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African Colonial War
Game Rules 1880-1910
By Jack Scruby
From "The Soldier Factory news, Volume 2, summer, 1974.
It is our intent in Soldier
Factory News to set forth basic and simplified war game rules and to
eliminate as much "bookkeeping" and complications as possible. Using the basic
war game rules as published in Vol. 1 ("Basic
War Game Rules") of Soldier Factory News as the base, we offer you
now rules for fighting war games of the AFRICAN COLONIAL PERIOD, 1880-1910.
These rules are designed for use
with N-gauge troops, although of course they can be used for all scale models.
The TABLE at the end of the rules is self-sufficient and is based on gluing
model soldiers onto moving stands, and counting each such stand as "one" (unit,
or company, or squad as you wish).
For African Colonial warfare we
picture war games as Tactical, not Strategic, and most of them (except perhaps
Omdurman) were small scale affairs as to numbers of men involved.
So, for our Table of Organization
we mount 4 model infantry soldiers to a stand, and call this a SQUAD. Each model
soldier represents 3 historic men (1:3 ratio). Thus a squad stand represents 12
men. We then come up with 8 stands equals ONE INFANTRY COMPANY (representing 96
men). And thus 6 stands could equal a Battalion amounting to 768 men.
As a result of this T/O Tactical
African battles would be in a "Brigade level" action, rather than an Army Corp
level such as our Basic War Game Rules for the Musket era were shown in Vol. 1
of Soldier Factory News.
With this T/O in mind then, and
using the Basic War Game Rules
published in Vol. 1 of Soldier Factory News, we now go into the details
of rules for an African Colonial Tactical War Game. Any explanatory notes will
be typed in Italics.
GENERAL
In African
Colonial war games there are many specialized types of soldiers, and it is their
variations of ability and combat power that make for interesting battles. But of
equal importance is the RANGE of FIRE, which changes the complexion of battles
as weapons became better and more accurate. Thus it is important to know:
-
That in this game we have
European Regular Infantry, White Mounted Infantry, European cavalry, Askari
type troops, Native Spearmen, Native Riflemen, Native Cavalry, and machine
guns and heavy artillery. Each of these will be dealt with in sequence.
-
Artillery Range is set at 36
inches (for a normal 6 foot wide table top)
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Rifle Range is set at 18 inches.
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Battles are considered Tactical,
we eliminate any of the STRATEGIC RULES outlined in our
Basic War Game Rules published
in Vol. One, Soldier Factory News.
TYPES OF SOLDIERS
REGULAR
INFANTRY are trained infantrymen, such as White
Regular Infantry, and Askari tyres (Turks, Kings African Rifles, German Askaris,
Egyptians, Sudanese, etc.)
All REGULARS
operate in 2 basic FIGHTING FORMATIONS. (as aside from Columns, Squares and
Line)
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OPEN FORMATION - This is a
"skirmish" formation used mainly for movement. To simulate Open Formation,
each stand must be separated from another by at least one inch.
-
Movement is doubled in Open
formation.
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Firepower is cut in half, and
normally only the front rank can fire.
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Enemy artillery fire is cut in
half against troops in open formation.
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Post-combat morale is always
lower than in Closed formation.
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Firepower against men in Open
Formation is the same as against Closed Formation.
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CLOSED FORMATION - This is the
basic Combat Formation used for fighting. To simulate Closed Formation, all
stands must be touching one another.
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Movement is cut in half in
Closed formation.
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Firepower is doubled, and two
ranks count in fire fights and melees.
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This formation's movement is:
From Open to Closed formation, or Closed to Open at the 6 inch rate. Closed
to Closed formation at the 3 inch rate.
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SQUARE - Move and fight as per
Closed Formation.
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COLUMNS - Move at 6 inch
rate; may attack 3 deep in melee as per Basic Rules.
Taking these
rules above, examine the FIRE TABLES at the end of these Rules, and lets take
the WHITE INFANTRY section as an example:
In Open
Formation, it takes 8 stands of firepower to kill one enemy stand, while only 4
stands are required when in closed formation. At the same time, Morale power is
low in Open, and good in Closed. Thus, it can easily be seen that if your
Regulars happen to be caught in melee or by fire in Open order by troops in
Closed Order, they are going to get slaughtered. Likewise, should Native
Spearmen catch them in Open order; the Natives are going to rout them.
Thus, a good
general will use Open Order to move his troops around fast- and to scout out
what is over that hill- and will get into Closed Formation whenever danger
threatens.
MOUNTED INFANTRY
are considered elite infantry troops having
special training to be good at moving and firing while mounted. They are not
good in melee and will run if attacked by White cavalry (after suffering
casualties as per the tables), but will fight with native cavalry without
hesitation.
