lllis ~alllc rcoeatcs a (omplelc battlc (Jurin~ the latl' Colllni,l1 p~'riud. The hasil: game I:(')\'ers the sel:ond Zulu w:u. with a Zulu anllY Ill' six Impis :against a smaller, prrdolllinatcly British forl:e. This is'lhe period (")1' the in II' Ol.lUl:tion of hreedlloading rilles and mad'ine gUlb, where in small regular flHl:es wcre thrown againsl hugc nalive armies wilh a usualout(ollle in favour of thc regulars. In this g:nnc. it has hCe'n allel11pted to rC(reale Ihis military period :Kl:llfatcly, givlllg the rq~ular for(cs their lIlassivc IIrc power l'nabling Ihel11 to SlOp th,' natives·heforc (onlad was made. BUI, at Ihe sal11e lilllC, insuflicicnl Iin~ power al the righl place :mu at thc righl time, or la(lical elrurs. will allow the n:llive ftlf(cS 10 gain (ontacl whidl will mosl assurcly givl' thclII the victory. Such filnlllus :Idions as Isanuhlwana. Rork~''s Drift :lIId :\loar:1 C:1I1. IIsing Ihl'se hasic ruks. ,'n,:e ag:!I11 he fough!. You :lIe now ill C'lIl1l11:.IIId "f Oil" of thl'se arlllies. LIIl yllll rewrite hisl'lr~ I
Micro Colonial .~~
l.....:
---
.§' COPYRIGHTi 1977 by Tablctop Gaml'S
UNIT ORGANISATION TIlese rules and (ountcrs are designed for units to be fielded as follows: Regular infantry units Company strength Regular cavalry units Regimcntal strength Irrcgulars Varying strengths Varying strengths Native units Single guns Artillery and ro(ket launches Machine and Gatling guns Single guns (NOTE: each army will have its own C-in-C counter. Some will also have sub-commandcr counters, sce individual army lists.) NATIVES In the rules, natives will be referred to as either Fanatic or Levy. TIle following defines cach typc. FANATICS These are fanatic native troops, such as Zulus or Dervishes, Ilu t do not include any Na live troop whidl are European trained or led. LEVIES These will be any other Native troops and may be in either army. In each case see the Unit's counter which will identify the cia FORMATIONS All native inran try units and dismounted cavalry units are c1as d as being in close order when in the open. Regular inrantry and all mlluntetlunits are in close order, but the infantry may operate in llpcn order. To indicate a unit in open order place the unit's (\IUTlter "n I
'''c'· 2
"
,.,.·'W?!,,..... '
...... "
I
-
MOVE PROCEDURE
The game is played on an alternate move basis and lhe Na tive armies will always move first, unless they arc in prepared positions. No units, other than those whidl arc counter-char!!ing. breaking. falling hack or attempting to evade, may move in their enemy's muve lurn. The sequem:e of each move is as follows: I. Move all hreaking or falling back umts. 2. Moving player declares any charges, measures the dist:Jnce to contact and determines at whi.:h puint in the move Ihat contact will lake place. 3. Moving player moves the remained of his units. 4. Non-movmg player spl'cifies any eVJdlllg or counter dlJrgini! unilS, and determines their muve. 5, Nun-moving player fires any anillery lH infanlry unib at targets, other than those which arc charging them. 6. Non-moving player takes any morale tests fur unilS which arc being charged. il leqllireJ. 7. Non-moving playl'r fires any units which survive (heir 'being charged' moral.: test. 8. Moving playl'r deterllllllCS the morale, if required. of :lny chargin!: UllltS. 4. Resolve allmelet's. 10. Take any nlClrak tesls resulting from either melee or fire. TERRAIN
See appenJix for deuils uf how terrain.
10
make and set up Yllur hattle
COVER
Troops in any llf the fllllowing situations will he classed as being in cover. I. In hroken ground or scrub. 2. Behind walls. 3. In builJings or n:l!ouhlS. 4. In I renches. DEAD GROUND
Areas indicated as dead ground will provide Cllver for Jny units in it. Whilst in dead ground a lInilmay nol he fired lln excepl hy enemy units which arc un the edge of the dead ground. BROKEN GROUND
Broken ground will he areas of rue ks or ravines whieh will impede the movement of formed troops,
~OVEMENT
11:,' f.,lIowing tahle givo:s the maximum distance in millimetres Ihat a unit may move in anyone 1T1l1VC turn. Normal f{q:ul~r'
in
d",,' "rd,'r nn
40
fnut
0r,'n Ilhkr Jnd irr,'!!ul~r infantr)' 'ond t1NlIIlun,,'d Cavalry.
50
t",.l.
tOO
All
r-;~li",'\ "n
f{q;lIl.H ravalry.
150
Irrl'''ul~r Clv~lr\'.
IRO IKO
/I; a t iv,'
nv air\' ,
Ourlle .t. Break 50 60 100 250 220 140 220
150
1..1I1ld\
ARTILLERY Normal Fld.! ~uns H.. r,,·
~uns
Action Move
60
Manhandle
Un/lmb,rin, l.oia
10
'60
&
rOt:kl'l~
lOO
160
20
"40
10(1
12U
.\0
40
"adune & (;;rllil1~ ~Ul1S
!-\LUNG BACK
I :,,"S ,'rlkrl.'u to fall ha,'k uue tll a Illorale lest. 01 troops clc"\Ing I" fall hJ(k fas:ing. thc enclllY. ilIay dll Sl' al half th... ir 'h.rrllallllovc raIl.'. \l11llnled trollps. who (ontacl olher friellllly units whilst f;dling had. will push sus:h units hack with Ihl.'m 111 thc muve thal S:llnla(t i'i maue, III the suhscqucnt 1ll0VCS 'he IIlher unit Illay !lon anu wheel pul of the way. NOTES ON MOVEMENT I.
,
.' .
-to
AS:lion moves for artillery, rockels, mas:hine guns, and <;<.Illing guns must indude either limbering or unlimbering. hUI not holh in the same;' movement. Only rockets <.Inu m<.lchine guns llIay muve in areas of broken ground. l'nits formillg a large multi-unit square may muve up 10 a m<.lximum of 25 mm per 1110ve in l)pCn ground or 10111111 per move if any p<.lrt of the squ,ue is in terrain 1Ilher Ihall open ground. Troops 1110ving ill 501'1 sand lI1ay not use Iheir charge move rail.', and will break at nllnnal rate whilst in it. 4
CHANGING FORMATION OR FACE The following move distances must be allowed by units which change their formation or facing during move.
a
U"gular Infantry Irr"lI u1an Nativo:s R"gular Cavalry Irr"r: u1ar & Native Cavalry All r:uns &
Olangins race up to 180D. 20
Lyinsdownl standins up 20
Formins Open Order 20
10
20
30
SO
SO
SO
80 11. muve
40
70
Mountinsl dismoun ting
INTERPENETRATION No native units, other than those in open order, may advance through another unit. Unils, other than moutlled troops, may withdraw through another friendly unit expending 40 mm of their movement in doing so. The unit interpenetrated must halt for the remainder of the move from the point where contact was made. Mounted troops may not interpenetrate other troops except an open order unit, at any tinle. Regular and irregular units in line fonnation may interpenetrate each other expending 10 mm of their move in doing so. A moving unit, moving over another which has gone to ground, will reduce its forward movement by 20 mm. TERRAIN PENALTIES The following terrain penalties will apply to any unit moving over or through terrain other than flat open ground. Terrain
Hills Cover Linearobstadl's Scrub. bruken gruund U1d soft 5:lnd
Oose order troops
Ope" order troops
·10 40
·10 ·20
·20 ·20
Mounted Field Guns troops I move · 40
Other Guns
· 80
40
-60 -60
·10
·100
I move
·80
·20
• 80
none
-SO
(NOTE: I. ·This does not apply to cavalry who jump an obst3cle when charging. 2. • Applies to any linear obstacle such as a wall. hedge. trench. or when climbing into a prepared position.
