A View to a Kharkee

Indian Mutiny Scenarios

By Steven Lawrence

A Quick Viewing of the Several Types of Military Actions Making up the Mutiny, for the Assistance of Better Gamemasters

The Great Mutiny was a diverse and varied affair. The actions therein include everything from tiny patrols of ten to twenty on a side to the massive Siege of Delhi with 5-6,000 troops of an Anglo-Indian army and up to 50-60,000 mutineers and rabble in the city. The scope for actions is almost without parallel in history.

In this article, your author will attempt to lay before his readers a few scenarios for their perusal. These scenarios will attempt to span the gamut from the lowest level of skirmish action to large set-piece actions. These may be modified, transmogrified, rebuffed, or rebuked by the gentle readers at their leisure (pronounced leh-zhur). And so heeere we go!

Scenario #1:
A Troublesome Night in Meerut:

The Mutiny Begins in Indecision and Blood The situation: It is nearly dusk in the Meerut Cantonments. The trouble of the past week has the garrison in turmoil. British troops on guard duty notice trouble in the Cantonments. Some fool has fired several of the barracks and large bodies of Sepoys are now approaching Officer's row, which lies between the Indian and British Cantonments. The bungalows of the white officers and their families are almost without protection. Few men are ready to act. The Sepoys have chosen this hour to mutiny because the Feringhees (foreigners) will be at evening church call and far from their weapons. Fortunately for the British, the colonel of the 60th Rifles has postponed their parade for an hour and his men are still in their barrack. This is the primary reason the mutineers fail to kill every white person in the Meerut Cantonments.

The playing area: The table should be at least 6'x 8'(we used 6'x 9') with the area broken up as follows: 1. At the east edge - the edge of the Indian barrack area. 2. From the east edge for 3 feet is an open flat area, the parade ground. At the west end of the parade ground is a low, earthen wall, split in the center by a 6-inch wide opening. 3. From the west edge of the parade ground, for the next 4 feet, are the bungalows of officer's row. Four rows of houses split by a 6-inch wide road. Each bungalow should have some form of wall enclosing it. A selection of trees, gazebos, and small sheds should encumber yards in this area. 4. At the west edge of officer's row is another low earthen wall. It is the east edge of the British barrack area.

The British forces: 1. On board at the start: up to ten guards, six along the edge of the parade ground and four along the edge of the British barracks. A single officer and a single NCO should be at the parade ground. 2. On turn one, the Post Guard of up to twenty-six men plus one officer and one NCO enter from the British Barrack area. 3. Further reinforcements must be rolled for as follows:

  • One troop (12) of the 6 th Dragoon Guards, mounted; 9+ on 2d6.
  • Four units (20 each) of the 60th Rifles; 11+ on 2d6.
  • One officer, mounted, any time an 11+ is rolled on 2d6 (represents Native Regiment officers to save families).

All British reinforcements enter from the British Barracks area. 4. In each house, from 1 to 6 persons (roll 1d6). These are civilians who must be rescued by being taken to the British barracks area by troops. These figures react as follows:

  • British troops attempt rescue with family member; 1-5 will come.
  • British troops attempt rescue without family member; 1-4 will come.
  • Attempt to get the persons to go without escort; 1-2 will come.
  • Mutineers get within 12 inches of house; +1 to rolls

Figures that will not come cower in the house this turn. An attempt may be made each turn. The British player may not leave British figures in a house if there is any conceivable possible rescue.

The Mutineer forces: 1. At the start of the game: three units of mutineers (20 each) and one unit (20) of Budmashes. These troops enter from the east edge of the board. 2. Each turn after the second, roll 1d6. A roll of 1-3 means no reinforcements. A roll of 4-5 means one unit (20) of mutineers. A roll of 6 means a unit of Budmashes. Each time a roll of 6 is made, roll again: 1-5 are Budmashes. On a 6 get Goojurs or mutineer cavalry.

Winninq the game: The British must wind up in control of Officer's Row and save as many civilians as they are able. The mutineers must drive the British into the British barrack area and kill as many civilians as possible. The rules: We used the Sword and the Flame (TSATF) with the Indian Mutiny Amendments listed at the end of this article.

Scenario #2

Oh, We're Off on the Road down to Delhi: The Ruffel-ka-Pultan (60th Rifles) Advance on Delhi The situation: The morning after the Meerut Mutiny, the 60th Rifles, the 6 th Dragoon Guards, and a complete battery of the Bengal Horse Artillery set off after the mutineers who were heading for Delhi. At a river crossing, a large force of mutineers, led by the King of Delhi's favorite son, lay in wait for this small column.

