Designed by Dave Waxtel
Developed by Barry Cray
Being a practical campaign of the colonial wars of the British Empire, using THE SWORD & THE FLAME* 1.0 INTRODUCTIONSooner or later, every club gets tired of doing set-piece battles, and starts a campaign. The natural way to organize such a campaign is to assign each member a specific country or army of the period, usually since he has already invested a good deal of effort on that army. Unfortunately, it has always been our experience that making every player a "soldier-king" leads to a political nightmare, in which one country might attack another simply because the two gamers dislike each other's taste in beer. The situation of Britain in the last quarter of the 19th Century provides an interesting change. Here we have a civilian government directing the military from afar, in a dozen different campaigns across a far-flung empire. The opportunity this presents is to make every player both a British and a native commander, since he can control the Imperial forces in one theater and the rebellious tribesmen in another. We have allowed for only ten players to take part in this campaign, so as to provide two commanders on either side in each of five areas, namely North Africa, South Africa, Afghanistan, India and China. Additional players must play sub-commanders, unless some enterprising soul can create other theaters for them to command. This type of campaign system could be used in other "Imperial" wargame campaigns. The two which quickly come to mind are Romans vs. Barbarians and Americans vs. Plains Indians. *The Sword and the Flame is a copyrighted publication of Yaquinto Publications, Inc. 2.0 GAME EQUIPMENT2.1 The Map The map represents the eastern hemisphere in 1875. Certain areas where campaigns were fought have been divided into a number of boxes for maneuvering the forces involved. For example, China (an Area) has been divided into forty Boxes, each with its own number. Note that Hong Kong is a separate area from China, containing only one box. The area in South Africa called Zululand actually coincides with other areas on the map, i.e. some boxes are shared by it and another area. The dotted line represents the border of Zululand. The box containing the Zulu capital (Number 1) and the box directly south of it (Number 2) are not part of any other area. Rough terrain, rivers, railroads, cities and ports have been drawn on the map. Major sea routes between points in the empire are also indicated. ED NOTE: Because of the difficulty of packaging a full size map in the magazine we have printed a small map to show what to expect and will mail a full size map to anyone interested for $5.00 to subscribers ($6.00 to non- subscribers). We apologize for having to do it this way but it is the only way The Courier can do justice to the map required. -- MagWeb Note: Maps are no longer available! 2.2 Counters Players will need to buy blank die-cut counters, available at wargame stores or from boardgame companies. An alternative is to use the backs of counters from another boardgame. These can be simply labelled with a nationality and unit type symbol - infantry or cavalry. Each counter represents one platoon of infantry or one troop of cavalry. Native forces are of unknown strength and are represented by a single black counter. Additional counters can be used to show political status and the presence of envoys. Use different colored counters for British, Native, Indian, etc. units. 2.3 Event Cards Players will need a number of blank cards, six for every year they wish to represent in the campaign. Thus, a five year campaign requires 30 cards. These will be used as event cards when the necessary information is printed on them. 2.4 Other Items Players may photocopy the expense record sheet provided with the rules, to keep track of expenditures from the military budget. One record sheet is required for every monthly turn. Various charts and tables are explained in the rules. Players should familiarize themselves with these before commencing the campaign. 2.5 Miniature Rules Players will need a copy of THE SWORD & THE FLAME by Yaquinto Publications, Inc. The more who are familiar with these miniatures rules, the better. The rules are also available through THE COURIER SUPPLY DEPOT. Battles must be resolved on the tabletop. Hence, a certain quantity of painted miniatures of the appropriate type are a necessity, along with a modicum of terrain. THE SWORD & THE FLAME provides all the information necessary for creating a battle, except for the forces involved. The following list indicates the minimum amount of troops considered necessary for prosecution of a proper campaign.