3. Hill penalties apply per contour and when moving up only. 4. Halve the above penalties if a unit is moving along a track which crosses the terrain. Field guns in broken ground and soft sand will halve their normal move rate if on such a track. 5. (a,'Halve this penalty for camels crossing soft sand.)
PREPARED POSITIONS In this ganle, prepared positions will comprise of one of the following, when occupied by troops. I. Buildings ofredou bts. 2. Stone walls or barricades. 3. Trenc hes. Troops in prepared positions, other than trenches- will not be seen until they open fire. Such troops may be engaged by artillery fire whether they can be seen or not. They may not be engaged by infantry or machine gun rire until seen.
OCCUPATION OF PREPARED POSITIONS When unit counters are placed in prepared positions, such as buildings. reJoubts or walled area, they must occupy at least three sides of the area. The minimum occupying force on any one side must be une quarter uf the occupying unit where only onc unit is involved. or half one unit, where twu or more units, are invulved. Draw a plan of each such occupied area and indicate on it the number of fighting factors occupying each face. Fighring factors may be transferred from one side to another during the player's move turn only. and only suffident fighting facllHs may be transferred to make up the original strength on that face. If lhe enemy break into the position 0111 the defending unit's fig.hting factlHs m
ENTERING/LEAVING PREPARED POSITIONS Units. lIthcl than
6
OPEN ORDER INFANTRY SKIRMISHING I. Open order lrOOpS may be used 10 skirmish other dose order troops. When doing so all infantry and machine gun fire will be taken by the skirmishing unit. 2. When skirmishing a close order unit, the skirmishing troops must be a minimum of 10 mm and a maximum of .::!S mm in front of the close order unit. Casualties from :lItillery lire will be directed at the Chlse order unit and the number uf fighting factors lust will he divided in Ihe ratio of I tu S. i.e. one on lhe skirmishing unit to 5 on the dose urder unit. 3. Open order troops may only charge olher open 'lfdcr 1I00pS. artillery. or prepared positions. In all other circumstances they must allempt to evade. 4. Open order II00PS must dear the frunt of a friendly unit hefore th:1l unit may charge. It will lake the opcn order unit half a move to move through the other unil and form up 10 its rear. RANDOM FACTOR When a random factor is called for throw one red dice. counting the score minus. and orie hlack dice, counting the score plus. Take the lower dil.:e score from the higher. The result is the random factor which can be either a plus or minus factor. In the following circumstances lwo black dice are thrown as well as the red dice. I. Mounted t!CI0PS and all dose order infantry on the impact round of the melee. 2. Regular tlOopS firing their initial volley of the oallle. In the following instance two red dice are thrown and only one blac k dice. When mounted troops fire. NOT when they are dismuunted. WEAPON RANGES The following are the maximum ranges of weapons used. WEI\I'ON Muskel Rillc Carbine Gatlinc Machine cun
RANGE 200 1l1l11 MOO n1l11 SOO mm 600 mm 800111111
7
ARTILLERY
61o 7 pdr 9 to 11 pdr RockNS
SHELL °minimum 50 50 SO
ma.umum 800 1000 500
CANNISTER
lOO lOO
.
ARCS OF FIRE To detennine if a unit can fire at 3 target. place the firing arc segment alongside the unit and lay a tape measure along the appropriate line. If any of the target counter is within the arc it may be erlgaged. TYPES OF FIRE VOLLEY FIRE This type of tire may only be lired by regular infantry or dismounted mounte"d infantry. AlIllther units. including any naval units. may not fire in volleys. When a unit is firing in volleys. play a 'VOLLEY' marker io its immediate rear. Volley fire may only be used againsl targets which are at less tJlan 300 mm range. INDEPENDENT FIRE Regular infantry and dismounted mounted infantry may engOlge the enemy with independen t lire; all other troop types must use independent fire at all times. . Troops in bUildings may only use independent fire To change a unit from independent fire to volley lire will take one complete move turn. during which the unit may not fire. To change from volley fire III independenl lire has no penalty. VOLLEY FIRE EFFECT ON MOVEMENT When a unit is fired on by volley fire, it will reduce its forward movement only by I mm for each fighting factor lost from such fore. This loss of forward movement will take place in the unit's next move turn. If the number of fighting factors lost exceeds rhe unit's move rate, it will remain stationary during the next move, if its morale allows. In order to distinguish losses that will reduce forward move· ment record all volley fire losses under the column headed '0' on the casualty record sheet. Record all other losses under the column headed -K'. Before a unit is moved sonsult its record sheet and, where a figure appears in the 'D' column, reduce the unit's movement accordingly: Slrike a line through the figure to show that it.h;l~·been taken into account. 11
MACHINE GUNS AND GATLlNG GUNS TheJe weapons were prone to jamming. Before calculating their fire effect throw a random factor per gun and consult Table 3 on the Small Arms Firing Chart. Any plus result means that the gun is fully operational during the move. The minus figures in the table indicate a partial jam and is to be subtracted from the gun's final fire effect result that move. Where 'JAM' is indicated the gun is out of action for the whole of that move.
SMALL ARMS FIRE When two opposing units come within small arms range of each other they may fire their weapons in their firing move. To determine the result of such fire proceed as follows. I. Measure the range from the centre of the firing uni t to the nearest point ')n the target counter and round off to the nearest 100 upwards. 2. Turn to Table I of the Small Arms Firing Chart and, using the range from I. above and the number of fighting factors in the firing unit, read off the Range Factor. 3. Turn to Table 2 on the same chart and, using the number of fighting factors in the target unit, plus the type the type of fire in the appropriate target formation section, read off the Target Factor. 4. Add or subtract the Range and Target Factors together. S. Throw one random factor and add or subtract to the total in 4. above.
RESULT A fmal Plus result indicates the numbe. ot fighting factors lost in the round of fire. Ignore any minus results.
FIRiNG INTO A MELEE Firing into a melee, against a unit which is engaged to its front or read, is not allowed. Fire may be directed at such a unit if it is engaged only on its flank and during the first round of the melee only.
9
ARTILl£RY FIRE To detennin~' the ~ffect of artillery fire proceed as follows: 1. Determine the range from the centre of the firing unit to the nearest point on the target counter. 2. Using this. range and the type of 13rset, determine the artille,ry factor from the Shell or Cannister Table for the ·appropriate size of piece firing. 3. Add or,subtract any Tactical Factors which apply. 4. Divide.the..gun's present fighting factor by 10 and add ta,J.-:.above. 5. Throw-a·random factor and add or subtract to 4. above·~· ...' I. RESULT Any plus faCt'or indicates the number of fighting factors lost by the .t,at&et. Ignore any minus fa<:.tors. ,t",
OVERHEAD i FIRING , "'·tf':i.