The mutineers are dug in and have artillery (two 68 pounder guns) commanding the only way across the river - a wooden bridge about twelve feet wide. The 60th forms up in an assault column with their colonel at their head and charges. With a battery of artillery covering their advance, the 60'~ makes straight across the bridge into the mouth of the guns. Nothing happens! The Riflemen carry the works. The fighting carries into the village behind. The 60th drive the mutineers into a sullen retreat after inflicting heavy casualties. Most casualties among the British troops are from heat prostration. The 6 th Dragoon Guards prove almost useless in the heat.

The playing area:

Again the standard 6' by 8'table is used. The board should be divided at the middle by a river approximately 12 inches wide. If is unforclable. A single bridge, wide enough for 6 figures abreast is in the center of the river. The edges of the river should be lined with brush and give light cover. The mutineers have light works all along their side of the river with gabions across the bridge end. An artillery piece is dug in on either side of the mutineer's end of the bridge. About 12 inches behind the bridge is a native village. This will cover an area about 30 inches in diameter in the center of the board. It will be flanked by woods on either side, 8 inches from the edge of the village. Beyond the village are rice paddies. The British forces:

  • The 60th Rifles should consist of four units of 20 men, plus all extraneous officers and NCOs.
  • The 6 th Dragoon Guards should consist of two units of 12 men.
  • The Bengal Horse Artillery should consist of three field guns plus their crews.

The Mutineer forces:

  • The mutineer infantry should consist of twelve infantry units of 20 men. No other officers should be used.
  • The artillery should consist of the two 68 pounders and two field guns and their
crew.

Winning the game: The 60th Rifles must clear the board of mutineers. Special rules:

1. Firing the two 68 pounder guns: roll 2d6 for 11 or better to fire. Otherwise the guns are fouled and must be reloaded. These guns may only fire canister.

2. No mutineer units may combine to fire or attack the same unit until each British unit has at least one mutineer unit firing on it. This represents the lack of higher level control.

Scenario #3 Down by da Ribbah Side:

Feringhees and Pandies seek water from the Nulam-garh Canal outside Deli

The situation: Blast this heat! Thank God it's night again. Time enough to get down to that filthy canal for some water. The plague and cholera be hanged! There are several of the others from your company and a dozen or so assorted men from nearby regiments. Suddenly, looming out of the dark, just across the canal, Pandies! "Open fire, mates!" rings out in the darkness. "Don't let a single one o'clem bleedin' Pandies escape!" Gun flashes erupt in the calm of the night. The horrible cries of the wounded and dying fills the silent night as men on both sides go down. As suddenly as it started, the firefight ends, leaving only the sounds of pain and shock. You get your canteen full and return to your Post. Just another night on the Delhi Ridge.

The playing area: Match the size to the number of players and figures used. The board should be evenly divided by the canal, about 15 feet across (in real feet, not in 25mm). The area should be liberally strewn with all types of trees, brush, low walls, and other obstacles. The banks of the canal should be clear for about 10 feet on either side. The canal is not fordable.

The British forces: Each player should have from two to five figures. One is an NCO, the others are privates (one player has an officer)

. The Pandies: Each player should have from five to eight figures. One is an NCO, the others are privates or budmashes.

Winning the game: The side that inflicts the greater number of losses in proportion to the original force he faced is the winner.

Special rules: It is night, therefore vision range is a maximum of 48 inches and penalties must be given for the poor light available.

Scenario #4

A bridge too far: Henry Lawrence's attempt to stem the mutineer tide advancing on Lucknow at Chinhat

The situation: The march here was a living hell. 120 degrees in the shade and we're wearing full dress uniform! But now all that is forgotten. The army is prepared for battle, all five hundred of us. And those foul mutineers are now in sight. Lord God, they are endless in number, at least five or six thousand foot and two thousand cavalry with guns. We are lost in this exposed position, Why didn't the Colonel stop on the far side of the bridge? Too late now. They're advancing and their horse are moving to flank us. Many of us will die today, Lord remember me if I forget you.

The playing area: Standard 6' by 8' board, the river along one side and an open area with few obstructions. The British deploy on the board in the center, lengthwise.

The British forces: Two 20-man units of British foot, one 20-man unit of loyal Sepoys, one 20-man unit of Armed Civilians, one 12-man unit of mixed cavalry, and two field guns with crew.

The mutineer forces: Twelve 20-man units of Sepoys, six 20-man units of Budmashes, six 12-man units of cavalry, and six field guns with crew.

Winning the game: The British must exit at least 60% of their force across the bridge in their rear at the center of the board. No British may move toward this bridge until at least turn 6.

