By Gerard W. Quinn
Make the cards. For the Sudan, make 4 "British Infantry Fire," 2 "British Movement," 2 "British Artillery Fire," 4 "Dervish Movement," 2 "Dervish Fire," and 1 "Shuffle" card. Card Contents "British Infantry Fire": Roll 2D 10. If DR- range in inches, target is hit. Casualties - 20 - DR, Capped at number of troops firing. You can complicate things if you would like by separately treating pistol armed officers as rolling 2D6 to hit when they fire "British Movement": Infantry: 2 Averaging Dice. Cavalry: 2D 10 "British Artillery Fire" If DR- range in inches, target is hit. Breechloaders: Roll 4D10. Casualties 2d6. Gatling: Roll 2d10. Casualties = 20 - DR. Jams on 2-4. Un-jams on subsequent artillery fire cards on 15-20, "Dervish Movement" 2D6 "Dervish Fire": Firearms 2D6. Spears: 1D6. If DR>= range in inches, target is hit. Casualties = maximum range (12 or 6) - DR. Capped at number of troops firing. "Shuffle": Shuffle all cards together. All "fire cards" should indicate that targets in cover receive the benefit of a saving throw, Each man hit in soft cover (scrub, light vegetation) rolls a D6 and lives on with a 1 or 2. Troops in hard cover (behind a barricade or in boulder strewn field) carry on if they roll 1-4. Soldiers behind a loopholed stone wall might only die if they were so unlucky as to roll a 6. All "movement cards" should indicate that movement in rough/broken terrain is at half speed. 2 inches for crossing walls or doors. Melee is conducted at the end of movement, as follows. The defending unit can conduct a free defensive fire, before melee is conducted, at a range equal to 20 - the number of inches moved by the attacker. Then pair off opponents as evenly as possible. All "movement cards" should state that in melee one rolls an average die for each British soldier, 1D6 for each Dervish, and a D10 for cavalry. Example: 12 Dervishes charge 6 English foot soldiers from a distance of 8 inches The 6 English defenders will fire on their attackers as if the range were 12 inches. (20-8.) Assuming they miss, each Tommy (1 averaging die) will be matched against 2 Dervishes (rolling 2D6) in melee. Zulu Variant: British cards are the same as above. Make 4 "Zulu Movement" cards, with Zulu movement at 2D10. (The British regarded them as cavalry, after all.) 1d10 for each Zulu in melee. Make 1 "Zulu Fire" card. Same numbers to hit as the Dervishes. Back to MWAN #105 Table of Contents Back to MWAN List of Issues Back to MagWeb Magazine List © Copyright 2000 Hal Thinglum 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 |