Sunteți pe pagina 1din 8

1

Redcoats and the Sudan


A set of rules for battles with 15mm figures between the British and their many foes in the Desert
By Graham Evans

1. Set up
Play on a gridded board with squares 6” x 6” and at least 10 x 15 squares. Each square
represents about 200 yards.

2. Troop Types:
Regulars
British infantry 4 bases 30mm x 30mm with 2 or 3 figures on them. These represent a
battalion of foot of 600 – 800 men
British Cavalry / 4 bases 30mm x 40mm with 2 or 3 figures on them, representing a
Camelry regiments regiment of 400 –600. A dismounted regiment is represented by 3 bases
& one base of horse/camel holders.
British Artillery One gun model on a 40mm x 40mm base representing a battery of 4-6
guns or MGs.
Egyptian/Sudanese 4 bases 30mm x 30mm with 2 or 3 figures on them. These represent a
foot/gendarmes battalion of foot 600 – 800 men
Egyptian cavalry 4 bases 30mm x 40mm with 2 or 3 figures on them, representing a
regiment of 400 –600.
Egyptian artillery One gun model on a 40mm x 40mm base representing a battery of 4-6
guns or MGs
Irregulars
Dervish infantry 4 bases 30mm x 30mm with 2 or 3 figures on them, representing a rub
of 600 –800 men
Dervish Cavalry / 4 bases 30mm x 40mm with 2 or 3 figures on them, representing a rub
camelry of 400 –600

Leaders The Commander-in-Chief and any subordinate officers. There should


be a subordinate commander for each 4-5 units (ie the equivalent of a
Brigadier in the British/Egyptian armies). Note that Brigades may
consist of either foot or horse, not both. A brigade may also contain
artillery of the relevant type.

3. Stacking
A gun model can share a square with an infantry or cavalry unit. If enemy forces charge into the
square, the gunners are placed behind the infantry. Two hostile units can occupy a square while
involved in hand-to-hand combat (see below); otherwise each unit occupies one square.

4. Interpenetration
A friendly infantry or cavalry unit may move through another friendly infantry or cavalry unit at
an additional movement cost (see below) provided
(a) the friendly unit is not disorganised, and
(b) the next square into which it moves does not contain enemy units: thus you cannot ‘charge’
through a friendly unit of horse or foot. Artillery units are ignored for this purpose. It is not
compulsory for a faster moving unit to pass through a slower moving friendly formation
blocking its way.

G D Evans 25 August 2014


2

5. Turn Sequence
1. Deal a playing card to each unit except those defending in hand-to-hand fighting, pursuing
or routing or disorganised. If you have a leader (see below) with a unit you may choose to
deal one card which applies to the unit the leader is with and up to two adjacent units of the
same type, OR all the units of his Brigade, if in adjacent squares.
2. Turn the cards face up.
3. Move units routed in the previous turn, or currently routing.
4. Move and/or fire units beginning with those with an Ace, then 2s, 3s etc. Priority among
cards of the same type is like whist: ♥♣♦♠. Jokers may be used at any point at the player’s
discretion.
 A Joker prevents the unit advancing towards the enemy, but it may still fire.
 A unit may ‘reserve’ its fire by inverting its card and not moving; enemy forces
moving later in the turn and coming into range may be shot at; jokers allow priority
when firing for this purpose. If a moving unit with 2 points ‘in hand’ (and thus able
to shoot as well as move) enters a square and is shot at by an enemy unit that has
reserved its fire, the rival units fire simultaneously: unless one is Egyptian, in which
case, the Egyptians fire second.
 If a unit charges as a result of movement, resolve the charge combat as part of
movement.
 Resolve hand-to-hand combat when it is the attacking unit’s turn according to its
card value (ie any combats resulting from charging units entering opponent’s square,
or where hand-to-hand was fought, in the previous turn).
5. Both sides may move leaders up to 6 squares, even if they have already moved with their
Brigade.
6. Disorganised units (including those disorganised this turn) and units routed in a previous
turn dice to rally.
7. When the last unit has moved, replace cards in pack, shuffle and deal for the next turn.