Egyptian: 80 infantry, 12 cavalry, 12 camelry, 2 field pieces. Indian: 100 infantry, 36 cavalry, 2 field pieces. Gurkha: 20 infantry. Natal: 40 infantry. Soudanese: 20 infantry. Dervishes: 200 infantry, 60 cavalry/camelry. Zulus: 200 infantry. Boers: 100 cavalry. Afghans: 200 infantry. Chinese (can be used for Tibetans and Burmese): 200 infantry, 20 cavalry, 1 field piece. Note: For those troops whose qualities are not specified in TS & TF; Gurkha troops fight as British, Indian and Souclanese troops fight as Egyptians, Natal troops fight as Zulus, and Chinese troops fight as Dervishes. 3.0 THE GOVERNMENT3.1 Parliament All participants in the campaign are considered to be members of Parliament. 3.2 The Prime Minister Before the campaign can begin, the members must elect a Prime Minister by majority vote. This gentleman should be of good breeding and imposing stature, so as to command authority during hectic sessions of Parliament. A bristling mustache and bushy sideburns add to the effect. Parliament may issue a no confidence vote to the Prime Minister if at any time it feels there is a better man to be had for the job. However, a two-thirds majority i's required to force him out of office. The PM's duties include picking event cards and rolling for political level, but is most important duty is bringing suggested actions to a vote, and carrying out the majority will upon the game map, by maneuvering her majesty's armed forces, whether on land or at sea, unless a state of war exists in one of the colonies, when the local British commander may exercise his own judgement in such matters. During the British Movement Phase, the PM may make his own proposals, or accept a motion from the floor. In either case, he asks for a vote to be taken, all those present voting yea, nay or abstaining. All members receive one vote, excepting the prime Minister himself who may vote thrice, as he has the will of God and his Queen to guide him. If a simple majority votes in favor, the PM executes the necessary movements. 3.3 The Treasurer After the Prime Minister is elected, he selects a treasurer to be Chancellor of the Exchequer. It is this crafty individual's responsibility to see to it that all of the military expenditures in the colonies are accounted for each month, and to ascertain the budget for the coming year before each twelve month period. 3.4 The Secretary One further appointment may be made by the PM, this being a foreign secretary who will take down all events at each session of Parliament, provide a roll call of each regiment after a battle, so that necessary replacement can be sent forward, and record the positions of all forces on the strategic map, should it be necessary to dismantle it after a meeting. 3.5 The Generals After the election is over, each member of Parliament should select the theater he would most like to serve in. His son or other male relative is considered the military commander in his chosen colony. If there is any trouble in these provinces, he shall command the Imperial troops in the field. The PM, because of his privileged status, is able to isure that his relatives serve at home, and so never commands Her Majesty's forces in the field. The five available posts are: Egypt/Sudan, South Africa, Afghanistan, India and China/Burma/Tibet. Any additional members may accept command of the colonial auxiliary troops, viz: Egyptians, Natalese, Indians (2 posts available). Thus, there may be a total of ten members with various posts. Any additional players will have to content themselves with subordinate commands. If the forces of two or more generals are committed in a colony at war, the decision of the most senior general present carries sway. To determine seniority, each player rolls a die and adds it to 1850. This is his commission date. The player with the earliest commission date is most senior. When not controlling the Imperial forces, each member will guide the destiny of a native race, determined by his post in the Empire, Thus:
Afghanistan British: Zulus Egyptian British: Zulus Indian British: Boers Egyptians: Chinese Indians: Boers South African British: Dervishes Indians: Dervishes Chinese British: Afghans Natalese: Afghans It will be readily apparent that this arrangement not only provides two players for every native race, but also renders it impossible for a single player to face himself on the field of battle, even though he controls the forces of two nations. 4.0 SEQUENCE OF PLAYEach campaign turn represents one month of actual time. Each month must be played in the following sequence precisely. Important Note: the remainder of these rules are presented in the same sequence as the Sequence of Play. A. Event Phase: On odd-numbered months, i.e. January, March, May etc., the PM draws an event card from the deck, and reads it aloud, so that the secretary may record the effects. He then places the card in the discard pile. B. Political Phase: The PM rolls a die to determine the political level of each colony. He may ask for a vote to annex a bordering independent territory by "forcing the issue" (see 6.5). C. Native Mobilization/Reinforcement Phase: If a colony is in a state of uprising or war, the commander of the native forces in the colony rolls for mobilization or reinforcements. D. Native Rebel Movement Phase: all native rebel commanders move any forces they have mobilized. E. Espionage Phase: The British government may attempt to bribe or spy on any colonies which are in a state of unrest, uprising or war. F. British Movement Phase: The British move all Imperial forces. After all movement, they may conduct searches. G. British Mobilization/Construction Phase: Parliament decides whether to mobilize or disband any units or undertake any construction. H. Combat Phase: Any battles between Imperial and Native forces are resolved. I. Native Attrition Phase: Native forces which have lost a battle, or not fought a battle for four months, suffer attrition. J. Treasury Phase: The treasuer accounts for all expenditures this month. K. independence Phase: Native players roll for independence level of their colonies, if mobilized, and the Prime Minister rolls for the Dominion level of the same colonies. L. Turn Record Phase: Begin a new month. 5.0 EVENT CARDSAt the beginning of every other month, starting with January of the first year, the PM draws one event card and reads it aloud. the effects of the card are implemented immediately. Normally these will fall into one of the following categories: A. Political Events, usually affecting the political level of a colony (see 6.0). B. Some disaster outside the empire or at home which ends up costing money or troops or both. C. A vote for annexation of some independent province, again with political effects. The following is a list of suggested event cards. Players may add their own events to the deck. These cards have been set up so that you can photocopy the pages and paste the sections to cards. EVENTS and POLITICAL LEVEL Thug assasins kill envoy to Burma in his bedroom.
