HWG - Great Emu War

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THE GREAT

EMU WAR

Wargame rules for the Emu war in


Australia, Nov - Dec 1932

Written by T. Jensen
THE GREAT EMU WARS
This game is for 2 players, using any miniatures you can find for the period.

SET UP

CHOOSING FORCES
Both players agree to a points limit, or randomize on the table below:

Random Game Size


D6 Result
1 Wee Skirmish: 500 points
2 Scuffle: 1000 points
3 Decent Scuffle: 1500 points
4 Big Scuffle: 2000 points
5 A Scrap: 2500 points
6 A Bloody Big Scrap: 3000 points

Both players write their army lists in secret, and set up a 6' X 4' table with appropriate terrain.

GAMEPLAY
Once the army lists are written, the two players roll off. The winner gets to deploy their forces first
and take first turn.
To deploy, choose a long table edge. You may deploy your forces up to 12” from that edge. The
second player then gets to deploy their forces 12” from the opposite table edge.

Once both players have deployed, the game begins.


Players take turns activating all their forces: each miniature can do 1 action as specified below.
The game lasts until one of the two conditions are met:
1) The Australian forces reach 10 embarrassment or frustration, or are all forced to retreat.
2) The Emus are all forced off the table or killed.
Embarrassment and Frustration:
Each turn the emus are all out of range of Australian weapons, the Australians gain 1 frustration.
Every Australian that leaves the table causes the remaining forces to gain 1 embarrassment.
Each turn there are emus in range of a jammed Lewis gun, the Australian forces gain 2 frustration.
Every time an emu is killed, the Australians lose 1 Frustration.
If the Australian forces reach 10 embarrassment or frustration, they immediately lose the game.
If the Emus are all forced to leave the table, or killed, they immediately lose the game.
The player who didn't lose the game is technically the winner.
Actions:
Each miniature can do 1 action per turn
Emus can move 12” or charge 6”. Charging forces a target Australian back 6” towards the closest
board edge (happens immediately). Lookout Emus can also 'lookout' which takes up 1 action.
Australian forces can move 6”, or fire their weapons. Lewis guns cannot move.
Major Meredith can also give a single order, which takes 1 action.
ARMY LISTS

AUSTRALIAN FORCES

Unit Cost
Major George Meredith (Officer) 100 points (may only take 1)
Lewis Gunner 300 points
Royal Australian Artilleryman 100 points
Farmer 50 points

Major Meredith can issue a single order per turn, allowing one unit within 24” to make a single
extra action. He has a Pistol with a 9” range. Giving an order takes 1 action.
A Lewis Gunner may not move during the battle, and has a 24” range.
Royal Australian Artillerymen have Lee Enfield Rifles with 24” range.
Farmers have Shotguns with 12” range.

Using Firearms
Firearms need line of sight to target an emu. Use true line of sight.
If an emu is obscured more than 50% by terrain, no line of sight may be drawn.
For a single action an Australian soldier can fire their weapon. They must choose a single emu
within range to target. Pistols, Lee Enfields and shotguns roll 1 dice, needing a 6 to inflict a wound.
Lewis Machine Guns work the same way, except they can keep firing until they miss or jam. On the
Roll of a 1 they jam, and cannot be used until the jam is cleared.
Clearing a jam: For 1 action a soldier can try to clear a jam. Roll a D6. On a 5+ they succeed.
Each Emu targeted must move towards the closest table edge during their next turn, up to their
full 12” of movement. This represents them fleeing from fire. If they leave the table edge during
this move, they are removed from play

EMU FORCES

Unit Cost
Emu: 50 points
Lookout Emu: 100 points

An Emu can move 12” per turn, or charge 6”


Lookout Emus can give friendly Emus within 12” an extra 6” move if they can see Australian forces
within their line of sight. Their line of sight counts as having infinite range. This takes 1 action. This
free move cannot be a charge

Blimey! - Emu attacks


If an Emu charges an Australian soldier, they force them to run 6” towards the closest table edge. If
they leave the table during this move, they are removed and the Australian forces gain 1
embarrassment.

Tough Buggers
Every Emu is considered tough. It takes 2 wounds to kill one.

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