SCWaRes

Simple Colonial Wargames Rules

By Bob Cordery

INTRODUCTION

These rules are designed to be played either solo or by two (or more) players in a face-to- face wargame.

These rules are designed for both 'open' [1] and 'closed' [2] wargames.

'Nothing may be done contrary to what could or would be done in actual war.' (F T Jane - Revised Rules for Naval War Game [1905])

TURN SEQUENCE

Morale Tests are taken (if required).
European [3] and European-led troops [4] move.
Native troops [5] move.
Reconnaissance takes place. (N.B. Only used in 'closed' wargames)
European and European-led troops fire.
Native troops fire.
Close Combat takes place.
An Event Card is turned over.

ZONES

The standard size of zone is a 50 mm x 50 mm square.
Zones may be smaller or larger than the standard size or shape in order to reflect the type or difficulty of the terrain.
The size and shape of a zone determines the number of troop bases allowed into that zone.
It is not permitted for more troop bases into a zone than may fit within the boundaries of the zone.

MOVEMENT

Troops expend Movement Points to move and/or manoeuvre on the battlefield. The number of Movement Points expended may not exceed the number allocated to a troop type or unit.

Expenditure of Movement Points

    Type of movement ormanoeuvre : Number of Movement Points expended
    To move orthogonally : 2 Movement Points per zone
    To move diagonally : 3 Movement Points per zone
    To turn 45 degrees : 1 Movement Point
    To turn 90 degrees : 2 Movement Points
    To turn 135 degrees : 2 Movement Points
    To turn 180 degrees : 1 Movement Point
    To Limber or Unlimber Artillery : 1 Movement Point

European and European-led Troop Types are allotted a fixed number of Movement Points that they may expend each move.

Native Troop Types are allotted a variable number of Movement Points that they may expend each move.

Movement Points
European and European-led typeMovement
Points
Native Troop TypeMovement
Points
Infantry in Column, Line, or Square3Infantry Marching 2D6
Infantry Charging6Infantry Charging 3D6
Mounted Troops in Column, Line, or Square 3Mounted Troops Marching 2D6
Mounted Troops Charging9Mounted Troops Charging 4D6
Artillery Unlimbered3Artillery Unlimbered 1/2D6
Artillery Limbered6Artillery Limbered D6
Machine Guns3Machine Guns 1/2D6
Commanders and their Staff6Commanders and their Retinue2D6
Messengers or Scouts on Foot6Messengers or Scouts on Foot3D6
Mounted Messengers or Scouts9Mounted Messengers or Scouts4D6
Unit Markers3Unit Markers 2D6

All fractions of Movement Points are rounded up.
Unexpended Movement Points are 'lost' at the end of a side's movement and can not be held over until the next move.
Units may only 'Charge' when they are four (4) zones or less away from an enemy unit and only if they are intending to attack that enemy unit.
Only European or European-led troop bases may move sideways, and they may only do so if they form part of a Square.
Units may interpenetrate 6 other friendly units during the course of normal movement as long as they do not end the move with more troop bases in a zone than may fit within the boundaries of the zone.
'Charging' units may not interpenetrate other units.
'Driven back' units may not interpenetrate other units.

RECONNAISSANCE

All troop bases can automatically reconnoitre all the zones adjoining the zone they occupy.
All troop bases can reconnoitre one zone up to D6 zones away during each move except those to which the line-of-sight is blocked.
Zones that are outside an arc 450 either side of the direction the reconnoitring troop bases are facing may not be reconnoitred.
Scouts can reconnoitre all the zones within a 3600 arc up to D6 zones away each move except those to wh0ch the line-of-sight is blocked.
The distance a scout or troop base can reconnoitre is measured orthogonally.
A D6 is thrown, in turn, for each unit marker in a reconnoitred zone.
Every 5 or 6 thrown causes the unit marker to be turned over and its troop type and strength exposed.
At that point the relevant troop bases replace the exposed unit marker.

COMBAT

Fire Combat and Close Combat are resolved using similar methods.
Fire Combat takes place after both sides have moved their troops, and before Close Combat occurs.
Close Combat takes place after all Fire Combat has been concluded, and is simultaneous.
All weapon types are allotted a range in zones and a number of D6s per troop base taking part in combat.

