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Monday, 15 June 2009

Wargame Rules for the late 19th and early 20th centuries – Play-test 1 - The battle is fought!

Turn 1

Both sides threw a D12 for initiative. The Anglo-Egyptians threw a score of 12 and the Mahdists threw a score of 10; therefore the Anglo-Egyptians had the initiative this turn.

The Anglo-Egyptians threw a D12 again to determine how many squares of stands they could activate. The score of 6 meant that they could activate 6 squares of troops.

The Anglo-Egyptians chose to advance but not to open fire on the Mahdist troops in front of them as they were out of range. The Anglo-Egyptians troops became slightly spread out as not all of them could be activated.

The Anglo-Egyptians advance.
The Mahdists threw a D12 to determine how many squares of stands they could activate. The score of 8 meant that they could activate 8 squares of troops.

The Mahdists chose to move the two stands of Cavalry on their right flank around the rocky outcrop closest to the Anglo-Egyptians. They did this in order to support the spear-armed troops that were concealed there. The Mahdists did not open fire on the Anglo-Egyptians as they were still out of range.

Hidden Mahdist troops await their chance to attack the hated 'Turks'.
Turn 2

Both sides threw a D12 for initiative. The Anglo-Egyptians threw a score of 10 and the Mahdists threw a score of 2; therefore the Anglo-Egyptians had the initiative this turn.

The Anglo-Egyptians threw a D12 again to determine how many squares of stands they could activate. The score of 6 (again!) meant that they could activate 6 squares of troops.

The Anglo-Egyptians chose to advance the main part of their force, leaving the errant Infantry and Transport stands that were left behind last turn to catch up with the rest of the Transport and its escort. Because the Anglo-Egyptians were not yet aware of the danger to their flanks (a comparison of D12 scores thrown by both sides – the Anglo-Egyptians threw a 3 and the Mahdists threw a 7 – was used to determine if the Anglo-Egyptians spotted the concealed Mahdists on their left) they did not open fire.

The Anglo-Egyptian advance continues, oblivious to the threat on their flanks.
The Mahdists threw a D12 to determine how many squares of stands they could activate. The score of 2 meant that they could activate 2 squares of troops.

Because the score was so low, the Mahdists chose not to move. The Mahdists did not open fire on the Anglo-Egyptians for the second turn running as they were still out of range.

Turn 3

Both sides threw a D12 for initiative. The Anglo-Egyptians threw a score of 2 and the Mahdists threw a score of 6; therefore the Mahdists had the initiative this turn.

The Mahdists threw a D12 to determine how many squares of stands they could activate. The score of 11 meant that they could activate 11 squares of troops.

This was the opportunity that the Mahdists had been waiting for, and all their troops charged towards the Anglo-Egyptians, who suddenly found part of the force involved in a massive melee.

The Mahdists attack!

A close-up of the British Rifled Field Artillery stand under attack.
The first Mahdist stand to mount a Close Combat attack on an Anglo-Egyptian stand was the stand of Mahdist Spearmen on the flank of the British Rifled Field Artillery stand. Both the Mahdists and the Anglo-Egyptians threw a D12. The Mahdists score was 4. To this they added the stand’s value (2), 1 for each friendly stand of the same type that was in an adjacent square (2 as there were two such stands), 2 for having a friendly stand of the same type in the same square, and 2 for being on the enemy stand’s flank, giving a total of 12. The Anglo-Egyptian score was 3. To this they added the stand’s value (2), giving a total of 5. The result was the destruction of the British Rifled Field Artillery stand.

The second Mahdist stand to make a Close Combat attack was the Cavalry stand that was in the square adjacent to the leading Egyptian Regular Infantry stand. Both the Mahdists and the Anglo-Egyptians threw a D12. The Mahdists score was 4. To this they added the stand’s value (2), giving a total of 6. The Anglo-Egyptians score was 4, to which was added the stand’s value (3), the value of the Command stand that was in an adjacent square (3), 1 for each friendly stand of the same type that was in an adjacent square (2 as there were two such stands), and 2 for having a friendly stand of the same type in the same square (2), giving a total of 14. The result of the Close Combat was therefore inconclusive.

The Anglo-Egyptians threw a D12 to determine how many squares of stands they could activate. The score of 1 meant that they could only activate 1 square of troops.