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MOVEMENT - May take a SPLIT MOVE.
They may move 1/2 move, fire and move 1 /2 move. OR, may fire then move full
move.
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FIRE - from one rank only is
counted.
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MELEE - count 2 ranks in melee
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MORALE - Each stand counts as "2"
in fire and as 1 after melee.
It is
important at this point that we explain about the Morale Factors of this game.
MORALE
Morale is
always judged after every fire fight and every melee.
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Morale is
judged by counting the surviving stands after each combat action. Check the
fire tables to see exactly what VALUE each stand is worth in any situation.
(Example: White infantry in Open Formation is valued at 1 point per stand ...
in Closed Order at 2 points per stand)
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Once each side has gotten their
Morale Values; each man throws one die, using the dice as follows: A 1-2-3
means use "2" as a multiplier A 4-5-6 means use "3" as a multiplier
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Multiply your multiplier times
the stand count you have.
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Highest total holds his
ground. Low total retires 2 moves to the rear and cannot take offensive action
on the next game move.
UNTRAINED
NATIVE WARRIORS always have a morale problem after
receiving rifle fire or artillery fire from Regulars.
POST-VOLLEY MORALE
The natives
must dice to see if they stand under the Regulars' fire or whether they run.
Roll the die: On a 1 or 2 they will run. For each Regular stand of men who
fired, one native must run. (Example: if you fired with 8 stands of Regulars,
then 8 stands of natives must run off.) (-'his is cut in half if Regulars fired
on the natives from Open Formation)
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When artillery fires, for each
gun firing four native stands will run if dice roll is 1 or 2.
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Natives will retire two normal
moves to the rear, and cannot take any forward movement or offensive action on
next game move.
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GATLING GUN fire is the same for
morale effect as artillery.
This one
rule - effect of fire on Natives - can change the complexion of the game fast.
The table top general will find many uses for his Mounted Infantry and European
Cavalry to keep native hordes away by firing into them and making them have to
dice for their Morale! Now that we have explained the Morale Factor, let's got
back to the types of Troops in this game, and how they fight.
THE GATLING GUN
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Movement -
same as Infantry it accompanies
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Fire - 1 Gun kills 1 enemy stand
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In melee it counts only as 1
stand.
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Morale - Count as 4 after fire
fight, or 1 after melee.
EUROPEAN CAVALRY
(including Indian
Lancers, etc.)
are considered mainly as melee troops, but do have pistol or carbine fire with a
range of 12 inches for them.
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Movement - 12
inches
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Fire - Pistol range 12 inches.
Count two ranks in fire fight and 8 stands of cavalry will kill 1 enemy stand.
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Melee - 3 Cavalry stands kill
one enemy stand, and if you line your cavalry up in column and attack, you can
count three ranks deep as fighting in the melee.
ASKARI SOLDIERS
include all trained soldiers - Native Africans,
Turks, Indian Sepoys, Egyptians, etc. They are considered excellent soldiers,
acclimated to conditions in Africa, and are to be considered as Light Infantry
in movement, since they can move at 6 inches in either Open or Closed formation
at will; Closed formation giving them extra fire power, melee power and moral
factors as with the white Regulars.
It is
possible a player may want an "Askari" type cavalry force (for example, Spahi's)
and using the same idea, one can easily set up fighting tables for such troops.
They would move faster than European cavalry, would kill less in melee, etc.
Boer cavalry or Mounted Infantry, Colonial Scouts, etc. would be classed in this
type of cavalry I believe.
ARTILLERY
will play a very minor role in
African Colonial games, since heavy guns were not dragged around much over the
rough terrain encountered. If guns are used, we suggest a 36 inch range, very
slow movement or no movement at all and use only to defend forts, headquarters
and the like.
THE NATIVE SOLDIERS
NATIVE
SPEARMEN
These are
the melee troops armed only with spear or sword, and they have some special
rules that apply only to them:
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Concealment -
Native spearmen may be concealed from enemy vision behind hills,
off-the-table, or in ambush. We make no attempt to offer rules for these, and
the players should set up such rules prior to each game. For example, a player
can set up an ambush by marking on the map the exact position his natives are
hiding. When enemy troops move into this position, the ambush is sprung, the
natives getting the first "killing" before the enemy is allowed to do
anything. After that, the melee could be fought out along regular lines. If
native groups are hidden behind hills, they couldn't be seen until
"discovered" by climbing the hill and looking down upon them.
