Fire and Sword in the Sudan Campaign Rules

OK, below are the rules for the Fire and Sword in the Sudan.




"Fire and Sword in the Sudan" is a simple campaign game built around the Mahdist uprising in the Sudan. It is not meant to be a simulation of those events, but rather to capture the atmosphere of that campaign. There is no definite time scale; the war lasted 18 years, from the first bloodshed on Abba Island to the death of the Khalifa less than 50 miles from the island where the revolt began.


All players in the game assume command of some portion of the Anglo-Egyptian forces. Players can divvy up the units equally, they can command by committee, or each can assume command over all Anglo-Egyptian troops in one region. In any case, when battles occur, players whose forces are not engaged take command of the Mahdists.


I have made modifications to Steve Winters original rules, which can be found at http://home.comcast.net/~theangle/FireSwrd/FirSrdpg.htm.  These changes were made to reflect the rules that we use, Fire and Fury, and other changes that I have found that needed some additional explanation.


The Map
The map divides the Sudan into five regions: Egypt, the Northern (Military) Sudan, Southern Sudan (Omdurman and Khartoum, the Ghezira, and the banks of the White and Blue Niles), Western Sudan (Kordofan and Darfur), and Eastern Sudan (the Atbara river, Abyssinian frontier, and Red Sea Littoral).


Squares on the map are garrison towns. Dots are other villages, wells, or waypoints.


Set-Up
The Anglo-Egyptians have about 50 (depending on how you count the artillery and Cavalry) "basic units" to use in the game. The size of a basic unit is determined by the rules you’re using—platoons in TS&TF, companies in Soldier’s Companion, etc. Throughout these rules, the term "company" is used to designate a basic unit.


At least 20, but not more than 25 units, not including Commanders, must be distributed by the Anglo-Egyptian players among the garrison towns (those marked with a number in a square). Every garrison town must have at least 1 unit in it at the start of the campaign. A full battalion of Egyptian or Sudanese infantry may be split between 2 locations; this is only allowed during the setup. Example the 1st Egyptian Regiment is split between El Fasher - 8 stands, and Dara – 7 stands.  If there is a battle, the units’ rating is based on unit’s strength at that time. The unit at El Fasher would be 8/7/5 and the unit at Dara would be 7/6/4. Both with morale of Trained.
All of these garrisons must be Egyptian or Sudanese units, or gunboats.


Every unit that is not placed in a garrison town is held off-map either in Alexandria, England, or India.
There is no Dervish set-up.


Revolt Indexes
Each area except Egypt has a "revolt index," reflecting how much of the populace has risen against the government and gone over to the Mahdi. The indexes vary from 0 to 10.


At the start of the game, their values are determined randomly. Roll 1d6+2 for the Southern Sudan, and roll 1d6 each for the Eastern, Western, and Northern Sudan. Record these values someplace where you can keep track of them—right on the map is a good place.
Once it revolts, a region remains in revolt until its revolt index is driven back to 0 or less.


(For a less random start, use these revolt indexes: Southern Sudan, 6; Eastern Sudan, 4; Western Sudan, 3; Northern Sudan, 2).
Turn Sequence


1              Dervish revolts and surprise attacks: If any region has not yet revolted, roll to determine whether it does so.
2              Anglo-Egyptian movement
              3              Battle resolution
              4              Supply, revolt index, and victory point adjustment; reinforcements


Dervish Revolts


Roll one die for each region. If the result is equal to or less than the region’s revolt index, then revolt has broken out or spread to that region, and that region is officially "in revolt."
f no regions revolt on the first turn, roll again for each region. Keep doing this until at least one region revolts (this shouldn’t take long).


Surprise Attacks


On the turn when a region revolts, Dervishes may capture its garrison towns and field forces by surprise.
The basic chance for a surprise attack to capture a garrison town equals the regions’ revolt index. This is modified as follows:


-1            per unit beyond the first stationed in the town
               -1            town is Wadi Halfa, Suakin, or El Obeid
               -3            town is Khartoum


Roll 1d6 for each garrison town in the revolting region, and 1d6 for each Anglo-Egyptian force that is not in a garrison town. If the roll is equal to or less than the modified surprise chance, the town is captured by surprise and its garrison is lost, or the force outside a town is overwhelmed and destroyed.
Any garrison town that is not captured by surprise comes under siege. Roll 1d6+1 for the number of turns the town can hold out before supplies are exhausted.


