Optional Rules for Colonial Battles

Ideas

by Perry Gray


The main theme of VW is the conventional battle fought between professional armies equipped with similar weapons. There are a number of alternate types of battles including engagements between European-style armies (servants of colonial powers) and native or indigenous forces.

Firing line of the 1879 Re-enactment Group in the UK

Here are some ideas for optional rules:

1. The irregular troops have a break-off point for an attack that is obviously going wrong (casualties or pushed back in melee). If you wish to leave this as an uncertainty, as it was for the commanders, start rolling a die after each unit has received a certain percentage of casualties to see if it routs.

2. Tribal units racing ahead - they test for Frenzied Charge when first shot at or when in charge reach.

3. The Zulu Bull’s Head formation - the Zulu player must use this as the main battle formation. The size of your wargame table should allow for this flanking moment.

Picture of a Zulu assault on Rorke’s Drift 1879

4. Irregular or tribal movement - Roll a d6 and add it to the movement rate every turn. This simulates the erratic movement of irregulars and makes it difficult to determine when they will be in missile and charge ranges.

5. Colonial troops morale check - if attacked by a very large force of irregulars, then all non-European units must check morale. If they fail, then they automatically rout. This simulates the untrustworthiness of locally employed troops, who were often unlikely to face their opponents.

Please feel free to send in your own suggestions. These may be included in scenario booklets to supplement VW and other Saga Publishing rulebooks.


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