by Blake Walker
BackgroundMost gamers are familiar with the Victorian epic of Rorke's Drift or General Charles 'Chinese' Gordon's last stand at Khartoum in 1885. However, what about the Belgian Congo or tribal conflicts between Masai and Zanzibari Arab slavers? The Belgians, British, French, and Germans fought countless small wars and minor engagements against numerous African tribesmen and Ruga-Ruga bandits. Besides European colonial forces, Arab slave expeditions trekked from Zanzibar to the Gold Coast in search of captives and booty. However, Byron Farwell's book, The Great War in Africa, got me interested in gaming some of the lesser-known aspects of the colonial period (ranging from 1860-1918). The rich history of Sub-Saharan Africa and its diverse geography provide almost limitless opportunities for gaming scenarios involving clashes between savanna tribes and a small group of European explorers and their loyal askari to General von Lettow-Vorbreck's Schutztruppe fighting the British in Kenya during the First World War. This is my attempt to provide colonial wargaming rules for Central Africa. So with these ideas in mind, come explore the Dark Continent. IntroductionI'm assuming most people reading have played TS&TF and are somewhat familiar with its game mechanics. For those who aren't, you'll need to get a copy of TS&TF to acquaint yourself with the system. I've included modified Movement, Rallying, Firing, Close Combat, and Morale Charts in each subsequent section and also compiled all of them on a Quick-Play Reference Sheet. Figure scale is 1:1 using 25-mm figures.
Army ListsThere are five different armies a player can choose: namely Arab, Askari, European, Ruga-Ruga, and Tribesman. In some cases, I've generalized different nationalities and various ethnic groups together for the sake of playability (thus reduces the Quick-Play Reference Sheet to just two pages). They are as follows: Arab: Raiding parties from Zanzibar would march out into the interior in search of slaves and booty. They were mainly comprised of Persian Gulf mercenaries armed with muskets and scimitars (though a slaver force might have some cavalry). Askari: These represent the native troops that European explorers took with them into the heart of Africa and colonial trained levies. Armed with rifles and daggers, they held their own against Arabs, Ruga-Rugas, Tribesmen, and even Colonial forces. European: These include Belgian, British, French, and German regulars and their native askari levies. Mostly consisting of infantry armed with rifles, some field artillery, and occasional cavalry. The Europeans fought various African tribesmen, Arabs, Rugu-Rugas, and each other during the First World War. Ruga-Ruga: These bandits preyed on the trade routes and acted as mercenaries for African warlords like Mirambo. Their forces mainly consisted of musket armed warriors. They often fought against Arabs, Europeans, native tribesmen, and themselves for control of a province or gold and ivory. Tribesmen: These include a whole variety of native peoples in Central Africa. Mainly armed with spear and shields or sometimes bows (though an occasional unit would have muskets or some type of modern firearm). They fought Arabs, Europeans, Ruga-Rugas, and often themselves in deadly intertribal warfare. Unit OrganizationArabs: Arab Infantry: All Arab infantry units should be organized into bands of 20 Individual figures. One of these should be should be a leader (a Sheik). The other 19 warriors may be armed with rifles with scimitars. Three clans with an additional leader (Emir) will constitute an Arab tribe. Arab Cavalry: Cavalry should be organized into units of 12 individual figures. Eleven of these figures should be warriors and one will be a leader (a Sheik). The unit may be armed with muskets, spears, or swords. This basic unit is called a troop, and two such troops with the addition of another leader (an Emir) will make a squadron. An Arab player may have one cavalry troop for every tribe of infantry he fields. Note: Arab forces don't have artillery. With their firearm ratio, odds of one Arab figures to one European or Askari figure, or one Arab to one Ruga-Ruga figure, or two Arab figures to every three Tribesman figures will give a balanced game. Askari: Askari Infantry: All Askari infantry should be organized into basic units of 20 individual figures. One of these should be a European leader (a lieutenant or explorer) and another should be a NCO or scout (a sergeant or guide). The remaining 18 figures will be privates, while