Introduction
Figure Ratio 1 figure:1 man
Ground Scale One Foot
= 25 Yards [1 Inch = 2.25 Yards]
I offer to the bolder Colonial Gamer a set of 1:1 figure ratio skirmish
gaming rules. Not a particularly new idea to be sure, but the concept
of ground scale being in scale to the figures is indeed, a little bit
different. One foot equals 25 yards, hence, a 6 foot by 12 foot table
(the size I use), is actually 300 yards by 150 yards in true scale with
the figures!
By Gawd, you must be thinking, everything on the table is in range! By
Gawd, sir, you are correct ! Now, Gentlemen Rankers, we must pay attention
to terrain detail, and fields of fire, and line of sight, and the slight
depressions in the ground, and the donga or wadi leading off to your flank.
We must start thinking tactically like a small unit leader--we can't worry
about what the staff officers had in mind when they sent you and your
company to search out this native compound. This is the nitty-gritty of
Colonial skirmishing; this is what you get paid for.
As you notice, these rules were developed for the Sudan, circa 1896, but
as always, with my rule mechanics, they can be adjusted to any period
desired. Again, these rules are in outline form--which for experienced
gamers will offer no serious concerns in figuring out the little nuances
and subtleties, and minor interpretations. For beginners, well, they will
just have to become experienced
.
As to organization of forces, attached is what I used in my games for
the Sudan, and other than the ratio of Natives to Colonials, since we
are talking 1:1 figure ratio, you can pretty much build the forces to
whatever level you want to, or have figures for.
These rules have been playtested in some nine games at three conventions
without any serious drawbacks or concerns, so go ahead and give VOLLEY
FIRE! a try and have fun! |
GAME
PREPARATION
Gamemaster builds the terrain, assigns players and forces to be used,
and defines the scenario in detail to all players/commanders.
GAME
TURN SEQUENCE
| A.
|
Commanders
roll D6's for first move. High die roll will move first. |
| B.
|
Simultaneously
fire all weaponry in range. |
| C.
|
Fight
and resolve all hand-to-hand combat. |
| D.
|
Test
Army morale if applicable. |
FORMATION
CHANGES
| A.
|
Sudanese/British
can move 1/2 the distance of their present formation and form a
new formation and facing in their new location. |
| B.
|
Sudanese/British,
if charged, can always attempt to reform, evade the charge(one normal
move distance), or charge to meet a charge. Cannot do so if a 6
is rolled on a D6. |
| C.
|
Dervish
"groups" are always in "mass", so have no need
to change so-called formation. |
| D.
|
Dervishes
can automatically attempt to avoid a charge by moving one normal
move distance directly away from the charge - if out of range, they
are safe. Will now have backs to the enemy!!! |
MOVEMENT
Move Distances
The below number of D6 are rolled to determine maximum distance in inches.
MOVE DISTANCES (MAXIMUM)
| UNIT |
|
LINE |
COLUMN/SCOUTS |
SQUARE |
| Sudanese
Units |
|
Three
D6 |
Four
D6 |
Two
D6 |
| British
Cavalry |
|
Five
D6 |
Six
D6 |
NA |
| British
Guns |
|
Three
D6 [deployed] |
Four D6 [limbered] |
Two
D6 |
| Dervish
Foot |
|
Four
D6 |
|
Dervish Horse
|
|
Six
D6 |
| Mounted
Leaders |
|
Five
D6 |
| A.
|
Sudanese/British
move by units, measuring from the front center of their present
formation to the front center of their new formation in their new
location. |
| B.
|
Dervish
groups move by measuring from the front center of their mass to
their new location Dervish groups (no formations-just mass) can
interpenetrate each other with no effect to either. |
| C.
|
Sudanese/British
units can move through friendly units with no disruption but their
move distance is cut in half (round up). |
| D.
|
Sub
units or groups can be amalgamated to move as one group or unit
under one leader. |
Move
Modifiers
| A.
|
All
Sudanese infantry, guns, and all mounted troops move one-half the
above stated distances when moving through rough terrain, and across
walls, ditches, fences, and fordable water. Dervish foot take no
such terrain penalty nor do mounted leaders (Round all fractions
up). |
| B.