Weapon TypeWeapon RangeNo. dice
per troop base
European Field Artillery8 zones4D6
Native Field Artillery6 zones3D6
Automatic Machine Guns6 zones6D6
Mechanical Machine Guns4 zones4D6
Magazine Rifles
& Carbines
4 zones3D6
Single-shot Rifles
& Carbines
3 zones2D6
Muskets1 zone1D6
SpearsSame zone or if in base-to-base contact1D6
All Close CombatSame zone or if in base-to-base contact1 D6

Fire Combat

All Fire Combat is from one zone to another.
If several troop bases occupy a zone, only the front rank of troop bases that are in that zone, and that are facing the enemy, can take part in Fire Combat.
The firing troop bases identify the target zone.
There must be a clear line-of-sight from the zone occupied by the firing troop bases to the target zone.
Ranges are measured orthogonally.
Targets that are within range but are outside an arc 45 degres either side of the direction the firing troop bases are facing may not be fired at.
The firing troop bases that are firing at the same target zone count up the number of D6s they can throw, place them in a dice shaker, and throw them.
Every 6 thrown destroys an enemy troop base in the target zone if the target is in the open.
Every double 6 thrown destroys an enemy troop base in the target zone if the target is in fortificationS . [7]
Every 5 thrown 'drives back' a European-led or a Native troop base in the target zone by one zone if the target is in the open.
Every double 5 thrown 'drives back' a European-led or a Native troop base in the target zone by one zone if the target is in fortifications.
A troop base that has been 'driven back' must move directly away from the firing troop base at once.
A troop base that has been 'driven back' but that can not move one zone directly away from the firing troop base at once is destroyed.

Close Combat

All Close Combat is from one zone to an adjoining zone or within the same zone if both sides are in base-to-base contact.
If several troop bases occupy a zone, only the front rank of troop bases that are in that zone, and that are facing the enemy, can take part in Close Combat.
Both sides identify the troop bases in each zone that can take part in Close Combat.
Both sides count up the number of D6s they can throw, place them in a dice shaker, and throw them.
Troop bases in different zones that are in Close Combat with same enemy troops may combine their D6s to speed up the process of resolving the Close Combat.
Every 6 thrown destroys an enemy troop base in the target zone if the target is in the open.
Every double 6 thrown destroys an enemy troop base in the target zone if the target is in fortifications.
Every 5 thrown 'drives back' a European-led or a Native troop base in the target zone by one zone if the target is in the open.
Every double 5 thrown 'drives back' a European-led or a Native troop base in the target zone by one zone if the target is in fortifications.
A troop base that has been 'driven back' must move directly away from the firing troop base at once.
A troop base that has been 'driven back' but that can not move one zone directly away from the firing troop base at once is destroyed.

EVENT CARDS

At the beginning of the game a pack of ordinary playing cards is shuffled and placed within easy reach of the players.
For a game of pre-determined length, the same number of playing cards as pre determined turns is dealt, face down, into a separate pile.
After the Close Combat phase of the Turn Sequence, the top playing card is turned over, and the results are read from the Event Table.

Event Table
Card
Value
HeartClubDiamond Spade
2 to 9No eventNo eventNo eventNo event
10D6 troop bases of the Native troops farthest away from the leading European or European-led troops immediately leave the battlefield.Throw a D6. If 4, 5, or 6 are thrown then D6 troop bases of Native troops appear 2D6 zones to the North of the leading European or European-led troops.All European and European-led troops add 2 Movement Points to their movement next move. A cloud of dust appears 2D6 zones to the North of the leading European or European-led troops. Throw a D6. If 6 is thrown then D6 troop bases of Native troops replace the dust cloud next move,
JackD6 troop bases of the Native troops farthest away from the leading European or European-led troops immediately leave the battlefield.Throw a D6. If 4, 5, or 6 are thrown then D6 troop bases of Native troops appear 2D6 zones to the South of the leading European or European-led troops.All European and European-led troops add 1 to all D6 scores next move.A cloud of dust appears 2D6 zones to the North of the leading European or European-led troops. Throw a D6. If 6 is thrown then D6 troop bases of Native troops replace the dust cloud next move.
Queen2D6 troop bases of the Native troops farthest away from the leading European or European-led troops immediately leave the battlefield.Throw a D6. If 4, 5, or 6 are thrown then D6 troop bases of Native troops appear 2D6 zones to the East of the leading European or European-led troops.All European and European-led troops add 2 MPs to their movement for the rest of the game.A cloud of dust appears 2D6 zones to the North of the leading European or European-led troops. Throw a D6. If 6 is thrown then 2D6 troop bases of Native troops replace the dust cloud next move.
King3D6 troop bases of the Native troops farthest away from the leading European or European-led troops immediately leave the battlefield.Throw a D6. If 4, 5, or 6 are thrown then D6 troop bases of Native troops appear 2D6 zones to the Wast of the leading European or European-led troops.All European and European-led troops add 1 to their d6 scores for the rest of the game.A cloud of dust appears 2D6 zones to the North of the leading European or European-led troops. Throw a D6. If 6 is thrown then D6 troop bases of Native troops replace the dust cloud next move.
Ace4D6 troop bases of the Native troops farthest away from the leading European or European-led troops immediately leave the battlefield.Due to ammunition shortages, European and European-led troops armed with Single-shot Rifles & Carbines may only throw 1 D6 per troop base for the rest of the game. All European and European-led troops add 2 Movement Points and add 1 to their d6 scores for the rest of the game.Due to ammunition shortages, European and European-led troops armed with Magazine Rifles & Carbines may only throw 1 D6 per troop base for the rest of the game. .

