Wargame Mechanics Index

Māori Pā in the Early New Zealand Wars (Muskets and Tomahawks)

Pā palisades are loop-holed, scalable with ladders and breachable section by section only by artillery.

Supplement for Muskets and Tomahawks / Redcoats and Tomahawks covering the 1840s New Zealand Wars. Adds unit profiles for Māori guns, armed civilians, naval guns, Congreve rockets/Coehorn mortars and New Zealand militia, plus rules for Māori Pā fortifications (loop-holed palisades, scaling, breaching by artillery) and the Puketutu Pā 1845 scenario.

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Mechanics 13 · 0 distinctive

Ranged Combat

2fire
Loop-holed palisadeLine of sight & cover

Defenders behind the outer palisade are only visible if touching it.

How it works

Figures behind the outer palisade can be seen from outside only when in contact with it; otherwise they are out of line of sight. A defender touching the outer palisade gets solid cover.

figures behind the obstacle can only be seen from the outside if they are in contact with the Palisade.
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2fire
Congreve Rocket or Coehorn MortarIndirect & artillery fire

Rockets and mortars fire only at long range with poor lethality but always force a reaction test.

How it works

They use the Solid Shot procedure but must re-roll successful 'to kill' rolls, may only fire at targets over 12", count as -1 hasty shot, and always cause a reaction test even without casualties. They cannot be pushed and take two movement actions to set up.

It may only fire at targets over 12", counts as -1 hasty shot, but always causes a reaction test even if no casualties are inflicted.
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1fire
Naval Guns / Fire MarkersAmmunition & fire limits

Naval guns hit automatically but need extra reloading.

How it works

Naval guns cannot be pushed or limbered, use the Solid Shot procedure but automatically hit, and re-roll unsuccessful 'to kill' rolls. After shooting, five Fire Markers (rather than the usual three) are placed next to the gun; normal reloading and reaction rules apply.

After shooting place five (rather than the usual three) Fire Markers next to the gun.
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Forces & Unit Definition

1force
Allied Māori (Kaupapa)Army lists

Crown forces may include Allied Māori up to half the figures in the force.

How it works

British forces can recruit Allied Māori from the Māori list in WI 410, up to 50% of figures; each non-officer Allied Māori unit can take the Auxiliaries (All) trait for +5 points.

They can comprise up to 50% of the figures in a force.
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1force
Unit profiles and costsPoints-based force building

New points-costed unit profiles with Discipline, Shooting, Aggression and Defence ratings.

How it works

E.g. Māori Gun 36 pts (Recruit, 6+/7+/7+) with extra gunners +15 each; Naval Guns 56 pts; Congreve Rocket/Coehorn Mortar 31 pts; NZ Militia officer 16 pts; Militia/Sappers/Volunteers 14 pts for four plus 4 pts per figure, with options such as Terrified (-5), Determined, Arms Cache and Mounted Volunteers (+10 each).

A unit of Māori Guns includes three gunners and their gun, and costs 36 points.
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1force
Traits (Auxiliaries, Cowardly, Natives)Special traits & abilities

Units carry keyword traits from the parent rules that modify behaviour.

How it works

Civilians gain Auxiliaries and Cowardly; militia have Natives; the Terrified option makes Recoil, Recoil or Shaken, and Recoil & Shaken results count as Flight; Mounted Volunteers gain Light Cavalry. Civilians with agricultural weapons have Aggression and Defence of 6+.

Gain the Cowardly trait, i.e. count Recoil, Recoil or Shaken, Recoil & Shaken results as Flight (page 56).
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Scenario, Campaign & Victory

1scen
Attacker/Defender Mission: BattleObjectives & victory points

Each side must eliminate a figure-equivalent total, with leaders and melee kills weighted.

How it works

The Crown must eliminate 26 Māori figure-equivalents; the Māori must eliminate 27 Crown figure-equivalents, with figures eliminated in hand-to-hand counting double. Each leader eliminated counts as five figures.

Objective: Eliminate the equivalent of 27 Crown figures. Figures eliminated in hand-to-hand combat count double. Each leader eliminated counts as five figures.
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1scen
Scenario 1 - The Fighting at Puketutu Pā, 8 May 1845Historical scenarios

Historical scenario with full points-costed orders of battle for both sides.

How it works

72" x 48" table, one figure about ten men; Māori Taua defender (544 pts, 51 figures) and Crown Field Force attacker (545 pts, 53 figures) built as Redcoats and Tomahawks specialised forces, with terrain definitions for gulley, lake-edge marsh, heavy bush and the Pā.

SCENARIO 1 - THE FIGHTING AT PUKETUTU PA - 8 MAY 1845
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Turn Structure & Sequence

1turn
Crown Cards / Māori CardsCard-driven activation

Activation uses the parent system's coloured card deck composed per force.

How it works

Crown cards (red): Regulars 4, Irregulars 4, Artillery 2, 'Indians' 4; Māori cards (blue): 'Indians' 4, Irregulars 4.

Crown Cards (Red): Regulars (4), Irregulars (4), Artillery (2), ‘Indians’ (4) Māori Cards (Blue): ‘Indians’ (4), Irregulars (4)
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1turn

The game ends when the fourth red clock card is drawn.

How it works

If neither side has met its objective by the draw of the 4th red clock card, the game is a draw.

Game ends when the 4th Red clock card is drawn. If neither side has won, the game ends in a draw.
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Command & Control

1cmd
Hidden movementHidden units & blinds

Only Scouts/Natives units, or eligible forces deployed in a Pā, may use hidden movement.

How it works

Hidden movement is restricted to units with the Scouts and/or Natives trait; eligible forces starting deployed in a Māori Pā may use it. In the Puketutu scenario the attacking Crown units are also eligible.

Hidden movement - only units with Scouts and/or Natives trait (Muskets and Tomahawks, page 60) may use hidden movement.
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Battlefield & Environment

2env

Outer and inner palisades, gates and buildings with rules for scaling and artillery breaching.

How it works

The outer palisade is a high obstacle giving solid cover to a defender touching it and cannot normally be crossed; troops with ladders/axes treat it as a high obstacle and leave ladders for follow-up troops. The inner palisade is a low obstacle with no cover. The outer palisade is treated as a large building in roughly 8" x 2" sections that only artillery can damage, automatically hitting and rolling 1D10 on the M&T damage table at -1 (reinforced), a further -1 for rockets/mortars, +1 for naval guns; figures within 2" of a destroyed section are eliminated.

Shooting can only damage a section of Palisade when it is done by an artillery unit. No roll to hit is necessary against a Palisade.
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Movement & Manoeuvre

1move
Pā Entrance/GateTerrain movement effects

The restricted Pā gate costs extra movement.

How it works

Moving through an open Pā entrance or gate costs a figure 1" of movement. Scaling the outer palisade requires starting the movement action in contact, then being placed on the far side.

Due to the restricted nature of movement through the entrance/ gate of a Māori Pā (if open) it costs a figure 1" of movement.
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