|
Sudanese units can make a double time move by rolling two D6 for
each unit so doing. The resultant number is the additional inches
that unit can add to it's normal move distance that phase. The low
die rolled, however, is the number of casualties down from "heat
stroke" - mark as such. If "doubles" are rolled there
are no such casualties. British units can do the same but the high
die is the number of casualties from heat stroke. |
| C.
|
British
units with no leaders attached, and Dervish groups with no leader
within 24", roll one less movement die than the Table specifies. |
SCOUTS
| A.
|
Sudanese/British
units can choose up to 3 figures as "scouts" who move
independently from their unit. |
| B.
|
See
movement table for distances. Scouts cannot double time. Scouts
take no terrain penalty. |
| C.
|
Scouts
move, call visibility, exchange fire, and then fight hand-to-hand,
if applicable. |
| D.
|
Scouts
fire in a 45' arc to their facing direction. Roll D6's. 4,5,6 hits
in open. 5, 6 hits in cover. |
| E.
|
Scouts
can attempt to evade fire and melee' combat by rolling three D6.
An even number, they can move away that distance, an odd number
and they stand in place, surprised. |
MOUNTED
LEADERS
| A.
|
Move
five D6 and take no terrain penalty. |
| B.
|
Cannot
be fired upon and have a bonus in melee' combat. |
| C.
|
Pistols
hit with 6's only in all cases. Point blank roll 6 D6, deadly range
roll 4 D6, and close roll 2 D6. |
INFANTRY
SQUARES
| A.
|
Get
a bonus in melee' combat. |
| B.
|
Can
be in any hollow formation with the sides as equal as possible.
|
| C.
|
Can
have guns at the corners or in any side. |
| D.
|
Cannot
initiate any melee's and cannot support other melee's. |
CONCEALMENT
Cover is woods, scrub, gullies, ravines, embankments, etc., and buildings.
| A.
|
All
concealment must be defined at the commencement of the game. |
| B.
|
Visibility
distance is the full table except into cover when the viewer must
be 6" away and can only see 6" into and must call for
"visibility". Concealed troops must be at the edge of
any cover to fire out and they will then be exposed. |
| C.
|
No
firing into concealment unless a target is visible. |
| D.
|
Small
arms firing range into and inside woods and scrub, etc., is 24".
Gun range is 36". |
| E.
|
Visibility
into cover from the edge of is 12". |
BUILDINGS
| A.
|
To
enter, must spend one turn halted outside - fire at 1/2 hit result
(round up) while so doing. |
| B.
|
Troops
inside take less casualties from fire and get a bonus in melee'
combat, but cannot support outside melee's. |
| C.
|
To
leave a building move out 12" in any direction from the center
of same and form and face in any direction in any formation. |
FIRING
Infantry Fire
| A.
|
Fire is simultaneous in a 45-degree cone from the facing direction
of the firer. Fire by units or groups. |
| B.
|
Sudanese
and Dervish riflemen can only fire the front two ranks of any formation.
Dervish spears can throw overhead with all figures in range (arc
of fire for spears is 45'). |
| C.
|
For
rifles or guns to fire overhead the target must be further from
any "obstacle" than the firer, and the target or firer
must be elevated. |
| D.
|
TO
FIRE; Point out the target, measure to determine how many figures
are in range, then consult the Firing Table to see how many hits
are inflicted. Roll one 20-sided die for each 13 to 20 figures firing
or each 7 to 15 cavalrymen. |
| E.
|
Hits
equal the number of men down in the target unit. |
| F.
|
The
number of hits inflicted may never exceed the number of men firing
|
| G.
|
12
or less infantry or 6 or less cavalry use regular numbers, but only
inflict half effect. |
Gardner
Gun Fire
| A.
|
Guns fire in a 45 degree cone from their facing direction. |
| B.
|
Deployed
guns can move one D6 and fire that turn. Guns that limber or unlimber
(in place), cannot fire the turn that they do so. |
| C.
|
To
self-destroy a gun, announce same prior to any melee, If a 6 is
rolled on a D6, cannot do so. |
| D.
|
If
a gun crew loses a melee they rout to their direct rear, disordered,
the gun stays in place. Guns that are abandoned, crewless, or captured
can be manned by infantry or Dervish foot but, always fire as if
target is in cover. |
| E.
|
It
takes two "hits" to mark one gunner as a casualty. |
| F.
