The Sword and the Flame
Clarifications and Additions

British Colonial Era Rules

by Larry Brom

ED NOTE. This issue features an update on the popular rulesbook by Larry Brom. An initial set of rules changes was first published in THE COURIER, Vol II, No 3 (Nov-Dec 1980). This article may be photocopied for inclusion in your rules set.

SOME QUESTIONS & ANSWERS

Tony Adams publishes the HELIOGRAPH, a newsletter devoted to THE SWORD & THE FLAME (TSATF). Tony has graciously permitted us to include the following updates for TSATF fans. First, some answers by Larry Brom, and second, a suggestion by Larry concerning TSATF movement procedures.

Q ... If a leader is wounded and the unit continues to carry him with them, can he be counted in any way towards morale? A ... No. Once a leader is hit he is no longer counted for anything for his unit. If he is wounded he simply becomes another man to carry to safety.

Q ... Can any friendly leader figure be used to satisfy the 'leader within 6 inches' for normal movement rule? A ... No. The leader must be the original leader of the unit or a higher ranking leader that is currently not attached to another unit.

Q ... Once troops have been shaken by retreating from a close combat, how can they revert back to normal status? A . . . They simply have to pass their morale check to revert back to normal. If they don't, they remain shaken and must check again next time they move.

Q ... When a unit falls below 1/2 strength, how often do they have to check morale? A . . . A unit below 1/2 strength is no longer going to be much of an effective fighting force. Therefore, they are required to check morale every turn to see if they will continue to follow orders or fall back in rout. When a unit reaches this stage, its future actions may not be too reliable. Check on the critical morale table.

Q ... Is a unit allowed to charge every turn? A ... Yes. There is no definite time scale represented in TSATF so fatigue is not taken into account.

Q . . . Does a charge have to be in a straight line? A ... No. Charges do not have to be in a straight line. Since TSATF is an individual figure game, the actions of the troops are not as restrictive as in a game such as Napoleonics or Civil War, where the units represent much larger units that must operate in coordination with other large units. Part of the fun of TSATF is in trying to coordinate small units in an action that allows the utmost in flexibility due to the size of the armies involved.

Q ... Is it possible for a unit that has not moved yet to be 'pinned' in any way by units that are charging it? A ... In keeping with what I said about allowing units the utmost flexibility we usually allow units to move out of a "pinning" situation if there is enough space somewhere for just one stand to go through. The only way you can really 'pin' a unit that has not yet moved, is to completely surround it. This keeps the game pretty free spirited most of the time.

Q ... Can a unit use a charge move even if it will not contact an enemy unit that turn? (i.e., a charge to be the first to get into a building or to reach the top of a hill.) A . . . I don't see anything wrong with this, but the unit would be required to roll for stragglers as usual.

Q . . . just out of curiosity, what size are the bases that you mount your troops on? A . . . Many of my figures are the old Scruby 30mm and I started mounting them on pennies a while back. As just about any other base costs just as much if not more, I stuck with the idea. Base size isn't really that important though; just try to be consistent if possible.

Q . . . How many figures out of a unit can be used as "scouts" requiring a key figure card to hit? A ... We usually say that no more than 2 f igures out of a unit can be scouts.

CAVALRY PHASED MOVEMENT

1. Introduction

When a players movement card is drawn and he desires to move a Cavalry unit, he must declare which type of movement he is going to use that turn;

a. A "normal" move as in the Basic rules.
b. A "charge" move as in the Basic rules.
c. A "phased" move as outlined below.

2. The Phased Move

a. Is used to mount or dismount cavalry.

b. Is used to move a unit in separate stages during one game turn to avoid possible enemy fire or Closecombat.

c. Cannot be used to "charge" into Close-combat. d. Can only be utilized by British, Egyptian, Boer, or Colonial mounted units.