Special rules: In the right rear of the British force is the baggage train, represented by several carts and wagons. A mutineer cavalry unit that comes in sight of the train must roll Id6 as follows: 1; unit follows orders, 2,3; unit stops just beyond rifle range, 4-6; unit plunders the train and leaves the board two turns later.

Scenario #5

River of blood, streets of fire: Havelock's relief column pushes into Lucknow to break the siege T

he situation: "The bridge, make for the bridge!" young Harry Havelock yells above the thunder of the guns. "Them bleedin' officers don't know a bloody thing," you think to yourself. Your battalion in column aims for the single bridge to your front. The Pandies are hanging out of every window and doorway all the way up the street. This is the way you are being directed. The general says we must break through today or those folks inside will be killed. Onward, forget about the musket fire from all sides and your mates being hit or dying all about. "Forward, forward men!" are the last words you hear before that burning pain in your gut. You see your mates push past as you fall to the roadway. The flash of the red pant stripes, the rhythmic thud of boots on the hardpacked earth. The blackness swims up to engulf you and all is silent. The people of Lucknow are rescued.

The playing area: A 6' by 8'table is used. There is a 6 inch wide river three inches from one end (the British entry point) with a 6 inch wide bridge in the center of the river. Running up the center of the board (but winding around) is a 12 inch wide road flanked by close-set buildings. A cross street is placed every 18 inches or so.

The British forces: Four 20-man units of Highlanders (the 93d Highlanders led every assault Havelock made), four 20-man units of British line, two 20-man units of Sikhs, and two field guns with crews. Two mounted officers should be used, one of which is General Henry Havelock (in any scenario, he is unkillable), the other is his son Captain (Brevit Major) Harry Havelock.

The mutineer forces: A minimum of twelve 20-man units of Sepoys, and a minimum of four field guns with crews. These units must begin the game dispersed in the houses along the road to the citadel.

Winning the game: The British must exit at least on-half of their force off the far end of the road to the citadel (the end opposite their entry point).

Special rules: The Sepoys may not combine fire or attacks on a single British unit unless at least one Sepoy unit is engaged with each available British unit in range.

Scenario #6

Ashes to ashes, dust to dust: All over Bengal and Oudh, mutineers make their last stands as the British Army mops up

The situation: "Sod'em, them bleedin' Pandies'll not be getting'away from them pig-stickin' Lancers, me boyyo! Not in yer lifetime, me lad!" How the bleedin'75 th ever lasted this day, I'll never be knowing. First we hiked eight kilometers in the bleedin' sun. Then we fight a murtherin'great battle with two thousand rot-guttin' Pandies. We take a batterin' getting'at'em, but they breaks and dem fancy-boyyo Lancers got in among'em! Now they're scattered to hell and gone across the plain. Them wot isn't stuck through the guts. But young Tim never heard it. Sod 'em, sod 'em all. It's the best whot get taken in battle, and wi' the bloody thing near over.

The playing area: The standard 6' by 8'table. At the middle of the table the mutineers place entrenchments with three gun positions. The rest of the table should contain sparse vegetation, a couple patches of palms ard perhaps a paddy or two. The British enter the board facing the entrenchments. The British forces: Four 20-man units of British foot, four 20-man units of loyal native foot, (or Sikhs), three 12-man units of British Lancers, three 12-man units of Sikh Horse, four field guns with crews. The mutineer forces: Eight 20-man units of mutineer foot, three 20-man forces of Budmashes, three 12-man units of mutineer horse, and three field guns with crews. Winnim the game: The British must destroy the mutineers as a fighting force; say 50% casualties.

Modifications for the Indian Mutiny using TSATF Rules

Movement: Use the chart as it stands. British and mutineers use the British troop's rates and Budmashes and Goojurs use the native rates. Native artillery that is not regular field artillery may never have more than 1d6 movement, and that only when bullocks or elephants are available.

Small arms fire: Troops armed with the Enfield have ranges of 0-24". Troops armed with the Baker rifle (mutineer rifle companies) have a range of 0-18". Troops armed with the Brown Bess musket or native matchlocks have a range of 0-12". British use the British chart and all others use the native chart.

Artillery fire: Artillery of the 6-pound and 9-pound variety have ranges of 0-18" and 18-36". Heavier artillery have ranges of 0-24" and 24-48", but it takes three turns to reload.

Melee: This is self explanatory with the addition of a +1 if Ghazi or Hincloo fanatic and a +1 for mounted Lancer.

Morale: This is standard except for a -1 for any native facing a bayonet charge, and a +1 for Gurkhas, Ghazis, or Hindoo fanatics attempting to charge home.

These simple changes will give the flavor of the period to games in the Great Mutiny period.

Historical Perspective


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© Copyright 2002 Hal Thinglum
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