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:
|
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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