3. Mechanics of the Phased Move

a. The normal number of "movement-dice" will be utilized. These dice will be used to determine move distance (the numbers rolled on the dice), or to perform "mounting" and "dismounting" functions. (One die is discarded for each "mounting" or "dismounting" act per turn.)

b. These "movement/function" dice can be utilized at any time during the remainder of that game turn. But, at least one of them must be used during the movement phase in which the player announced he was making a "phased-move". Any combination of functions (move, mount), in any sequence can be used.

4. Examples of Phased- Movement

a. During the movement phase of the turn the designated cavalry unit uses 2 of its 4 movement dice to move. Rolls 2 dice and moves that distance. During the native movement phase of the turn said cavalry unit is threatened by native units closing into Spear range. The cavalry player rolls his 2 remaining movement dice and moves that distance out of spear range.

b. The cavalry player, during his movement phase, rolls 3 movement dice and moves onto a hill. He then "discards" his 4th die to "dismount" in place.

c. The cavalry unit, during its movement phase, rolls 1 die and moves to a new location. Discards a 2nd die to dismount in place. During the first phase of the turn the cavalry unit fires at a native unit. Before the native unit can return fire the cavalry discards its 3rd die and "mounts" in-place, and rolls its 4th die for movement and moves away that distance.

d. During its movement phase a cavalry unit "discards" 1 die and "dismounts" in place. Said unit fires during the firing-phase of the turn then "discards" a 2nd die to "remount". Rolls a 3rd die for movement, moves, then "discards" the 4th die to dismount in its new location.

e. On its movement phase a Cavalry unit "discards" 1 die and dismounts in place, then rolls its remaining 3 movement dice for distance and moves that far as "dismounted" cavalry (i.e., as regular infantry).

5. Rough-Terrain Penalty Moving on or through "rough-terrain" (hills, scrub, etc.) or, over low-walls and barricades incurs a terrain penalty. This is calculated by rolling the appropriate number of movement dice and moving the figures only 2/3 of that total number. (Round this total up to the next odd number-3, 6, 9, 12, etc. divisable by 3 to preclude fractionalization.)

NOTE: This "Phased-Move" concept replaces the previous "CAVALRY-EVASION RULE". Use of the "Phased-Move" nullifys the previous, "No firing on the turn that units mount or dismount", rule.

RULES FOR DERVISHES (1885)

The following TSATF outline concerns a set of special rules for 1885 Dervishes offered by Larry Brom.

1. Movement

Camels-5 Dice
Mounted Infantry-4 Dice
Camels and mounted infantry get no extra charge die and must roll die for stragglers when closing.

2. Firing

Table 1 contains weapons and weapon ranges

3. Hand to Hand Combat

Table 2 outlines the combat results for melee.

4. River Movement

a. Came master determines direction of current and informs both players before game.

b. Determine speed of current by 6 sided die roll.

    1, 2, or 3 = 1 die "current speed"
    4, 5, or 6 = 2 dice "current speed"

c. 1. Moving with current, add "current dice" to basic "move dice".

2. Against current, subtract "current dice" from basic "move dice".

d. 1. River boats: basic movement ... 6 dice
2. Native dhow: basic movement ... 4 dice

e. To reverse direction (boats & dhows):

    1. One one turn, roll "current dice" only. Move boat this distance, reverse its facing and stop.
    2. On next turn, move normally.

f. To stop dead in water:

Roll "current dice" only. Move this distance, "throw out anchor," and stop.

g. Starting from Dead Stop

1. On 1st turn, roll move dice and move 1/2 this distance.

2. On 2nd turn, move 1/4 of distance shown on move dice.

3. On 3rd turn, move "full speed."

h. Effect of Boat Crews:

    1. River boats have 2-man crew, move normally.

    2. With 1 man crew, move 1/2 speed.

    3. With no crew members, boat "drifts" with current at "current dice" speed

    4. With no crew members, boat can be stopped as in (f) above, or beached as in (j).

    5. Native dhows need 2 men aboard to move normally. If not, "drift" with current.

    6. Natives cannot operate river boats. They can only drift in a river boat with the current, or stop it, or beach it.

i. Drift Direction. Each turn, roll one die.