China +1 Sudan +2 Tibet +1 British vote to annex Burma. King Mudon rebels. Pay 8,000 pds.
Afghan + 2 Burma +3 Chinese object to European trade treaties. Capture Weihaiwei in two months or lose 25,000 pcIs. (May use four units of French infantry with field piece.) Chinese roll on Native Mobilization Table for garrison of city.
Zulu +1 China +3 Zulu-Boer dispute. If Zulus declare war, roll for Boer mobilization. Sudanese leader dies in his sleep.
Zulu +3 Russo-Turkish War. England gives 50,000 pds. to Turkey. Fierce storms in Pacific. Fleet returns to England. Lose one unit if at Singapore.
Zulu +2 Sudan +1 Irish Revolt. Send four units as permanent garrison, Pay 50,000 pds. for damages. "Yangtze worm" kills 33% of all horses in China.
Sudan +2 Zulu +1 Afghan +1 Russo-Turkish War. Serbia and Montenegro overrun by Turkey. Germany interferes in Spanish government. Send four units to Gibraltar for two months. Chinese emperor starts reform program.
Sudan +1 Zulu +3 Tibet +1 China -1 Buddhist priests lead rebellion in Burma, Russian fleet maneuvers on Baltic Sea. Pay Denmark 20,000 pds. to improve forts.
Tibet +1 Burma +2 Khedive Ismail tries to modernize Egypt and goes into debt. Pay 50,000 pds. to Egypt.
Tibet +1 China +2 Egypt -2 Zulu +1 Bulgaria declares its independence. Tibet removes envoy and mobilizes. Lose 5,000 pds.
Egypt +1 Sudan +1 "Treaty of San Stefano" Turkey recognizes Rumania, Montenegro and Serbia as independent states. Russia gains free passage through Bosporus. Send fleet to Malta for two months.
Burma +1 China +2 Revolt in Shansi province. Roll for Chinese mobilization. Send one unit to Peking. Mining strike in Wales. Lose 15,000 pds.
Egypt +1 Zulu +2 Afghan +1 Mandate of Heaven Full scale war to conquer the Dragon Throne from the Manchu emperor. Influenza ravages army in China. Roll for losses to all units in China on Native Attrition Table.
Burma +2 China +5 Dervish uprising. Dervishes can mobilize and attack any troops in the Sudan. Fierce storms in the Atlantic. Fleet returns to England. Lose one unit if at Gibraltar or St. Helena.
Zulu +2 Afghan +1 Diamonds found in Transvaal. Receive 80,000 pds. per year if annexed to empire. Parliament must vote. Rival generals kill leader of Afghan revolt.
Zulu +1 Burma +1 Afghan -1 Sherif Ali becomes pro-Russian. Pay 5,000 pds. to Afghanistan. Labor riots in Birmingham. Raise two units to attack factories.
Sudan +1 Afghan +4 Tibet +2 Sudanese envoy is kidnapped by Dervishes. Pay ransom of 5,000 pds. or attempt rescue by searching in the Sudan.
