7) moved into a hex containing two looking Glass War Bands (one with a Defense and Melee strength of 3 and the other with a Defense and Melee strength of 5 for a total of 5+3 = 8). Subtracting the lower Melee strength of the Army unit (7) from the Higher Melee strength of the two Nez Perce units (8) results in a Melee Superiority number of 1 (8-7=1).

If more than one unit is entering an opposing unit's occupied hex to initiate a Melee count the number of Movement points required for each unit to move to and enter the hex. The unit using the least number of Movement points (the first unit) to get into the hex can use their Full Defense and Melee strength. The second unit must subtract the number of movement points the first unit used to get to the hex from the number of movement points the second unit used to get to the hex. Then you subtract that number from the Defense and Melee strength of the second unit.

Next you add together the two Defense strengths of the two units. The just like in the first rule above you subtract the lower Defense and Melee strength from the higher Defense and Melee strength to arrive at a Melee Superiority number.

If the two units use the same number of movement points to get into the hex, then both units use their full Defense and Melee strengths.

In the below example two Nez Perce units (a 4-9 and a 5-9) are going to enter a hex with the Army Tyler F unit). The Nez Perce 4-9 unit will use 4 movement points to get into the hex with Tyler F. The Nez Perce 5-9 unit will use 7 movement points to get into the hex with Tyler F. Since the 4-9 unit used the least amount of movement points (4) to get to the hex, it will use its full Defense and Melee strength (also a 4). The 5-9 unit will have to subtract the number of movement points the 4-9 unit used (4) from the number of movement points the 5-9 unit used (7). The result is a 3 (7-4=3) which means the 5-9 unit's Defense and Melee strength will be 2 (5-3=2).

Now you add the two Nez Perce Defense and Melee strengths together to arrive at a 6 (4+2=6). Since this is less than the Defense and Melee strength of the Tyler F unit (9), the Melee Superiority is 3 (9-6=3).

The next step in Melee combat is to go to the Melee Results table and roll a die on the column corresponding to the Melee Superiority number obtained above. Modify the die result for the terrain the melee takes place in, if required, and cross index the Melee superiority with the Modified Die roll. Results to the left of the slash apply to the unit(s) with the lower Defense and Melee strength. Results to the right of the slash apply to the higher Defense and Melee strength.

An explanation of the Results is located in Rule 17.4. Apply the Results of the Melee immediately.

Continuing the above example. The Melee Superiority is 3. The Die roll is a 4 modified to a 3 (-1 because the Army units is in Brush and Bramble). Looking at the Melee Table below the result is 1K1M.

MELEE TABLE (transcribed from the page image; entries left of the slash apply to the unit(s) with the lower Defense and Melee strength, entries right of the slash to the higher)

Die Roll012345
-1-/1K1M-/1K1M-/1K1M/1K1M/1M1K/1M
0-/1K1M-/1K1M/1M1M/1KM1K/1M1K/-
1-/1K1M/1K1M/1M1K/1M1K/-1K1M/-
21M/1K1M/1M

16.4 Restrictions in Melee Combat

16.4.1 Melee is the only form of combat which monte horse equipped units may initiate. They may, however, be subjected to fire attack while mounted.

16.4.2 The only time more than one Army unit may be used to initiate a combined melee by moving into an opposing occupied hex is if both units are Washington Volunteers.

17.0 Fire Combat

17.1 General Rules

Units with a Fire strength or in a mode where their Fire strength is face up (dismounted Horse equipped units) may use Fire as the action they perform during a turn. All such units may also use a combination Fire and Movement, both in reduced abilities, as their action for a turn. Fire may be directed at any opposing units that is visible according to the rules for line of sight. Each unit Fires individually and the Fire is resolved for the effect immediately. Each unit may Fire at only one opposing unit in a turn. Note that mounted Horse units have no Fire strength.

17.2 Fire Procedure

A unit which will Fire for its action has the Defense and Melee strength of any single opposing unit which is targeted subtracted from its Fire strength to produce a Fire Superiority number.

In the example below the Green A Army unit is Firing on the Looking Glass War Band. The Fire Superiority Number will be 4 (6 Fire – 2 Defense and Melee = 6-2 = 4).

Next, refer to the Fire Results Table and roll a die. Modify the die result, is necessary due to terrain, and cross index the die roll with the Fire Superiority number for the Firing unit to find the Fire result (note that the Army player uses the AF line for Fire Superiority while the Nez Perce player uses the IF line). Apply the result immediately to the defending unit.