1 or 2 = Boat turns 45 degrees left of facing direction
3 or 4 = Boat continues dead ahead, following river, staying in center of river.
5 or 6 = Boat turns 45 degrees right of facing direction

j. Going Ashore

Whether drifting into bank or purposely beached, for each 6" of movement speed, 1 casualty is caused (player can reduce speed going in by rolling less dice). Draw casualty card to see who is injured.

5. Firing at Boats

a. River boats are class IV targets.
b. Dhows are class III targets.
C. River boats cannot be sunk by fire.
d . Dhows, if fired at and hit by artillery fire, sink in place if one of the casualty cards is a red ace. Roll 1 die for casualties. Survivors go to nearest shore and have no firearms.
e. Gun boatcrews can only be hit with "aces."

6. Close-Combat on Boats

a. Close-combat can only occur if the attacking and defending boats are physically adjacent at the end of the movement phase.
b. Defenders on boats fight as: "behind walls or barricades."
c. Attackers take their volley, then roll for stragglers and attempt to close as normal. If the attackers are natives, they lose their "plus 1" in combat for charging.
d. If the losers' line of retreat is "over the side," rol I one die for each survivor: 5 or 6, and they drown. Survivors go to safest river bank without firearms.

7. Disembarking

a. First turn, boat "beaches" (check for casualties).

b. Second turn, all occupants can land and form up within 6" of the boat. Can initiate no close combat. If attacked, roll "stand-and-fight" morale at minus 2 from chart. If they do not stand ' they immediately re-board the boat and stand inactive and disordered until they are rallied. If attacked while disordered, they all "go over the side," (see6[d]).

c. Only 1/2 the troops ashore on their 1st turn can f ire that turn.

8. Embarking

a. First turn, up to boat, facing same, no firing. If attacked, as in 7 (b) above.

b. Second turn, onto boat, deploy, fire normally.

9. Firing on Wounded

a. British can fire on native wounded only if members of their own unit have been hurt by native wounded.

10. Fanatic Dervishes

a. Any time a fuzzy-wuzzy tribe has a leader down, or h it-by-f ire, then on its next movement phase, prior to moving, roll one 6-sided die. At 1, 2, 3, or 4, tribe is "normal" as far as movement, firing, morale, etc. If a 5 or 6 is rolled, tribe goes "berserk".

Firing Table
DervishWeaponMounted Dismounted
Camel, Mtd.Spears4"8"
Camel, Mid.Carbines9"18"
Camel, Mtd.Rifles12"24"
Mtd. lnfRifles12"24"

Close Combat Table
Dervish:Reg. Inf.Reg. Cav.Reg. ArtMtd. Inf.Native Inf.SpearsCamel Rifles
Camel, Mtd. (Spears)win tiesdie no.die no.+1+1die no.win ties
Camel, Mid. (Weapons)die no.die no.win no.win tiesdie no.die no.die no.
Mtd. Inf. (Rifles)die no.die no.die no.die no.die no.die nodie no.
NOTE: Fuzzy Swordsmen win ALL ties in combat.

b. "Berserk" Tribes ...

    1. Will move (using "charge" dice) towards nearest British unit, attempting to close into combat.
    2. Cannot f ire.
    3. Have no leaderless morale penalty.
    4. Do not roll for stragglers.
    5. Do not suffer critical morale penalty.
    6. Automatically close-into-combat on contact.
    7. Fight as plus 2 in close-combat. But any fight they lose, they automatically die.
    8. Are "berserk" the remainder of the game until all are dead or wounded.
    9. If the "senior-leader" (the native commander) is hit by fire, all fuzzy tribes within 12" must roll a "berserk" die as in (a) above, except, only a 6 makes a tribe "berserk."
    10. All "normal" tribes are subject to "major morale" as in the rules. "Berserk" tribes are not; they act as indicated above.