the unit is considered a platoon or detachment. Two such basic units (platoons or detachments) with the addition of another European leader (a captain or bushmaster) and another NCO or scout (sergeant major or master guide) will constitute a company or caravan train. Two such units (companies or caravan trains) plus a mounted leader (colonel or expeditionary leader) becomes a battalion or expedition. All Askari and NCO's or scouts are armed with rifles and all European leaders are armed with swords and pistols. Note: Askari don't have artillery or cavalry. With their firearm ratio, odds of one Askari figure to two Ruga-Ruga figures, or one Askari figure to one Arab or European figure, or one Askari to three Tribesmen figures will give a balanced game. Europeans: European Infantry: All European infantry units should be organized into units of 20 individual figures. One of these figures should be an officer (a lieutenant) and another should be a NCO (a sergeant). The remaining 18 figures will be privates, while the unit is considered a platoon. Two such platoons, with the addition of another officer (a captain) and another NCO (sergeant major) will constitute a company. Two such companies plus a mounted officer (a major or colonel) becomes a battalion. All privates and NCO's should be armed with rifles and all officers should be armed with swords and pistols. European Cavalry: Cavalry should be organized into units of 12 individual figures. Ten of these figures will be privates; one will be a sergeant, and one an officer (a lieutenant). This unit will be called a troop, and two such troops and the addition of another officer (a captain) will make a squadron. It's suggested that there be no more than one troop of cavalry per one company of infantry. European Artillery: One model artillery piece with four-artillery crew figures will be considered a gun and crew. One of the four should be an officer or NCO. Three such guns and crews equal a battery. As a working rule of thumb, try to have no more than one gun and crew for every infantry company. A European infantry battalion can have an entire field battery in support. Note: European units may take up to half of their force as colonial askaris, if desired. With their superior firearm ratio, one European figure to one Arab or Askari figure, or one European figure to two Ruga-Ruga figures, or one European figure to three Tribesmen figures will give a balanced game. Ruga-Rugas: Ruga-Ruga Infantry: All Ruga-Ruga infantry should be organized into basic units of 20 individual figures. One of these figures should be should be a leader (a Warboss) armed with a musket and sword, while the remaining 19 warriors should be armed with muskets and daggers. This basic unit is called a war band. Three such war bands with the addition of a mounted leader (a Warlord) becomes a Ruga-Ruga tribe. Note: Ruga-Rugas don't have cavalry or artillery. With their musket ratios, one Ruga-Ruga figure to one Arab figure, or two Ruga-Ruga figures to one Askari or European or three Tribesmen figures will give a balanced game. Tribesmen: Tribal Infantry: All tribesman infantry should be organized into basic units of 20 individual figures. One these should be a leader (a clan chief) armed with an ax and shield, while the remaining 19 warriors should be armed with bows or swords and shields. This basic unit is called a clan. Three clans with addition of a mounted leader (a chieftain) becomes a tribe. A small proportion of tribesmen can be armed with muskets, if desired (about one musket unit for every three basic infantry units with spear and shields). Note: Tribesmen don't have cavalry or artillery. A ratio of three Tribesmen figures to one Arab, Askari or European, or two Ruga-Ruga figures will give a balanced game. Scenarios & Special Rules'All for the Empire': British and French skirmish in 1890 to claim an unexplored piece of Central African territory. Use European forces and their colonial native levies. Attack on Arab or European Outpost: Same as 'Attack on British Outpost' in TS&TF using Ruga-Ruga &/or Tribesmen figures as the Native force. Native player has the objective of capturing the Arab or European outpost. 'Admiral Rawson's Antislavery Crusade': British forces and their colonial levies have to clear any Zanzibari Arab slavers off the board and rescue captured bearers, while the Arab player has to get his captives off the board by a certain game Turn (treat Arabs as Native player). European or Arab Attack on Native Village: Same as 'British Attack on Native Valley' in TS&TF using Ruga-Ruga &/or Tribesmen figures as the Native force. Fighting through the Bush: Tribal forces attack European explorers and their Askaris in the heart of Africa. European player has to defend base camp against hordes of screaming natives, while Native player wants to wipe out the invaders. 