Example:  A revolt has broken out in the Western Sudan with a Revolt Index of 4. The 1st Egyptian Regiment with 8 stands in El Fasher rolls to determine if they are surprised.  They roll a 5, which means the unit survives the surprise. The remaining unit of the 1St is located in Dara. They roll a 3 which means the unit is eliminated and removed from the OOB and Dara falls into the hands of the Dervish  


Anglo-Egyptian Movement
Stacking


Stacking limits:
Garrison town or River Space              9 units
Desert Space                                         4 units
Desert Railway                                     6 units


Leader Stands do not count towards stacking limits.


Movement


Only Anglo-Egyptian forces actually move on the map. Dervish forces are ubiquitous and appear randomly.
Movement limits:
River spaces                                         2 spaces
River spaces (overstacked)                  1 space
Desert Space                                        1 space
Gunboat                                               3 spaces


Movement is from point to point along the communication routes, which are the Nile and Atbara rivers, the Desert Railway, and an assortment of desert routes that follow the few lines of wells.  All Anglo-Egyptian units are free to move beginning on turn 1, even if their region is not in revolt.
When moving across the desert, no more than four units can move as part of a stack, ever.


Up to 6 Anglo-Egyptian units can move two spaces per turn if they are following a river and they are not overstacked. They can move only one space per turn away from the rivers or if they are overstacked. Units must stop moving for the turn if they are engaged in a battle. A force along a river but not in a garrison town can remain in place indefinitely. If the region is in revolt, roll every second turn to see if the unit is attacked, the same as if it moved into the space. This battle is handled as a dervish attack against a British camp (roll 1-4 on 1d6) or a surprise attack (roll 5-6 on 1d6). A surprise attack is identical to a normal attack against a camp except the dervishes are allowed to sneak up to within 12 inches (or about one move) of the zeriba before being spotted.
Away from the river, a force cannot remain in place unless it occupies a garrison town. The force must move every turn until it reaches a river or a garrison town. For example, a flying column moving from Korti to Metemma cannot rest at Abu Klea. On the turn after it moves to Abu Klea, it must either advance or retreat; it cannot remain stationary.


Gunboats
The gunboats must stay along the Nile River. They can move three spaces per turn. They must roll for Dervish attacks in each space, just like other units. They can also be stopped by cataracts. When a gunboat tries to pass a cataract in either direction, roll 1d6; on a roll of 5 or 6, the gunboat cannot pass the cataract and must go back to the previous space. Gunboats can transport 16 total stands. This can be any combination of infantry, cavalry, command, or artillery.  This reflects the gunboat towing dhows or barges with the troops loaded onboard. This does count for Stacking purposes. If a Gunboat is damaged in combat, it must either return to Khartoum, Berber, Abu Hamed or Wadi Halfa for repair.  Minor repairs will take 1 turn. Major repairs will take 2 turns.


The Desert Railway
The Desert Railway does not exist at the start of the game. To bring the railway into action, an Anglo-Egyptian force must ascend the Nile from Wadi Halfa to Abu Hamed and then occupy Abu Hamed for two turns. Units can move along the railway beginning on the third turn after the column captures or relieves Abu Hamed. Six units per turn can use the desert railway. They must begin in Wadi Halfa and stop in Abu Hamed.


Battles
Whenever an Anglo-Egyptian force enters an empty space or a besieged space in a region that is in revolt, roll 1d6. If the roll is less than the region’s revolt index, Dervishes meet the force for a battle. The number of Dervish basic units equals the difference between the die roll and the region’s revolt index. For example, if the revolt index is 6 and the die roll is 2, the Anglo-Egyptian force encounters four units of Dervishes.