Guns firiIJ..8. ~heU may fire over intervening troops on the same lev~I;':9nly if the gun is not within 20 mm of friendly troops, o( t:J:iendly troops are not within 20 mm of the target aJang the line of fire. Guns may engage close onler troops without inflicting casualties any screenin& open order troops. A gun may nat fire cannister overhecld at any time.
on
MELEES'L A melee will take place when two or more opposing units come into contact wilh each other or an attacking unit touches thet'dge of an Occupied prepared position. All melee calculatIons will be made at the end of each move. CHARGING" A unit may '~h'arge once in every three moves, except when it is pursuing'~ unit which it has broken, or which is evading it. In these .<~~s mly the unit may use its charge rate continuou~Iy'~'A unit which is charging or moving into conlact need '~lot take a morale test, unless a cause occurs during its m~ve. If a cause does occur. The test will be taken whe.n.. I~le unit is 20 mm from its target. A unit which is subject to volley fire reductions of movement in a previous:muve, will subtract this reduction from its charge move distance. A unit may not initiate a charge unless its target is within its charge dist~c.e at the beginning of its move, taking into ;;,;count any loss from volley fire effect. The last 20 mm of a charge mij.$tbe in a straight line otherwise the charging unit will not get impact bonus. 10
BEING CHARGED A unit that is being charged, other than Native Fanatics and European regulars, must take a mor.ale test. If the outcome . of the test if good the unit may fire at any point in the move. If the outcome is poor the must must begin its morale order from the beginning of the move. Mounted units may fire at a charging unit. If they do so they may not counter charge that move. COUNTERCHARGING A u~it wishing to counter charge may elect to do so even in its own firing move. For a unit to mount an effective counter charge it must fire at a range of over 50 mm or charge without firing. PURSUIT Pursuit of a breaking unit is automatic for the first move, except for Infantry units in prepared positions, wilo need not pursue. On the second and subsequent round of pursuit all natives and irregular troops must throw one dice: 1·2·34 - they must continue the pursuit; 5 or 6·-they may break off. Routing units and their pursuers wi.1I move and melee each turn, . ignoring the firing and non·firing move rule. FIRING BY CHARGING TROOPS Troops who charge may not fire on the defenders once they have started their charge. They may fire before they start their charge if they have not fired in their previous fire move. For an effective charge they must fire at a range of over 50 mm otherwise they will get no impact bonus in the first round of melee. EVADING Artillery crews and open order troops may attempt to evade an attacker even in their firing turn. Open Juicr troops must start evade a quarter of the way through the move, and may not fire during that move. They may move at charge rat~ after allowing 10 mm to turn. Artillery crews will be able to fire, if their morale allows, at either the quarter or half way point of the move, before starting their evade action.·Artillery crews evading and un· able to limber up will abandon their guns and move at open order charge rate. je.\ i ; ..2-_"T ,tIftA
'. ~;'.
'. lp
.~
',.
~_
IJ
'l?"rfC.'2~
, ~"Qo er t1? er
... '.. ~.--=. t., ',:•...-
i···. .",.
c=~
. ,e~_
0,..,.
0
• ~"'".. . ,'!.:::~"~
, ~"A'TAL"",;M ••CONT1".~T ......... \ ~. I' ISANDHLW -
~~ "~ t1
~
... ~COM.....Y
4\
ANA,.;.~.
AITACKJNG PREPARED POSITIONS For allacking troops to gain entrance to a prepared position they must force the defending troops away from the face of the position by forcing a morale' order upon them or by destroying them. Once the defenders are forced away from the face the altackers may enter the position and engage the defenders inside. All melees taking place inside prepared positions will be classed !IS a melee in cover. FLANK ATTACKS When an alt3cking unit engages another in nank. or engages only pari of an enemy unit counter in the first round of the melee. it will count only half of its lighting factor. In the second and subsequent rounds of the same melee the unit will count its full fighting factor.
..
QI
.... 1 - - - - - - . ~
~
Defender t - - - - -........~
<,-------=:::::::..-::.:::::. (NOTE:
Alllhese units will count only half their present Fighting Factors in the first round of melee. I. All infantry units. with the exception of native fanatics, may only move to engage mounted troops if such troops are already engaged in a stationary melee. 2. Mounted units may not allack infantry units in prepared positions.)
MELEE CALCULATIONS I. Divide Ihe unit's presenl f1g11ling factor by 10. 2. Obtain the melee factor for the allacker and the defender from the appropriate table, i.e. Infantry/Infantry, Cavalry/Infantry, or Cavalry/Cavalry, and add or subtract to I. above. 3. Add or subtract any tactical factors which apply. 4. Throw a random fa,:ll)r per unil engaged and add or subtract this to 3. above.
RESULT Any plus result will be lhe number of fighting factors lost by lhe opposing uni l. Ignore any minus results. MORALE A morale lest must be taken by a unit when one of the following occurs. All but pre-conlacl morale tests will be taken at lhe end of lhe move in which they oc~ur. 12
FANATICS & EUROPEAN REGULARS I. When 3 Fanatic unit loses more th:Ul 100 fighting (actors in any onc move. 2. When a European regular unit loses mClrC th~n 50 fighting factors in anyone move. but not in a llIove in which it wins a nll"ll"e. 3. Wher; a flanking unit within 50 mm hrl"aks. The tl'st will bl' taken only if lhe breaking unit is of equal quality. 4. Losl'r of more lighting fa~tors in a ml'kc and thl' diffcrcl1l'1' is nllHC than 20. OTHER TROOPS 1. When a unit loses 1lI00e than 50 lighting factors in anyone 1lI0vc. 2. Loser of llIost fighting factors in a melee and the diffcrence is morc than 10. 3. When being charged. 4. When a thnking unit within 100 mm falls back or breaks. MORALE CALCULATION To determine a unit's morale slate proceed as follows: I. From the Loss table on the Mor:.llc ChOIr! determine the unit's loss factor, using the unit's initial and prescnt fighting factors. If, on this chart, Ihere is an R instead of a factor the uni. will automatically rout without further calculations. 2. If the unit is being charged, or is charging, detennine Ihe appropriatefaclor from the Charge Morale Tilblc and add ur subtract this 10 I. abuve. 3. Thruw one 'dice and determine the unit's randolll f:lctor from the Random Factur Table, and add or subtract 10 2. above. 4. Add or subtract Ihe unit's taclical fal·tors.' RESULT Using the resulting figure from the above calculatiun cunsult the Morale Result Table to detennine the unit's action nex t move, or tltis move if it is charging or being charged. MORALE RESULTS FALL BACK This means that the unit will fall back facing the enemy until no longer within charge range, or to the nearest cover. A unit in melee will fall back facing the enemy. For une move, its opponent having the option to follow up.
13
BREAK (ROlJT)
This means that the unit will take 10 mm to turn. then rout towards its own base line. where possihle at rout speed. Runners will abandon their guns. A breaking unit will lose one dice x 10 fighting factors per move of rout. GOTOGROUND
I\n infanlry unit will lie down until it is rallied or until a friendly unit advances through it. in whidl case it may stand and advance next move. A unit may attempt to rally arter line stationary move turn and the attempt may he made at lhe heginning of the move. Cavalry will interpret this order as Fall Back. 1\ unit which goes 10 ground will he dassed as in cover from :Ill li re. RALLYING
To rally a unil which is routing or which has gone to ground. throw one dice and consul I the following tahle. The figure in the l:Ihlc ~ives the minimum dice score required to rally. CLASS OF TROOPS
Cummand FigurC5
<-
..:: c - <. c Q,
-
~
. ~
-
c ~
'J
..