Using the above example, a die roll of the Army player rolls a 4 (adjusted to 3 due to terrain) on the 4 AF Superiority column on the Fire Results Table below for a result of "P2".

FIRE RESULTS TABLE (transcribed from the page image)

AF = Army Firing Superiority Columns; IF = Indian Firing Superiority Columns. Army player units, with the exception of the Washington Volunteers, use the Army Firing Superiority line of column heads. Indian player units and the Washington Volunteers use the Indian Firing Superiority line of column heads. Superiorities greater or less than those listed on the table use the highest or lowest column, respectively.

Die Roll-10-9-8-7-6-5-4-3-2-10123456
IF / AF-1012345678910

Example from the source: the Army player fires at Looking Glass with a Fire Superiority of 4 (AF column 4). A die roll of 4, adjusted to 3 for terrain, gives a result of "P2".

17.3 Fire and Movement Procedure

AS its action a unit may both Fire and Move. To do this the unit must first Fire then Move. For its Fire, the unit's Fire strength is halved. For its later Movement, the unit's movement allowance is also halved. In both cases fractions are rounded down.

Note that by using this action it is possible for a unit to engage in Fire, then Movement and finally Melee in one turn.

17.4 Combat Results Explanations

There are a number of possible combat result from both fire and melee combat. They are described, along with their effects, below:

17.4.1 "P1" – the unit is pinned. Place a P1 marker on the unit. The unit may not move until it rolls a 1, 2, 3, or 4 during its move action. If the unit does roll a 1, 2, 3, or 4 remove the P1 marker. If a unit that is currently marked with a "P1" marker receives another "P1" result, replace the "P1" marker with a "P2" marker.

17.4.2 "P2" – the unit is hard pinned. Place a P2 marker on the unit. The unit may not move until it rolls a 1, 2, or 3 during its move action. If the unit does roll a 1, 2, or 3 remove the P2 marker. If a unit that is currently marked with a "P2" marker receives another "P2" result, the unit must roll on the Morale Table. Additional "P1" results have no effect.

17.4.3 "M" – the unit must roll on the Morale Table. Locate the proper column for the type of unit rolling and then roll the Die.

MORALE TABLE (transcribed from the page image)

Die RollWarriorLodgeArmyVolunteersWash. Vol.CampCity Def.
1P2RP2RP2RP2RP2RP2RP2R
2P2RP2RP2RBP2RP2RB
3P2RP2RP2RBP2RBB

17.4.3.1 "B" result - the unit is Broken. Examine the hex the unit is in to determine if the unit is surrounded by opposing units. If every hex adjacent to the unit is occupied by opposing units the unit surrenders. A surrendered unit is removed from the map and placed in a separate pile where it may later be counted for Victory Point purposes. It may not be used again in the game. If it was the last Tactical unit composing a Strategic unit, the Strategic unit is removed from the Strategic map.

In the below example the Army unit Merril B has received a "B" result. It is surrounded, so the unit surrenders.

The Nez Perce player may voluntarily surrender units at any time during combat during his turn if he so desires.

If the Broken unit is not surrounded it is removed from the map and may not re-enter that particular combat. The unit may be used again in later combats and is in all other respects unaffected.

In the below example Army unit Merril B also received a "B" result, however since the unit is NOT surrounded, it is removed from the map and may return in a later battle.

17.4.3.2 "P2R" result – the unit must fall back one hex and is then hard pinned (P2) in its new hex. To fall back the unit must move one hex in a direction that will make it nearer to the closest friendly unit on the map. It may not enter an opposing unit occupied hex to do this. It may enter a friendly unit occupied hex and may overstack that hex (temporarily) but it may not contribute to the defense of that hex and the unit(s) in that hex are halved in their Defense and Melee strength while the unit is stacked with it.

A unit that cannot fall back is Considered Broken ("B") and removed from the map.

After the unit falls back one hex, place a "P2" marker on it and the normal P2 effects take place.

17.4.4 "K" result – a unit is killed. Remove the unit immediately from the map and place it in a separate pile where it may be counted later for Victory purposes. It may not be used again in a combat for the remainder of the game. If it was the last Tactical unit composing a Strategic unit then the Strategic unit is removed from the Strategic map.

Note that a number in front of a "K" or "M" (i.e. 2K2M) indicates that if more than one unit is present, the number of units indicated suffer the results. In all cases "K" results are taken before "M" results if both results are present.

Hence, a "2MK3" result would mean that at least three units would be killed (owning players choice) and if there are still units in the hex then two more units would have to role on the Morale Table.

