THE GREEN HELL (Mk.3)
COLONIAL WARFARE IN WEST AFRICA

 

SEQUENCE
1.Move    2.Fire    3. Charge / Fight    4.Morale

 

MOVEMENT, roll D6
1 - Stuck in terrain, no movement this turn
2 - Blocked by terrain, no advance this turn
3 – 6 2D6 cm

Modifiers to die roll:
On trail + 4
Natives + 2
Scouts +1
Engineers cutting trail +1 (1/2 speed)
Column = double speed

 

FIRING
Ambushers fire first.
Then troops not moving
Then moving troops
If tied, dice

Target priority 1st As directed by officer 2nd Enemy charging firer 3rd Nearest enemy

Range British Auxilliaries Natives
Close 0-10cm 4 dice 3 dice 2 dice
Medium 10-30cm 3 dice 2 dice 1 die
Long 30+cm 2 dice 1 die -

If surprised this turn ½ number of dice, round fractions down

6 on D6 = hit      Target in Column = double number of hits
If friendly troops in line of fire, 50% chance each hit is on them or enemy.
Dice odd = friend hit, even = enemy hit.

 

SAVES, Roll 1 D6 per hit

Type of Cover Hit Pinned Save
Hard Cover (palisades, trenches) 1 2 2+
Soft Cover (grass, brush) 1,2 3,4 5,6
No Cover 1,2,3 4,5,6 -

Pinned= no action for 1 turn

 

CHARGES
Units declare charges    Then targets declare response    Then move all troops

Charge 3D6 cm
Fight 0
Fire & Flee 2D6 cm
Flee 4D6 cm

Troops who fire & flee have 1 D6 firing dice per figure

 

FIGHT
Each figure rolls D6, 6=hit
Maximum odds 2:1

British, assume bayonet fixed 3D6
Auxillaries 2D6
Natives 1D6

 

MORALE
Each unit rolls 1d6:

  • For each casualty this turn

  • Each Leader casualty

  • If ambushed this turn

  • Enemy to flank

  • Enemy to rear

  • Each figure to flee/fall back last turn

Any "2" result = 1 figure falls back 10cm , any "1" result = 1 figure flees 25cm.
Each leader may negate 1, 2 or 3 failed morale die results as follows, leader with unit may
rally 3 figures if British, 2 if Auxilliary, 1 if Native.
Fleeing troops run to nearest defended obstacle and hide, or join friends, if none then leave table.

 

REFORM
Must reform if charge, flee or fall back this turn. No move next bound but may change facing.
Leaders may not rally figs fleeing/falling back unless unit formed.

 

ORGANISATION

British Sections of 20 men including 2 leaders (Officer / Sergeant)
Auxiliaries (West India Regt. / Haussas) Sections of 20 men + up to 2 leaders
Natives

Sections of 20 or more + 1 up to 1 leader

 

TERRAIN (If not a campaign)
Native player lays terrain;

  • No clearings more than 50cm across in any direction

  • Rest of table at least 50% jungle

  • 10-25% scrub & grass

  • 10-25% swamp & waterway

  • 1D6 palisades – only impede movement if defended

  • 1D6 trenches

At least 1 trail between British & Ashanti table edge with 1 + 1D6 turns of 45 degrees
Tracks negate all other terrain & include bridges or fords over waterways
1 D6 huts, if 3 or more, includes palisade & 1 gate

 

DEPLOYMENT
Up to 30 cm in from table edge, at least 30 cm in from table sides
Native player maps palisades, trenches, & ambushes and marks entry points of natives
British player maps entry point of all troops

 

SUPPLY
British player must have 1 porter for every 2 fighting figures, within 30cm of troops at all times or roll for "out of ammo", a 1 on a D6 for each turn firing. Porters are unarmed, cannot charge and do not roll to fight. They can only respond to a charge by standing (fight) or fleeing. Porters who flee will drop loads, these may be looted by natives who remain in contact for 1 turn with no other action.

 

RESUPPLY
To resupply with ammunition troops must stay in contact with porters for 1 turn, no other action.

 

ARSON
Any figure may set fire to adjacent scrub, grass or buildings but not jungle. Fires are 2cm square and double in area each time a 6 is rolled on a D6. Roll for each fire every turn

 

VICTORY CONDITIONS
British exit off Native table edge, destroy palisades, burn huts
Natives prevent British exiting Native table edge, huts intact, loot per figure


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