Levies
Irregular and non European Regulars
European Regulars and Fanatics
I
5
4
2
2 3
4
Automatic
I 1
4 '1
3 2 3
3
3
3
RaUy
2
(NO I E: Units slIlIm melee or under canl1ls1er fire may not be rallied). I. 2. 3.
No Command figure with the unit. Suh·Commander with the unit. C·in·(, with the unit.
A routing close order unit may move around other friendly units if Ihere is a gap of al least 30 mm to either nank, and the routing unit was not within 10 mm of the other units when the mor.lle tesl WilS laken. Open order routing troups will move around other friendly troops if there is a gilp of 10 mm or more. If there is no gap of the s\.k!dfied width. the ruuling unit will break through any other unit in ilS pillh and interpenetrate that unit.
14
APPENDIX I ADDITIONAL TERRAIN Tlllllakc up your
h~ltk
terrain proceed as follows:
HILLS ('ut hill contours from brown or grey caul. in v,Hying siz.:s ;lIld shapes. and mark Ihe crest line un each.
~....L:1''------- 6" E
L
III
10" - -
~
- - - - - - ------ ----
4Place lln top. lining up the lines at either em!.
cr~st
DEAD AND BROKEN GROUND. SOFT SAND AND SCRUB InJicatc these areas hy <:utting out irregular shapes. belween 4" and 6" wiJe by I" 10 r deep. from JiHeren I coloured <:ard. Indi<:ale on each piece of <:arJ Ihe type uf terrain il represents.
ROADS-RIVERS-TRENCHES 1l1ese can be indi<:ated on the playing area. preferahly hard board. with <:uloureJ chalks.
OTHER PREPARED POSITIONS 1l1ese can be made up from pieces of card -:ut intu regular shapes and marked with what they are tll represent. To detennine the number uf fighting factors that may occupy each face of the pusitiun measure the face and re<:urd on it the number of millimetres in length. This figure will represent the number llf fighting factors that the face may aCCUlllllloJate.
APPENDIX 2 SUB COMMANDERS Where these figu res are fielded each may alter th e game . orders for a unit by taking an initiative tesl. Throw one dice: I or 2-the unit must carry on with its initial orders where possible; 3 to 6-the officer may change the orders as required.
IS
WRITING ORDERS In the basic game, when both sides have set up their counters, both commanders write general orders for their units, or groups of units. Forces occupying a defensive square or positions need not be given orders, unless the square breaks up or the troops leave their defensive positions.
lYPEOFGAME It is suggested that the type of game played is that of Attack/ Defence, where one side occupies a defensive position and the other assaults that position. Where one side occupies a defensive or entrenched position this should occupy at least half of the width of the playing area. The force attacking it should be set up after the defend· ing force's positions have been determined. At the start of the game it is suggested that no opposing units should be placed closer than 12" apart.
DECIDING THE WlNNER To achieve victory in any game involving native fanatics the regular forces must not have been forced to retire from their start line or position, and to have beaten off all enemy assaults. The native armies will claim a victory if they destroy at least half of the regular force's infantry. Where regular forces are fighting against other regular or irregular forces than proceed as follows: Set up the terrain and, before placing the unit counters in position, determine one of the following: Allocate points, between 50 and 200 for various terrain features. Or Determine some action which the attacker must achieve for vil:tory, i.e. clear the road off the boar or take the main hill in the defender's centre. To 31:hieve vil:tory the attacker must take more terrain points that the defender holds at the end of the game for the first I:ase, or achieve the objective in the second. CAMPAIGNS For the purpose of campaigns use the following scales. Bat tlefield 1000 mm One pair of moves Y.a hour NOTE: Cross country rate for Zulus should be twice that of any regular infantry. 16
GAME COUNTERS
-
Infantry Counter
Mounted Counter
Artillery and Machine Gun Counter
Dismounted Counter
(NOTE: NNC counters represent Natal Native Contingent units and are under the command of the British force.) GAME MARKERS
o
~ ~
§] @] rv;!ley
lire
To indicate a unil requiring to take a morale test, take any marker and turn the hlank side uppermost. Place by the unit in queshon. Place by any unit that is breaking. Place by any unit which is forced
10
fall bad.
Place by any unit which is forced tu go lu gruund. Place by any unit whidl is under arlillery, machine gun ur Galling gun lire. Place hy any regular unit which is firing in a volley.
CASUALTY RECORD SHEET DEFINITIONS li IF
PF B D
Unil luentilication. Inilial Fighting Factor uf unit. Present righting Factor of unit Identifying nUllIhcr and type of gun. (tu tille ry jmachine, Use Ihis column 10 record figh ling fac lor losses due tu volley lire effect. Use this column lu record all Olher Iypes of losses.
11
APPENDIX 3 NOTES ON TACTICAL FORMATIONS ZULUS Thc diagram below shows thc typical Impi bailie formation. TIle fourth regimcnt would notlcavc its p()~ilion in this formation' unlilthc Impi was involvcd in a mclec.
For purpose of the basil' gamc thc following Impi rulc will apply. 1llC fourth regimcnt in e~h Impi must advancc and rcmain in I.:ontact with thc first rcgimcnt until onc of thc following occurs. I. 1llC firSI rcgimcnl brcaks. ., It is engagcd in melee by an cncmy unit allacking it in flank or rcar, in which l'asc il may brcak off cuntac t with the first rcgimcnt to engage its own allacker. J. Whcn thc first regimcnt has bccn cngagcd in a mclce for two movcs.
REGULAR FORCES Thc main lactical formal ion for thc regular forces was the large square, in whidl casc cach face of Ihc squarl' would be made up of rou!!-hly cqual number (If infantry unil~. A Iincar formation can he adoptcd but IS extrcmely dangerous if the tlanks are not heavily protectcd.
TWO UNIT FORMATION Regular infantry companies may form up in two-unit deep lines, i.e. onc unit counter immcdiately behind, and touching.. the one in front. To lire in this formation, both units must be of thc samc type, namely, both British regular or both nonEuropean regular. When engaging the enemy with volley fire the front unit counts its full fighting factor, while the rear unit counts only half its fighting factor. Only thc front unit may engage the enemy with independcnt fire. Both units will count in a melee, but all casualties will bc taken only on the front unit. 18
TABLETOP GAMES THE MICRO-WARFARE SERIES
Tablc-top Gamcs has introducct! the hoart! wargamc without the boar The packct includcs troop countcrs ant!lerrain fcatllrcs. The terrain fcaturcs can hc placct! anywhere you choose. you arc no lunger limiled III thc S:UllC old hattlcliclds. Crcall' new halllcficlds cal:h game'. Thc serics provides the lIIHl'stricled scope of miniaIlH(' wargaming and Ihe compac I scope llf hoard~amin~. In Mioll·Napoh:llnics. Tahk·top Cames gives YOlll:oUnlCrs for 45,000 Frcnch troops and 35.000 I3litish troops. The colorful lal:tics of thc Napolconil: Era arc also ilh:orpmated intlllhe ~all1c. with troops ahl<: 10 form linc, column. ant! square.
MELEE CHARTS
NA,lvt ~ANA17CS
TABLE 2 Cavalry v. Infantry
TABLE 4 Additional Factors +10 IF C-I.... ·C J6 WITHIN lOOM""'.
6XJffN~
NFA}/17N t-
~~
AND IN SIGHT.
