The Kashmir Gate

Rules for the Indian Mutiny

by Mark Hannam

Inspired by Andy Callan`s "Loose Files and American Scramble"

TURN SEQUENCE

    Compulsory retreats / routs from previous move
    Morale provoked retreats etc.
    Allocate command points (CP`s) for movement / redressing ranks
    Firing
    Combat

COMMAND

Each commander rolls one D6 per turn, to determine the number of command points (CP`s) available for that turn.

A single command point may move a single formation, or remove a single D. Point.

A commander may expend one `free` CP on any unit to which he is attached.

D. POINTS and CASUALTIES

D. Points (DP`s) represent temporary disorganisation, demoralisation and desertion. Unlike casualties, DP`s are temporary and may be removed by the expenditure of CP`s. A unit may have a maximum of 5 DP`s. Further DP`s inflicted by fire, combat or morale only are taken as casualties (i.e. a base is removed); DP`s resulting from manoeuvre are ignored.

Removal of DP`s
1st Class troops may remove DP`s if not in combat
2nd Class troops may remove DP`s if not in combat and do not move that turn
3rd Class troops may remove DP`s if not in combat, are not under fire and do not move that turn.

MOVEMENT

A unit may move 4" for the expenditure of a single CP.

Normally, units may only receive one movement CP per turn, but a unit in Column may receive any number of CP`s per turn, provided it does not move within 10" of an enemy unit.

Artilley may be man-handled 1" or move limbered 6", but may not fire and move in the same turn.

MANOEUVRE

Wheeling: Pivot one end of a line; 3" move measured by distance moved by outer figure
Change formation: Takes one turn; unit suffers 1 DP or 2 DP`s if under fire
Limber / un-limber: Takes two turns; unit suffers 1 DP or 2 DP`s if under fire
Cross into Ditch: 1 DP
Mount Breach: -1" & 1 DP
Collision / Interpenetration:: Each unit suffers an additional DP. Retreating or routing units will retreat round any better formed units (i.e. with fewer DP`s) but will collide with units which are equally or worse formed.

MORALE

Lower grade unit routs within 6" of unit -1 DP
Equal/Higher grade unit retreats within 6" of unit -2 DPs
Equal grade unit routs within 6" -2 DPs & 1 Casualty
Higher grade unit routs within 6" -3 DPs & 1 Casualty

FIRING - ARTILLERY

Heavy Guns: Long Range - 42"; Short Range - 10"
Field Guns: Long Range - 36"; Short range - 10"

Roll 1 D6 per Gun, and modify accordingly;

    +1: Heavy Gun
    -1: Target in fieldwork, fort or building
    +1: Target in Column, limbered, or in enfilade
    -1: Firing at new target
    +1: Firing at same target, at same range
    -1: Each DP on firing gun
    -2: Target in skirmish order

At Long Range, inflict 1 DP for a score of 4+.

At Short Range, inflict 1 DP for a score of 2 or 3; 2 DP`s for a score of 4 or 5; 1 DP & 1 Casualty for a total of 6 or more.

FIRING - INFANTRY

Ranges: Musket 0-8" ; Rifle 0-10".

Roll one D6 for each Base in the unit less the number of D.Points. Half the number of bases if firing against skirmishers or artillery, and half again if target is in fieldworks or buildings. Halves round up.

For each 6 rolled inflict 1 DP. Skirmishers roll again on a roll of 5, with 4,5,6 inflicting 1 DP.

COMBAT

Occurs when a unit advances to within 4" of the enemy. Each side rolls one Average Dice, modified by the following factors:

For two units attacking one, total factors for both units and divide by two. Treat the training grade as that of the highest unit.

    +3 Each training grade higher than opponent
    +3 Defending fort or stone building
    +2 Defending fieldwork or wooden building
    +2 British regulars making bayonet attack
    +1 Terrain advantage
    +2 Commander attached to unit
    -3 In Skirmish Order
    -3 Attacked in flank and rear
    -2 Each casualty suffered
    -2 Each DP on the unit
    -1 Outnumbered
    -2 Outnumbered 2 : 1
    -3 Outnumbered 3 : 1

RESULT

Calculate the difference in the two scores and apply to each side:

    +4 or more: EASY VICTORY - take 1 DP
    +2/3: SUCCESSFUL ACTION - take 1 DP and 1 casualty (if facing infantry who did not make a bayonet attack and not in a fort, building or fieldwork)
    +1/0/-1: STAND OFF - take 1 DP and 1 casualty (unless infantry facing cavalry, or facing a bayonet attack, or in a fort, building or fieldwork)
    -2/-3/-4: DRIVEN BACK - take 2 DP`s and 1 casualty. Retreat one move (no CP`s required)
    -5/-6/-7/-8: DEFEATED - take 2 DP`s and 2 casualties. Retreat each move until behind friendly troops, or next terrain obstacle (no CP`s required)
    -9 or more: ROUTED - move at 6" per turn until out of enemy artillery range or next terrain obstacle, whichever is further. Take 4 DP`s and 2 casualties.

LOSSES TO COMMANDERS

A commander attached to a unit which suffers a DP from combat or fire, or a casualty from any means, rolls a D6.

On a roll of 1, roll again:

    4-6 Light Wounded - minus 2 CP`s per turn.
    2-3 Serious wound - Retire from field, lose all CP`s.
    1 - Killed.

-ed note: In the next Gauntlet there will be a short historical treatise pertaining to the above rules set. I just ran out of space this issue.


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© Copyright 1998 by Craig Martelle Publications
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