The Anglo-Egyptians were left with a major problem as a result of this low score; they could either deploy the two leading Egyptian Regular Infantry stands so that they could turn to face the Mahdist troops on their flank or open fire on one of the stands of Jihadia Riflemen with the British Machine Gun stand. As this was a solo game I resolved this dilemma by dice throw. The first option scored 2 and the second 4; as a result the British Machine Gun stand opened fire on the stand of Jihadia Riflemen directly to its front.

Both the Mahdists and the Anglo-Egyptians threw a D12. The Anglo-Egyptian score was 9, to which was added the stand’s value (2), and the value of the Command stand that was in an adjacent square (3), giving a total of 14. The Mahdist score was 4, to which was added the stand’s value (3), and the value of the Command stand that was in an adjacent square (2), giving a total of 9. As a result the stand of Jihadia Riflemen withdrew one square.

The Mahdists have inflicted their first casualties on the 'Turks'. Will they be able to build on this advantage or will the Anglo-Egyptians escape?
Turn 4

Both sides threw a D12 for initiative. The Anglo-Egyptians threw a score of 7 and the Mahdists threw a score of 5; therefore the Anglo-Egyptians had the initiative this turn.

The Anglo-Egyptians threw a D12 to determine how many squares of stands they could activate. The score of 6 meant that they could only activate 6 squares of troops.

Realising that they had to move away from the closest enemy stands in order to redeploy into a more appropriate formation, the Anglo-Egyptians moved the British Machine Gun stand forward and to the right so as to be able to both fire into the flank of the advancing Mahdist troops in the centre and to provide an anchor for right flank of the rest of the force. It was unable to fire because the only target that was in range was masked by the Anglo-Egyptian Command stand.

One of the British Regular Infantry stands moved to its right so as to be able to engage the advancing Mahdist troops to their front.

The Command stand moved behind the other British Regular Infantry stand so as to be able to give support to the developing Anglo-Egyptian front line.

The Egyptian Regular Infantry swung through 90°, and the rearmost of the two stands moved to its left in order to extend the firing line.

The right-hand Egyptian Regular Infantry stand opened fire on the stand of Mahdist Spearmen directly in front of them. Both the Mahdists and the Anglo-Egyptians threw a D12. The Anglo-Egyptian score was 8, to which was added the stand’s value (3), and the value of the Command stand that was in an adjacent square (3), giving a total of 14. The Mahdist score was 5, to which was added the stand’s value (2), giving a total of 7. As a result the stand of Mahdist Spearmen was destroyed.

The left-hand Egyptian Regular Infantry stand opened fire on the stand of Mahdist Cavalry directly in front of them. Both the Mahdists and the Anglo-Egyptians threw a D12. The Anglo-Egyptian score was 3, to which was added the stand’s value (3), and the value of the Command stand that was in an adjacent square (3), giving a total of 9. The Mahdist score was 11, to which was added the stand’s value (2), giving a total of 13. The gunfire of the Egyptian Regular Infantry was therefore ineffective.

The remaining Anglo-Egyptian stands – including the Transport stands – moved forward behind the Anglo-Egyptian front line.

The Anglo-Egyptians prepare to fight the Mahdists.
The Mahdists threw a D12 to determine how many squares of stands they could activate. The score of 12 meant that they could activate 12 squares of troops.

The Mahdist Cavalry stand that had previously engaged the Egyptian Regular Infantry stand engaged it in Close Combat again. Both the Mahdists and the Anglo-Egyptians threw a D12. The Mahdist score was 5, to which was added the stand’s value (2), giving a total of 7. The Anglo-Egyptian score was 7, to which was added the stand’s value (3), 1 for each friendly stand of the same type that was in an adjacent square (2 as there were two such stands), and the value of the Command stand that was in an adjacent square (3), giving a total of 15. The result of the Close Combat was therefore inconclusive.

The single stand of Mahdist Spearmen then advanced to engage the same Egyptian Regular Infantry stand in Close Combat. Both the Mahdists and the Anglo-Egyptians threw a D12. The Mahdist score was 12, to which was added the stand’s value (2), giving a total of 14. The Anglo-Egyptian score was 1, to which was added the stand’s value (3), 1 for each friendly stand of the same type that was in an adjacent square (2 as there were two such stands), and the value of the Command stand that was in an adjacent square (3), giving a total of 9. As a result the Egyptian Regular Infantry stand was forced to withdraw.