|
TO
FIRE; Point out target and measure range. Roll one 20-sided die
and consult Firing Table to determine how many hits are inflicted
on the target unit. Two gunners or less manning a gun always fire
as if target is in cover |
| G.
|
Gun
jams if a 20 is rolled on the firing die. Gun and crew fall back
12" to clear the jam (will not leave building or square), and
does not fire that turn. |
Firing
Table
| UNIT |
|
POINT
BLANK |
DEADLY |
CLOSE |
Sudanese
Rifles
Single Rank |
|
0
- 4 feet
1 - 12 casualties |
4
- 8 feet
1 - 10 casualties |
8
- 12 feet
1 - 8 casualties |
|
Sudanese Rifles
Double Rank
|
|
0 - 4 feet
1 - 14 casualties
|
4 - 8 feet
1 - 12 casualties
|
8 - 12 feet
1 - 10 casualties
|
| British
Cavalry Carbines |
|
0
- 3 feet
1 - 8 casualties |
3 - 6 feet
1 - 6 casualties
|
6
- 9 ft
1 - 4 casualties |
| Gardner
Gun |
|
0
- 5 feet
1 - 14 casualties |
5
to 10 feet
1 - 12 casualties |
10
feet and over
1 - 10 casualties |
| All
Pistols |
|
0
- 1 foot
Roll 6 D6 |
1 -2 feet
Roll 4 D6 |
2
- 3 feet
Roll 2 D6 |
| Dervish
Rifles |
|
0
- 3 feet
1 - 10 casualties |
3
- 6 feet
1 - 8 casualties |
6
- 9 ft
1 - 6 casualties |
|
Dervish Spears
|
|
0
- 2 feet
1 - 8 casualties |
|
|
| A.
|
Targets
in cover take 1/2 hits from firing table results - round fractions
up. |
| B.
|
Mark
casualties by laying them down on the table in place. |
| C.
|
1's
and 2's on the firing die are always hits on key figures (dervish
riflemen and gunners), if applicable in a mixed target group. If
a separate target group is all key figures, normal hit numbers pertain.
|
| D.
|
Anytime
a unit or group takes fire casualties roll a D20. If a 20 is rolled
that units officer, emir, NCO, or standard bearer is one of the
casualties. Die rolls determine which leader. |
| E.
|
If
either COMMANDER is in a zone of fire roll an additional D20. A
20 and the leader is killed, a 19 and the leader took a minor wound. |
HAND-TO-HAND
COMBAT
| A.
|
The
attacker announces a charge (before rolling the movement dice),
points out the target, and rolls his movement dice. He then measures
which figures will make contact with the enemy unit or mass. All
that do, will fight in the melee'. The attacker will close in on
the target halting 1" away and take any and all defensive fire
as he closes in. The attacker cannot fire as he closes into combat. |
| B.
|
Any
defending figures within 6" of the initially contacted figures
are considered support and will fight in the melee'. |
| C.
|
The
melee' will be fought figure-to-figure between the opponents in
the order in which the units made contact. Officers/Emirs are the
last to fight. The figures are paired and each combatant will roll
one D6 with Modifiers (see Table). The highest total is the winner
of that individual fight and that figure stays in the melee. The
loser, with a 2, 3, 4, 5,or 6 on his die temporarily falls to the
rear of the fight. If the loss was with a 1 on the die, that figure
is marked as a casualty. If the attacker hit from the rear, a 1
or 2 marks the loser as a casualty -- other numbers to the rear.
|
| D.
|
When
one side or the other has all it's figures forced out of the melee'
area that side is the loser and the melee' is concluded. The loser
falls back a six D6 distance directly away from the fight and is
now SHAKEN. Loser effect no friendly units in their path, but are
captured if they collide with organized enemy forces. If this fall
back takes the losing force to the table edge, roll a D6 for direction
along that edge. Fall back direction is perpendicular to the front
facing of the winner. E. The winner of the melee can reform and
or reface on the objective, or move one normal move distance and
reface and reform. Winner cannot use this bonus move to initiate
another melee'. |
Melee
Modifiers
(Add or subtract from the D6 die roll)
|
Sudanese
Infantry
|
Single
Rank
|
Die
Roll + 1 |
| Double
Rank |
Die
Roll + 1, win ties |
| Defending
in Square |
Die
Roll + 2 |
| Any
Other Formation |
Win
Ties |
|
British
Cavalry
|
In
Line |
Die
Roll + 2 |
| In
Column |
Die
Roll + 1 |
| Scouts
|
Die
Roll + 1 |
| Any
Other Formation |
Win
Ties |
|
|
On
foot |
Die
Roll + 1, Win Ties |
|
Officers
Emirs
|
Mounted |
Die
Roll + 2 |
|
Dervish
Swordsmen
|
On
foot |
Die
Roll + 1, Win Ties |
|
Dervish
Spearmen
|
On
foot
|
Die
Roll + 1 |
|
Dervish
Horsemen
|
Mounted |
Die
Roll + 1 |
| |
|
|
|
Defending
Buildings,
Trenches, Walls, Etc.