'Von Lettow-Vorbreck's Romp into East Africa': German Schultztruppe cross the border into British Kenya and make life difficult for the colony during WWI. German player wants to capture a critical supply base, while the British player wants halt the raid. 'Mirambo's West African Warboys': Ruga-Ruga raid on Tribal village (treat Tribesmen as the Native player). 'Rhodes' Rail Road': Ruga-Ruga warlord and tribal allies attack a British supply column headed for an expanding East African rail line in Rhodesia. 'Congo River Raiders': European skirmish involving a Belgian steamer landing against a pesky Arab or Ruga-Ruga warlord. The European player has the objective of getting his forces onto shore by a certain Turn, while the Native player wants to prevent this. Native Concealment: Ruga-Ruga and Tribesmen may use the Native concealment rules as found in TS&TF (though Ruga-Ruga's forgo this when fighting against Tribesmen). Arabs may only use concealment when fighting European forces. However, be sensible about how many native units can hide in a particular terrain feature. Commander-in-Chief: Same as in TS&TF. Command figure is needed whenever a side has at least three basic units involved in a battle. MovementSame TS&TF use of the 52 playing card deck to determine movement (just substitute Red for French or Italian units and black for Native units). Native player has the same option of forming a human bridge when crossing rivers, but needs to roll 1D6 for every group of six figures. If a '1' or '2' is rolled, then that number of figures drown and are removed from play. Movement Chart
Rallying units: Instead of using a card for movement, a player may try to rally a 'Shaken' or routing basic unit. Rally Chart
Fire PhaseRandom firing order is the same as original TS&TF. 30-degree infantry and 60 degree artillery firing arc is still the same. Test each gatling gun unit every turn to see if the gun jams by rolling 1D6. If '6' is rolled, then gun jams for that turn and can't fire. Target Category
Class II: Open Order in clear terrain. Class III: Prone or rough terrain. Class IV: Building or wall. Firing Charts
Close Combat Phase Same as original TS&TF, so all basic rules apply for hand-to-hand combat. Close Into Combat Chart
Stand & Fight Chart
Close Combat Chart
MoraleMorale tests are the same as original TS&TF booklet. Critical morale should be tested when unit when a basic unit is 'Shaken' or is reduced to 50% strength. If a basic unit is pinned, it needs to test on Pinned Morale Chart to see if it can move next Turn. Also, when 50% of an army's basic units have been routed or slain, or its army commander has been killed, each surviving basic unit needs to test off Major Morale Chart. If it passes, then the unit is OK. If not, it's pinned for the next two Turns. Morale Charts
Parting Thoughts & ObservationsDarkest Africa is a story line for bad Tarzan movies and 1930's adventure yarns. This is my final TS&TF supplement for obscure 19th century colonial wargaming. A new figure line called The Darkest Africa Range by Wargames Foundry got my demented mind working with all sorts of ideas for Central African colonial warfare (figs are wonderful, trust me, you'll love them). The June '98 issue of the Heliograph has a draft catalog listing of figures, prices, and addresses for ordering the figs (alas, the Foundry has gone to mail order only like Games Workshop). There are also some articles by Mark Copplestone concerning painting guides. My Central African campaign will focus on Kenya and Uganda with some minor skirmishes on the Gold Coast. I tried to have these rules cover a wide gambit of geography and time span by coming up with generic nationalities (which also allows for some tribal wars or 'Great War' skirmish games). Depending on what you want to do, the different scenarios are endless. I just tried listing a few in the Scenarios & Special Rules section. Feel free to come up with your own ideas and games. As always, I'm interested in feedback about improving my house-rules. Thanks. Blake. September 1, 1998. Back to The Heliograph #110 Table of Contents Back to The Heliograph List of Issues Back to Master Magazine List © Copyright 1998 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 |