6 Formations
British/Egyptians
Line – All bases in a line. All can fire to front.
Column – All bases, one behind each other.
Battalion Square – All 4 bases facing out in a square. Fires one base to each side, but melees
with all
Brigade Square: Up to four battalions in a block of four squares. For squares formed of 3
battalions divide the unit bases equally between them, three to a square. Two battalions can
form a brigade square in two squares. A brigade square may contain a unit within it even though
this contravenes the stacking rules, or all of its associated baggage. Obviously a brigade square
can only take one card, and must be under the command of a leader within the square. NB It is
not possible to interpenetrate a brigade square. A brigade square may only move a maximum of
one square per turn.
Dervishes
Dervishes have only one formation, - everything in a mob

7. Movement
Cavalry roll a D12, Dervishes a D8, Camel Corps a D8 whilst mounted, and other units a D6
for the number of available movement points. A unit will always have at least 1 point a turn.
+2 to the score if the unit is in column of march;
-1 any unit in square;
-2 for a disorganised unit.
-1 units is wagons/baggage train

G D Evans 25 August 2014


3

To move from one square to another costs 2 points orthogonally; 3 points diagonally. Diagonal
movement is not allowed if the squares on either side of the diagonal are occupied.
 +1 additional point for moving on a steep slope
 +1 moving through difficult terrain (eg a village)
 +1 crossing a wall or stream or entrenchments
 +1 turning/change face
 +1 to move through a friendly unit that is not disorganized
 +2 Mounting and dismounting (if a 1 is rolled the unit may still dismount/mount)
Dismounted unit has 1 base less than mounted unit.
 +2 Limbering/unlimbering (if a 1 is rolled the battery may still limber/unlimber)
 +2 to change formation line/square/column. Egyptian units take an additional +2, except
for Gendarmes who take the additional +2, but may not then move or shoot, even if they
have enough points to do so.
 Skirmishing: is permitted all British and Egyptian foot or dismounted units. A skirmishing
unit rolls a D6 for movement as above, but does not pay 1 point to turn nor suffer terrain
modifications. However, skirmishers do not count as formed troops for support purposes
or charging. If charged, they can withdraw 2 squares, thus avoiding most Dervish rushes,
but against cavalry they are likely to be overrun. They are allowed to fall back through
friendly units during such a withdrawal, so long as neither unit is disordered. If they are
contacted by a charge they only count half their bases.
 Leaders can coordinate the movement of up to three units: the unit in whose square they
are plus up to two adjacent units of the same type or artillery. This is declared during the
card deal (see above) so these units are activated at the same time. Roll one die of the
appropriate type, add one and apply the score to all units involved. However, if the score is
6 or more, the leader has failed to coordinate the units: use the 6 as the movement score of
the unit the leader is with and roll separately for the others. Alternatively, Brigadiers can co-
ordinate the movement of all of the units in their brigade if they are in adjacent squares.

8. Firing
 Units move/fire according to their card (see turn sequence). Firing costs 2 movement
points for Irregulars & Gendarmes, 1 movement point for Regulars and skirmishers. Units
may move and fire in any combination provided it has enough points. Exception to the
fire/movement rules: Gendarme units may not fire and move. No unit may fire more than
three times per turn.
 If a unit has “Reserved Fire” then it can always fire at least once, regardless of movement
points rolled.

 Dervishes: Have a range of one square. Roll a D12 for mounted cavalry (firing with their
firearms from the saddle), a D8 for foot groups. If the score is equal or less than the
number of bases firing, the target unit becomes disorganised. If the target is already
disorganised, see disorganised rules below. If the firing unit is disorganised, count half its
bases (halves rounded down). +1 to die roll if target is in brush/scrub, a built-up area or
breastworks or similar.
 Egyptians: Have a range of 2 squares. Fire in the same way as dervishes, D12 for cavalry, D6
for infantry.
 British: Have a range of 3 squares. Fire in the same way as dervishes, D12 for mounted
cavalry, D8 for Camel Corps and D6 for infantry.
 Artillery: British Guns have a range of 6 squares and an arc of fire of 90 degrees but must
engage the target most directly to their front. An artillery base counts as four when firing.
Roll a D6 and score less than or equal to this number to cause a ‘hit’. As above, the first ‘hit’