|
|
Die
Roll + 1, Win Ties |
|
Shaken
Units or Groups
|
|
Die
Roll - 1 |
|
Hit
From Rear
|
Attacker
started out of view |
Die
Roll - 2 |
SHAKEN
UNITS OR GROUPS
Losers of melee combat are Shaken. They:
| A.
|
Regroup
on the next turn unless they roll a 5 or 6 on a D6, in which case
they are still shaken. |
| B.
|
Always
fire as if their target is "In Cover", fight melee's w/penalty,
cannot initiate melee's. |
| C.
|
Can
move through friendly units with no ramifications to either. |
| D.
|
All
move a two D6 distance until they regroup. |
CAVALRY
(Neither British nor Dervish cavalry can fight dismounted)
In this time and place it was considered - by cavalrymen - a decided
disadvantage to be in combat on foot!!!
MORALE
TEST
MORALE TESTING
When a Force reaches less than 50% of its' starting strength, morale
must be tested each turn. Roll one D10 and read chart below for results.
If both Forces are testing morale , roll low die for who tests first
- if this test fails, other Force need not test!!
Nationality Die Roll Result
|
NATIONALITY
|
DIE
ROLL
|
RESULT |
|
British/Sudanese
|
5
10
|
Morale holds,
carry on the fight. |
|
2,
3, 4
|
Rout
Precipitous retreat from the field, leaving all guns. Game
ends. |
|
1
|
Rout
and Disaster Force routs from the field and is annihilated.
Officers captured, humiliated, and placed in cages for public view!! |
|
Dervish/Hadendowa
|
6
10
|
Morale
holds, carry on the fight. |
|
3,
4, 5
|
Rout
Precipitous retreat from the field. Game ends. |
|
1,
2
|
Disaster
Tribesmen throw down all their weapons and surrender!! Leaders
kill themselves or are captured and imprisoned. |
FORMATIONS:
Lines
[One Rank Line]
[Two Rank Line]
[Cavalry Line]
Field Columns
Road Columns Square
ARMY ORGANIZATIONS
(Players are reminded the following tables are only suggestions
and that variations are perfectly permissable.)
Sudanese/British
Force
Major
Stevens, Commanding |
| |
Ninth
Sudanese Infantry No. 1 Company |
| |
|
Lt.
Stribling, 1st Section (24 figures)
Lt. Carr, Jr., 2nd Section (24 figures)
Lt. Walker, 3rd Section (24 figures)
Lt. Maxwell, 4th Section (24 figures) |
| |
|
1
Gardner Gun (4 figures plus gun) |
| |
|
6
Mounted Officers (6 figures) |
| |
Ninth
Hussars 'A' Troop: Cpt. Carr, Sr. |
| |
|
Lt.
Brown, 1st Section (12 Cavalry Figures)
Lt. Kadlec, 2nd Section (12 Cavalry Figures) |
Dervish/Hadendowa
Force
Osman
Azrak, Commanding (with flagbearer) |
| |
Hadendowa Tribesmen |
| |
Mounted Emir (and flagbearer) |
| |
|
Swordsmen
(40 Figures)
Swordsmen (40 Figures)
Spearmen (40 Figures)
|
|
Dervish
Tribesmen |
| Mounted
Emir (and flagbearer) |
|
|
Dervish
Spearmen (40 Figures)
Dervish Riflemen (40 Figures)
Dervish Riflemen (40 Figures) |
|
Mounted
Emir (and flagbearer) |
|
|
Dervish
Mounted Swordsmen (12 Cavalry Figures)
Dervish Mounted
Spearmen (12 Cavalry Figures)
|
|