Burma +1 Zulu +2 Afghan +1 Russian interference in Mongolia and Manchuria. Tse-tse flies ravage army in Southern Africa. Roll for losses to all units in Cape Colony, Basutoland, Natal, Zululand, Orange Free State or Transvaal on Native Attrition Table.
Sudan +2 Afghan +1 Tibet +1 China +2 Parliament must vote on annexing Zululand, Labor riots in London. Raise two units to put down.
Burma +1 Tibet +2 British can vote to annex Transvaal. If vote succeeds, England receives Boer revenues, and political level is +5. Dockworkers strike in channel ports. Lose 20,000 pds.
Burma +1 Bulgarian revolution suppressed by Turkey. Suez Canal Opens Units may move by sea from Alexandria to Socotra in 5 days. Add 50,000 pds. per year to treasury.
Sudan +2 Zulu +1 "Treaty of Berlin" recognizes sovereignty of Rumania, Serbia and Montenegro. Italian government totters from rebuff in the Balkans. Pay Italy 40,000 pds.
Sudan +3 Afghan +1 Egypt goes to war with Abyssinia. King John of Abyssinia almost annihilates Egyptian army. Move four units and pay 10,000 pds. to Egypt.
Sudan +2 Afghan + 1 German interference in Spanish empire. Send two units to Singapore for two months. "Nile Bloat" infection kills 25% of all horses in Egypt.
Afghan +2 Tibet +1 6.0 POLITICAL LEVELThe essence of THE SUN NEVER SETS is its political system. At the beginning of every month, after drawing an event card, the Prime Minister rolls one die for each of the following areas: Egypt, Sudan, Boer lands, Zululand, Afghanistan, India, Tibet, Burma and China. To the result of each die roll he adds all political modifiers applicable to the area in question, then compares the total to the Political Level Table to determine the Political Level of the area. The Political Level Table describes the effects of the Political Level. These effects are in force for the month in progress, but may be changed in the Political Level Phase of subsequent months. NOTE: the Political Level of the present month does affect the PL die roll for the following month. Special Note: once the PL reaches 4, the area is at war, and there is no PL die roll for that area until the war is ended. 6.1 Political Level Table
B =Native forces mobilize this month. C =Native forces may make one attack this month. D =Native forces may attack freely and will continue to receive reinforcements each month until the war is ended. 6.2 Political Level Modifiers MODIFIER ADD Previous political level + Level
EXAMPLES: In October 1875, the Prime Minister rolls for the PL of Afghanistan. He rolls a six. There was no event card this month, and no other modifiers apply, so he consults the 6 line on the PL table. He finds that Afghanistan is in unrest, and the PL is 1. In November 1875, the event card includes a +2 event for Afghanistan. The PM rolls a 5 for PL, which is modified to an 8 (+ 1 previous PL, + 2 event card). There is now an uprising in Afghanistan and the PL is 3. There is an assassination attempt on the envoy, which is successful, and the envoy is removed and placed in England. In addition, the Afghan commander rolls for mobilization (see 7.0). In December 1875, the PM rolls a 1 for PL, which is modified to a 5 (+ 3 previous month, + 1 no envoy). He finds that Afghanistan has returned to Peace, and the rebel forces are removed from the map. 6.3 Norms If there is less than the minimum or more than the maximum number of figures of either category (British or Colonial Auxiliaries) as shown on the Norms Chart in an area, the Political Level die roll for that area is increased by one (see 6.2).
6.5 Forcing the Issue Certain areas begin the game independent of British control, i.e. the Boer lands (Orange Free State and Transvaal) and China. Other areas may become independent by defeating the British forces garrisoning them. An independent area cannot be entered by any Imperial troops unless a state of uprising or war exists there. If desired, the British may attempt to expand their control by instigating an uprising or war in an independent area which is adjacent to a colony. This is known as "Forcing the Issue" and may only be attempted if the majority of Parliament approves of the action. To force the issue, the British must move Imperial forces into boxes adjacent to the border of the independent area which exceed the maximum norm for the independent area. All of these forces are considered to be on combat pay (see 13.0). The Political Level die roll for the area being "forced" is modified by +3 every month that it has Imperial forces so deployed on its borders. Once a state of uprising or war occurs, the British may enter the area and seek to gain dominion over it (see 14.0). 7.0 NATIVE MOBILIZATION AND REINFORCEMENT7.1 Native Mobilization When the Political Level of an area reaches 3 or more, the native commander in the area may mobilize an army. To do this, he rolls one die and consults the Native Mobilization table. Egypt and India do not mobilize during an uprising. Instead, the commanders of the colonial forces are considered to rebel, and they command only the auxiliary units already deployed on the map.