G D Evans 25 August 2014


4

disorganises the target; a ‘hit’ on an already disorganised unit causes it to lose a base. +1 to
the die roll if the target is behind breastworks or in a built-up area, -1 from die roll if target
in adjacent square. Egyptian and Dervish guns use a D8, and have a range of 4 squares
 Machine Guns: British MGs have a range of 3 squares. Egyptian & Dervish MGs have a
range of 2 squares. Otherwise fire as artillery. If the MG fails to hit, draw a card. On a ♠ the
MG is jammed for the next move if British, or permanently if Dervish or Egyptian.

Ranges are measured orthogonally. However, to determine if a target is eligible there must be a
clear path for the centre of the firers square to the centre of the target’s square that does not go
through a square occupied by a unit of the same side. Lines of fire may not be traced diagonally
between two units to hit a unit further away.

9. Disorganisation
Disorganised units have lost their cohesion due to enemy fire, they are assumed to have
suffered some casualties, probably including some officers and further ‘hits causes noticeable
strength reductions. Their firepower is reduced and the unit is vulnerable to being charged.
 The turn following disorganisation cavalry move 4 squares towards their own base line if
they are adjacent to enemy forces or were fired at the previous turn. Disorganised foot /
Dervishes can move normally although they must not move into a square adjacent to an
opponent, nor may they launch a charge.
 A disorganised unit that suffers a further ‘hit’ from enemy fire loses 1 base per additional
‘hit’. For artillery mark the reduction in effectiveness with a casualty ring.

To recover from disorganisation, roll the same type of die the unit would use to move, e.g. a D6
for an infantry battalion, a D12 for cavalry.
 Rally if score is equal to or less than the number of bases left in the unit, e.g. a Dervish foot
unit that has lost one of its four bases would rally on a score of 1–3 on a D8.
 If score exceeds strength Egyptians rout if a 6 was rolled, other units remain disorganised.
 If score is equal to or greater than twice the number of bases, the unit routs.
 -1 to die roll per adjacent formed infantry unit that is not itself adjacent to a formed enemy
unit or engaged in hand-to-hand combat. (NB skirmishers and disorganised units are not
‘formed units’ for this purpose.)
 -1 to die roll if in buildings/fortifications/rough ground etc
 If a leader is present, you are allowed one re-roll.
 Regular units, excluding Gendarmes, automatically reorganise without rolling if failed to do
so the previous turn.
NB If disorganisation is caused by a unit routing through another, different rules apply. See
section 12 “Fleeing the Field”.

10. Charging
 A charge is a move that, if completed, would bring a unit into a square occupied by an
enemy unit.
 Troops on foot may charge if the target unit is disorganised or they enter the target’s
square from its flank or rear. However, with the exception of Dervishes, they may not launch
a frontal attack on a unit that is not disorganised. Dervishes can attack any formed
enemy unit from the front, except for cavalry that advanced the previous turn.
 Cavalry may not charge an adjacent enemy unit — they need to gather momentum.
Cavalry are allowed to turn or wheel within the square they begin their move in, but
after that they must move in a straight line during a charge. Cavalry are not allowed to
cross an obstacle or move into, through or out of rough ground.

G D Evans 25 August 2014


5

 Disorganised units may not charge.


