The Green Hell

Colonial Warfare in West Africa

Miniature Rules

by Gerry Webb


These "Green Hell" rules should be considered a starting point for those who like to tinker with rules. They were written with the specific aim of being confined to the front and back of a single sheet of A4 so are necessarily condensed. Gamers will no doubt add plenty of options or indeed add or amend whole rule mechanisms.

Locally we've already added a simple die roll chart for determining the fordability of rivers. When our scouts reach the river bank a D6 is rolled.

    If the result is a 1 the scout was attacked by crocodiles
    on a 2 or 3 the river was unfordable for 5 cm in both directions,
    rolling 4, 5 or 6 meant the river was fordable in D6 turns at that point.
It's a simple matter to come up with similar rule devices as situations arise, we've already amended the above die roll to take into account the effects of the rainy season.

SEQUENCE

    1.Move
    2.Fire
    3. Charge / Fight
    4.Morale

MOVEMENT

Roll D6

    1 - Stuck in terrain, no movement next turn
    2 - Blocked by terrain, no advance next turn
    3 - 7.5cm any direction
    4 - 7.5cm any direction
    5 - 15cm any direction
    6 - 15cm any direction

Modifiers to die roll:

    On trail + 4
    Natives + 2
    Scouts +1
    Engineers cutting trail +1 (1/2 speed)
    Column = double speed

FIRING

Ambushers fire first, then troops not moving, then moving troops.
If tied, dice off.
Target priority

    l. As directed by officer
    2. Charging firer
    3. Nearest enemy

RangeBritishAuxilliaries Natives
Close 0-10cm4 dice3 dice 2 dice
Medium 10-30cm3 dice2 dice1 dice
Long 30+cm2 dicel die-
If surprised this turn 1/2 no. of dice, round fractions down.

6 on D6 = hit
Target in Column = double number of hits
If friendly troops in line of fire, 50% chance each hit is on them or enemy.
Dice odd= friend hit, even= enemy hit.

SAVES

Roll 1d6 per hitHitPinnedSave
Hard Cover: palisades, trenches122+
Soft Cover: grass, brush1,23,4 5,6
No Cover1,2,34,5,6-
Pinned= no action for 1 turn

CHARGES

Units declare charges Then targets declare response Then Move all troops

    Charge 3d6 cm
    Fight
    0 Fire & Flee 2d6 cm
    Flee 4d6 cm

Troops who fire and flee have 1d6 firing dice per figure

FIGHT

Each figure rolls D6, 6=hit
Maximum odds 2:1
Brits, assume bayonet fixed 3d6
Auxilliaries 2d6
Natives 1d6

MORALE

Each unit rolls 1d6;
For each casualty this turn
Each Leader casualty
If ambushed this turn
Enemy to flank
Enemy to rear
Each figure to flee/fall back last turn

Any '2' result = 1 figure falls back 10cm, any '1' result: 1 figure flees 25cm

Each leader may negate 1, 2 or 3 failed morale die results as follows, leader with unit may rally 3 figures if British, 2 if Auxilliary, 1 if Native

Fleeing troops run to nearest defended obstacle and hide, or join friends if none then leave table. Leader in contact may rally 1, 2 or 3 figs per turn as above.

REFORM

Must reform if charge, flee or fall back this turn. No move next bound but may change facing. Leaders may not rally figs fleeing/falling back unless unit formed.

ORGANISATION

British: Sections of 20 men including 2 leaders (Officer/Sergeant)
Auxilliaries: Sections of 20 men + up to 2 leader
Natives: Sections of 20 or more + up to 1 leader

TERRAIN

(If not a campaign)

Native player lays terrain;
No clearings more than 50cm across in any direction
Rest of table at least 50% jungle
10-25% scrub & grass
10-25% swamp & waterway
1 D6 palisades - only impede movement if defended
1 D6 trenches

At least 1 trail between British & Ashanti table edge with 1 + 1D6 turns of 45 degrees

Tracks negate all other terrain & include bridges or fords over waterways
1 D6 huts, if 3 or more, includes palisade & 1 gate

DEPLOYMENT

Up to 30 cm in from table edge, at least 30 cm in from table sides

Native player maps palisades, trenches, & ambushes and marks entry points of natives

British player maps entry point of all troops

SUPPLY

British player must have 1 porter for every 2 fighting figures, within 30cm of troops at all times or roll for 'out of ammo', a 1 on a D6 for each turn firing. Porters are unarmed, cannot charge and do not roll to fight. They can only respond to a charge by standing (fight) or fleeing. Porters who flee will drop loads, these may be looted by natives who remain in contact for I turn with no other action.

RESUPPLY

To resupply with ammunition troops must stay in contact with bearers for 1 turn, no other action.

ARSON

Any figure may set fire to adjacent scrub, grass or buildings, but not jungle. Fires are 2cm square and double in area each time a 6 is rolled on a d6. Roll for each fire every turn.

VICTORY CONDITIONS

British exit off Native table edge, destroy palisades, burn huts

Natives prevent British exiting Native table edge, huts intact, loot per figure


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© Copyright 1999 by Richard Brooks.
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