by Landwehr Society of Northern California
The following optional rules are employed by the Landwehr Society of Northern California. They are always in effect unless stated otherwise in the game conditions. Two decks of cards, with one Joker, are used for movement and fire. If the Joker comes up during a phase then that phase is over. If the Joker comes up as a casualty card, another card is picked for the casualty, and the phase is over. The deck is reshuffled at the end of each phase and whenever the Joker is drawn. In games with a large number of players (4 or more per side), or in games with a large number of units per side, eaeh player may move or fire a unit on the draw of his side's respective card. For example: if a red card is drawn during the Movement phase, eaeh British player can move one of his units. FORMATION:Squares must have an equal number of figures (as much as possible) on each side. MOVEMENT:In order to use the Charge move, a unit must be within its maximum charge distance of the enemy. For example, a Zulu unit must not be more than 24" away from a British unit in order to charge it. Open Order figures must be one stand's width apart. Pack animale in large groups (more than one animal per driver) are limited to no more than two changes of direction of no greater than 45 degrees per turn. For each change of direction, subtract the high die for movement that turn (if two changes of direction, subtract the two highest dice). Of course, if the group of animals doeen't move on one turn, they can start the next turn in any direction they wish. MELEE:Melee suck in for l5mm figures is 2 inches, not 3. Artillerymen in square cannot be meleed until all other figures within 3" (2" for 15mm) of the point of contact have fought and either been killed, wounded, or have run away. Officers in square formation are still +1 in melee. Charging unite that are themselves hit in the rear or enfilade during a multi-unit melee do not get their charge increment against the enfilading unit(s). Wounded figures are -2 in melee. A second wound is an automatic Kill. In melee, if an attacker outnumbers its opponent by 2:1 or more, roll separate dice for each attacker and add one to each die roll. For example if two Zulus are attacking one British infantryman, each Zulu rolls one die and adds +1 to the die roll. SMALL ARMS FIRE:Infantry in Open Order have a 60 degree arc of fire. Officers firing pistols draw cards to determine casualties. Limited ammunition: If a British unit becomes separated from its pack animals, roll two D-6 for an infantry unit, or three D-6 for an artillery or machine gun. The total represents the rounds of ammunition (ie. the number of turns the unit can fire) the unit has left. When firing at a unit that contains wounded figures, a Diamond inflicts a second wound on a wounded figure, thereby killing the figure. Face cards are required to kill wounded key figures and the Ace of Diamonds is required to kill a wounded Leader. If there are no wounded figures left in a unit, a Diamond wounds an unwounded figure. The firing player has the option of deciding if the Ace of Diamonds and the Diamond face cards will kill wounded figures or will wound previously unwounded leaders/key figures. Dervish rifles have a range of 24". Pathans can fire long range with Jezails. Up to 24" is treated the same as musket fire. From 24" to 36 inches, the following rules apply: Pathan movement is cut in half on any turn that they wish to fire Jezails at long range. On a D-20, casualties are as follows
Zulus can be armed with throwing spears (if specified in the game conditions). To determine the number of throwing spears, roll D-6 for each unit:
3-4: Zulus have 2 throwing spears. 5-6: Zulus have 3 throwing spectra. MORALE:White Shield Zulu units are +1 on all morale rolls. BRITISH:British infantry can operate in two 10-man platoons if both leaders (officer and sergeant) are alive. This rule also applies to the French, and to British led native unite that have a second leader figure. The two platoons Move and Fire at the same time (eg. on a single card). FRENCH FOREIGN LEGION:A basic force of French Foreign Legionnaires contains a minimum of one supply wagon which can hold up to six wounded figures. Subtract the low die from a unit's movement roll to load or unload wounded. Legion wounded can be left behind (in a safe place) if the parent unit is charging an enemy position. One guard (or medic) must be left behind with every ten wounded. Arabs are -1 in all small arms fire (a game scenario can declare that one Arab unit contains superior marksmen and there that unit does not suffer the -1 penalty). Arabs close into combat on roll of 1-5 (with Leader), 1-4 (w/o Leader). Revised: 3/28/96 Back to The Heliograph #100 Table of Contents © Copyright 1997 by Richard Brooks. 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 |