OFFICIAL RULES

The official rules given below appeared in the Yaquinto newsletter and are reproduced here with the kind permission of the Yaquinto Publishing Co., publishers of THE SWORD AND THE FLAME.

1. The Indian Mutiny: 1857-1859

At the time of the Great Mutiny, British India, which reached from Burma in the east to Punjab and Sind in the west, was governed by the East India Company under a Board of Control in London. India was divided into three areas called Presidencies -Madras, Bombay, and Bengal. Each of these Presidencies had its own army and commander-in-chief. The Bombay army had twenty-nine infantry regiments, Bengal seventy-four, and Madras fifty- two. Each army also had regular cavalry regiments and artillery units.

The causes of the Mutiny are too numerous to detail in this framework. Suffice it to say that in the first months of 1857, essentially the whole of the Native Bengal Army, including sixty-four of the infantry regiments, rose up to destroy foreign domination. The Native Madras and Bombay Armies, on the whole, remained loyal, and served the British with their usual steadfastness, courage, and high devotion.

Basic Unit Organization and Special Rules:

    a. British and Gurka, and Loyal or Mutineer Indian Infantry: Organize in 20 figure platoons with two leaders, the same as for the imperial Infantry in the rulebook.

    b. British and Loyal Indian Cavalry: Organize in 12 figure troops with two leaders, the same as for Imperial Cavalry in the rulebook. If a Lancer troop is organized, the lieutenant carries a pistol, and all other ranks carry a lance, but no carbines (no firing).

    c. Indian Mutineer Cavalry: Organize in 12 figure troops, but have only one leader figure. These units were armed with swords and lances, but carried no carbines, so they can not fire. They were well drilled, and can employ Close Order Formation and Open Order Formation.

    d. Irregular Mutineer Infantry: Organize in 20 figure units with one leader figure. These units are basically primitive native spear men (some carried swords), and many operate only in Mass Formation.

    e. Artillery: Organize and use as in the rulebook. Guns were mostly muzzle-loading smooth bores at this time, so note the new ranges listed on the Firing Charts (see Artillery Mutiny).

    f. Larger Units: Organize all larger units (Companies, Battalions) as for the British in the rulebook, except for the Irregular Mutineer Infantry- organize these the same as a Pathan Tribe. NOTE: All Charts listing Indians apply to both Loyal and Mutineer units.

    g. Ratio of Opposing Forces: For each regular Imperial Infantry unit, two loyal Indian Infantry units should be formed. For every three infantry units in the force, two cavalry and one artillery unit should be formed. To oppose the British forces, there should be three Mutineer Infantry (Sepoy) and one irregular Mutineer Infantry unit for every three infantry units on the British side. For every two cavalry units on the British side, organize three Mutineer cavalry units. Mutineer artillery should be on a one-to-one ratio with the British.

2. The Boxer Rebellion: 1899-1900

At the turn of the century, Imperial China was methodically being dismembered by the major world powers. The Germans had seized Keaochow and Tsingtao. Britain had obtained Wei-Hai-Wei on a 25 year lease arrangement. Kwangchowwan was taken by the French, and Port Arthur and Darien were leased to the Russians. These actions, coupled with major crop failures, famine, and flooding, set the stage for the rise to power of a secret Chinese society called the "Righteous Harmonious Fists," or "Boxers" by westerners.

The Boxers' prime goal was the destruction of all "foreign devils," and their expulsion from China. The Dowager Empress, Tzu Hsi, was very sympathetic towards this movement, and offered "unofficial" support. In fact, Imperial Chinese troops were openly active in this uprising against the foreigners throughout the Rebellion.

The Rebellion started with the Boxers killing Christian missionaries and their Christian converts, and the destruction of foreign property. The first Boxer attack on foreign property in Peking occurred on J une 9, 1900. The Foreign Legation Quarter was soon besieged, and remained so for 55 days. Eight major world powers had forces in Peking, and subsequently brought more units into China to suppress the uprising. Ultimately, wel I over 65,000 troops from Austria, Hungary, France, Germany, Great Britain, Italy, Japan, Russia and the United States were involved.

