by Scott Hansen
A few years ago, I decided to wargame the Sudan. I had a few objectives. First, I want to make most of the scenery except for the buildings (buy pre-made ones). Second, the scale would be 15mm to allow me to game big battles without the expense and cost of 25mm. The last objective was I wanted to use rules that emphasized combat between units and not a set of skirmish style rules that used “to hit” and “melee die roll comparisons” by individual figures to resolve combat. At a Historicon convention a few years ago, I purchased a copy of “Battles For Empire” rules that resolved combat by bases and not individual figures. These rules appeared to be what I was looking for. The first step was to read the rules and try a game. The rules read surprisingly well. Only six sided dice are used. All infantry and Calvary units consist of figures mounted on four bases. Each artillery battery or Machine gun unit is one gun model and two figures. The rules suggest mounting four-foot figures per infantry base and two figures per cavalry base. Basing isn’t critical due to the fact that figures aren’t marked for casualties. Guidelines are given for 15mm and 25mm but 6mm could be used mounting the figures on 15mm size bases. You could use smaller base or use Irregular Miniatures 6mm “strips” for example. I mount four Dervish figures per base and three British infantry figures per base so the Dervish units are bigger. It doesn’t affect the rules in anyway because an infantry or cavalry unit is removed when it takes a fourth casualty. “Battles for Empire” use three unique simple concepts that set these rules apart from other colonial ones. The first is the “hit” concept. Each base in a unit rolls to hit in melee and fire combat. One unit rolls for hits and resolves the effects before the next unit rolls. Artillery batteries roll different numbers of dice depending on the range to the target. The number of dice that machine guns roll is for the player to decide. An attacking unit scoring one hit causes the target to be disordered. Disorder impedes movement on the next turn but the unit automatically recovers after movement. Two hits on a target unit causes suppression. The unit has to rally the next turn. Three hits causes suppression and one casualty. Four casualties on an infantry or cavalry unit removes it. Four hits on a target causes suppression and two casualties. The hit concept takes a little getting used to but is easy to understand once you play a few turns. If a unit is already suppressed when fired on, each successive hit automatically causes a casualty. This means if a unit fires on a target unit and causes two hits (a suppression result) and a different unit fires on the same target and scores three hits, the target takes three casualties. This tactic is useful when playing the game. Weaken a unit and go in for a kill. Before I tried a game, I thought units that took only four hits before being removed would be “wimpy” and make for too short of a game. This rule works very well and seems realistic. One of my many pet peeves is playing a wargame with a lot of battered units that can’t attack. The second concept though not “new” is each unit rolls on a movement table that integrates rallying and movement much like the “Fire and Fury” ACW rules. Each unit type and opponent has their own tables. Dervishes are harder to rally than British units. A unit failing to rally from suppression doesn’t move or retreats depending on the modified die roll. The last concept is the turn sequence is simplified much like “Fire and Fury”. First initiative is rolled for with each side rolling a die. The British add one to their die roll. The side with the highest total decides to move first or second. After both sides move, all units fire. There is no “receive charge moral check” for units being in contact with the enemy and firing at a charging unit. Finally, melee combat is resolved. Each base in the unit rolls to hit much like fire combat. Two unique rules I forgot to mention are for machine gun fire and ammo supply. A machine gun unit can roll from one to six fire dice. The player decides how many dice to roll and resolves fire combat. The machine gun jams if a separate “to jam” die roll is equal to or under the number of fire dice rolled. A jammed machine requires a die roll of six to un-jam it the following turn. One is added to the die roll for each successive turn. Maxim guns are easier to un-jam than a gatling gun and add two per un-jam attempt. The other unique rule is that any British firing unit can declare “intensive fire”. The firing unit receives half the additional fire dice rounded down (British infantry receive six dice instead of four dice). A unit using intensive fire is out of ammo on a die roll of 5 or 6 and will fire with half of the dice. A ammo supply mule takes a full turn to supply the unit and needs to be adjacent. These rules could easily be added to other rules. I have read some rules that look good but fall apart once you try them. This was not the case with “Battles for Empire”. They play very well and quick and are easily learned. You can actually fight a battle involving thirty units total in roughly three hours. “Battles for Empire” also covers Northwest Frontier, Boer War and Zulu’s besides Sudan. You get a sample scenario for each period. Special rules are provided for gunboats, forts and concealment. Unfortunately, I don’t see “Battles for Empire” being played a lot due to “The Sword and the Flame” rules being firmly entrenched in Colonial gaming. This is a shame. I’ve heard people complain there is no ground and figure scale specified. This doesn’t bother me because I’m not picky about the figure and ground scale. As you can tell, I highly recommend these rules if you are tired of “Sword and the Flame” rules and want something that works better with 15mm and larger battles. Nothing wrong with “The Sword and the Flame” but it doesn’t suit my type of gaming. Unlike other rules I love that I had to modify, these rules didn’t require any modification. If you would like a rules cheat sheet I created for Sudan, I would be glad to EMAIL you a copy. My EMAIL address is scott.hansen@teradyne.com Back to The Heliograph # 139 Table of Contents Back to The Heliograph List of Issues Back to Master Magazine List © Copyright 2003 by Richard Brooks. This article appears in MagWeb.com (Magazine Web) on the Internet World Wide Web. Other articles from military history and related magazines are available at http://www.magweb.com |