The other Mahdist Cavalry stand then advanced on the second Egyptian Regular Infantry stand and engaged it in Close Combat. Both the Mahdists and the Anglo-Egyptians threw a D12. The Mahdist score was 9, to which was added the stand’s value (2), giving a total of 11. The Anglo-Egyptian score was 3, to which was added the stand’s value (3), 1 for each friendly stand of the same type that was in an adjacent square (2 as there were two such stands), and the value of the Command stand that was in an adjacent square (3), giving a total of 11. As a result the Close Combat was drawn, and both sides each threw another D12. The Mahdist score was 7 and the Anglo-Egyptian score was 11; this resulted in the Mahdist Cavalry stand having to withdraw.

The left-hand stand of Jihadia Riflemen then advanced and opened fire on the British Machine Gun stand. Both the Mahdists and the Anglo-Egyptians threw a D12. The Mahdist score was 12, to which was added the stand’s value (2), giving a total of 14. The Anglo-Egyptian score was 2, to which was added the stand’s value (2), giving a total of 4. The result was the destruction of the British Machine Gun stand.

The centre-left stand of Jihadia Riflemen then advanced and opened fire on the right-hand British Regular Infantry stand. Both the Mahdists and the Anglo-Egyptians threw a D12. The Mahdist score was 4, to which was added the stand’s value (2), giving a total of 6. The Anglo-Egyptian score was 10, to which was added the stand’s value (3), giving a total of 13. The gunfire of the Jihadia Riflemen was therefore ineffective.

The centre-right stand of Jihadia Riflemen then advanced and opened fire on the left-hand British Regular Infantry stand. Both the Mahdists and the Anglo-Egyptians threw a D12. The Mahdist score was 9, to which was added the stand’s value (2), giving a total of 11. The Anglo-Egyptian score was 2, to which was added the stand’s value (3), and the value of the Command stand that was in an adjacent square (3), giving a total of 8. The British Regular Infantry stand was forced to withdraw.

The right-hand stand of Jihadia Riflemen advanced but was unable to fire at any of the Anglo-Egyptian troops as they were masked by other Mahdist troops. The Mahdist Smooth-bore Artillery stand and the Mahdist Command stand also advanced.

The third Mahdist Cavalry stand then charged forward and engaged the right-hand British Regular Infantry stand in Close Combat. Both the Mahdists and the Anglo-Egyptians threw a D12. The Mahdist score was 6, to which was added the stand’s value (2), giving a total of 8. The Anglo-Egyptian score was 4, to which was added the stand’s value (3), 1 for each friendly stand of the same type that was in an adjacent square (3 as there were three such stands), and the value of the Command stand that was in an adjacent square (3), giving a total of 13. The result of the Close Combat was therefore inconclusive.

The remaining Mahdist troops now moved forward but were unable to engage any of the Anglo-Egyptian troops.

The Mahdist forces close in on the Anglo-Egyptians.
Turn 5

Both sides threw a D12 for initiative. The Anglo-Egyptians threw a score of 1 and the Mahdists threw a score of 8; therefore the Mahdists had the initiative this turn.

The Mahdists threw a D12 to determine how many squares of stands they could activate. The score of 3 meant that they could activate 3 squares of troops.

The Mahdist Cavalry stand that was already in contact with the right-hand British Regular Infantry stand engaged it in Close Combat again. Both the Mahdists and the Anglo-Egyptians threw a D12. The Mahdist score was 10, to which was added the stand’s value (2), giving a total of 12. The Anglo-Egyptian score was 3, to which was added the stand’s value (3), 1 for each friendly stand of the same type that was in an adjacent square (3 as there were three such stands), and the value of the Command stand that was in an adjacent square (3), giving a total of 12. As a result the Close Combat was drawn, and both sides each threw another D12. The Mahdist score was 2 and the Anglo-Egyptian score was 1; this resulted in the British Regular Infantry stand having to withdraw.

The single stand of Mahdist Spearmen who were on the flank of the left-hand side British Regular Infantry stand moved forward and engaged them in Close Combat, Both the Mahdists and the Anglo-Egyptians threw a D12. The Mahdist score was 11, to which was added the stand’s value (2), 1 for each friendly stand of the same type that was in an adjacent square (2 as there were two such stands), and 2 for being on the enemy stand’s flank, giving a total of 17. The Anglo-Egyptian score was 5, to which was added the stand’s value (3), 1 for each friendly stand of the same type that was in an adjacent square (2 as there were two such stands), and the value of the Command stand that was in an adjacent square (3), giving a total of 13. The British Regular Infantry stand was forced to withdraw.