 Regular troops mounted on camels may not charge whilst mounted

Procedure is as follows:
1. The attackers roll one die (D12 for cavalry, D8 for Dervishes, D6 for infantry
battalions), modified as follows:
+1 if they entered the defender’s square last turn;
-1 if they are infantry or Dervishes that crossed an obstacle this turn;
-1 per base less than 4 in unit.
+1 if opponent is regular Egyptians,
+2 if opponent is Gendarmes.
2. The defenders score is determined as:
1 per base facing an attack by a battalion or Dervishes or
2 per base if facing an attack by cavalry;
+1 if they have a friendly unit of the same type in the square behind them, facing the
same way, or if supported by un-disordered units in a Brigade Square.
-1 if second round of combat this turn.
3. A unit attacked in the flank or rear counts as one base, regardless of actual strength on
the turn it is attacked. Subsequently it counts its full strength in bases.
4. The defenders count half their number of bases (rounded down) if disorganised or
skirmishers. This is cumulative (eg a four base, disorganised skirmishing battalion
counts 1 base).
5. Subtract the defender’s score from the attacker’s and consult the table below:

-3 or lower: Attacker routed. Charging Regular cavalry retire 4 squares disorganised


-2 Attacker falls back to 2 squares away from enemy and is disorganised
-1 Attacker falls back to 2 squares away from the enemy
0 Attacker halts in square adjacent to enemy
1 Attacker enters defender’s square*
2 Attacker enters defender’s square and defender is disorganised*
3 or higher Attacker enters defender’s square and defender routs

If the attacker ends up in the defender’s square, the defending unit can neither move nor fire
and loses any card for this turn. It does not draw a card next turn. When the attacker’s card is
drawn, the attacker rolls again on the above table. If the result calls for the attacker to enter the
defender’s square a second or subsequent time, neither side moves but the defender is
disorganised; if already disorganised lose a base.

Counterattack example: Unit A enters Unit B’s square, having won by a margin of 1 or 2 points.
Then unit C, on the same side as Unit B, attacks Unit A and the result calls for C to enter A’s
square. In such a case, A is driven back one square. C replaces B in B’s square.

*If the attacker is cavalry, the cavalry burst through the defending infantry and move into the
square behind them. Both attacker and defender become disorganised, and the infantry remove
a base. If already disorganised, lose two bases. If the square behind the defender is occupied (in
the case of a diagonal, if either of the adjoining squares are occupied) roll for another round of
combat against the fresh unit, including this turn’s disorganisation.

Remove one base from a unit that routs. It moves automatically next turn. (See ‘fleeing the
field’ below.)

Mounted Regular Camel units that are charged must retire 2 squares like skirmishers.

G D Evans 25 August 2014


6

Cavalry v. cavalry: A charge into a defender’s flank or rear routs the defender. For a frontal
charge, both sides roll a D6,
+1 if enemy disorganised,
+1 if have numerical advantage,
+2 if British/Indian.
Loser is disorganised. A draw leaves both sides disorganised. If winner’s score is equal to or
greater than twice defender’s score, defender is routed.

Pursuit: A unit that routs its opponent in hand-to-hand fighting might pursue, out of control of
its officers. Roll the appropriate movement die (D12 for cavalry, D8 for Dervishes, D6 for
infantry) and if score is greater than or equal to the number of bases in the unit, it pursues.
Pursuing cavalry chase their beaten opponent until they succeed in rallying; pursuing infantry
chase for one turn. If fleeing unit breaks through a friendly unit, pursuers will charge the latter
unit if it has sufficient movement.

11. Egyptian Reaction to Being Charged


Egyptian battalions, Gendarmes & Bashi Bazouks draw a card the first time a formed enemy
unit (i.e. not skirmishers) advances into an adjacent square. If it is a ♠ the battalion routs.

12. Fleeing the Field


Routing cavalry move 6 squares per turn towards their baseline. Routing infantry move 4
squares if irregular, 3 if regular per turn towards their baseline. Routers will move around
friendly troops. If this is impossible then:
a) If blocking unit is skirmishers they move through without hindrance
b) Dervish units, whether foot or mounted move through the blocking unit, disorganising
it.
c) Non Dervish units will pass through units of a lower quality, disorganising them. Unit
quality sequence is British -> Sudanese -> Egyptian -> Gendarmes
d) Non Dervish may not pass through units of higher quality and remain in front of them,
losing another base
e) Where units are of equal quality, the routing unit moves through, losing a base and
disorganising the blocking unit.

