Re: [NetEpic ML] Quite impressive!

From: <deaconblue3_at_...>
Date: Wed, 8 Nov 2000 06:51:16 -0500

http://www.warflag.com/default.htm
-->has historical flags and such, with tips on resizing to various
scales....
Check out the various sites by going to :
http://www.freewargamesrules.co.uk/
->A very cool site, with lots of free rules for all sorts of eras and
genres....

http://zeitcom.com/zeitcom/majgen/
--->Primarily Colonial/Victorian era, and disgustingly British, but with
some excellent tips and such for buildings, and scenery...plus the links
go all over the place....

Also, the attached file is from the BYJingo! site, which, while
historical inclined, the buildings and such can be modified for Epic
purposes with a little work...

Josh R
Minister for General Mayhem
"Don't let the bastards grind you down." Gen. Joseph Stilwell
BY JINGO - Colonial Wargames Page
Volley Fire

"VOLLEY FIRE"

War Game Rules - The Sudan , 1896 - By Larry V. Brom

Figure Ratio 1:1 - Ground Scale; One Foot = 25 Yards

GAME PREPARATION

A. 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

(Diagrams of Unit Formations are at the end of the rules.)

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

9th

MOVE DISTANCES
(The below number of D6 are rolled to determine distance in inches)

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 A l w a y s M o v e Four D6
Dervish Horse A l w a y s M o v e Six D6
Mounted Leaders A l w a y s M o v e 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

9th 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

HouseCharge" 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.

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.

GARDNER GUN FIRE

Gardner" Gardner2" 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 NOTATIONS

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.
WEAPON RANGES
(Drastic reduction in visibility and range due to sun glare and dust )
(Ground Scale Ratio; 1 Foot = 25 yds, 12 feet = 300 yds)

Point Blank Range Deadly Range Close Range
Sudanese Rifles 0 to 4 ft 4 to 8 ft 8 to 12 ft
Mounted Carbines 0 to 3 ft 3 to 6 ft 6 to 9 ft
Dervish Rifles 0 to 3 ft 3 to 6 ft 6 to 9 ft
Dervish Spears 0 to 2 ft NA NA
British Pistols 0 to 1 ft 1 to 2 ft 2 to 3 ft
Gardner Gun 0 to 5 ft 5 to 10 ft 10 ft & over
FIRING TABLE
(These "hit" numbers indicate the number of men down in the target unit)

Point Blank Deadly Close
Sudanese Rifles (single rank) 1 thru 12 1 thru 10 1 thru 8
Sudanese Rifles (double rank) 1 thru 14 1 thru 12 1 thru 10
Mounted carbines 1 thru 8 1 thru 6 1 thru 4
Dervish Rifles 1 thru 10 1 thru 8 1 thru 6
Dervish Spears 1 thru 8 NA NA
Gardner Gun 1 thru 14 1 thru 12 1 thru 10
All Pistols (6's only hit!) Roll 6 D6 Roll 4 D6 Roll 2 D6
NOTE: THE NUMBER OF HITS INFLICTED ON A TARGET UNIT CAN NEVER EXCEED THE NUMBER OF MEN FIRING ! ! ! ! !
NOTE: TWELVE OR LESS RIFLEMEN AND SIX OR LESS CAVALRYMEN FIRING USE THE ABOVE HIT NUMBERS BUT ONLY INFLICT HALF CASUALTIES.

HAND-TO-HAND COMBAT

Fuzzy Wuzzy 1 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 1on 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 In Square (Defense Only) Die Roll + 2
British Cavalry In Line Die Roll + 2
British Cavalry In Column (And Scouts) Die Roll + 1
British Cavalry Any Other Formation Win Ties
Sudanese Infantry In Single Rank Die Roll + 1
Sudanese Infantry In Double Rank Die Roll + 1, Win Ties
Sudanese Infantry In Column (And Scouts) Die Roll
Sudanese Infantry Any Other Formation Win Ties
British Gunners, Foot Officers/Emirs, Foot Swordsmen Die Roll + 1, Win Ties
Mounted Officers/Emirs Die Roll + 2
Dervish Horsemen, Dervish Foot Spearmen Die Roll + 1
Dervish Riflemen Die Roll
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

Fuzzy Wuzzy 2 (Losers of melee' combat)
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
SUDANESE 5, 6, 7, 8, 9, 10 Morale holds, carry on the fight.
2, 3, 4 Force routs from the table leaving all guns.
1 Disaster, force is annihilated. Officers captured, humiliated, and placed in cages for public view ! !
DERVISH 6, 7, 8, 9, 10 Morale holds, carry on the fight.
3, 4, 5 Force routs from the table - game ends.
1, 2 Leaders kill themselves, tribesmen throw down all their weapons and surrender! !

FORMATIONS:

Lines

One Rank Line

Two Rank Line

Cavalry Line

Field Columns

Field Column Field Column

Cavalry Field Column Cavalry Field Column

Road Columns

Road Column Cavalry Road Column

Square


Square

Army Organizations

(Players are reminded the following tables are only suggestions and that variations are perfectly permissable.)
(130 MEN)
SUDANESE
BRITISH FORCE

(130 MEN)
Major Stevens
Commanding
Ninth Sudanese Infantry
No. 1 Company (100 men)
Ninth Hussars
'A' Troop
Cpt. Carr, Sr.
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)
Lt. Brown
1st Section
(12 Figures)
1 Gardener Gun
& 4 Figures
6 Mounted
Officers
(6 Figures)
Lt. Kadlec
2nd Section
(12 Figures)
(272 MEN)
DERVISH
HADENDOWA FORCE

(272 MEN)
Osman Azrak
& Flagbearer
Commanding
Hadendowa Tribesmen (Fuzzie Wuzzies)
Mounted Emir & Flagbearer
Mounted Emir
& Flagbearer
Hadendowa
Tribesmen
Swordsmen
(40 Figures)
Hadendowa
Tribesmen
Swordsmen
(40 Figures)
Hadendowa
Tribesmen
Spearmen
(40 Figures)
Dervish Cavalry
Swordsmen
(12 Figures)
Dervish Tribesmen
Mounted Emir & Flagbearer
Dervish
Tribesmen
Spearmen
(40 Figures)
Dervish
Tribesmen
Riflemen
(40 Figures)
Dervish
Tribesmen
Riflemen
(40 Figures)
Dervish Cavalry
Spearmen
(12 Figures)

Following The Drum

Communiques From The Field

"Independent! Fire At Will!"

Click Here To Return To The Table Of Contents

Received on Wed Nov 08 2000 - 11:51:16 UTC

This archive was generated by hypermail 2.3.0 : Tue Oct 22 2019 - 10:59:11 UTC