GDW Soldier's Companion Rules:

Adjustments, Amendments, Clarifications, and Updates

Part I

by Bob Giglio and Keith Frye


For over the last three years my gaming partner (Keith Frye) and I have been running large scale Colonial era games at various large conventions (HMGS ColdWars and Historicon, Origins and GenCon) using GDW's Soldier's Companion rules with modifications.

If you attended any of these conventions then you may remember seeing one of these large games, always on an 8'x24' platform table, using excellent terrain (Richard Brooks saw one at ColdWars '96) [Very well done], or you may have heard the cries of "uSutho! " from the Zulu players. Either way, those who have played in the games all stated the same thing, "what are these rules...I never heard of them before...they really give the feel of the period...where can I get a copy of the rule, etc. "

When Soldier's Companion was first released by GDW, it was ill-advisedly done under the Space: 1889 logo. Unfortunately, most historical players did not look at the rules, since they are not into sci-fi/fantasy. The reason we heard of them by accident. While in a local game shop, the cover depicting some red-coated soldiers of Her Majesty's forces was spotted. Then thumbing through the rules it was noticed that they contained in-depth detail for the various armies of the world, from European to native, listing nearly every unit, some with line drawings of uniforms, plus training level, etc., which was the reason for purchasing them, and decided to buy it. Luckily we found a set of good colonial rules inside, especially since the only rules chiefly being played for the Colonial period were TSATF (and Soldier's Companion is much better).

Thanks to our tireless running of Soldier's Companion at conventions, GDW took notice, and after GenCon '95 were committed to releasing a new version for the historical market (basically taking out the sci-fi stuff, and updating the rules with some new tinkering and army lists). Then by the end of 1995, in a conversation with Frank Chadwick (author of Soldier's Companion), he confided in us the demise of GDW. Although, Frank also had taken notice of the success and enjoyment of our games at conventions, not to mention players bugging the GDW booth for the rules !

When GDW folded, a deal was struck with Emperor's Press/Old Glory, that besides having publishing rights for the Command Decision rules, they would also publish the new Soldier's Companion rules (whenever they are ready). Since Frank Chadwick now has the time, he has started on these new rules. The original disk containing the rules has been lost, so the rules must first be scanned. No release date is currently available, but I am sure that we can convince Frank to update The Heliograph readers from time-to-time (else we will do so ourselves).

Note: Entries listed as Official come directly from Frank Chadwick, while rules marked optional are from various gamers and represent alternatives. All of the following we have used in our games, and found to make thc rules much bettcr.

BASIC RULES

Initiative (p.7)

Note: The hardest part of the rules to get accustomed too for new players is the initiative rules, but which really are what makes the rules unique, and help to capture the proper flavor of the period.

    A) Official Amendment: No side may win initiative for more than three consecutive turns. After the third consecutive turn, initiative AUTOMATICALLY defaults to the opposing player, regardless of rolls, melee conditions, stealing or unit status. Clarification: Initiative is rolled for using 2D6.

    B) Optional Amendment: A plus one modifier is applied to the rolling player's initiative roll for every consecutive turn prior to the current turn that he has lost initiative.

    C) Optional Amendment: If one side gains the initiative by stealing (charging with a hidden unit), and the hidden unit is unable to reach the target of its charge through insufficient movement (i.e. not rolling high enough on the dice), then initiative reverts to the opposing side.

Movement (p.8 and Combat Chart p. 170)

InfantryFormationMoveCharge
RegularColumn12"20"
Line, Open Order, Disorder8"14"
Square4"*
IrregularAll3D65D6
CavalryFormationMoveCharge
Regular LightColumn18"36"
Line, Open Order, Disorder12"30"
Regular HeavyColumn18"30"
Line, Open Order, Disorder12"24"
Irregular CavalryAll4D68D6
Irregular CamelsAll4D67D6
Note: Regular Camels move/Charge as Regular Heavy Cavalry.

ArtilleryLimbered MoveUnlimbered Move
Light18"6"
Medium18"4"
Heavy12"2"
Very Heavy12"1"
Siege8"-

Casualties/Leader Casualties (p. 12)

A) Optional Amendment: For both regulars and irregulars, roll 1D6. If the result IS LESS than the number of casualties suffered by the unit, one of the casualties is an of ficer/NCO/musician (for regulars) or leader (for irregulars). All other rules apply, except that for regulars, unless the senior officer is indicated as a casualty, roll 1D6 to determine the casualty, as follows:

Note: If the commanding / senior officer or chief / leader of the unit is mounted, then + 1 is added to chance of commanding figure becoming a casualty.

1-2 = adjutant officer, 34 = senior-NCO, 5-6 = musician

B) Optional Amendment: When casualties are caused by firearms from units designated as 'S' (sharpshooters), then chance of an officer / leader casualty (see A above) is + 1 greater.

Note: This reflects the historical fact that officer casualties were higher when facing Pathans, Boers, etc.

Detachments (p. 12)

A) Optional Redefinition: A detachment is any group that has received casualties that reduces it to half or less of the original figures of a unit.

B) Optional Amendment: If a regular unit (company) were to split into two subunits (platoons), then these are NOT considered detachments unless a platoon is reduce to half or less of its number of figures through sustaining casualties. All other rules apply.

C) Optional Amendment: Irregular units are generally not allowed to function as detachments. Although historically certain native races did function as sub-units, and therefore the following natives may split units into two equal sub-units:

Pathans: 1/2 with swords and 1/2 with firearms (note: this reflects the fact that Pathnns generally put those having firearms in sangars, while those without firearms were nearby).

Boers: may split into two equal sub-units.