Basic Unit Organization and Special Rules:

    a. Western Infantry, Marines, and Sailors: Organize the same as with the Imperial Infantry in the rulebook.

    b. Imperial Chinese Infantry and Boxers (Riflemen, Sword/Spearmen, and "Tigermen"): Organize in 20 figure Units with one leader figure. The Imperial Chinese Infantry units were reasonably well drilled, and can employ Close Order Formations. The Boxer Riflemen and Tigermen can use Open Order Formation. The Boxer Sword/Spearmen can use only Mass Formation.

    c. Western Cavalry and Regular Chinese Cavalry: Organize the same as with the Imperial Cavalry in the rulebook.

    d. Irregular Chinese Cavalry (Used by Both Sides): Organize in 12 figure troops, but have only one leader figure. These units all seem to have carried firearms or bows (or both). Treat these as Primitive Native Cavalry.

    e. Artillery: Organize and use as in the rulebook. Chinese artillery was especially inefficient, so note the Chinese Artillery on the Firing Chart.

    f. Larger Units: Organize all larger units as for the British in the rulebook. NOTE: All Charts listing Chinese apply to both those allied with the western powers and the Boxer side.

    g. Ratio of Opposing Forces: The basic Western force should consist of at least four infantry units, preferably each of a different nationality. For every four western infantry units, there should be six Chinese infantry units, one Boxer with rifles, two Boxers with swords/spears, and two Boxer Tigermen. If cavalry is used, there should be one western cavalry troop and one allied irregular Chinese troop opposed to two irregular Chinese troops with the Boxers (Chinese regular cavalry allied with the Boxers was almost non- existent). If artillery is used, the Westerners, who were initially short of guns, should have one artillery piece or Gatling gun per four infantry and/or cavalry units in their force. The Chinese had ample guns available, and should have two guns for every Western gun.

3. New Special Rules

a. Non-Natives: To incorporate new periods into the game, wherever any rules apply only to the British in the rulebook, apply them to the non-native side.

b. Primitive Native Cavalry: For the irregular Chinese cavalry, or if you wish to raise other types of primitive native cavalry (say, mounted Dervishes, Pathans, red Indians, or such), organize these in 12 figure units with one leader figure. If armed with any firearms, or with bows, allow them to use Open Order. If lacking firepower, only allow them to use Mass Formation. c. Camel Units: These are organized the same as cavalry units, and move and are otherwise treated the same as cavalry units.

However, historically, horses that were not accustomed to camels could be "spooked" by their smell. These rules apply only to cavalry units that the players determine (at the start of the game) to be unfamiliar with camels.

    1. If a camel figure comes within three inches of unfamiliar horse figures without riders or horse holder, the horse figures are stampeded.

    2. If a camel figure comes within three inches of unfamiliar horse figures with riders or horse holders, the results can vary according to the situation:

      (i) If the horse figure is already shaken or routed, roll four dice, and immediately move the affected horse figures as if they had failed to rally (this can be in addition to a move already made).

      (ii) If the horse figure is not shaken or routed, a critical morale check must be made immediately, with a -2" modifier applying to the dice roll. If the morale check passes, nothing happens. If the morale check failed, treat the affected figures as shaken, roll four dice, and immediately move the affected horse figures to the rear (this can be in addition to a move already made). Treat these figures as shaken the next time they are to be moved.