The pair of Mahdist Spearmen stands who were slightly to the left front of the Anglo-Egyptian Command stand charged forward and engaged the Command stand in Close Combat. Both the Mahdists and the Anglo-Egyptians threw a D12. The Mahdist score was 11, to which was added the stand’s value (2), 1 for each friendly stand of the same type that was in an adjacent square (1 as there was such stand), and 2 for having a friendly stand of the same type in the same square, giving a total of 16. The Anglo-Egyptian score was 5, to which was added the stand’s value (3), giving a total of 8. The Anglo-Egyptian Command stand was destroyed.

Now leaderless, the Anglo-Egyptians prepare to sell their lives dearly.
The Anglo-Egyptians threw a D12 to determine how many squares of stands they could activate. The score of 11 meant that they could activate 11 squares of troops.

The right-hand Egyptian Regular Infantry stand turned and fired into the flank of the nearest stand of Mahdist Spearmen. Both the Mahdists and the Anglo-Egyptians threw a D12. The Anglo-Egyptian score was 9, to which was added the stand’s value (3), giving a total of 12. The Mahdist score was 11, to which was added the stand’s value (2), giving a total of 13. The gunfire of the Egyptian Regular Infantry was therefore ineffective. The right-hand Egyptian Regular Infantry stand then withdrew 2 squares and turned to face the oncoming enemy.

The centre Egyptian Regular Infantry stand fired at the advancing stand of Mahdist Spearmen to their front. Both the Mahdists and the Anglo-Egyptians threw a D12. The Anglo-Egyptian score was 11, to which was added the stand’s value (3), giving a total of 13. The Mahdist score was 1, to which was added the stand’s value (2), giving a total of 3. The front stand of Mahdist Spearmen was destroyed. The centre Egyptian Regular Infantry stand then withdrew 1 square and remained facing the oncoming enemy.

The left-hand British Regular Infantry stand was only able to fire at the single stand of Mahdist Spearmen that was diagonally to their front, all other potential targets being masked by other Anglo-Egyptian stands. Both the Mahdists and the Anglo-Egyptians threw a D12. The Anglo-Egyptian score was 7, to which was added the stand’s value (3), giving a total of 10. The Mahdist score was 10, to which was added the stand’s value (2), giving a total of 12. The gunfire of the British Regular Infantry stand had been ineffective. The British Regular Infantry stand then withdrew 1 square and remained facing the oncoming enemy.

The remaining Egyptian Regular Infantry stand opened fire on the Mahdist Cavalry stand to its front. Both the Mahdists and the Anglo-Egyptians threw a D12. The Anglo-Egyptian score was 4, to which was added the stand’s value (3), giving a total of 7. The Mahdist score was 9, to which was added the stand’s value (2), giving a total of 11. The gunfire of the Egyptian Regular Infantry had been ineffective. The Egyptian Regular Infantry stand and the British Transport stand that was in the same square then withdrew 1 square and remained facing the oncoming enemy.

The centre British Regular Infantry stand opened fire on the same Mahdist Cavalry stand. Both the Mahdists and the Anglo-Egyptians threw a D12. The Anglo-Egyptian score was 1, to which was added the stand’s value (3), giving a total of 4. The Mahdist score was 11, to which was added the stand’s value (2), giving a total of 13. The gunfire of the British Regular Infantry had been ineffective. The British Regular Infantry stand and the British Transport stand that was in the same square then withdrew 2 squares and remained facing the oncoming enemy.

The right-hand British Regular Infantry stand opened fire on the same Mahdist Cavalry stand. Both the Mahdists and the Anglo-Egyptians threw a D12. The Anglo-Egyptian score was 10, to which was added the stand’s value (3), giving a total of 13. The Mahdist score was 1, to which was added the stand’s value (2), giving a total of 3. The Mahdist Cavalry stand was destroyed. The British Regular Infantry stand then withdrew 2 squares and remained facing the oncoming enemy.

The Anglo-Egyptians manage to extricate themselves form the battle by mounting a fighting retreat. Will luck stay with them, or will the Mahdists attack again?
Turn 6

Both sides threw a D12 for initiative. The Anglo-Egyptians threw a score of 8 and the Mahdists threw a score of 1; therefore the Anglo-Egyptians had the initiative this turn.

