by Patrick Bailey and Michael Pennock
TURN SEQUENCE
2. Phasing unit moves. 3. Phasing unit fires. 4. Melees between phasing unit and contacted units. 5. Repeat steps 1-4 until all cards have been drawn. 6. Check morale. PHASING UNITEach unit on the board is assigned a playing card. The cards are drawn one at a time during the turn, and a unit moves, fires, etc. when its card is drawn. MOVEMENT
1. Carrying a body or heavy weight will cut movement by one-half.
WEAPONS FIREThe fire for the unit is directed as follows: Officers and NCOs (including Acting Corporals) may fire at any individual figure in range. All other figures in the phasing unit must fire as a group at a group of two or more figures or at a location up to their current frontage. (An Arab unit with 4" of frontage could specify fire at either a group of two or more legionnaires or any targets along up to a 4" frontage of the walls.) This will not allow massed fire at single leader figures. NOTE: Legionnaires fire twice per turn, all Arabs fire only once. Each man has a Firearms Skill. Modify the man's skill by the following modifiers
Firer: Advance -2 Firer: Run/Charge -3
Now roll a d6 less than or equal to the modified skill level for a hit. If the modified skill level is zero or less, the man must roll a ONE on the first die and follow up by rolling less than or equal to his UNMODIFIED skill level on a second die. Once a hit has been determined, a card will be drawn fron the casualty deck and the results marked accordingly on the roster sheet. MELEE COMBATAny stands of the phasing unit which are in contact with an enemy stand at the end of their movement may melee with that figure. Each player will roll one die for their man (or men if 2-to-1), and checks the result against that man's Melee Skill. If the roll is equal to the skill, there man scores a hit on his opponent. For each number under the skill level an additional hit is scored. Now total the number of hits for each combatant, then cancel hits one-for-one and apply the excess to the loser. Draw one casualty card for each hit and record the results on the roster sheet. MORALERoll 2d6 for each unit that took casualties this turn. If the number rolled is lower than or equal to the number of hits suffered THIS TURN, then the unit must make a second roll on the appropriate table. SECOND MORALE ROLLS (d6)Regular troops
2. Fall back 3d6 with backs to enemy immediately 3. Fall back 2d6 facing enemy on next move 4. Hold, but roll 1d6 per figure- figure routs 1d6 on 1-2 5. Hold, but roll 1d6 per figure- figure routs 1d6 on 1 6. Hold Irregular troops
2. Rout 3d6 immediately, then roll 7 + on 2d6 on next move to rally, otherwise repeat 3. Fall back 2d6 with backs to enemy immediately 4. Fall back 2d6 with backs to enemy on next move 5. Fall back 2d6 facing enemy on next move 6. Hold LOSS OF LEADER(from MARCH OR DIE by Hal Thinglum) If a unit has a leader killed, knocked unconcious, or unable to walk an immediate roll is made for their unit. 2d6 are rolled and must roll seven or higher, otherwise=
Irregulars- If the roll is failed the unit in question will rout away at 4d6 per turn until it is off the board. ENDING THE BATTLEThe battle will continue until one side is wiped out or leaves the board through morale failure, or until a predetermined victory condition is met (ie. capturing the paychest, stealing horses or camels, etc.). WHO PLAYS WHATThe players will each control one officer or NCO and a small unit of men. One player will play the commander and will only control his own figure, give orders, and keep track of the unit roster. If a player's character is killed or knocked out of combat he may activate another man from his command as an acting corporal. It is incumbent upon those who play the subordinate officers and NCOs to follow the orders of the commander, but they have free rein as to how they implement the orders. Also, if the commander is taken out of action it is up to the other officers and NCOs to determine who is now in command based on rank. The commander is also to keep track of brave deeds performed by his men (engaging in melee, saving a comrade, etc) and will promote the bravest man in the unit if an acting corporal is needed. SKILL LEVELS AND WEAPONSEach figure will have skill levels for both melee and firearms combat noted on the roster sheet. Usual skill levels and armament are:
(Changes in skill level can be made for exceptional individuals.) NOTES:1. All figures are armed as the figure appears. If a figure without a rifle aquires one during play, it can either be replaced with a rifle-armed figure or a note may be made on the roster. 2. Irregular units can be recycled if desired to make a longer game, but no figure should be on the board more than twice in one game. 3. Irregular casualties can be removed from the board if desired, but Regular casualties should remain for the duration of the game. 4. By all means throw in extra civilians, pack camels, allied Arab tribes, cavalry, or even other colonial military forces if you think it would be fun. Perhaps try a small unit of French and a small unit of British or Germans who must defend a position against the Arabs, or even one of the colonial forces attacking the other with Arab allies on one or both sides. 