Monk's Corner

TSATF Adaption

by The Very Rev'd. Aellred Glidden

(w/ help from the Maxwellian Variant & Rules Britannia)

UNITS

Infantry are 1 Officer, 1 NCO, 18 OR, Cavalry are 1 Officer, 1 NCO & 10 troopers, Artillery is 3 gunners & 1 Officer (or NCO) per gun, (note that NCOs are not normally leaders but may be so designated if in command of a section in a scenario); Zulus are 1 induna, 20 spears, Boers are 1 commandant & 18 (mounted) rifles

TURN SEQUENCE

movement, fire / by card draw (red = British, black = other)

MOVEMENT

Each unit must check morale prior to movement: Regulars pass on 2-6, Zulus on 3-6, Boers on 4-6 For units with good morale, success is free movement--for routing & prone units: failure is continue present condition (rout, prone); success is free facing & move I D 6 inches. Units also check morale during the turn when an Officer is lost, or when charging or charged (failure is rout 4 D 6 inches--ignore any movement penalties). Morale Modifiers: +1 Officer present with unit, +1 defense in square or fort, -1 unit is routing (or prone), -1 unit is below 50% (-2 if below 25%), -2 if charged by British cavalry. Normal Movement: Infantry; close order: 2 D 6 / open order, road column or charging into contact: 3 D 6
Artillery; 3 D 6 (2 D 6 to move and fire)
Boers; 3 D 6 (mounted or charging into contact: 4 D 6)
Zulus; 3 D 6 (charging into contact: 4 D 6)
Cavalry; 3 D 6 (charging into contact: 5 D 6 -- if charging through rough terrain only 3 D 6 with no melee bonus for charge but still +1 for Cavalry 2 dice to mount or dismount)
- 1 die per rough/obstacle for all but Cavalry charge & Zulu movement

Concealed units may appear in their own movement phase and are discovered if regulars move within 3" or scouts move within 6" (a unit may detach up to two figures to act as scouts up to 24" from the parent unit-scouts move at 3 D 6 in clear, 2 D 6 in rough).

FIRING

Toss 1 D 6 per figure / 2 D 6 per Artillery or Maxim crew / 2nd rank may fire only if the unit is in open order (exception / Zulu may toss spears in up to four ranks)
British small arms hit on 5 or 6
Gatling guns & Boers small arms hit on 4-6
Artillery at long hit on 5 or 6, at close (24" or less) hit on 4-6 Native carbines & spears hit on 6

Ranges:
Spear = 8"
All Mounted = 9"
Pistol = 12"
Carbine = 18"
Rifle = 24"
Gatling/Boer range = 30"
Artillery: Close = 24" / Long = 48"

Saves:
Close Order = 5 or 6
Open Order = 4-6
Soft Cover = 3-6
Hard Cover 2-6

Draw one card per hit: ace if Officer/leader figure killed; on a face card the firer picks which figure is hit; anything else target picks hit

MELEECharge moves must be made to contact enemy. Toss 1 D 6 to determine the number of stragglers (who stand). Charging units stop short. Toss morale to close (failure is fall back 6" and go prone = Soft Cover from fire but counts as a rear attack if meleed). If the charging unit passes, the unit being charged tosses to stand. Figures line up for 1 to 1 fights with extra figures forming additional (even) ranks, Roll fights man on man with modifiers as below. On an unmodified 1 or 2 the figure is killed--otherwise losers run 6" to the rear (reroll ties). The loser (the side which has had all figures run or be killed) routs 4 D 6 inches.

Melee Modifiers: Hard Cover +1 (cancels charge) Square +1, Officer (or other leader) +1, Cavalry +1, Charge +1, Rear +2 (Note that to claim rear attack bonus the charge must originate out of the line of sight of the unit being charged & a prone target counts as being attacked in the rear).

ADDENDA

Rough Terrain is generic (all hills, brush, stony ground, etc.) and slows movement but always provides soft cover from fire. Boats move 2 D 6 (may turn up to 900 at the end of the move, only).

Monk's Corner Calling It Quits


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© Copyright 2001 Hal Thinglum
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