The Anglo-Egyptians threw a D12 to determine how many squares of stands they could activate. The score of 6 meant that they could activate 6 squares of troops. As this meant that they could withdraw without the Mahdists catching them before they left the battlefield, the battle was over. The Anglo-Egyptians were bloodied but had survived … just! The Mahdists felt cheated of victory and impatiently awaited their next opportunity to kill the dreaded ‘Turks’.

Conclusions

  1. The use of dice to determine initiative and them to determine how many squares of stands a side could activate ensured that the outcome of this battle remained in the balance until the last turn.
  2. The location of the Command stand can be vital. The Mahdists Command stand was far too far back to have any influence on events whereas the Anglo-Egyptian Command stand was able to add its support at vital times. That said, its presence in the front line did result in its destruction.
  3. Flank attacks in Close Combat can be devastating if they are properly supported.
  4. I need to add a bonus for stands that fire into the flanks of enemy stands – this is missing from the draft!
  5. The order in which a player chooses to activate each stand is very important. If stands are activated in the wrong order they can end up masking other stands or making movement very difficult. I did not realise how important – and tactically subtle – this would be until this play-test.
  6. Allowing more than one stand to occupy a square has had an interesting effect on deployment – more stands can occupy the same area than if only single stands are allowed in each square – and Close Combat. I was unsure about allowing stands to share a square when I wrote this section of the draft rules but it works even better than I had hoped.

Wargame Rules for the late 19th and early 20th centuries – Even more feedback!

I have not yet finished my own play-test and written a report on it for my blog ... and I have received even more feedback about my rules from readers. This includes a very detailed set of comments from one who has actually managed to finish his own play-test.

With luck I should be able to finish the play-test today, and the write-up will follow as soon as possible. I have been taking photographs of the play-test as it has progressed, and these should make it much easier for readers to follow what was happening during each turn.

Sunday, 14 June 2009

Wargame Rules for the late 19th and early 20th centuries – Play-test 1 – Progress report

I have been making slow progress with the first play-test, but I hope to finish it tomorrow.

At the moment I have reached Turn 5, and the rules seem to be working quite well, although one of two things have arisen that have given me food for thought.

It is my intention to make my report on the play-test as detailed as possible so that readers can follow the way in which the mechanisms have worked. It will also give me plenty of data to work with when I begin the second draft.

10,000 hits! Another thank you!

I had just sat down to write a quick blog entry about the current state of progress with regard to the play-test of my latest set of rules when I realised that my blog had receive its 10,000th hit!

Considering that my blog only reached the 5,000 'hit' threshold on 1st May this year, the fact that the number of people who bother to read my ramblings has doubled in just over six weeks is very humbling.

So yet again it's a big 'thank you' to everyone who has read my blog so far, and an even bigger 'thank you' to everyone who has commented on what I have written. I intend to carry on blogging for the foreseeable future and hope that you will continue to enjoy reading it.

Saturday, 13 June 2009

Wargame Rules for the late 19th and early 20th centuries – Play-test 1 – The starting positions

The battlefield is fairly flat, but is dotted with large rocky outcrops and a few stands of palm trees.

The battlefield seen from the direction of the Anglo-Egyptian advance.
The Anglo-Egyptian force has entered the battlefield in two columns – with the British on the right and the Egyptians on the left. The columns are flanked by the British Machine Gun stand on the right and the British Rifled Field Artillery stand on the left. They are led by the Command stand, and the Transport stands follow in the rear.

The Anglo-Egyptians advancing in a compact column toward the Mahdists.
The Mahdists force has split into three groups. The Jihadia Riflemen, the Smooth-bore Field Artillery stand, and the Command stand – flanked on their right by two Cavalry stands and a further Cavalry stand on the left – have occupied the main axis of advance that the Anglo-Egyptians must take. Concealed behind large rocky outcrops on either side of this are the rest of the Mahdist troops.

The Jihadia Riflemen and Mahdist Smooth-bore Field Artillery await the advance of the Anglo-Egyptian column.

Friday, 12 June 2009

More books to read!