If the space being entered is a garrison town, subtract 1 from the die roll for every full 5 points the town is worth.
Once the number of Dervish units is known, roll 1d6 per unit to find its type:


1              1 Rub of Fuzzy-Wuzzy (includes 2 units of Sword/Spear and 1 unit of Rifles)
              2              1 band of Cavalry/Camel
              3              1 band of Jehadia riflemen
              4-6          1 Rub of Standard Ansar (includes 2 units of Sword/Spear and 1 unit of Rifles)


Types of Battles
Unless the battle is a sortie to break a siege, roll again to find out what sort of battle will be fought:


1-2          Anglo-Egyptian attack on a defended town/zeriba
              3-4          Dervish attack on an Anglo-Egyptian camp/zeriba
              5              Dervish attack on an Anglo-Egyptian column
              6              Dervish ambush of an Anglo-Egyptian column


Attacking a Dervish town: The town will be along the banks of the river or built around a well or standing pool. It will have defenses of some sort: rifle pits/trenches, a zeriba, or stone/mud walls. The Dervishes have one artillery piece per three basic Dervish units. These can be 12-pdr smoothbores or 9-pdr breech-loaders, at the referee’s discretion. The Anglo-Egyptians win by driving the Dervishes out of the town.
Attacking a camp: The Anglo-Egyptian units are hunkered down in their camp, surrounded by a zeriba, when the Dervishes attack at dawn. The Dervishes have one artillery piece per four basic Dervish units. These can be 12-pdr smoothbores or 9-pdr breech-loaders, at the referee’s discretion. The Anglo-Egyptians win by holding the field.


Attacking a column: The Anglo-Egyptian force enters one edge of the table and moves to the approximate center, with transport animals. They can be in square or column formation. Dervishes enter in an L-formation from the opposite edge and one side. Anglo-Egyptians win by holding the field or by getting at least half their transport off the forward table edge.
Ambushing a column: Anglo-Egyptian set-up is the same as for attacking a column. Dervishes can enter unseen from any or all sides and are placed within one charge-move of the enemy column. Victory is the same as for attacking a column.


Steamer on the Nile: If the Anglo Egyptian force is a Nile Steamer moving through an area under revolt, then roll for above and is the Dervish do not have any forces that can damage the steamer, example, Rifles or cannon, then treat as a Allied win and the steamer can move to the next stop.  If there are units that can cause damage, then play out the battle, either on the table or using the Quick Play rules.  The steamer will win by either eliminating the units or driving them off which would allow the steamer to pass. If the steamer does not win, it must return to the previous location, with no battle and stop or move up to any remaining spaces, fighting battles along the way if necessary.
Sallying to relieve a siege: A sortie is handled as if the units were entering their own space; a die is rolled, modified by the size of the garrison town (-1 per 5 points), and compared to the region’s revolt index. The difference determines how many units are participating in the siege. The garrison can call off the sortie after this die roll, but it counts as a lost battle. The Dervishes will have a fortified camp (zeriba, rifle pits) to defend and one cannon per four basic units. If the camp is captured, the Dervishes are driven away, but only temporarily. The garrison can gather 1d6 additional turns’ worth of supplies and settle back into its defenses or it can abandon the garrison, moving one space immediately (and risking another battle). If the garrison town is reoccupied while the region is still in revolt, the siege resumes.


Attacking to relieve a siege: This is handled similar to Sallying to relieve a siege, but the relieving Anglo-Egyptian forces will enter at the appropriate table edge based on if the battle is along the Nile or out in the desert.  If the battle is along the Nile, then the table needs to be setup with a river and the relieving force will move along the river to the town.  If the battle is in the desert, then the force will enter from the farthest table edge.  The forces in the town can also sally out of the town to help relieve the siege. A die is rolled, modified by the size of the garrison town (-1 per 5 points), and compared to the region’s revolt index. The difference determines how many units are participating in the siege. The Dervishes will have a fortified camp (zeriba, rifle pits) to defend and one cannon per four basic units. If the camp is captured, the Dervishes are driven away, but only temporarily. The relieving force will deliver 1d6 additional turns’ worth of supplies and enter into its defenses or it can abandon the garrison, moving one space immediately (and risking another battle). If the garrison town is reoccupied while the region is still in revolt, the siege resumes.
Example:  The Western Sudan has a Revolt Index of 4. The 1st Egyptian Regiment with 8 stands in El Fasher begins to move to El Obeid to consolidate with other forces there.  Since this movement is across the desert, the unit can only move 1 space at a time. After the 1st Egyptian plays out the sally to relive a siege battle, the first stop is at the well between El Fasher and Foga. The unit rolls a die with the result of 2 which results in a battle.  The unit will face 2 units in battle: Revolt index of 4 minus the die roll of 2.  Now the Dervish force is rolled for with a 4 and a 2. This is a regular Ansar infantry unit and a Ansar Cavalry unit. Now the type of battle is rolled for with a roll of 3: Dervish attack on camp/zeriba. This can be quickly played out on the gaming table or using the Quick Battle Rules. For this example the 1st Egyptian Regiment successfully defends the camp but with 2 stands lost. They can then proceed to the well.


