MINI-CAMPAIGN

NILE RETREAT/COUNTER RETREAT

by Captain Peter Panzeri Jr.



Mini-Campaign Notes

This mini-campaign is designed to be played by two to eight players In an afternoon WITHOUT AN UMPIRE. However, two of the minor commanders may wish to adjudicate campaign movement (preferably before they know which side they'll be on). Make three enlarged photocopies of the map: one for each player to mark secretly, and one to move markers on, using a single blind method (or double with an umpire). Each 'day' will consist of three daylight turns and one (one-half move) night turn (all elements MUST halt/rest a minimum of once per each six turns). Map movement should be done using STEPS 1 THROUGH 5:

1. DERVISH PLOT/MOVE: (a) Designate commanded * elements and independent elements. (b) Starting at the NEW FORT (grid E-1) plot 12 turns (3 days) of map movement for each element. Foot moves one and mounted moves three Grid-squares per turn). Dervish movement is hidden and plotted on paper (i.e., E-1, D-2, D-3 eta).

2. BRITISH PLOT/MOVE: (a) British player secretly rolls to determine location of Lost Column.' (b) Plots four turns movement from encampment (grid E-7) for all elements. (c) Begins movement (Foot mvoes one, mounted/guns move two grid-squares per turn). British player will move markers on the map (with four dummy markers) and check with the Dervish player to determine possible collision/detection.

3. DETECTION: When two opposing units cross through the same grid- square in the same turn roll D-6,s with a 'six' causing detection. For each foot unit roll 2XD6, for each horse roll 4XD6, half at night or a sandstorm, double if stationary for the entire turn. For every 'six' rolled FOUR units are detected in order of largest to smallest, horse before foot (keeping in mind the Dervish random unit-mix roll, see "S2 NOTE ':). It is possible that one side detects and the other sees nothing but 'dust' (and dice) on the horizon (Extra 'bogus-folls' are allowed to confuse the Dice counters').

BOTH SIDES must mark a trail for each 'unit', and when it is Crossed the opponent is notified of the direction, type of ~units, (either horse, foot, camel, wheeled), and size (1) less than 10; (b) less than 100; (c) less than 500; (d) more than 500). Units may attempt to hide, escape or evade, but a table-top battle should ensue if adequate forces are in contact. If no units are in contact or in pursuit then continue repeating steps two and three until they "mix it up."

4. REACTION: If a Player/Leader is not attached/collocated with the detecting element(s), write the disclosure down secretly. The player/leader will not receive the 'discovered', information until the unit (or detachment) gets to him, though he may 'SUSPECT' some activity. The leader may change the orders of the element(s) he is collocated with, but must roll a (can you guess) 'SIX' on a D6 to activate on the turn of reaction (double if adjacent, and for each subsequent turn attempted, half at night or in a sand storm). All non-reacting units will continue to follow plotted orders. Reacting units within one normal move distance (and adjacent non-reacted) may attempt to enter a battle in progress by rolling (again) a 'SIX' on a D6 every "so many" turns (This will depend on your game rules, scale, etc. For TSATF I'd recommend every other turn, or another D6 to determine the turn interval).

5. RESOLVE: Put them on the table, replicate the piece of map you have with some added randomly generated terrain (some visible, some hidden) and "GO AT ITI" The object is to get to this point, and come out the other side able to 'meet the victory conditions which is survival and completing the mission for the British, annihilation of the British (and their mission) for the Dervish. You may get several small skirmishes, or one big Armageddon. If you have no contact at all you're a 'Houdini.' No two resolutions are alike. "There I was, out in front of that thin red tin..." (You know the rest...). Comments welcome. Captain Peter F. Panzeri Jr., 1748-B West 3rd Ave., Columbus, Ohio 43212 (614-486-4858).

Orders for: Major Kesley Wilmington-Smyth, Commander, Read-Guard Detachment.

From: General Edgemond Blisterfoote, Earl of Gahrtmore, Commander HQ, HM Army of the Southern Sudan (HMASS).