Yesterday I managed to visit the local shopping mall, and was able to pay a visit to the branches of Waterstone’s and WH Smith. I was looking for a copy of Anthony Beevor’s D-DAY: THE BATTLE FOR NORMANDY, having previously read – and enjoyed – THE BATTLE FOR SPAIN, STALINGRAD, and BERLIN – THE DOWNFALL 1945. I almost bought a copy in Waterstone’s, but I decided to compare their price with that being charged by WHSmith … and I am glad that I did!

WH Smith were selling D-DAY: THE BATTLE FOR NORMANY at half price, and I bought my copy there. I was so pleased that I then bought two other books – both from the Osprey NEW VANGUARD series – about the M551 Sheridan Light Tank and the T-54 and T-55 Main Battle Tanks.

I bought the book about the Sheridan because it has always appealed to me as a vehicle. It had a quirky – and rather dangerous – main armament system and was designed to be parachuted into action! It was used in action in Vietnam, Panama, and the First Gulf War, and its career was dogged with problems. It ended as the mainstay of OPFOR at Fort Irwin, converted by VISMODs (Visual Modifications) into a variety of different Soviet/Russian armoured vehicles. Truly a Jack-of-all-trades!

The T-54 and T-55 were the backbone of the Soviet and Warsaw pact armies during my childhood, and are still around in large numbers today. One or two have also been given drastic – and dramatic – VISMODs, as anyone who has seen SAVING PRIVATE RYAN can testify.

I look forward to reading these books over the next few weeks.

Wargame Rules for the late 19th and early 20th centuries – Feedback already!

I haven’t even play-tested the rules and I am getting feedback already!

As you may have noticed from the comments on my last blog entry, one of my readers has asked some very pertinent questions … and made me realise why proof reading is so important. When one sits down to write rules – especially if you are doing it very quickly, as I did with these rules – it is very easy for you assume that you have been explicit as to what you mean. I had done this … and missed some small but very important things that needed clarification. The questions that I was asked – and have answered – have already spurred me to make some minor additions and corrections to the first draft of the rules, and it is this revised draft that I will be play-testing this weekend.

In the meantime, if anyone else spots something that they think is missing, is not clear, or that needs clarification, please contact me – I know that I make mistakes, and I always welcome friendly advice and criticism.

Thursday, 11 June 2009

Wargame Rules for the late 19th and early 20th centuries – Play-test 1 – The opponents

I decided to play-test the rules with a relatively simple Colonial scenario that I have used before; namely an Anglo-Egyptian column is marching across part of the Eastern Sudan to take supplies to an outpost and the Mahdists want to stop them. The terrain is relatively flat, with reasonable visibility, and the two sides start at opposite ends of a 3 feet x 2 feet playing surface.

The strength of the two sides was generated using the dice system in the rules for one-off battles. The Anglo-Egyptians threw a total of 26 and the Mahdists threw a total of 32.

The 26-point Anglo-Egyptian column. It has 3 stands of British Regular Infantry, 3 stands of Egyptian Regular Infantry, a British Machine Gun stand, a stand of Rifled British Field Artillery, 2 stands of British Transport, and a Command stand = 11 stands.

The 32-point Mahdist force. It consists of 4 stands of Jihadia Riflemen, 8 stands of Mahdist Spearmen, 3 stands of Mahdist Cavalry, a stand of Smooth-bore Mahdist Field Artillery, and a Command stand = 16 stands.
Both sides threw another D6 and the commander of the Anglo-Egyptians was rated as ‘Exceptional’ whereas the Mahdist commander was ‘Average’.

Note: It was at this stage that I noticed that I had made a minor error with the grading of Generals. The last part should read ‘if the score is 2 or 1, the General is rated as ‘Poor’’. The draft will be amended in due course.

Wednesday, 10 June 2009

Wargame Rules for the late 19th and early 20th centuries in PDF format

I have turned the draft of these rules into a four-page A5 booklet that can be printed back-to-back. They are available in PDF format from here. The password to access the rules is grid19-20v1.

The following images give some idea what the armies I intend to use in the play-tests will look like.

A 36-point Mahdist Army. It consists of 5 stands of Jihadia Riflemen, 8 stands of Mahdist Spearmen, 2 stands of Mahdist Cavalry, 2 stands of Mahdist Camelry, a stand of Smooth-bore Mahdist Field Artillery, and a Command stand = a total of 19 stands.

