The Seven Cities of Cibola
(S&S in the New World)
Spanish troops: Halbardiers, matchlocks (actually matchlock equipped) and swordsmen. Matchlocks have an ammunition limit of six total rounds and a maximum range of two hexes. At zero to one hex, their combat strength is 18. At two hexes it is reduced to 12. Matchlocks become swordsmen when their ammunition is depleted. Matchlocks may never voluntarily become swordsmen.
Priests: similar to a shaman. Priests may not summon demons. Priests can use a "blessing". Blessings act as the functional equivalent of the shaman’s "soul stealing". They may use "spirit battle" but they use the 1:2 column and are always defenders.
Captains: are the Spanish equivalents of chieftains. Challenge combat is optional for Captains. In challenge combat, Captains are always the attacker and use the 1:2 column. Captains must always be stacked with a Spanish unit (if there are any remaining).
Spanish Routing: if the Spaniards have lost their Captain and priests. They must immediately move to exit the map without initiating combat.
Ally Treachery: any time a Captain or priest is killed, roll a d6. On a roll of 1, all allied Indians are immediately switched to enemy control and can be used that turn against the Spanish.
Set Up for the Seven Cities of Cibola:
Indians: Fortified village on any clear set of map hexes. 12 Ppts, 16 Wpts, all dependants, goats and goods. All deploy within four hexes of the village. Two chieftains and one shaman deploy within six hexes of the village.
Spaniards and Allies: One Captain, one Priest, one matchlock, and two halbardiers. Spanish Allies are 4 Ppts and 8 Wpts, one chieftain and no shaman. They have no dogs. All may deploy within eight but no closer than six hexes from the village.
Victory Conditions: Indians must kill the Captain. They also must prevent the destruction of the village within ten turns. There are no victory points. The scenario is weighted (historically) in favor of the Spanish.