Location: Temporary Fortified Encampment, Imbebeh, Nile River Road, Egypt.

His Grace the Earl of Gahrtmore has entrusted me to convey to you the following orders:

ENEMY Situation is as such: (see map) The Mahdi Army of Dervish and Taaishi have halted their pursuit of the Khartoum Relief Column to loot the supply base at the NILE New Fort. Up to 40,000 Warios, (up to 5,000 with fire arms), 10,000 mounted, are known to be in the area of operations. Actual dispositions are unknown except what we do know which is as follows:

1) The Gunboat Salutable reports small arms fire received from all villages along the river.

2) Artillery fire received from the New Fort, which is in apparent pandemonium.

3) Enemy morale is high, but looting and the pursuit has assumably broken discipline and C3.

4) Enemy supplies are abundant, thanks to HMASS.

FRIENDLY situation is as follows: As you well know HMASS has consolidated at the current position, fortified the camp, and will remain in position until it is time to resume the offensive. The only critical shortage is that of essential artillery fuzes, a large supply of which falling into enemy hands during the retreat. With an ample supply of artillery ammunition the current position is considered impregnable... Without it we could not possibly wait two days for the Nile Flotilla supply boats. "We'll simply have to withdraw once again chaps!"

ALSO: Corporal Weaver from the 90th Foot was picked up by the HMS salutable this afternoon reporting a lost train of wagons, carrying the HMASS reserve Artillery ammunition supplies, and 38 support troops, lost, and trapped near the Djebel Mountains, afraid to move for fear of detection by nearby Dervish. They are assumed to be at: (secret random roll).

YOUR MISSION: Your Command must move immediately to rescue the lost column and, if possible, recover the ammunition train before the Dervish can react..."and oh! DO return safely to the main camp, won't you old boy? We'll be pulling out in three days if you don't return.

Coordination: Night movement is authorized. The main force will NOT be able to Sally out of the breastworks to assist you. GUNBOAT SALUTABLE is at your disposal; Maximum capacity is two guns with crew or 100 men or 30 horses.

ATTACHMENTS: Corporal Weaver will assist with a party of Guides to find the hiding place.
Two guns from the RHA are attached (Lt. Forsythe).
Two Coy Irregular Horse are also attached to your regular command (Major Pappa-Dappalous).

Your strength report is attached.

For the commander, Most Respectfully;
Lt. Ronnington, Adjutant, HMASS

OFFICIAL STRENGTH REPORT HMASS Read-Guard/Recover: Major Wilmington Smythe (2/1/7)
* effective strengths (Officers/NCO's/Men)

Captain Aukland-Lewis (1/1/1)

  • 1 Coy Gerbershire Regiment (1/2/37 morale: Veteran)
  • 1 Coy Foot Battaion (1/4/55 Morale: Veteran)
  • 1 Coy Egyptian Infantry (10/0/40 morale: poor) as guides
  • 1 Coy Egyptian Pellahin (0/1/29 morale: dirt poor) as porters

Captian Smurthwaite (1/1/1)

  • 2d Coy Foot Battaion (1/1/38 morale: veteran)
  • 1 Coy Light Foot (4/4/52 morale: Elite)
  • 1 Coy Royal Naval Brigade (1/2/47 morale; Veteran)
  • A Battery (2) Naval Gatling Guns (2/1/17 morale: Veteran)

Captain Eillingtons (1/1/1)

  • 1 Squadron Light Dragoons (2/2/36 morale: Superb)
  • 1 Squadron Egyptian Camel Corps (1/0/29 morale: Average)
  • 1 Squadron Egyptian Cavalry Regiment (8/0/52 morale: Average)

Gunboat Salutable

  • 1 Gatling, 1 Rrupp (1/2/27 morale: Elite)
  • Corporal Weaver Guides, mounted (0/1/9 morale: Veteran)

Lieutenant Forsythe

  • 2 guns RHA (2/2/26 morale: Elite)