Cross-reference the die roll with the nationality of the mobilizing force. The result gives the cadre of the rebel force in terms of infantry/cavalry figures. Roll another die and multiply the result times the amount in the cadre. This is the total size of the rebel force. EXAMPLE: The Sudan is in uprising, and the Dervish commander rolls for mobilization. The first roll is a 5. Crossreferencing this result with the Dervish line on the Mobilization Table, he gets 2515, indicating a cadre of 25 infantry and 5 cavalry figures. The Dervish commander rolls again, this time obtaining a result of 4. Multiplying this times his cadre, he comes up with a force of 100 infantry figures and 20 cavalry figures. The mobilized force may be deployed on the map in any box in its home area. Native rebel forces cannot move from their home area, except Dervishes or Boers. 7.3 Native Reinforcement Every month after mobilization occurs, the rebel commander may reinforce his army. Roll one die and crossreference the result with the nationality of the army. The result indicates the number of additional figures the rebels may add to their army this month.
8.0 MOVEMENTEach movement of Imperial forces must be voted on by Parliament. If a simple majority votes in favor, the move is executed by the PM. Exception: If a state of uprising or war exists in an area, the local commander may move his forces in that area as he sees fit. Native rebel forces are moved by their commander. During his movement phase, a player may move all or any part of his forces up to the limit of their movement allowance. 8.1 Movement Allowance Since each turn represents a month, all movement is expressed in days, and every unit has a movement allowance of thirty days. Each unit expends a portion of its movement allowance for every box it enters, or sea route it traverses, according to the terrain chart. Note that Native Rebel forces cannot move from their home area, except Dervishes and Boers.
EXAMPLE: A unit crosses a sea route, paying 10 days, and lands at a port. It takes a railroad inland for one box, paying 2.5 days, then proceeds overland through a clear and a rough box. Since it has now expended 27.5 days movement out of its allowance of 30, it may not move into the next area. 8.2 Rivers, Cities & Fortresses Rivers, cities and fortresses do not affect movement (exception: see 8.5), neither does the presence of friendly or enemy forces in a box. 8.3 Envoy Movement If an envoy is killed, his replacement must use sea movement to reach the colony from England. Envoys are interchangeable and in infinite supply. (They also have a very high mortality rate!) 8.4 Royal Navy The Royal Navy may only enter port boxes. Gunboats may only enter port boxes and boxes with rivers flowing through them. Only British and colonial auxiliary units may use sea movement. 8.5 Unoccupied City or Fortress If there is an unoccupied city or fortress in a box, or a city or fort containing friendly units, the moving player may place all or part of his forces in that box inside the fort or city, by inverting the counters. 8.6 Search After the British have finished moving, any Native rebel forces occupying the same box as a British or Colonial auxiliary unit may attack. If the natives do not attack, the British may attempt to bring them to battle by searching for them. To determine whether a particular search is successful, roll a die and consult the Search Table. Only one search may be conducted per box per month. Natives occupying a city or fortress (see 8.5) are automatically found by a search. If neither side attacks the other, no battle occurs and both sides may continue to occupy the box.