Melee Modifiers (p. 17 and Combat Chart p. 170)

A) Correction: The line which reads "Light Cavalry (and Irregulars)" should read Light Cavalry and Irregular Cavalry. Unit Organization (p.26)

A) Optional Correction: An infantry company consists of a Major OR a Captain, a Lieutenant, a Colour-Sergeant, a musician (bugler or drummer) and two platoons. An infantry platoon consists of a four other ranks. The total strength of a company is 12 men, unless the historical strength is known for that particular battle. Separate figures for Sergeants and Corporals has been discarded. An infantry battalion has 8 companies. All other organizations applies (basically, this is more historically accurate, that's all). Due to the nearly always absence of at least one officer of a particular company for various reasons (sickness, casualty, on leave, vacancy, etc.), no separate officer figure is included for the Sub- or 2nd Lieutenant of a company.

B) Optional Correction: An artillery battery consists of three gun sections. Each gun section consists of two guns, instead of one gun in the original rules. All crew listed in original rules should be reduced by two to reflect a figure ratio of 1 : 10. Each gun section will also have one extra figure to reflect drivers, etc., and each battery will have three officers, one senior NCO and one bugler as well (officer ranks are major, captain and Leiutenant). Each gun section will have either an officer (captain or Leiutenant) or senior NCO in command of it, with the battery under overall command of the Major (to whom the bugler is attached).

C) Optional Amendment: A cavalry squadron has two troops. Each troop consists of one lieutenant, one trumpeteer and 5 troopers. A major or captain will be in overall command of the squadron.

Leadership (p.22)

A) Official Amendment: Leaders with a Leadership Rating greater than zero may use their leadership rating to grant a half move to a unit subordinate to their command within sight, but not greater then a charge move's distance of the leader figure, during a turn when that side has lost initiative. Each leader may grant a half move for each point of Leadership Rating. This move takes place after the winners of initiative have completed their moves, in a special Defensive Move Phase.

B) Optional Amendment: Leaders may use their Leadership Rating to grant a half charge to any unit that is subordinate to their command within sight, but not greater then a charge move's distance of the leader figure, during a turn when that side has lost initiative. This half charge is declared after the side winning initiative has completed all their charge declarations. The half charge movement comes during the Offensive Movement Phase. Note that to resolve any conflicts with opposing units that are charging/half-charging, both moves may have to be pro-rated.

Special Rules for Boers in Soldier's Companion

  1. In the early scenarios (pre-Crimean), assign the Boers smoothbore muskets; a result of the plethora of 18th-century technology dumped on the market at the close Of the Napoleonic Wars.
  2. Boer training reflects the lone, outdoors life, but towards the end of the l9th-century most Boers were living a more urban life, and hence lost some of their outdoorsman skills. Therefore, for early scenarios (Transvaal War or earlier), Boer Unit Value is X2S, but for later scenarios (Second Boer War) Unit Value is T2S.
  3. The rules that apply for mounted units with Fieldcraft Rating of 3 also apply for Boers (i.e. they do not lose any figures as horseholders when dismounted).
    • a) Boers may only initiate a charge if the enemy is presenting their flank or rear to the unit charging, or is Shaken or worse as a result of a morale check.

      b) Boers successfully charging do not close to melee. If they make their morale (due to being fired at by Defensive Fire), they will only close to just within close range, and may fire (using the Mounted Fire modifier) into the unit charged. This is an exception to the normal rules of movement and fire.

      c) Instead of 'b' above, Boers have the option to only move half move, dismount, and still may fire at whatever range they are at (without penalty), into the unit charged. This is an exception to the nommal rules of movement and fire.

  4. If an enemy unit ends its tum within charge move of a Boer unit's flank or rear, the Boer unit must roll to stand as if charged. All regular modifiers apply.
  5. Boers are considered a Weak Opponent for purposed of morale and resolving melee.

Rocket Batteries in Soldier's Companion

The use of Rockets during time of war as a terror weapon is not a new idea. During the 8th Cape Frontier War, the British used rockets to cause panic amongst the Kaffir tribes they were fighting.

Most 19th-century war rockets were improvements on the Congreve pattern of the previous century. While the Congreve was usually fired from a tube, the Hale Rocket used by the British was launched from both a tripod mounted trough (army version), and a standing tube (naval version).

Either design notwithstanding, rockets were woefully inaccurate. They were also dangerous - posing nearly as great a threat to their crews as to the enemy. There are many instances of rockets tumbling in flight. In one case the rocket hit the ground, flipped over, and hurtled back toward its own launchers!

Despite all these drawbacks, rockets were still found useful in a Colonial small war. As mentioned earlier, the natives in South Africa tended to panic in the face of a rocket bombardment, especially the horse mounted Basutos. A similar reaction was expected of the Zulus, but at Isandlhwana Major Russell's battery was overwhelmed after firing just one volley.

Hale's Rocket Launcher Range: 6 ft. To Hit (any range): 6, if a 1 is rolled, then roll another die; if another 1 is rolled the crew takes damage according to the ammunition type (rockets fire shrapnel and common shell). DV: 1 (for 9-pder trough); 2 (for 24-pder Naval tube) PEN: 0 Crew: One per rocket trough / tube plus one officer or senior NCO per battery. Note: Each British gun section generally had one 9-pdr rocket trough with it.

Example: Major Russell's battery at Isandlhwana had two 9-pdr rocket troughs, so would have a total of two crew, one officer (Major Russell) and two mules. Since the crew were men detached from the 24th Regiment, UV:V(0)

Part II Soldier Companion (in issue 95)


Back to The Heliograph #94 Table of Contents
© Copyright 1996 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