5. Don't have too much silliness in any one scenario. Remember that though this is a game it is an historical wargame, so some attention should be paid to context. 6. If you don't like any of the rules, CHANGE THEM. We are in this hobby because it is enjoyable, so if something in the rules interferes with your enjoyment simply change it. 7. Flyers were added for use with the SPACE 1889 system from GDW. Conveyances can be wagons, carriages, or some sort of advanced steam tractor if you wish. PAYCHEST II: THE SUPPLEMENTARTILLERYSingle artillery pieces and machineguns may be found on the battlefield on carriages, in emplacements, or on conveyances or aerial flyers. Machineguns should use the same ranges and modifiers as rifles, with the following additions: 1. When firing at a group, add + I to the to-hit roll for each three (3) figures in the target group. This simulates the better chance of a hit on a massed target. 2. When a hit is scored, roll ld6 for the actual number of rounds which hit, assign the hits randomly, and use the damage system as written for each hit. 3. If a 1 is rolled on the first to-hit roll, a second I results in a jam. This will take one action to clear, or the crew will have fight with their personal weapons. When using artillery to fire shell at a group, use the following range modifiers and rules:
2. As above, add + 1 to the chance to hit for each three figures in the unit. 3. When a hit is scored, roll 4d6 for the actual number of hits, distribute hits randomly, and use the damage system as written for each hit. NOTE: At these ranges, this is direct fire, so keep this in mind when assessing damage and hit probabilities. Troops in cover (behind boulders, stone fences, etc) cannot be hit by fire from artillery or machineguns. For units in cover, determine casualties normally for any figures which are even partially exposed- if the card says they are hit in an exposed area, they are hit! For figures which are not exposed, add the number of such figures. Add this number to a d6 roll, and if the result is 12+ roll for the unit on the SECOND MORALE ROLL table, and apply the results. Also, it should be obvious that artillery and machineguns are very powerful, so try not to use too many of them at once! LARGER UNITSLarger units should be organized as follows: Infantry- 20 figures per company (one captain, one lieutenant, two NCOs, and sixteen privates); four companies plus colonel, major, adjutant, two colourbearers, and Sergeant-Major per battalion; two or more battalions plus general and two aides per brigade. The company can be divided into two platoons, each with one officer, one NCO, and eight men. Cavalry- 12 figures per squadron (one officer, one NCO, and ten privates); two or more squadrons plus colonel, adjutant, colourbearer, and Sergeant-Major per regiment. The squadron can be broken down into two troops, each with one officer or NCO and five privates. Artillery- One gun, one NCO, and three privates per section; three sections plus one officer and one NCO per battery; no organization above battery level. This organization can be used for most European arinies and colonial forces. If you really feel like making up divisions of 25mm troops, make up your own rules and have fun. LARGER NATIVE AND IRREGULAR FORCESInfantry- 20 figures per warband (one leader, one sub-leader, and eighteen warriors); two to six warbands plus general and two bodyguards per regiment; two or more regiments plus chief, sub-chief, and two bodyguards per army. Cavalry- 12 figures per warband (one leader and eleven warriors). No higher formations. Artillery- One gun, one NCO, and three privates per section. No batteries or higher formations. NOTE: These are guidelines for unit size only! Actual unit strength varied considerably on campaign, and units were occasionally amalgamated into temporary formations for specific assignments. For instance, companies from two different infantry regiments, a squadron of cavalry, a company of dismounted cavalry, and a Gatling gun section can make a perfectly viable force for a small expedition or relief effort. Keep in mind also that a unit could be augmented by the addition of other like or unlike units to boost its effectiveness. An example would be an infantry company which had been reduced during campaign to fourteen men having a squadron of dismounted cavalry added, for a total strength twenty-six figures. Or two badly shot-up companies of seven and nine figures respectively could be combined into a unit of sixteen figuresnearly full strength. So feel free to play around with some of the numbers if you feel it is important to the scenario, and particularly if it looks like fun! TROOPSFor quality and skills, use the listing that appears to fit the best. Most colonial and regular troops should have the same skill as are listed for the FFL troops, and most natives should use the levels listed for the Arabs. Back to MWAN #97 Table of Contents Back to MWAN List of Issues Back to MagWeb Magazine List © Copyright 1999 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 |