Additional Rules


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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