17.5 Fire Restrictions

17.5.1 Units may only Fire at target that are in their line of sight. Tree Stand hexes, Rocked & Broken hexes, and Ridge hexsides block line of sight.

Line of Sight should be measured from the center of the firing hex to the center of the target hex. If any previously mentioned blocking terrain is between the firing hex and the target hex then the firing unit may not Fire at that target.

Fire may, however, be directed into or out of a hex that blocks Line of Sight so long as no other blocking terrain is between the firing hex and the target hex. This means that opposing unit may see each other for Fire in the following three circumstances; (a) if they are both in blocking terrain hexes and adjacent to one another, (b) if both units are in blocking terrain hexes but have no other blocking terrain hexes between, or (c) if only one or the other is in blocking terrain but has no blocking terrain between it and the other unit.

Units that find themselves Sighting down the edge f a hex of blocking terrain are considered to have their Line of Sight blocked.

A unit directly behind a Ridge hexside may sight through that ridge hexside.

No other forms of terrain in any way affect Line of Sight.

17.5.2 The range of Fire is unlimited, but the Fire strength decreases as the range to the target increases.

For Army Fire (except for the Washington Volunteers) the Fire strength of a unit is normal at 1-4 hexes, halved at 5-8 hexes, and quartered at 9 hexes or greater.

For Nez Perce player units and the Washington Volunteer, the Fire strength is normal at 1-6 hexes, halved at 7-12 hexes, and quartered at 12 hexes or greater.

All fractions are dropped.

In the Below example the Army Sturgis F unit would fire with a strength of 12 at the Lean Elk 6-3-6 unit and a strength of 6 (The Fire value of 12 halved) at the Lean Elk 5-3-6 unit.

17.5.3 The Howitzer and Hotchkiss Army units may use indirect Fire to fire at targets that are not in their Line of Sight. The target hex to be fired at must be in the Line of Sight of at least one other friendly Cavalry unit (it may not be a Horse equipped Volunteer or scout unit).

The Cavalry units may be either mounted or dismounted but it must be in terrain where it could mount if so desired.

When firing by this method the normal Fire strength reductions for range do not apply. Instead the Fire strength of the unit using indirect fire is two thirds of the normal Fire strength at 1-9 hexes and one third the Fire strength at 10 hexes or greater.

In addition, when a unit indirect Fires it attacks each unit in the target hex individually and each unit is attacked at the indirect Fire strength for that range. In other words, there is no combining of the Defense and Melee factors of the units being fired upon.

Indirect Fire is subject to scatter. After specifying the target hex roll a die. A 1 or 2 die roll result means no scatter and the Fire lands in the target hex. A 3 or 4 die roll result means that the Indirect fire will scatter one hex landing in an adjacent hex to the original target hex. A 5 or 6 die roll result means the Indirect Fire will scatter two hexes from the original target hex. If there is a scatter roll another die to determine the direction of the scatter. Using the target hex as the center, a scatter die roll result of one indicated the Fire impacts on the hex directly above the target hex. A scatter die roll result of 2 indicates the Fire impacts on the hex adjacent to the upper right of the target hex. You can continue this in a clockwise manner around the original target hex.

Any units in the target hex are attacked by that Fire, even if they belong to the firing player.

18.0 Breaking Off

18.1 Exiting the Map

To end a combat all units of one side must leave the map either in the form of killed, broken, or surrendered combat results or by voluntary movement.

To voluntarily exit the map, a unit must move to a hex at the map edge and then spend one additional movement point to leave the map. After spending the point, the unit is removed from the map and may be use in later combats.

18.2 Strategic Effects

When a combat ends the Tactical units remaining on the map are removed for use in later combats. All of the Army players' Strategic units that provided Tactical units that actually were on the tactical map for the combat are restricted in movement in the Strategic game for the next two turns. On the immediately following Strategic turn the affected Strategic units may not move at all. On the next Strategic turn those same Strategic units may not use fast movement, even if they qualify for fast movement by being located in a Fort or Town.

The Nez Perce players' Strategic units that are affected by having has Tactical units that participated in the combat may not use fast movement for the immediately following Strategic turn. On the next Strategic turn, they are no longer restricted and may move as they wish. Note that even if only one of several tactical units that compose a Strategic unit was on the map (rather than adjacent to the map but did not come on or get involved at all) then the entire Strategic units suffers from the movement restrictions after combat.

Note: This is an excellent way for the Nez Perce player to slow down pursuit. He can have a War Band go into combat with pursuing Army units and then exit off the Tactical map right away. When you proceed back to the Strategic map, all those Army units are "frozen" for one turn, allowing the Nez Perce player to get away.