CLOSE INTO COMBAT CHART
CHARGING UNIT COUNTRYCHARGING UNIT
HAS LEADER FIGURE
CHARGING UNIT
HAS NO
LEADER FIGURE
British, Western1-51-4
Egyptian1-41-3
Boer1-31-2
Zulu1-51-3
Dervish1-41-3
Pathan1-41-3
Indian (Inf. & Arty.)1-41-3
Indian Cav.1-31-2
Chinese Imp. Inf.1-41-3
Boxers & Cav.1-41-3
Tigermen1-51-3

RALLY CHART
COUNTRYLEADER
PRESENT
LEADER
NOT PRESENT
British, Western1-51-4
Egyptian1-41-3
Boer1-31-2
Zulu1-31-2
Dervish1-31-2
Pathan1-31-2
Loyal Indian1-41-3
Mutineer Indian1-41-3
Irregular Indian1-31-2
Chinese Imperial1-41-3
Chinese Tigermen1-41-3
Other Chinese1-31-2

MORALE CHARTS
COUNTRYMAJORCRITICAL & PINNED
MORALE NUMBERMORALE NUMBER
WITH LEADER
MORALE NUMBER
WITHOUT LEADER
British, Western1011*10*
Egyptian910*8*
Boer79*8*
Zulu887
Pathan787
Dervish787
Indian Irregular787
Indian (Inf. & Arty.)910*8*
Indian Cav.7 9*8*
Chinese (Inf. & Arty.)910*8*
Boxers & Cavalry787
Tigermen887

STAND AND FIGHT CHART
CHARGED UNIT COUNTRYCHARGED UNIT
HAS LEADER FIGURE
CHARGED UNIT
HAS NO
LEADER FIGURE
British, Western1-61-4
Egyptian1-51-3
Boer1-41-2
Zulu1-41-3
Dervish1-31-2
Pathan1-31-2
Indian (Inf. & Arty.) 1-51-3
Indian Cav.1-41-2
Chinese (Inf. & Arty.) 1-51-3
Boxers & Cav.1-31-2
Tigermen1-41-3

THE SWORD AND THE FLAME GAME CARD (Revised)
MOVEMENT CHART: Number Of Dice To Be Rolled
COUNTRYFORMATION ATTITUDE OR ORDERSTYPE OF MOVELeaderless
Die to Stand
Cross CountryOn RoadTo ChargeCharge RoadRough Terrain
British, WesternClose, Square2/4 ---3/5--- 2/16
March Column 3/44/53/54/62/16
Open3/4---4/5--- 3/26
Arty-M & F22------2/16
Arty-Move34------3/26
EgyptianClose, Square2/4 --3/5---2/14-5-6
March Column 3/44/53/54/62/14-5-6
Open3/4---4/5---3/24-5-6
Arty-M & F22------*2/14-5-6
Arty-Move34------3/24-5-6
BoerMarch Column3/44/54/55/64/34-5-6
Open3/4---4/5---3/24-5-6
Arty-M & F22------2/14-5-6
Arty-Move33------3/24-5-6
DervishOpen, Mass3/4---4/5---1/15-6
ZuluOpen, Mass34---1/15-6
PathanOpen, Mass3/4---4/5--1/15-6
AllProne (1)11----(2)(3)
Loyal or Mutineer Indian (Mutiny era only) Close, Square2/4---3/5---2/1 4-5-6
March Column3/44/53/54/62/14-5-6
Open, Mass3/4---4/5---3/24-5-6
Arty-M & F22-----2/1 4-5-6
Arty-Move34------3/24-5-6
Chinese (including Western allies) Close, Square2/4---3/5--2/15- 6
March Column3/44/53/54/62/15-6
Open, Mass3/4---4/5---3/24-5-6
Arty-M & F22--- ---2/14-5-6
Arty-Move34--- ---3/24-5-6
1. This applies on any Turn in which some or all of the figures in (lie Basic unit go prone or stand up from going prone.
2 Depends on nationality end formation.
3 Depends on nationality

TARGET CATEGORY
Class 1: Close Order or Mass Formation in clear terrain.
Class II: Open Order in clear terrain.
Class III: Prone or rough terrain.
Class IV: Building or wall.

Note: ranged halved for firing by mounted units.
Jack, Queen, King = Key Figure Hit, Ace=Leader Hit


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