Fire
and Sword in the Sudan
This is a first attempt by our group in a long time to
run a campaign in any period. This based
on Steve Winters campaign rules at the Colonial Angle website. I have also used as a basis the map form the
Wargaming forum that ran this campaign several years ago. I thought I would try my hand at a
narrative, which is complete inspired by the Wargaming Forum and the Campaigns
of General Pettigrew site. I will post
the modified campaign rules and the charts for Mahdi’s Fury, a Fire and Fury
variant, from the guys at Fire and Fury.
I will be posting the map for each turn and keep an updated OOB for
viewing also.
Campaign
rules changes
Since we will be using the Fire and Fury Mahdist rules,
the unit will represent battalions for European trained infantry, Squadrons for
European trained mounted, Sections of 2 guns for all artillery, and Bands for
the Dervish.
Most European trained infantry can range from 12-15
stands per battalion. Some of the
Irregular infantry can range from 6-10 stands, example the Egyptian Gendarme
and Bashi Bazooks. Cavalry is based on squadrons and can range from 5 to 8
stands for British/Egyptian units. A battery of artillery is usually broken
down into 3 sections of 2 guns each.
Dervish infantry
bands can be from 6-12 stands per band.
2 bands of sword/spear armed bands and 1 unit of 6-8 armed with rifles
equal a Rub. Cavalry/Camels can be from
8-14 stands per band. Artillery is also
done a section and never by battery.
Gun
Boats/Steamers/Dhows
Since there are no Gunboat rules in Fire and Fury, we are
using the rules listed below:
River Movement:
Direction of current is
determined at the start of the game. To determine the current speed roll 1d6:
1-3 =
1d6 Current Speed
4-6 =
2d6 Current Speed
Moving
with the current, add the Current dice to the basic movement dice
Moving
against the current, subtract the Current Dice from the basic move dice
River
Boats basic movement = 6 dice
Native
dhow basic movement = 4 dice
To
reverse direction, all boats
On turn one roll Current
Dice only. Move boat this distance, reverse direction and stop.
On
next turn, move normally.
To stop dead in water,
roll Current Dice only. Move this distance, throw out anchor and stop.
Starting
from Dead Stop
On 1st
turn, roll move dice and move ½ this distance
On 2nd
turn move ¾ distances rolled.
On 3rd
turn move normally
Paddle Steamers
Per barge/dhow towed -3”
from Movement dice
Small Arms fire only
affects the troops
and crew of the steamer. If a Small Arms hit is registered against the hull or
explosion, then ignore the hit.
For each hit on the Steamer, roll 1d20 for each hit on the chart below to determine the results:
1-12 Hit on Troops
14-15 Hit on Crew
16-17 Small Hole in Hull
18-19 Large Hole in Hull
20 Explosion
Paddle Steamers have an
inherent crew of 2 stands. If the steamer has a Naval party on board other then
passengers, then these two will count as crew hits. If all crew stands have
been hit, then the steamer will become adrift if not at anchor or grounded.
Each Small Hole will remove1d6
from the movement dice. After 4 Small Holes the ship will start to sink.
Each Large Hole will remove
2d6 from the movement dice. After 2 Large Holes the ship will start to sink.
Explosion
will destroy the ship and all contents
Sinking - When a ship
starts to sink throw 1d6 and that is the number of moves that the ship takes to
sink. If it cannot be beached then the contents are lost.
Dhows, barges, light vessels
These
may be towed by powered ships, subtract 3” from the towing vessels movement.
Small
arms and Artillery fire is the same as at a Paddle Steamer.
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