9.0 ESPIONAGEOnce every month, Parliament may vote to bribe areas which are in a state of unrest or uprising, or spy upon any areas which are in a state of uprising or war. Upon payment of a bribe of 10,000 pounds, the Prime Minister may reduce the political level die roll of one area by 2. The die roll may not be reduced below zero. Colonies at war may not be bribed. If a colony has mobilized its forces due to an uprising or war, the British can use spies to discover information about these armies. For 500 pounds, a spy may ask one question of the native commander. The native commander must reply yes or no. Thus, questions should be phrased for the appropriate response, such as "Are there more than 100 figures in your army?" or "Is there any cavalry in your army?" The British may use more than one spy per month. 10.0 BRITISH MOBILIZATION and CONSTRUCTIONDuring the mobilization/construction phase, the British may enlarge or reduce the Imperial forces on the map, and construct gunboats, fortresses and railroads. 10.1 Mobilizing New Units To mobilize new units, the Prime Minister calls for a vote, and if the majority are in agreement, the desired units are deployed on the map. British units are placed in England, and Colonial Auxiliaries are deployed in the capital city of their native area (the box with the starred city). Mobilized units may move and fight normally in the month they are created. To remove Imperial units from play, the procedure described above is reversed. Any units in the capital city of their home area during the mobilization phase may be removed from their map. 10.2 Fortresses There are three kinds of fortresses: large (12 inches square), small (6 inches square) and outposts (1 inch square). Large and small fortresses are constructed in a specific box. These fortresses can not be destroyed. Outposts are merely assigned to an area as a whole. EXAMPLE: In October 1879, the British build a large fortress in box 5 of Afghanistan, and three outposts in the Orange Free State. 10.3 Gunboats There are two kinds of gunboats: large and small. Large gunboats may carry 60 figures and are equipped with two field pieces. Small gunboats may carry 20 figures and have one field piece on board. Cavalry figures count double against the transport capacity., Gunboats are deployed in England when constructed and may move and fight normally in the same month. 10.4 Railroads Railroads are constructed as extensions of existing rail lines - hence, railroads may not be built in China. Railroads may only be built in boxes adjacent to boxes containing previously existing railroads - hence, a rail line may only be extended one box per month. 11.0 BATTLEWhile a miniatures campaign can be interesting and exciting, its basic purpose is to generate battles to be played with your figures. THE SUN NEVER SETS is designed to be played with THE SWORD AND THE FLAME rules for Colonial warfare, but the campaign should work well with other rules without major modification. As noted earlier, some of the players should be familiar with THE SWORD AND THE FLAME before starting the campaign. Those rules describe how to begin a battle, but a few additional rules are necessary to allow players to journey from the strategic map to the table top and back again. 11.1 Opposing Forces Initial strengths are determined by the opposing units present in the same box on the map. The Imperial army gets one 20 man infantry platoon for -each infantry counter and one 12 man cavalry troop for each cavalry counter of the appropriate nationality in the box. The Native Rebel army must be organized into units before the battle begins. To do this, divide the infantry strength of the army by 20 and round off to the nearest whole number, then do the same for the cavalry, if any. The result is the number of infantry or cavalry units in the native army. 11.2 Artillery There are no artillery units represented on the campaign map because they are considered to be integral to the forces involved. All British, Egyptian and Indian forces ae allowed one field piece for every 100 figures in the force, rounding to the nearest 100. If any British troops are present in the force, a gatling army may be substituted for one of the field pieces. Boer, Burmese and Chinese armies are allowed one field piece for every 200 figures in the force, rounding to the nearest 200 figures. If Native Rebel forces capture British guns during a battle, they may use these in later battles. 11.3 Terrain Before the battle, a non-involved player should lay out the battlefield terrain, following the guidelines in THE SWORD AND THE FLAME. if the battle takes place in a rough terrain box, the battlefield should have more hills than usual. If a river flows through the box, it should be included, especially if the British have a gunboat there. If one side occupies a city in the box (see 8.5) the battlefield should include several buildings of the appropriate type, in which the owning player may deploy. If one side occupies a fort, it is deployed in a walled enclosure of the appropriate size. If the British have built outposts in the area, and the battlefield does not contain a city or fort, divide the number of outposts built in the area by the number of boxes in the area, rounding fractions down. The result is the number of outposts which appear on the battlefield. 11.4 Withdrawal When the total casualties for a force, including dead, wounded and routed exceed 50% of the total figures in the force, it must test army morale that turn and every turn thereafter. Army morale is tested as Major Morale. If the force fails its test, it is forced to withdraw and the battle ends. Any figures occupying a building or walled enclosure within four inches of the enemy surrender and become prisoners. For the purposes of Independence/Domination (see 14.0) the force which withdraws is considered defeated. If both forces fail their test on the same turn, the battle is a draw. 11.5 Casualties After the battle, the Secretary must make an accurate count of the casualties suffered by each side. Figures which were killed, surrendered or retreated off the board are deducted from their force's total strength. Wounded figures of the losing force which cannot be carried away are captured and deducted from their force's total strength. Wounded figures of the winning force return to the ranks immediately after the battle. If the Imperial force has any units below full strength after a battle, these units must either be disbanded and used to replace casualties in units of the same type and nationality, or brought back to full strength by paying for replacements (see 13.0). 12.0 NATIVE ATTRITIONThe native forces fighting the empire represent rebel armies led by fanatical leaders, inspired by the promise of freedom, religious glory or plunder. Inactivity or defeat in battle will thin the ranks as the less devoted followers drift back to their farms or herds. If rebel forces have not fought a battle for four months, the native commander must roll for attrition on the Native Attrition Table every month until a battle is fought, or the war ends. If a rebel force is defeated by Imperial troops, it immediately suffers attrition, and the native commander rolls for attrition on every subsequent month until the force defeats an Imperial army, or the war ends.