__1~~--.--"""""I
-15 AiTAOKE,O Il'l
R.AN~.
-:25
REAR.
ATTAc~eD IN
....
"HO 11: UPHIll. RaoM ENEMY..
.
,.~
-5 IF UNIT lIS FALUNG- 6AOt( IN
~:'"i.
MEL.£E.. -5 LOO:!>E~ o~ MEL..EE LAi>T ~VE (NOT~NA'11OD oR '~E~UL.ARS).
IIAr",£
urfts
TABLE 3 Cavalry v. Cavalry
::::::: ArrAc~
fRq(cUR
12£CiUj.A1<-
tAVAi..RY
C.AvAt..eY /..AI/eEl(
5' ./" MloI'DJI (Av41.1lY ~" 0 +-~~ /' -t9 K£(,VJ..At.
LAN~
NI/II fl1("fAtlli(,v(At.. / 1a£~UI..4R..
lIA1'lfb ~T7a
~(IItJl.Y
~4N#
IiAnV~ W!E&'
114T/VC
NfnllE RJ,vrllr'(] "'VIES ~YAt"fy
174N'ArJ(!S'
CAYALf
~; T3 ~ +4 ~; -4
%-B l% % %
~/: //+4
+(O~ t · 5 / ' / -tIO./ ~\5 /"'/
ft~ ~.;4' t4~/ /' -5 +1//
% -~
"0.,/
".-·/-e
~"../ ! / 7 , / 0
.- +3 -'1% % ,'-
-r{.,,;
-10
'_ 45
-~ ~~ -36 +b :~ ~ -6 r+-%~
".-/ 0 //r8 "../-B r l . l / t-10/'/ ~23.,./...
, ......._~.)
t:l~
.....
/-1;1 /":::l"~ /-10 .... /1-5 +., " C /" •• 1:.:;. ".~/' 15./: t-,,::~<~' ;~5 ;..-::'~, /' + /"+8 /"-5
/'.,?
--
/'
FoR. CLOsE
5'.
oRoe.R TRooPs
CMARc.I"-lCa I~TO CONTACT
-5 ~ ~ t% +b % -5 ~ -40 "t'2
Random Factors RAI\JI)OM DICE T~W 1<
W/1l1 EN't:MV'TRooPS ,,,, THE OPEN 1f-IRl>W"TWO PL.4~
DIC.E o~ "'1'l1E IMPAC,."T'
kblJNC o"'L-'{.
Non;: 1HE ATTACI(ER. 1C'p THe UNrT' "'iHIU't C'l2.I~tl\J"TeS A04ARCif,
E,..CF..Pi
~vAl.R."'(W~ LAA'(
00\Jt",'1:-k'.C~~C.E),~erR£AT . -INU 'i'\
(~> OOPYlUGtIT. 1977 by TablelOp (;ames
MORALE CHARTS
TABLE 1 Losses
P/i?£SENT STRENGTH
~ ~ ~ ~ ~
101 - '2.00
-5
~ ' " 30 bO %
'J()/ -:300
-10
le 32 58
30/-400
-20 -4 /7 .% 50 13 88 % R -/9 -4 {'l. 19 44 (f) 76 9.2 % R, R ./9 -4 B 22 ~ 47 63 17 89 % R R R ·21 -iD 2 14 2b 3g 50 '3 15 ~ % R R. R R -.21 1-"4- -4 /2 20 32 4~ 54 ~ n 87 9b R R R R R. -21 -11 -~ 9 2.1 33 43 54 f,S 76 B7 92 %
INITIAlST'Jf!!£N(j rH
~
~
401- 500
50/- 600 601- 700
800 801-900 70/-
~
~ ~
~
\(\
~ ~
0
~
~ ~.
~ ~
LOSS
7/
100/-1100
FACTO~
OF 30
9b
R. J2. R. g R- I<. e -20 -10 0 (0 2n 30 40 50 "'2. 70 eo R. ~ J2. R R. 12- R R. -21 -11 4- 8 '9 ~ 37 47 52 67
901- 1000
~ § ~ ~
8
0\
UNITS W IT}-f AN IKITlAl. STI?~TH ~F-L..ESS THAN 101 WIu..I'MV~ A STANt>ARC>
R-AUTCMATIC ~OOT
~2.
%
7" 86
~~
%
TABLE 3 Random Factor. DICE TJ.l12oW TROOP
2
I
1YPE
3
4-
5
6
IN ~O"ER
TABLE 4 Tactical Factors -10 IF UNDE2
"'D/l.AU
FI~.
-15 IF ~ oF MEL.EE 2:)01'4[).
-5
FAC1b~
fla()(.f
"AllvE.
IIl~£(j1.R.
ANt> IN SIGHT.
av IN~AN~.
-5
~NGA<:tED
IN FJ..ANK
"""'4"-
EN~AC.ED
IN ~Nl<. Eh' CAV~Y OR IN
THe ~ R
8'1
IN'
If: ~?P~t) \W
70t
-.ol..l.E.v FIRE. E~cT
GOOD
GOOD
CiO m
GOOD GOOD
GOOD
(iOOD
60-69 GOOD
GOOD 1<4200I'4D
50-6'9
GOOD
~OD
BAcK
40-41;
J:'Au..
Cio 1'0 QlZCllNO
FALL &Act.
~p~
SAC':
~U-
&.et:.
J:'AL.L.
J:'ALJ..
&ACk.
&~CK
B~EA~
J:'Au..
B~A(
i"15 IF WlN.... ~ O~ ""fLEE i!r:lIlND ThiS MO~ ~ \.AliT, IJ:' c..".~<.
wrn-lIloJ
IOO~M AND IN ~'<:-Hl.
30-39 J-£~S
30
.,HNl
fltEfARFP
GOOD
t£l'IES
AA~
t3 PER soPfbR"MG.l)NrT WITHIN 75M""'- AND IN GtC31HT. (OPToA J,A""IIIAOM OF '2 F'Ac"fo12s.)
/1/
M~L££
I~J:'~Y.
-7P EHG!AUEb IN REAR 8v CAVAJ.R'/.
+10
CJ/,IRoIN(J
R£~I.AR. FANArtC & NATivE 1H()(JPS
PE2 FQI£Nt>L.'{ UNIT BRUKlt-1l1 WrTHlN ,50MIoo/I.
~IS
MORALE RESULT TABLE
~eA~
·c
8RfAt:
uOOD BoAQc: ,-'tOP&'
SACK ~~
~EAK
COPYRI(;IIT. 1977 by hblelop (;ames
J:'AL~
BACK
~~ GooD
(:{OOD
J:'~~
(;rOOD
AtoLl82EA(
BAc.IC I MOIf.£
~U8AOt
OCJTO&
'",rr,oN
SMALL ARMS FIRING CHARTS TABLE 1 Range Factors ~t;IJINI.
RE(i(Jl.AR.
FIIi!.IN(T
IN/JtPTNDAJlT F~E AJ./{) MJI/-NATIVf
VOI-LEY
iRcoPS
DTJlE~ /llFl.E
CA~8JNE h~£
/~~EOljLAIl'
NUMlJEIt OF FI~
FAt,TORS
RN<.E
~ n
M\I~ ..
llAllCI
I
i
800
r
9
100
/5
~()OM
I
18
C;UNS
22
9
2.\
14
32
1'2
le 25
19
15
2.1 2~ 9 :l5 37
23
37 48
19 2.5
~
29 58 b5 1O 31 39 32 44 ~ /3 34 64 74 13 42 57 36 52 7e 14- 38 70 Bc> tb 51 69 41 63 90 15 45 75 90 19 6' 85 48 1~ 1c17 17 ~l 80 98 25 70 %
8
R~HM
(0 29 4( 12 31 45
18 33 49 /I11W#oM~~
x~ (MM!1ttfIJM
Fr4CT1JR
vas.