Casualties
Wounded Anglo-Egyptians can recover, but only if their side held the battlefield or they escaped somehow, either by limping or being carried.


When using the Fire and Fury system, there are no wound casualties. So to determine how many stands are wounded and returned to active duty and which stands are removed, use TSATF card system to determine the outcome. Shuffle the card deck and flip a card for each stand lost in battle.  If the result is a wound, then it is returned to the unit. If the result is a Kill, then the stand is permanently removed. Reduce the unit’s strength status on the OOB and the unit rating accordingly.  If a unit also looses several stands, you can reduce the Morale of the unit.


This does not apply to garrisons lost to surprise attacks; they are gone completely, either slain or absorbed into the ranks of the Mahdist.
Example; The 1st Egyptian Regiment, which lost 2 stands in the battle at W1 needs to determine the status of the lost stand. The unit rating was 8/7/5 morale of Trained.  By using TSATF cards, 2 cards are flipped with a Unit Killed and a Unit Wound. One stand is permanently removed and the other stand is returned to the main unit. The unit strength is now recalculated as 7 stands with a rating of 7/6/4 morale of Trained. 


Supply, Revolt, Reinforcement, and Victory


Supplies
Moving units and units outside towns are assumed to carry or forage sufficient supplies. Also, as the head of a column moves from Wadi Halfa up the Nile, it converts the spaces behind it to friendly territory. Those spaces are no longer considered to be in revolt and supply can move freely through them to the head of the column. The same applies to a column advancing from Suakin.


At the end of each turn, reduce the remaining supply total of each besieged force by one. If supplies drop to 0, the garrison is forced to surrender and is removed from the game.
Reinforcements can move into a besieged town if they are not defeated in battle (roll normally for an attack when the force enters the space). Reinforcements can come from a town that is not under siege or may be units that slipped out of a besieged town. Reinforcements bring 1d6 turns’ worth of additional supplies with them.


Adjusting Revolt Indexes
Adjust each region’s index up or down according to the following list. Only things that happened this turn are considered.


+1           each garrison town in the region captured by surprise or abandoned by garrison
+1           each battle won in the region by Mahdist
-1            each battle won in the region by Anglo-Egyptians
+1           Khartoum fell this turn (affects all regions)
+1           any adjacent region’s index went up because of battles or captured towns
-1            any adjacent regions’ index went down by two points or more because of battles or captured towns


Reinforcements
The Anglo-Egyptian units that were held off the map during set-up arrive as reinforcements during the game. For units arriving at Aswan, the referee rolls 1d6-1 during the reinforcement step of every turn; that many reinforcing units, of the players’ choice. For units arriving at Suakin, the referee rolls 1d6-2 during the reinforcement step of every turn; that many reinforcing units, of the players’ choice, (bringing 1d6 turns’ of supplies, if needed). Conversely, one unit per turn can also be evacuated from Suakin back to Alexandria, if the commander desires.


There can also be the situation where units of Gendarme to Bashi Bazooks can be raised at Khartoum.  This can be based on a die roll every other turn with the number of stands equal to the die roll.  These could be infantry or Cavalry depending on the available figures. 
Also there is a chance that a 3rd Gunboat could arrive at Aswan or a damaged Gunboat being repaired at Khartoum. Again this should be left up to a die roll and if the figure is available.


 Victory
Victory points are tallied at the end of every turn and added to the running total. The Dervishes receive VPs equal to the value of every garrison town they control, every turn. If the Dervishes amass 400 or more points, they win.
The game ends when all four regions are out of revolt or after 20 turns, whichever comes first.

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