To determine attrition, the native commander rolls a die and compares the result to the table above. The result indicates the percentage loss in figures to the native force. This loss is applied equally to infantry and cavalry. EXAMPLE: A native commander rolls a four on the Attrition Table. His force consists of 85 infantry and 15 cavalry. His losses are 17 infantry and 3 cavalry. 13.0 THE TREASURYAfter all battles have been resolved, the Treasurer must prepare a report of all expenses for the month in play. He does this with an expense accounting sheet like the one shown below, which may be photocopied for use in your campaign. Listed on the expense sheet are all the items which carry with them a cost to the treasury, along with their cost in pounds. The treasurer merely writes in the number of occurrances of each item in the first space of each line, multiplies it by the cost per occurrance, and then writes the total in the space on the right hand margin. Note: there are always five generals on the rolls, so the first line has been filled in. Also note: "Combat Pay" (Line 5) is paid to units in an area "at war" or which are "forcing the issue." Once all items are accounted for, the treasurer totals the right-hand column, and subtracts this total from the previous month's balance to find the remaining balance in the treasury for this year. 13.2 Budget At the beginning of every calendar year, the treasurer determines the available budget for the next twelve months by rolling a die and consulting the Budget Table.
Any balance left over from last year is wiped out and used for the veteran's home at Chelsea. EXPENSE ACCOUNT SHEET
1. Number of generals: 5 x 200
TOTAL:
+ Loan Total expenses: Present funds available: 13.2 Loans Parliament may vote to ask for a loan in the sum of up to 100,000 pounds from the Rothschild Bankers. This loan carries a 10% interest fee, payable at the end of every year following the year of the loan, until the principal is paid back in full. The term of the loan may be extended indefinitely, but while a loan is outstanding, Parliament may not receive another loan, so it is advised that loans be paid off whenever there is a surplus at the end of a year. 14.0 INDEPENDENCE AND DOMINATIONIf there are any areas in uprising or at war at the end of a month, players must determine whether this state will continue for another month, or end in victory for one side or another. Each side consults its success chart to find the total number of dice it receives for its successes that month. The commander in the area then rolls this many dice, totals the results, and adds it to the previous month's Independence/Domination Level to determine this month's level. If this level is equal to or greater than the Independence/Domination point shown on the Independence/Domination Chart for the area concerned, and the level is at least ten greater than the enemy level, the war or uprising ends.
The British commander receives one die for defeating the enemy force, one die for inflicting 80 casualties, and two more for occupying the capital, for a total of four. He rolls four dice and gets 2, 4, 4, 5 for a Domination Level of 15. Since the Afghans have an Independence point of 25 and the British have a Domination Point of 30, neither side has obtained a victory, and the war continues. In July, the Afghans attack Kabul, and force the garrison to surrender, while the main British force fails its search and is unable to find the Afghan army. At the end of the month, the Afghan commander finds he now receives seven dice (one for war, two for holding the capital, and four for the British surrender). The British have achieved no successes, so their Domination Level remains at 15. The Afghan commander rolls 1, 1, 2, 3, 4, 5, 6. Adding in his previous level of 4, he obtains a level of 26, which is enough for independence, and eleven points greater than the British level. At this point, the war ends in an Afghan victory.