CREW
~'3
,~
x~{INT/SK _11 Jt5'~AU NINtI
NATWE
CREwS
'0
5
! 1«)
AANDOItf J;4C~
RL~ULAR
()
9 18
IINIItJM FAemR
MACHNE
I
1'2.
/0
~s
0
I
39 36 10 26 52 ~e 8
oo
50
!
g 8 cf\0 ~ IIIo I ~, ... ....0 ~ ....• in ~C
I ~
I
qUAlS
4
e
'00
~400 ~ 300
I
3 i G 1 18
600
......1I1ollM
e-.R!... f QArq:
MAYlMl'"
~
YA12.JN~
AAlJ'XET T~
~ II ~!I ~! ~ 'i:::if;;lo
<:)
~ I ~I ~i ~
~IRlN(; lWllMUt./I IlIrLl AND I,\,IOJI>./t (j UN
I 1 ! ~ i ~I &!
AND ALJ-
x5
(IF
1-15)
39 48
58
IS 2.7
71
39
bl
83
52
70
92-
~
f&VJDOM FACrtJR. JC 5
TABLE 2 Target Factors NUMBER of n~lIlINqFACrtJRG IN rAR/UT
TYPE
OF
Typr OF
TAR6ET o~
oVER
FIRE
TOO
400
(00
To
ro
To
999
699
399
-14
-24
-40
-,e
_.
-28 . _-
((JOO
coVER
tJ1I'WN CCDl
"~oI'S/~
(NDi1JOJl>~NT
--VoW" ... _- ._-
INCOYSt/
JlDluyn 6i/IIN611.S
A&.L NDOIIT'£P
TltJQ"1CUSl DI!JJ61t JtAT1~£
TltfXJPJ IN 1NE (lP£f'(
OTHETl ctAS£ ()RNI. ~()DPS
._~--
-10
trV-CHIItJi gUN
~
.
-4_-14 _._._- .-_._----
11tIP6'~~1ff ...
~
V()l.LEY
~-
--_ ..
_..
......
_-
~CHfI'.lE6U'"
_
-9-
-19.-
./
-11
- ...
-b INOEPcNl>ENT ._. --_ ... _-
YOu.£Y ..•.. _. . . . . .
MACH("'~~(/'"
-
-10 - .-.
..-2-
.
-11
-IS
-_.
-5
.'-0
(jIJN
-64
-.qo
-48
.-
-40_.- ._--_.-47
._ ...
__
.-48 _-
-28
-37
-41
·-214
-37
-40
_.-30
-39
-42
-24
-32
-19
-50.-
..•..
-8
-s
-5
-12 _. ·_-_0··
-10
-2/-3
-10
J~M
J~~
-4/-5
JAM
J~M
JAM
0
.. - . . -.3&
__
~~w£P
(iUAI
99
-67
-30 _._-_ .. - ...
~ RlfiilLAR NA1WL Er ~ Il!SlJif CREW8> IUlfUINl fJATlJ"~
I To
-So -58 . . _. -33
-21
-51
MACHINt ANO (jA TUNt) (i{JN5
-I
~/(/Ne.
© COPYRIGHT, 1977 by Tablclop Games
ARTILLERY CHARTS TABLE 3 Tactical Factors
TABLE 1 Shell
AU-
TA~(i£r
TYPE
4<>0
~t ~+ ~I tI~ ~# t8 +2 tl3 +-18 tS +24 1"5
600
t5 0 +8
q(//(SIZ£ Clpr(}
i~
~
REGWAK?S ~/"COrE~, OPEN fJIlP# RJr)T Ly~fJOr{N ~ ANOALi IN Ct.o~£ billfJYfO CllIiNlIlS AlOONllP 1RDdPS OeocR
NAilV£ INFANT'RY
I
11
I 0
.f ~e.. ~f +10
-10 IF GUN CMNli£5 TARG~T AND (!ANGE l~ovE'R 250M..... I~ lJNOER FIRE A~D SI,)f"F't.~ C2fWCAS"AlT1~S,
-5 IFGON
~f-
t
~
~
-5 IF TARCilT
+121-+2 +17
-10 IF,~T I~CH~RGIN4eAVAlRI,
I
+10 +-3 +16 +2 -2 +7 +8
-10 IF
+r1
0
~ 1000
0
-3 44 +6 +'2 +10 -2.
-6 -8 -I +3 0
-5 +?> +2 -4 +4
GUN ,~NATlyE CREWe>.
n: ~112INu INTO AN DP£ti
t4
aoo
ISC""RGlN~II(FA~,
FLA)iJ(.
OR.DE~
't8 IFflRlNG INTO A C~OR~~~ "'-AN)(,
+5 -8 -12 -2 -3 -10 +1
TABLE 2 Cannister
lIP 10 25"0
Random Factors UAt600M DICE. i4-\QoW
x5 (MA}(IML>M oF +~ o ..h ..' i MAV BE c.ooNT~t»
MOVEMENT TABLES TABLE 2 Artillery
TABLE 1 Troops
..,-,eooP TypE CUSE~£R
....~ ~
i
R£0tIJ.AR.
;~~ #ATlVES
I'h.QMAL
CJJAIC(;~
N1P/JllSAK
40
50
50
GO
lOO
loo
R£VCJi.AR.
150
250
IRd(jIJL.AR
lao
220
,4/ArIVES
\80
240
CAMUS
150
:2.20
C:!VN ..,.yP~
AlollMAL
FI£LJ) qVNS J{oI2&~ 6CJNS/
tocJxr 8A~Ry' MACHlNf AAlO ~A 1l.JtV(, (j{/ J./S
AcnolJ
MAAI,
,,*,v.
iJIIuIJ lEIl
JiAIJiU
~
60
-
10
60
100
160
20
40
100
120
30
40
TABLE 3 Terrain Penalties CLPS£
OP£/II
A.fCfJ /off£ D
oR~R
ORl>~
'TPi'CPS
HILLS
-10
-10
-40
COVEt?,
-40
-20
-80
i.JNEAIl OBSTACLE
-20
-10
IbKlIt.., AIIC SIFT SANO
-20
-20
"ERI2AIN TYPE
FI£U> OUNS
OTH£R t:;lJAlS
'~CN£
-60
-40
-be)
1 h'eY'
-eo
NO
-80
I
-IDO
-eo ~
C COPYRIGHT. 1977 bv Tabletop Games
N
Infantry
CASUALTY & FIGHTING FACTOR RECORD
IF
U K
U K
0
PF
K
IF PF 0
U
IF PF
U
U K
U
0
K
K
IF PF 0
U
U
0
IF PF
U
0
IF PF
K
K
K
IF 0 PF
U
IF 0 PF
U
IF PF 0
U
K
K
K
IF 0 PF
U
U
0
IF PF
U
0
IF PF
K
K
K
IF
IF
U
0
PF
U
0
IF PF
U
0
IF PF
K
K
K
U
0
PF
U
0
IF PF
IF
U
0
PF
K
K
K
0
IF PF
IF 0 PF
IF 0 PF
,
Infantr}'
CASUALTY & FIGHTING FACTOR RECORD
IF
U
K
0
U
K
PF
IF
U K
U
0
PF
IF PF 0
K
U
K
U
K
IF PF 0
U
IF PF 0
U
IF 0 PF
U
K
K
K
IF 0 PF
U
IF 0 PF
U
IF PF 0
U
K
K
K
IF 0 PF
U
IF PF 0
U
IF PF 0
U
K
K
K
IF 0
IF
U
PF
K
IF PF 0
U
IF PF 0
U
K
K
U
PF
0
IF 0 PF
IF 0
K
U K
U
PF
K
IF 0 PF
IF 0 PF
IF 0 PF
Gucsrd
1
1500
=2
Guard
,
1
1500 1420
line
..
