The Relief of
Bungstarter Station
Dash It All! Don't Those Drums Ever Stop?!
Scenario Description
BRITISH OBJECTIVES:
Rescue Hunters - 5 points each
Rescue Bearer with tree - 10 pts
Rescue Bearers with tusks - 5 pts each
Rescue other bearers - 2 pts. each
NATIVE OBJECTIVES:
Capture Tree - 10 pts.
Kill Hunters -5 pts. each
Capture Bearers' Loads - 3 pts. each
BRITISH/ASKARI START
In two steam launches
NATIVE START
Various hidden points in jungle.
Modifications -
Experimental ongoing action card system. There are no game turns.
The cards are shuffled or cut and turned for each action. A red card permits
a British/Askari action, a black card permits a Native Action. Morale effects
take place immediately. (A cheapskate's Piquet).
Actions include: Unit Movement, Unit Firing, resolving Close Combat. Units are engaged in Close Combat at the end of a successful charge to contact, but an additional card must be used by one or the other of the players to resolve the Close Combat. Units can be locked in combat for some time, if players choose to use subsequent cards to move or fire other units instead of resolving the Close Combat. Other units can be brought into the Close Combat by charging, any time before it is resolved.
EXAMPLE of ongoing action card play -
Red Card - A British unit moves.
Red Card - The same British unit moves.
Black Card- A Native unit declares a charge and moves, checks charge
completion morale (successful) and closes. The charged British unit and
the native spears in the charging unit each get to fire one volley as charge
goes to completion. They are now locked in combat, so neither can fire again.
Red Card - British player decides not to resolve Close Combat, but
moves a second British unit toward the melee instead, hoping it can join
the melee before the Native player gets an opportunity to resolve the Close
Combat, but its move is not enough to reach the engaged units.
Black Card - Native Player, worried about the second British unit's
approach, chooses to resolve the Close Combat now. Resolution is done normally;
any movements to the rear and morale checks are taken.
Special Rules
TROOP TYPES AND RESTRICTIONS
Natives are the equivalent of Zulu spears and Zulu
rifles.
Hunters are the equivalent of British infantry. Hunters and bearers
will move at normal British infantry rate. Bearers cannot fire weapons,
and fight at -1.
The station is too strong and well-armed for the natives to attack
directly; they must wait until the hunters leave the building. Hunters and
bearers will not leave station until a unit of soldiers (not scouts) arrives
at station.
If a bearer is killed, a soldier, hunter or native warrior may pick
up the load, but may not fire, and fights at -1 while carrying it.
NATIVE SECRET PLACEMENT
Numbered locations are scattered around all jungle areas (including across
the river) and in villages. Only one unit or half-unit can be in any one
location. Positions of Native units are secretly recorded, referenced by
location number. On black cards, Native player can roll for secret movement
and records inches moved and direction.
WEAPONS
Spears - Spears can be fired like normal weapons,
but have only 4" of range.
To Hit numbers for spears are:
| CLASS 1 target |
CLASS II target |
CLASS III target |
CLASS IV target |
| 1-4 | 1-3 | 1-2 | 1 |
THE NURSE
Wounded figures in base-to-base contact with the
Nurse can return to duty on the next movement card used by their unit. They
are no longer considered wounded. Only two figures can be in contact with
the Nurse at any time. The Nurse is -2 in Close Combat, and may not fire
weapons.
LAUNCHES
Movement - A Launch must have at least one crewman
(sailor) to move. Launches start from a stop at 1D6 speed, may accelerate
to 2D6 next movement. Figures can move into or out of a launch along entire
length. Figures must stop on reaching gunwale, may move in or out and continue
on next move. Figures may move to melee from outside launch.
Firing - All figures in a launch are considered a single target unit for firing purposes. Figures standing or seated in launches are Class III targets, prone in launches (may not fire) are Class IV targets. Launches block all fire against targets beyond.
Refueling Launches - Launches
are out of fuel. The woodlot has 12 logs. To refuel a launch, a man must
move to the woodpile and stop. On next turn he can carry one log toward
launch at 2D6. Number of logs x10% is the probability that steamer can move
in any given movement attempt.
EXAMPLE - A launch has three logs. It attempts to move away from shore.
It has a 30% chance to move (i.e. 3 x 10%). Roll 1D10. On a 1, 2, or 3, the move is successful; roll
normal movement dice for distance. On any other roll, it stands in place,
building up steam.
Sabotage - Any native figure who is inside a launch and not in melee or routing can sabotage it on a roll of 6 (on 1D6). A crewman (sailor) who is not in melee or routing may repair one act of sabotage by moving to the sabotaged spot and making a roll of 5 or 6 (on 1D6). No other type of figure can repair sabotage.
CANOES
Canoes hold 5 figures. They move at 1D6 + 1" per
rower. Figures entering canoes must stop; canoe can move on next action
card. Figures in canoes are Class II targets. Figures in canoes may fire
or throw spears, but next movement, canoe cannot use the rower bonus for
any figure that fired.
TERRAIN
Jungle - Individual tree bases mean nothing. Natives
move at normal speed. British, Askaris lose their high die. British, Askaris
can move in close, column, or open order in jungle, but cannot form square.
Firing in jungle is limited to 3", unless firing out from edge. Tree groves on veldt block line of fire.
Natives win all ties in close combat when either figure is in jungle.
VILLAGE
Palisade gives target class III to figures beyond
except when firers are behind and touching the palisade. Figures can fire
through palisade, figures can melee through palisade, but either side may
drop back out of combat at last minute, with no penalty, and no stand and
fight check need be made.
Figures may not cross through palisade except at gate.
Figures may try to crash a gate, but if the gate is defended, this requires
a charge move. Defending figures may hold a gate closed. Figures attempting
to hold or crash may not do anything else, neither shoot nor fight. Match
die rolls at beginning of the attacking unit's action phase. Add 1 for the
gate strength, and 1 for every excess figure.
Example - four attackers try to crash a gate held by two defenders.
The defenders add 1 for the gate strength and the attackers add 2 for the
excess men. If the gate is crashed, the attackers move to melee immediately.
Roll 1D6 for the gate: 1,2,3 = Permanently
Smashed, otherwise it can be reclosed.
RETURN to the Major
General's Page
Copyright©1999 David Helber.
No commercial distribution of images or text from any page on this site
without written permission.