The Kris and the Flame

Victorian Colonial Naval Rules

reviewed by Richard Brooks


‘And That’s The Way It Was’, 213 3rd Street NE, Hickory, NC 28601-5124 sent The Kris and the Flame rules ($14) by Chris Ferree for review. These rules are for engagements between European Naval Personnel and the various Piratical Inhabitants of the South China Seas. 18 pages or rules plus native and European ship logs, the rules are for 15mm figs.

Ben and I play tested a naval action with 3 medium Prahus verse a steam ship and sail gunboat. The game lasted about six moves in 1 1/2 hours, it was fun and fast and seemed realistic enough. The gunboat lost it’s rudder on the 2nd turn and was basically out of action for the rest of the game (it failed it repair tests) but kept up a fire, for all the good it did (none), on the native craft. Two Prahs were hit every turn but suffered little damage, while the 3rd was put out of action. The steamship was boarded and the crew did not make their stand and fight throw so the game ended.

Over Christmas we hope to play loads of games and play test more rules. So we plan to undertake a landing party punitive expedition and will report on it.

A couple of things not covered by the rules, we could have missed it but I doubt it, so we’ll cover it with house rules, include: determining wind direction (direction is really important in these rules), specific targeting for the Europeans, 1st Broadside should have an extra die or two for the Europeans especially the Brits who practice with live ammo, and damage to steam power (wheels, engine/boiler, stack). There appears to be plenty of room to add these dimensions, although I’m not sure yet whether I would continue to use these rules for strictly ship to ship actions after trying Gunboat Diplomacy. But they are fun and fast a big plus.


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