'
1190
1 light Infantry ..
3
line
light Infantry
_-----
1190 :2
4 ,,.Light Infantry
Howit;zer
"1
Rifles
2
1000
Rifles
lOOO
11'
.f'
11 11
'I~
9pdr field 560
,I.
I
'.- '1' 'I'
'I·
120
110
110
100
100
90
90
80
80
6pdrHorse .,.
-11
t'~
_I,
6pdr Horse
2
450
'I, ,I. 'I••1, ,I,
3
6pdr Hbrse
450
co
CO CO
70
70
SQ SO
sa sa
60
60
SO
M
M
M
M
50.-.t-50
c ..
li
950
Militia
1'.... ...........
950
., .. 0.,
Militia
3
.",
Militia 950
00 I
......
..... .....
40
40
30
30
20
20
10
10
III
0
Militia
5
120
450' 11_
4
130
560
3
2
140
..
560
1190
Line
,1
140
560 _
-
'I' 'I. '1' 'I' '1'
'''20 ,1 1420
150
ll~
,r
3
j 150
.1. _I_ 11 __ I, 9pdr Field
1190
Light Infant"
'..,.. 'I· '1'
9pdr Field
U ",'"
....
950
Mtlltkl
M
;'
ut
u
Gl:
-«
C»
z
--
..00
~
u..
M
M
M
©
M
M
M
H
H
H
COPYRJGIIT, 1976 by TBbletop Games and Heritage Mode • Ine.
Old Guard 1 1250
2
Old Guard . 1250
Line
11
1150
1080
12
1000
2
2 Light Infantry
820
1080
Line
13
,t. .f.
1080
,
3
Light Infantry 820
4
Light Infanhy 820
2
1150
t
Grenadier 1100
2
Grenadier 1100
5
Line
14
1080
Line
15.
1080
7 Light Infantry 820
I'. 600
11. '11 'f' '1' I1I _1' 'I, 8 pdr Field 560 '(1
,I,
de
_I.
.1. ,1,
·1, 6~0
I"~
.h It.
·1·
2
12 pdr Field
3
Itt -I. ,,12 pdr Fief d
640
tit
-I' 'I'
III
co
.6. ,I. 640
'I' 'I' 'I·
Howitzer
1080
300
'I' _I_ 11_ rll III f"
Line
16
_I, ,1-
Light Infantry 820 t 12 pdr Field Light tnfanhv 820
ill
300
Guard 8 pdr Field
,
6
.1_
tit
·t· ,I, III ••• 'I' 3/4 pdr Field
.1.
Young Guard
.'1 I"
1 3/4 pdr Field
1 Light Infantry 820
Line
Young Guard
1
Guard Light Inf
560
CO CO CO
Ret Ret Ret Ret
Line
W
1080
,
©
R
R
R
R
R
R
R
R
•••
COPYRIGIff, 1916 by Tabletop Games and Heritage Models. Inc.
I 11 11
I
NNCl
l 1 uNokenke F
280
FB
280
FB
NNC2 NNC3
l
2 uNokenke
280
3 uNokenke F
F
4 uNokenke
F
F
FB
Zulu Rifle 1
F
Zulu Rifle 2
950
~
1 uNo wen u
.~
100
Zulu Rifle 3 F
100
Zulu Rifle 4
F 950 Natal Horse I
2 uNodwen u
F
FB FB FB FB FB
100
100
FB GtG G-t-G
125
2 uThu wana
!<
G-t-G UE
U c ~O G-tG .u
3 uThulwana
:>-50 ~ 4 uThulwana Commando
GtG GtG GtG G-t-G
13
100
80
--70
60 -50 40
I I I
G-t-G
Volley Fire Volley Fire Volley Fire Volley Fire Volley Fire Volley Fire Volley Fire Volley Fire Volley Fire Volley Fire Volley Fire Volley Fire Volley Fire
.. Q)
~ ..
oID CII
o
30 .. Q)
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i
t t
20
c~:;,
III
~
Cl
a.c_
U o
r
Q)
a.
III 0
i
I I
I
10
UF UF UF
OPEN ORDER OPEN ORDER OPEN ORDER OPEN ORDER
UF
OPEN ORDER
UF UF UF UF UF , UF UF UF UF UF B B
B
B B
B B B B
B
The counters below are for use with the Rorke's Drift game
1 uDloko
F
Z 2 Z 8
Z
3 Z
Z 4 Z
Z 5 Z
Z
6
Z
10
n
12
Z
9 Z
Z
Z
14
15
16
Z 17
18 1 2 3
00£
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•
•
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= = on
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= <:> N
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•
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--
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•
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•
•
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,
•
,
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BRITISH/EGYPTIAN ARMY
C-in-C •
In~try
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• • Rntlsh Sudanese Infantry Infantry and Machine ~uns
Egyptian Infantry. F'ield guns and Machin£' guns
Th", Naval Contingent and tIlE' tWl') Mounted Rifle units may he attached to anv• of the Infantrv• ses. ~OTE: ]. The E~ptian Levy Infantry may not operate in open order. 2, The Mounted Ri fIe uni l s may op<.>ra te in open order. 3. In the earlier campaigns in the Sudan, the m.Jchine guns used werE' N(.lrdfel t and Gardner guns. op<.>ra ting (.In the Gatlin~ cun principle. For games depicting these earl ier campaigns count the machine gun counters as Gatlin~ ~uns for fire effect, The normal defensive formation for this army was the square. when all the infantry unils made up the four sides of a square. A linear formation can be adopted as lon~ as the flanks are strongly protected. When sta t ionary the square would be protected hy a wall of stores and then a further wall of bushes, If the square is intended to remain stationary. it can be a~sumed that such defences have been constructed.: all fire. will he-classed as bein2 against troops in Ctwer. All melees and morale tests will be against troops in prepared positions.