MORALE

There are two types of morale. One is Unit Morale, and the other is Group Morale.

Unit Morale

units must test their morale at the beginning of the turn after they first suffer the loss of a troop base, and at the beginning of all subsequent turns.
A D6 is placed in a dice shaker, and thrown.
he D6 score is reduced by one (1) for every troop base lost by the unit testing its Unit Morale.
A European unit must score 2 or more to pass its Unit Morale test.
A European-led unit must score 3 or more to pass its Unit Morale test.
A Native unit must score 3 or more to pass its Unit Morale test.
Units that fail their morale test may not move towards any enemy troops during this turn.

Group Morale

A group of units operating together under one commander must test their Group Morale at the beginning of the turn after their strength (in troop bases) has fallen to a percentage of their original strength.

Once a group of units has had to test their Group Morale, they must retest their Group Morale at the beginning of every subsequent turn until such time as they fail their Group Morale test.

European and European-led troops must test their Group Morale at the beginning of the turn after their strength (in troop bases) falls to 25% of their original strength.

Native troops must test their Group Morale at the beginning of the turn after their strength (in troop bases) falls to 50% of their original strength.

A D6 is placed in a dice shaker, and thrown.

A group of European and/or European-led units must score 3 or more to pass their Group Morale test.

A group of Native units must score 4 or more to pass their Group Morale test.

A group of units that fail their Group Morale test must begin to move away from any enemy units at once by the most direct route, and must continue this movement until they are at least 10 zones from any enemy unit.

Unit Strengths and Troop Base Sizes
Unit TypeStrengthBase Size (Width x Depth)
European and European-led Infantry Units4 troop bases40 mm x 20 mm
European and European-led Mounted Units3 troop bases40 mm x 30 mm
European and European-led Artillery Units1 troop base40 mm x 40 mm
European and European-led Machine Gun Units1 troop base40 mm x 40 mm
European Commanders and their Staff1 troop baseOf appropriate size
European and European-led Messengers or Scouts on Foot1 troop base20 mm x 20 mm
European and European-led Mounted Messengers or Scouts1 troop base20 mm x 30 mm
Native Infantry Units4 to 6 troop bases40 mm x 20 mm
Native Mounted Units3 to 6 troop bases40 mm x 30 mm
Native Artillery Units1 troop base140 mm x 40 mm
Native Machine Gun Units1 troop base40 mm x 40 mm
Native Commanders and their Retinue1 troop baseOf appropriate size
Native Messengers or Scouts on Foot1 troop base20 mm x 20 mm
Native Mounted Messengers or Scouts1 troop base20 mm x 30 mm
Unit MarkersNot applicable140 mm x 40 mm

Footnotes

[1]: 'Open' wargames are wargames where all the troop bases are visible on the battlefield at the start of the game.

[2]: 'Closed' wargames are wargames where real and dummy unit markers are used in place of troop bases until reconnaissance or combat exposes their troop types and strength. At that point the relevant troop bases replace the exposed unit markers.

[3]: European troops are all those troops raised in Europe or raised locally from European colonists.

[4]: European-led troops are all those troops raised locally from the native population and commanded by Europeans.

[5]: Native troops are all those troops raised from the native population and commanded by native leaders.

[6]: Interpenetration is where one unit passes through a friendly unit.

[7]: Fortifications may be either man-made or natural. Man-made fortifications include trenches, earthworks, stone sangars, forts, armoured trains, and armoured warships. Natural fortifications include dried-up streams and rivers, sunken roads, and large rock formations.


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© Copyright 2001 Hal Thinglum
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