A 36-point Anglo-Egyptian Army. It consists of 4 stands of British Regular Infantry, 4 stands of Egyptian Regular Infantry, 2 stands of Egyptian Regular Cavalry, a British Machine Gun stand, a stand of Rifled British Field Artillery, 2 stands of British Transport, and a Command stand = a total of 15 stands.
If the play-tests are successful I will begin building up other small armies that I can use with these rules.

Tuesday, 9 June 2009

Wargame Rules for the late 19th and early 20th centuries

As promised, I have finished drafting my wargames rules for fighting small battles during the late 19th and early 20th centuries. They use a gridded tabletop and are designed to be used with 15mm figures and equipment.

I will make a PDF version of the rules available in due course. It will be an A5 four-page booklet that can be printed back-to-back on most inkjet or laser printers.

- o 0 o -

LATE 19th AND EARLY 20th CENTURY BATTLES

PLAYING EQUIPMENT:
The following equipment is needed to fight battles using these rules:
  • A battlefield and suitable terrain
  • Two armies
  • A scenario
  • Two D12s (i) – one for each side (ii)
THE BATTLEFIELD:
Battles are fought out on a gridded tabletop. The grid is marked in 50mm squares. The battlefield must be no less than 12 squares wide and 12 squares deep (iii).No more than two stands may be placed in a square at any one time, and then only if there is sufficient space within the square for this to happen. They must be placed one behind the other and face in the same direction.
Terrain (e.g. a group of trees) must, wherever possible, fit within one square on the battlefield. Where pieces of terrain are larger than an individual square (e.g. a hill) they must be sized in multiples of squares (e.g. 2 squares, 3 squares, or 6 squares) and be marked in 50mm squares in the same way as the battlefield.

STANDS:
Figures and artillery are mounted on stands. All stands are 40mm wide.
    Infantry stand: 20mm deep
    Cavalry stand: 30mm deep
    Artillery and Machine Gun stand: 40mm deep
    Transport stand: 40mm deep
    Command stand (on foot): 20mm deep
    Command stand (mounted): 30mm deep
Each stand is allocated a value that may be marked on the rear of the stand to aid players during the battle.

STAND VALUES:
The value for each type of stand is as follows:
    Guard Infantry: 4 points
    Regular Infantry, Regular Cavalry, and Heavy Artillery: 3 points
    Irregular Infantry, Native Infantry, Irregular Cavalry, Native Cavalry, Field Artillery, Mountain Artillery, and Machine Guns: 2 points
    ‘Exceptional’ General: 3 points
    ‘Average’ General: 2 points
    ‘Poor’ General: 1 point
    Transport: 1 point
    50mm of entrenchments: ½ point
ARMIES:
Before the battle begins both sides must decide how many stands their armies will have. For campaigns this will be determined by the events leading up to the battle; in the case of one-off battles this can be decided by either mutual agreement between the players (iv) or by the throw of dice (v).
Each side’s army must have a Command stand (i.e. the stand with the General on it). The value of this stand is not included in the cost of an army.

GENERALS:
Before the battle begins both sides must decide how good their respective Generals are. For campaigns this will be determined by the events leading up to the battle; in the case of one-off battles this is decided by the throw of dice (vi).

TURN SEQUENCE:
The battle lasts a maximum of twelve turns. At the beginning of each turn both sides throw a D12; the side with the highest score has the initiative for that turn (vii).
The side with the initiative throws a D12; the score determines the number of stands – or pairs of stands that are sharing the same square – they may activate this turn. Once they have activated all their eligible stands, the other side throws a D12 and follows the same procedure.

ACTIVATION:
When a stand is activated it can move and then engage in combat or engage the enemy in combat and then move.

MOVEMENT:
All movement distances are expressed in squares.
    Irregular Cavalry and Native Cavalry: 5 squares
    Regular Cavalry and Command (mounted): 4 squares
    Irregular Infantry and Native Infantry: 3 squares
    Guard Infantry, Regular Infantry, Dismounted Cavalry, Artillery, Machine Guns, Transport, and Command (on foot): 2 squares
Stands can move through friendly stands but not through enemy stands.
Stands cannot move diagonally between enemy stands or between an enemy stand and an obstacle (viii).
Artillery stands may not be moved into a square that is adjacent to a square occupied by an enemy stand.
Only Infantry may move off-road through woods or can cross vertical obstacles (e.g. walls, hedges, fences etc.)
Stands making their entire move along a road may increase their movement distance by 1 square.
Stands crossing a hill contour reduce their movement distance by 1 square per contour crossed.
Stands that are forced to withdraw as a result of combat must withdraw until they are one square away from the nearest enemy stand. This movement must be within a 90° arc to the rear of the withdrawing stand. If the stand has to withdraw more than four squares to comply with this rule or it is prevented from doing so because of an obstacle or enemy stand, the withdrawing stand is deemed to have been destroyed and is removed from the tabletop.