British I Egyptian Lancers
OPEN ORDER OPEN ORDER OPEN ORDER OPEN ORDER OPEN ORDER OPEN ORDER OPEN ORDER 650
OPEN ORDER
1 F 290 Sudanese Natives Egyptian 3
R 2 F 290 Sudanese Natives
se North Staffs 1 R 210 North Staffs 2
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210
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DERVISH ARMY C-in-C I
Infantry
lCavalry
Artillery
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se SC Fanatics Levies Fandtic muskets and rifles
Machine guns SC Levy
SC SC Fanatic ranatic
Field guns Levy muskets
SC Levy •
The musket and rifle armed uni ts may be a ttached to individual SCs as required or they may operate as independant units. NOTE: The musket and rifle armed units are classed as ordinary native infantry when fired upon by small drms and machine gun fire. They will be classed as being in open order only when under artillery fire. . In a few cases the army adopted entrenched positions. If such a game is required count the army as being in cover from fire and for melee. For morale , purposes the army will be classed as being in prepared posi tions . •
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Dervish 150
Cavalry 1 L
480
140
Cavalry 2 L
450
Cavalry 3 L
450
Musket 1 80 L Musket 2 80 L Musket 3 80 L
120 110 100
90 80 Infantry Levy 1
Infantry Levy 7
70 l
l
800
Infantry levy 2
720
t-60
Infantry levy 8
50
l Cavalry 1
40
F l 800 -----.;::.---.-;;,;~Cavalry 2 Infantry levy 4 F l
30 20
800 Cavalry 3
Infantry levy 5
F
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750
Infantry levy 6
SC SC SC
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~ Copyright TABLETOP GAMES 1976 The following rules are to be used for the Rorke's Drift game only and should be read in conjunction with the basic game rules and combat charts. SETTING UP THE GAME Use only two Zulu regiments from each of the basic game Impis, and two of the Zulu rifle units. The Zulu C-in-C counter is not used. Use all the Rorke's Drift counters from the basic game card, le. 30 section counters, 3 white counters, 3 commanders counters (Chard, Bromhead and the CSM) and the 18 Zulu 'Z' markers. Set up the Zulu attacking force at least 10" from the meali bag perimeter. Then set up the defenders around the perimeter. It is suggested that at least three section 'counters be left in a central position to act as a firing party, see details later. BRITISH COUNTERS Each British section counter has an initial fighting factor of 10 and each commander counter a factor of 5. The white counters have an initial factor of 5 each and represent the non-British troops who stayed to fight. Bromhead and Chard are both classed as C-in-C and the CSM is classed as a Sub-commander. Note;- The CSM counter will add an extra 5 factors to any sections in melee if he is leading them.
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MORALE There will be no morale tests for either side except in the following circumstances. 1. 2.
Loser of a melee by more than 5 fighting factors. A Zulu unit that is forced to halt due to volley fire
Note;- Troops in buildings will not be subject to morale tests at any time. If a unit is ordered to fall back due to a morale order and it is unable to do so, it will remain where it is but will be classed as 'Falling Back in Melee', and be subject to the -5 factor in subsequent rounds of the same melee. FORMATIONS All units are classed as being in close order. Defenders, other than those behind cover or in buildings. may engage the enemy in a two rank formation, as in the basic rulea, except that both ranks will count their full fighting factor at all times. In melee, casualties will be taken on all units starting with the right-hand unit in the front rank. COVER For firing purposes only, ignore all cover. For melee calculations all cover will be counted where applicable.
MOVEMENT All movement ~ill attackers will be (and thus subject volley fire), and either side.
be at normal rate. Inside the perimeter 9nly the reduced to half-their normal movement rate to a higher possibility of being atopped by there ~ill be no penalties for turning to
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TERRAIN EffECTS It ~ill teke a Zulu unit one full move to climb over 8n unoccupied perimeter wall, and they may not attempt to climb over-any wall ~hich is occupied by any defending counters. The defenders will subtract lOrnm. from their movement to cross any wall inside the perimeter. Walls and the ditch outside the perimeter are classed as linear obatacles, (see details in the basic rules). IN BUILDINGS 1. In buildings, counters will take one move to move from one - room to another by means of a door. The defenders may break through a well into the next room and thia will take a further full moveduring which they may not fire or engage in melae. Once the ~all is broken through the counter may be moved into the adjacent room in its next move turn. 2. Defenders inside a building may not be engaged in melee until the enemy break into the room the defender ia occupying. 3. for the attacking Zulus to break into 8 building, or from one room to another, they must firat thro~ a random factor and get a result better than plus 2 for an occupied room or better than zero for en unoccupied room. 4. Attacking units may only attempt to break into a building or room at the beginning of their move turn. 5. Once a Zulu unit has broken into e building then leave the mein unit counter outside the building and use the 'z' marker to indicete which room is occupied. Eech of the 'Z' markers has a fighting factor of l/lOOth. of the main unit's present fighting factor. 6. Melees inside a building will take place when a Zulu 'z' marker enters a room which contains a defender's counter. for purposes of the melee calculation both ~ides will be classed as in close order in the open. MELEE In a melee British sections may combine against one attacking unit ss long as each section counter is in contact with the attacking unit or an obstacle which separates them both. They may also form a two rank formation where the first rank is in direct contact with the attacking unit counter and not in contact with an intervening obstacle. To determine the effects of a melee proceed as in the baaic rules ~ith the follo~ing exceptions, 1. Divide all the Zulu units' preaent fighting factor by 10 to give its basic melee factor. 2. Divide a Zulu units' present fighting factor by 100 when fighting inside buildings, ie. when using the 'z' markers. 3. Count all the British sections 'full present fighting factor' as their basic melee factor 4. The resulting melee losses against a Zulu unit is subtracted in total from its present fighting factor. Divide by la any losses suffered by the defenders before subtracting from their present fighting factor. Note;- Divide the melee losses on those British sections which combined in the same melee equally between the sectiona, sterting from the right-hand section in each case.
REDOUBT RULE When the defenders are forces back to the redoubt area, and have abandoned the rest of the perimeter, except fQr the buildings, they may establish a final defence position as detailed below.
In this formation all three ranka may fire at the aame time and in thia instance only all volleys will be classed as initisl volleys. If the Zulus make contact only the first two ranks may engage in the melee but the third rank may continue to fire (independent fire) into the sttackers and such losses will be added to- those suffered in the melee snd counted as 'melee casualties. fIRING British sections, other than those in buildings, may combine their fire against a single target. Sections in buildings may only engage with independent fire and must combine their fire when firing at the same target. Zulu rifle units will throw 2 black (plus dice) each time they fire. COUNTER ATTACKS British sections may counter attack against Zulu units which are indise the perimter. They will get their impact bonus of two black (plus) dice on the contact round of the melee even though there is no charge rate. fIRING PARTIES In order to stop Zulu units, which have forced the defenders away from the perimeter wsll, from climbing into the perimeter, firing parties must be held resdy within the perimeter. These firing parties must be led by one of the command counters snd msy comprise any number of sections. Teir job is to stop, by volley fire, sny Zulu unit which attempts to enter the defences. A firing party which is not commanded by s commsnd figure may not engage the enemy with volley fire. The sequence of events would be;1. Defenders fsll bsck from the wall to the rear of the firing party. 2. The Zulu units attempta to climb over the wall. 3. The firing party delivers ita initial volley, ie. throws two black (plus) dice. 4. Zulu unit movea forward (if possible), ie. if it has not lost more than 50 fighting factors from the firing part~es initial volley •• Oefendera who withdrew from the perimeter wall may now - 5. join the firing party, adding their present fighting fsctors in the next volley.
COMBINING RULE At any time during the game, the British player may combine sections which have had their fighting factors reduced. This is done by removing counters and adding the removed counters present fighting factor to the factor of another. However, at no time may a section counter have a fighting factor of more than 10. This rule does not apply to any of the command counters or to the white non-British counters.
CONDITIONS OF VICTORY Zulu Victory For the Zulus to claim a victory they must have eliminated more than 24 of the British sections and at least two of the command counters. British Victory For the British to claim a victory they must have beaten off all the Zulu attacks and not have lost more than 24 sections nor more than one of its command counters.
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