19.0 Victory Conditions

The game ends in one of two ways; (a) It ends at the conclusion of the 29th Strategic turn (or the 30th Strategic turn if the Optional Sitting Bull rule is used) or (b) on any Strategic turn after turn 25 in which all Strategic Nez Perce units on the Strategic map are in all Canada hexes as detailed in 7.5.3.

After the end of the game, both players examine the piles of killed and surrendered units.

The Army player receives 5 VPs for each Tactical Nez Perce unit in the killed pile, 2 VPs for each Tactical Nez Perce brave unit in the surrendered pile and 7 VPs for each Nez Perce Tactical Lodge unit in the surrendered pile. The Army player loses 8 VPs for each Nez Perce Tactical Lodge unit in the killed pile.

The Nez Perce player receives no points for killed or surrendered Army player units. Instead the Nez Perce player receives 4 VPs for each surviving Nez Perce Tactical brave unit that is part of a Strategic unit in Canada. The Nez Perce player also receives 2 VPs for each surviving Nez Perce tactical brave unit that is part of a Strategic unit in the Untied States. Finally, the Nez Perce player receives 9 VPs for each surviving Lodge unit if the Strategic Village counter (Joseph) is in Canada OR 6 VPs for each surviving Lodge if the Village counter (Joseph) is in the United States.

Total the VPs for both sides and subtract the Nez Perce player total from the Army player total. Compare the results to the Table below to determine the outcome.

Result (Army VPs minus Nez Perce VPs)Outcome
More than 60 VPsMajor Army Victory
41 – 60 VPsTactical Army Victory
20 – 40 VPsDraw
0 – 19 VPsTactical Nez Perce Victory
Less than Zero VPsMajor Nez Perce Victory

20.0 The Aftermath

When it was over, no one had won. The Nez Perce had started with about 750 people, one third of which were warriors. 122 of them had been killed and 93 wounded. About 200, half warriors and half younger women and older children, escaped through Mile's lines and made their way to refuge with Sitting Bull in Canada. The Army had lost 177 killed and 147 wounded. About 50 of those killed had been civilian volunteers. After the initial incident that started the retreat of the Nez Perce had been unusually civil in their dealings with whites encountered along the trail that were not part of the force hunting them and most had been either ignored or let go unharmed after a couple of days.

The surrendered tribe was promised by the Army leader Miles that they would be returned to their native lands but that never happened. They were shipped first to Fort Keogh and then to Indian Territory. Years later they were relocated again to the Colville area in Washington. Joseph died there in the early 1900's, still pleading with the government to let his people go back to the land they never gave up.

The Army commanders did no better. The chase had gone on too long and was too bungled for there to be much glory. On top of that Howard and Miles promptly began a public fight over what little Glory there was.

Perhaps the best sum up of this campaign can be found in the U.S. Army R.O.T.C. manual where it states "in 11 weeks he (Joseph) had moved his tribe 1,600 miles, engaged 10 separate U.S. commands in 13 battles and skirmishes, and in nearly every instance either defeated then or fought them to a standstill". It was a remarkable testament to human courage and endurance.

21.0 Chief Joseph's Surrender Speech

"Tell General Howard I know his heart. What he told me before, I have in my heart. I am tired of fighting. Our chiefs are killed. Looking Glass is dead. Toohoolhoolzote is dead. The old men are all dead. It is the young men who say yes and no. He who led on the young men is dead. It is cold and we have no blankets. The little children are freezing to death. My people, some of them, have run away to the hills and have no blankets, no food; no one knows where they are—perhaps freezing to death. I want to have time to look for my children and see how many I can find. Maybe I shall find them among the dead. Hear me, my chiefs. I am tired; my heart is sick and sad. From where the sun now stands I will fight no more forever."

[Source gap: the Strategic Terrain Effects Chart, the Tactical Terrain Effects Chart and the State of Contact Table are referenced in sections 7.1, 8.2, 13.1 to 13.3 and 15.1 but are not reproduced in this re-write PDF, and their values have not been transcribed here. Sections that depend on them (search die-roll modifiers, terrain movement costs, and the State of Contact roll) cannot be played from this text alone.]

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9Wiles0817
11Browning2112
12Gibbon2006
15Virginia City Volunteers1913
16Norwood2112
19Doane2112
19Hart3216
19Sturgis2912
19Merril2912
20Gushing2112
25Miles3309
25Tyler3309
25Hales3309
25Snyder3309
25McHugh3309
27Benton Volunteers2209
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