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Morale after receiving fire - All
natives must dice to see the effect of rifle or artillery fire upon their
masses. This has been explained under "Morale" in these rules
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Melee fighting - Native masses
are important and to duplicate this, four ranks of natives may be counted in
any melee. (As against 2 for other troops, unless in attack columns.)
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The Fire and Charge Rule
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Natives may move up within 8
inches of enemy lines, throw their spears, and then charge into melee.
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They must take the fire from
the enemy, must remove casualties caused by this fire, must dice for
morale (losing those stands that are affected), and then can charge into
melee. |
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This melee is fought out
exactly as per the "Fire and Charge" move rules as in "Basic
War Game Rules" Vol. I, Soldier Factory News. |
Natives may make a Fire and
Charge move against anyone, including cavalry.
You may not
suspect it, but this one rule makes Native spear men tough to contend with, and
the wise general will study the rule and come up with some good ideas no doubt
as to how to use them to his best advantage!
NATIVE
RIFLEMEN
Contrary to
opinion, these men were good shots, and with their movement of 10 inches, they
can be dangerous to face. However, they will not fight in melee and they must
always dice to see if they will stand under Regulars' fire. They have a 50-50
chance of staying, but if they lose, all those men who fired will have to retire
2 moves and can not take any offensive action on the next game move.
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MORALE -
After exchanging fire with Regulars or Askaris, Native Riflemen must dice
4-5-6 to stand. Otherwise, all stands involved will retire 2 moves to the
rear. They can take no offensive action on the next game move.
NATIVE
CAVALRY
The fastest
moving men on the table, but not too effective at fire fighting or melee. They
are more "skittish" than the Native Riflemen, and if fired upon by Regulars or
Askari, will retire unless they dice a 4 or 5. Only those men will retire who
fired, or, if they did riot fire, only the same number of cavalry retire as the
number of enemy troops who fired upon them. They will exchange fire with enemy
natives without any morale problems.
In order to
have interesting war games in this period, we suggest an army consists roughly
of 40% European regulars, Askaris and Mounted Infantry as the "hard core". 10%
of the army to be White cavalry; 15% to be Native cavalry, 15% to be Native
Riflemen and 20% to be native warriors. Maxims and Cannons would be added in
sparing numbers.
Game Chart (Movement, Fire
and Morale)
|
Soldier Type |
Firepower |
Melee |
Movement |
Morale |
|
White Infantry |
Open 8 Kills 1 Enemy (count 1
rank) |
Open 8 Kills 1 Enemy (count 1
rank) |
Open 6 inches |
Open 1 x 1 (1 rank) |
| Closed 4 Kills 1 Enemy (count
2 ranks) |
Closed 4 Kills 1 Enemy (count
2 ranks) |
Closed 3 inches |
Closed 2 x 1 (2 ranks) |
|
Mounted Infantry |
4 Stands Kills 1 Enemy (count 1
rank) |
Run from White cavalry |
12 inches |
After fire 2 x 1 |
| 4 Stands Kills 1 against Native
Cavalry |
Melee 1 x 1 |
|
Gatling Gun |
1 Kills 1 Enemy |
Count as 1 Stand |
With Troops |
After fire 2 x 1 |
| After Melee 1 x 1 |
|
White Cavalry |
Pistol 12 inch range |
3 Stands Kills 1 Enemy (2 ranks
count) |
12 inches |
After fire ½ x 1 |
| 8 Stands Kill 1 Enemy (count 2
ranks) |
After Melee 3 x 1 |
|
Askari |
Open 8 Kills 1 Enemy (count 1
rank) |
Open 10 Kills 1 Enemy (count 1
rank) |
6 inches |
After fire ½ x 1 |
| Closed 4 Kills 1 Enemy (count
2 ranks) |
Closed 6 Kills 1 Enemy (count
2 ranks) |
After Melee 1 x 1 |
|
Native Spearmen |
Fire and Charge: 8 range |
4 Kills 1 Enemy (count 4 ranks) |
10 inches |
After fire dice 1-2 Must retire 2 moves |
| After Melee 1 x 1 |
|
Native Riflemen |
6 Kills 1 Enemy (count 1 rank) |
Always run off after taking casualties |
10 inches |
After fire exchange with Regulars, Askari,
dice 4-5-6 to stay |
|
Native Cavalry |
10 Kills 1 Enemy Stand (count 1
rank) |
8 Kills 1 Enemy (count 2 ranks) |
18 inches |
After fire from Regulars, Askaris, dice 5-6
to stay |
| After Melee ½ x 1 |
|
Artillery |
36 inch range 1 Kills 1 Enemy |
|
With Troops |
After Melee 2 x 1 |
| Open Formation, dice 1-3-6 to Kill |

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