COMBAT:
Combat is stand vs. stand. If there are two stands in the same square, only the front stand may initiate a combat with an enemy stand during a turn (ix). A stand may only initiate combat once per turn although it can be engaged by enemy stands many times.

Fire Combat – General Rules:
A stand may only fire at enemy stands they can see. The enemy stand must be within range and within a 90° arc to the front of the firing stand. Both the firing and the enemy stand throw a D12. Additions and subtractions are made, and the scores are compared.

Fire Combat – Ranges:
All ranges are expressed in squares.
    Hand-held Weapons and Muskets: 1 square
    Single-shot Rifles: 2 squares
    Magazine Rifles: 3 squares
    Smooth-bore Mountain Artillery, and Machine Guns: 4 squares
    Rifled Mountain Artillery and Smooth-bore Field Artillery: 5 squares
    Rifled Field Artillery and Smooth-bore Heavy Artillery: 6 squares
    Rifled Heavy Artillery: 8 squares
Fire Combat – Additions and Subtractions to the D12 score:
Add the stand’s value.
Add the value of any friendly Command stand that is in an adjacent square.
Add 1 to the firing stand’s score if the firing stand is Artillery firing at an enemy stand that is in an adjacent square.
Deduct 2 from the firing stand’s score if the enemy stand is behind a wall, in entrenchments, or inside a wood.

Close Combat – General Rules:
A stand may only engage an enemy stand that is in adjacent square. Both the stand initiating the close combat and the enemy stand throw a D12. Additions and subtractions are made, and the scores are compared.

Close Combat – Additions and Subtractions to the D12 score:
Add the stand’s value.
Add the value of any friendly Command stand that is in an adjacent square.
Add 1 for each friendly stand of the same type that is in an adjacent square.
Add 2 for each friendly stand of the same type that is in the same square.
Add 2 to the score of the stand initiating the close combat if the stand initiating the close combat is on the enemy stand’s flank or rear.
Add 3 to the score of the stand initiating the close combat if the stand initiating the close combat is Cavalry attacking Infantry or Artillery in flat, open country.
Deduct 2 from the score of the stand initiating the close combat if the stand initiating the close combat is in a square that is downhill from the enemy stand’s square.
Deduct 2 from the score of the stand initiating the close combat if the enemy stand is behind a wall or in entrenchments.

Combat Results:
If the final score of the stand that initiated the combat is lower, the combat has been ineffective.
If both stands’ final scores are equal, each stand throws a D12 and the stand with the lowest score must withdraw until it is one square away from the nearest enemy stand.
If enemy stand’s final score is less than final score of the stand that initiated the combat but more than half the final score of the stand that initiated the combat, the enemy stand must withdraw until it is one square away from the nearest stand on the same side as the stand that initiated the combat.
If enemy stand’s final score is less than half the final score of the stand that initiated the combat, the enemy stand is destroyed and removed from the battlefield.

NOTES:
(i) Dice marked 1 to 12.
(ii) For one-off battles where dice are used to determine the value of each side’s armies, at least eight D6s – marked 1 to 6 – will be required.
(iii) A battlefield that is 18 squares wide and 12 squares deep (or vice versa) is recommended.
(iv) A total of 36 points per army is recommended, with no more than 12 points in total being spent on stands worth 4 points.
(v) It is recommended that each side throw eight D6s to determine the value of their army. It is recommended that no more than 33% of the total value should be spent on stands worth 4 points.
(vi) A D6 is thrown. If the score is 6, the General is rated as ‘Exceptional’; if the score is 3, 4, or 5, the General is rated as ‘Average’; if the score is 1, the General is rated as ‘Poor’.
(vii) In the event of a tie, both sides throw again until one side gains the initiative.
(viii) An obstacle is any vertical or horizontal obstruction that requires a degree of physical effort to cross. This includes walls, hedges, fences, fordable rivers, streams, and trenches.
(ix) The stand that is the second row of the pair of stands in the same square supports the front stand in any Close Combat.