Routing units may attempt to rally if all of the following conditions apply:
 they are not under fire
 they are further than 2 squares from the nearest enemy
 they are within 4 squares of a friendly infantry unit that is not disorganised, nor in hand-
to-hand combat
Units without such support will head for the rear until rallied, or they leave the battlefield.

To rally from rout: roll a movement die of the appropriate type and score less than or equal to
the number of bases left in the unit. The presence of a leader allows a re-roll. Lose one base for
each failed attempt to rally.

12. Leaders
Armies are provided with leader figures: the Commander-in-Chief and a number of
subordinates. Depending on the scenario, there is usually a leader per three or four units. When
placing cards at the beginning of each turn, think of it as placing cards on each leader and then
on those units not adjacent to a leader figure and thus ‘on their own’.
If a leader is with a unit that is under fire or involved in hand-to-hand combat, pick a card from
the deck. If a spade, take another card:

G D Evans 25 August 2014


7

♠ = leader killed
♣ = Wounded and carried from the field. Remove figure and hope for recovery.
♥ = Unhorsed and/or wounded but soldier on
♦ = No effect.

13. Battalion Squares


Infantry battalions may form square. Their movement is reduced (see above) and their
firepower is reduced to a single base, albeit in four directions. If contacted by a charge however,
they count as 4 bases, whichever direction they are attacked from.

13. Brigade Squares


Four Regular Infantry Battalions may form a Brigade Square in a block of four squares. Each
battalion can fire into an adjacent square with all of its bases, regardless of facing, as can any co-
located artillery or MGs.

14. The Day is Lost


If at the end of a turn an army has more units routing or disorganised than it has in good order,
it is time to quit the field. (Count infantry, cavalry, Dervish or artillery units: wagons or other
non-combat units are not included in the calculation.) If you play on, perhaps as part of a
campaign or just out of spite, the army that is quitting the field is restricted in its movement:
a) no unit may move closer to any enemy unit except to leave the field
b) artillery units must limber up and withdraw off their own baseline
c) disorganised units rout
d) Egyptian & Gendarme infantry, or artillery units adjacent to formed enemy units
and with no formed friendly troops within 3 squares will surrender

G D Evans 25 August 2014


8

Movement
Available Movement points:
Cavalry – D12
Dervishes/Camel Corps – D8
Other units – D6
+2 to score if in column of march
-1 from score if in square
-1 if wagons
-2 if disorganised.
Base Movement Scores
2 Move Orthogonally
3 Move Diagonally
Adjustments:
+1 Moving on steep slope
+1 Moving through difficult terrain (eg a village)
+1 Crossing wall/entrenchments/stream
+1 Turning/changing face
+1 Move through un-disorganised friendly unit
+2 Mount/Dismount (may still do so if roll a “1”)
+2 Limber/Unlimber (may still do so if roll a “1”)
+2 Change formation line/square/column
+2 Egyptian unit doing above (ie 4 total).*
* Gendarmes may only change formation. They may not move or shoot
as well

Firing
Irregular Firing Costs 2 Movement Points, Regular 1. (max 3 per turn)
Unit Type Range Die to Roll
Dervish Foot 1 Square D8
Dervish Cavalry (from saddle) 1 Square D12
Dervish Artillery 4 Squares D8
Dervish MGs* 2 Squares D6
Egyptian Foot 2 Squares D6
Egyptian Cavalry (from saddle) 1 Square D12
Egyptian Artillery 4 Squares D8
Egyptian MGs* 2 Squares D6
British Foot 3 Squares D6
British Cavalry (from saddle) 2 Squares D12
British Camel Corps (from saddle) 2 Squares D8
British Artillery 6 Squares D6
British MGs* 3 Squares D6
Adjustments
Firers Disorganised Halve bases
Target in woods/village/wall +1 to die roll
Artillery target in next square -1 from die roll
* If an MG fails to hit, draw a card. It jams on a SPADE. British units
may fix jam after one move automatically. Dervishes/Egyptians MG is
jammed for game.

G D Evans 25 August 2014

S-ar putea să vă placă și