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.
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. SEQUENCE
2.Fire 3. Charge / Fight 4.Morale MOVEMENTRoll D6
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:
Natives + 2 Scouts +1 Engineers cutting trail +1 (1/2 speed) Column = double speed FIRINGAmbushers fire first, then troops not moving, then moving troops.
2. Charging firer 3. Nearest enemy
6 on D6 = hit SAVES
CHARGESUnits declare charges Then targets declare response Then Move all troops
Fight 0 Fire & Flee 2d6 cm Flee 4d6 cm Troops who fire and flee have 1d6 firing dice per figure FIGHTEach figure rolls D6, 6=hit
MORALEEach unit rolls 1d6;
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. REFORMMust 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. ORGANISATIONBritish: Sections of 20 men including 2 leaders (Officer/Sergeant)
TERRAIN(If not a campaign) Native player lays terrain;
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
DEPLOYMENTUp 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 SUPPLYBritish 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. RESUPPLYTo resupply with ammunition troops must stay in contact with bearers for 1 turn, no other action. ARSONAny 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 CONDITIONSBritish exit off Native table edge, destroy palisades, burn huts Natives prevent British exiting Native table edge, huts intact, loot per figure Back to The Heliograph #112 Table of Contents Back to The Heliograph List of Issues Back to Master Magazine List © Copyright 1999 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 |