Even if both sides reach or exceed the point needed for victory, the war does not end until one side has a level at least ten greater than the other. If the British achieve domination of an area, all rebel forces in the area are removed from the map, and the area returns to Peace (Political Level 0). If the Native Rebels achieve independence, all Imperial troops are moved to the nearest box outside of the area. All native rebel forces are then removed from the map, and the area returns to Peace. This area can only be retaken by successfully "Forcing the Issue" (see 6.5). 15.0 VICTORY CONDITIONSThe British are attempting to maintain control of their empire and expand their dominion to neighboring areas. The Native rebels seek independence by ridding their area of British influence. If a colonial area achieves its independency as described in 14.0, all commanders of native forces in that area receive 5 victory points. If a colonial war is put down and British dominion is achieved in the area, all Imperial commanders in that area receive one victory point. The campaign can end in one of three ways: A. The allotted number of months are played. B. Britain declares bankruptcy. C. All colonial areas are independent. If the game ends due to B or C, all players are considered to have lost, since either result represents a military catastrophe which would topple the government and result in new elections. If the game ends due to A, the Prime Minister receives one Victory Point for every year played, in recognition of his successful administration. Players then total their victory tory points, and the player with the most points wins. Ties are possible. 16.0 PREPARE FOR PLAYTo prepare for play, lay the map in the middle of the table. Put the event card deck near the Prime Minister's seat, and the expense accounting sheets near the Treasurer's seat. The Imperial forces are deployed as follows: Abbreviations: BR = British, EG = Egyptian, SU = Soudanese, NA= Natal, IN= Indian, GU Gurkha, Inf = Infantry, Cav= Cavalry.
In Egypt: Area 3: 2 EG Inf, 1 EG Cav. Area 9: 1 BR Inf, 2 EG Inf, 1 EG Cav, Envoy. In Sudan: Area 8: 1 EC Inf, 1 SU Inf, Envoy. In Transvaal: Area 6: Envoy. In Zululand: Area 1: Envoy. In Natal: Area 2: 2 NA Inf, 1 NA Cav. In Cape Colony: Area 9: 1 BR Inf. Area 15: 1 BR Inf, 1 BR Cav. Area 16: 1 BR Cav. In Afghanistan: Area 4: 1 BR Inf, 1 IN Inf, Envoy. In India: Area 7: 1 IN Inf, 1 GU Inf. Area 9: 1 IN Inf. Area 30: 1 BR Inf, 1 IN Inf, 1 In Cav, Envoy. Area 40: 1 BR Inf, 1 IN Inf. Area 43: 1 IN Inf. Area 48: 1 BR Inf. In Tibet: Area 11: 1 IN Inf, Envoy. In Burma: Area 9: 1 BR Inf, Envoy. In China: Area 5: Envoy. In Hong Kong: 1 BR Inf. DESIGNER'S NOTESBy David Waxtel THE SUN NEVER SETS is a very simple campaign system that you can add to if you want to better simulate the period. It is more interesting than many campaigns that consist mostly of moving counters together and then having two large armies meet in battle. When we started this campaign, the arguments that went on were great! No yelling over half-inch moves or complaints of "How can these rules be fair? Everything is against me!" I remember all of Parliament having a 45-minute argument about whether to send British troops or Egyptian troops to Khartoum and attack the Dervishes. It happened because the individuals in Parliament who played the Dervishes were trying to limit the British sent against them. I just want to thank the "Members of Parliament" who playtested these rules: George, Joe, Bob L., Bob A., Ethan and Carl. Finally, thanks to Barry Gray. Without him, the organization and actual production of these rules could not have been done - A True Wargamer! Sun Never Sets Maps: Large Right and Left (73K) Back to Table of Contents -- Courier Vol. III #4 To Courier List of Issues To MagWeb Master Magazine List © Copyright 1982 by The Courier Publishing Company. This article appears in MagWeb (Magazine Web) on the Internet World Wide Web. Other military history articles and gaming articles are available at http://www.magweb.com |