Major Pappa Dappalous (l/l/28 morale: Elite)

  • 2 Coy Greek/Albanian Mercenary Horse

"The LOST Column" (O/1/37 morale: Merde )

  • 18 wagons (2 water carriers) and 27 camels and 80 draft animals
  • 1 Secretly roll random location just Prior to start )
Roll 1 X D10 LOCATION GRID SQUARE
1 Old Fort D-4
2 Muhfah E-4
3 Allah Rock D-5
4 Wadi Al Martino C-4
5 Wadi Lu Jala A-4
6 Mulah Rock A-3
7 Rukbi A-1
8 N. Pass B-5
9 S. Pass B-3
0 N. Wadi A-7

MAP NOTE: The map is lettered left to right A-F grid-squares, and bottom to top 1-7. River and Djebel (escarpments) are NOT CROSSABLE, nor safe to enter (Haven't you seen THE FOUR FEATHERS?). Units may not move across the Nile (except the boat) or see beyond the escarpments. Units may move diagonally, except where restricting terrain blocks that grid-square's corner. Contour lines, Ruined Forts, Villages, Wadi's, Irrigated areas along the Nile are for table-top use but do not affect campaign movement (We've ALL got at least three days water on hand).

* AL PASHA FED WEL (DERVISH Column Commander): His orders from the BIG MAD Mahdi: "Fall like locusts upon the infidels fleeing through the D' jebel Mountains and devour them."

(Morale: brave=fanatic; afraid="conscientious"; ALL others are typical average types )

1. d'Allah Dervish Camel (brave)
2. O'jallah Bedouin Camel (afraid)
3. Dervish al Roja Horse (brave)
4. Bedouin Horse (afraid)
5. Dervish fort d'Allah (brave of the brave types) (with rifles)
6. Bedouin foot O'jallah (afraid of the afraid types) ("/rifles)
7. Taaishi al Rojallah (brave and fuzzy)
8. Taaishi al O'Jala (brave and fuzzy)
9 . Arab/Bedouins ( af raid of the brave )
lo. Dervish al Azul ( just plain stupidl )
11. Devish al Amarili ( half naked )
12. Dervish al O'jAllah (quite ugly)

* Allah 'SAYeKA - (Sudanese #l): His orders are to search far and wide for the Infidel, IF you see him, kill him! Bring me his head (and his watch if he's wearing one).

  • 1a No-hammid O'jallah (camel)
  • 1b H'im-Hammied (mounted)
  • 1c WE 'hammidd (mounted w/rifle)

* SHANUi d'Alleh (Sudanese #2): His orders "Take your army and find them. Bring Dorothy and her little dog Toto to me unharmed! Do what you want with the others, but bring me Dorothy. ''

  • 2a Thululda 'mmed (w/rifles)
  • 2b HOSI 'hommied
  • 2c UM-'ahMed
  • 2d Ack-M'ehed

* These are the only "KEY LEADERS'' for the campaign; units collocated are "commanded". There are no strengths given for native units. Unit strength is unspecified until they come into a tabletop battle. Each unit will roll "DIE-SIX ( 1XD6 ) and multiply times 100 (D6 X 100) upon placement on the wargame table (so each unit COULD have been 100 to 600 warrios) . If one of the Key * Leaders is CONSOLIDATED with them DOUBLE THE NUMERS (D6 X 200) before placing them on the table (so each unit can then have from 200 to 1,200 warriors) .

All strengths are given in actual troop numbers (1:1), so gamers using a smaller scaled rules set (such as TSATF) may want to scale down (to 1:10 or 1:5).

S-2 NOTE: British Campaign intelligence reports will also be randomly reported using the same method, but these random rolls will change prior to combat (do not report the leader bonus for intelligence report A. These will represent force unpredictability and reliability for leaders on BOTH sides.

mw86nile.jpg - 33.67 K
Larger Map - very slow (139K)


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© Copyright 1997 Hal Thinglum
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