Campaigning in Darkest Africa

The Early Years

Phase 2: The Party

By Grant Sigsworth


Now that you know the mission, it's time to outfit. Since this is a wargame, not a role playing game, it isn't necessary that you buy everything down to the last matchstick. The only things we're going to concern ourselves with are numbers and quality of guides, askari and bearers. The umpire will have to fill in the player as to the relative difficulty of the mission; i.e. how many hostile tribes can the player expect to encounter, how long the expedition might last, etc. Then the player will have to 'buy' his expedition. Players will be allotted points based on their fame, which they can spend using the list below. Guides exist to act as translators, provide information about the local natives and keep the bearers in line. Askari exist to protect the expedition and do some hunting. Bearers do all the heavy lifting, carrying camp equipment, food and trade goods. It is vital to keep in mind that bearers will only go a limited distance from their home territory. When you enter a new tribal territory, you will most likely have to negotiate for new bearers from the local tribal leaders (usually at a usurious rate!) This game doesn't force you to do the actual negotiating, as it can be a long and tedious process. If the umpire feels it is important, he can include this in the campaign. Nskari will usually follow the explorer wherever he goes. The lower the quality of the askari, the greater the chance of his running away in dangerous situations. Even a dubious askari is enough to fight off the average native, so don't be too upset if that's all you can afford. For planning purposes, figure one guide per expedition, although larger expeditions can use several. Figure at least five askari per level of the expedition. For bearers, figure a base of four plus one per every extra guide and one for every two askari. For each extra European add two more bearers. Extra Europeans are good to have since they are free, reliable and can take the place of an askari. You just need a player who doesn't mind not earning fame points.

An optional method for determining fame:

Some players might find the simple increase in fame by one point upon successful completion of a mission to be a little dry. Instead, they may want to use the following method. This method allots victory points to each explorer for various accomplishments. The victory point method is best used when several players are competing with each other. Victory points are allotted to players upon their return to their home country as follows:

  • completion of mission - one point per level discover something impressive - one point per item
  • establish a treaty with a native tribe - one point per tribe
  • complete a tribal ethnography - one point
  • per capture a wild animal - one point per animal
  • defeat slavers or hostile tribe in battle - one point per
  • each territory surveyed - one point

The player with the most points wins. The consequences of this could mean he gets first choice of missions next turn, gets more points with which to buy bearers and askari, gets the best bearers and askari, etc.

Fame:

    1: 25pts
    2: 50pts
    3: 75pts
    4: 100pts
    5: 200pts

Example:

Level 1 expedition: 1 explorer, 1 extra European, 1 poor guide (5 pts), 4 dubious askari (12 points), 8 dubious bearers (8 points) for a total of 25 points. Observant readers will note that we are one bearer short according to the above guidelines. So what! It's just a game. - If it really matters the umpire will fit it into the game somehow.

Items and Cost

1pt: Bearer of dubious reliability - will carry in home territory and into an adjacent territory - will likely run at first sign of trouble.

2pts: Veteran bearer - will carry in his own territory, through one adjacent and into a third territory - not quite as likely to run.

4pts: Bearer of sterling character - will carry in his own territory, through two others and into a fourth territory - may even pick up a weapon and assist in the fighting.

3pts: Askari of dubious reliability - while not limited by territory, he doesn't like to get too far from home and may disappear as you get further afield. His fighting skills are low.

6pts: Veteran askari - will march with you wherever you go, but may grumble a lot. Some chance of running . Fighting skills are average.

10pts: Sterling askari - like a son to you. Will follow you faithfully and fight well.

5pts: Dubious guide - his last job was selling maps to the slaver's homes in Zanzibar. He talks a good game but most likely will be out of his league after two day's travel.

10pts: Veteran guide - this guy has actually been on an expedition or two. He can talk with most of the tribes and knows a lot of the customs. Will keep the bearers in step. Fights, too.

20pts: Sterling guide - on a first name basis with Dr. Livingstone. Probably missing a limb, or an eye. Has a necklace of skulls of pygmies that he killed himself. The bearers are in mortal fear of disobeying him. Been everywhere, done everything. Spears are afraid of hitting him.

Note that veteran bearers, askari and guides are hard to find, and sterling ones are like hen's teeth. Quite often they will not even be available for purchase, regardless of how many points the player might have.

The umpire will have a major role determining how the make up of the expedition determines the outcome. If the player shorts his guide and bearers to stock up on reliable askari, then the umpire will have to ensure that the guide leads the expedition into hostile territory and then accidentally mortally offends the chief of the tribe. The bearers will all run away, taking the powder and shot with them, along with any artifacts the players may have recovered. In the confusion, the camp will burn down and everyone will be eaten by lions.

However, assuming the player has taken adequate precautions, or couldn't afford anything better, the players themselves should be allowed to overcome the failings of their hirelings. If the guide is incompetent, the players should be given the opportunity to figure things out themselves (e.g. the player is given the opportunity to decide whether he should burst in on an unknown tribe performing a cannibalistic ritual, or maybe wait for a better time). If the bearers run away, the player may be given the opportunity to negotiate an agreement with a local tribe for new bearers, even if the player has no money to pay. Of course, the player may have to marry the chief s daughter (the one with the bone through her lower lip), but it's a small price to pay...

More Campaigning


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© Copyright 1999 by Richard Brooks.
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