I use http://games.groups.yahoo.com/group/ColonialWars/ to get ideas & ask silly questions & have found them very helpful.
Peter Pig is my favourite 15mm manufacturer atm & most of my Colonials are from there, supplemented by Irregular, Minifigs & Essex, with the Gunboats & Transports scratch-built.
My General has to help hold the thin... er, grey & white, actually.... line |
Using HotT as the core rules with the following amendments, mostly from HotE but Camp/BUA rules from DBA:
All native foot troops that fought with sword, shield, spear or some
combination of these before the introduction of European breech loading and
bolt action rifles can be played as Blade, Spear, Horde or Warband. After the
introduction of European breech loaders, such troops are best represented as
Warband or Hordes.
Generals: Each side has a separate General that is in addition
to its regular 24AP
Mount Generals on a 30mm deep base & regardless of how these are
represented they have a move of 500p & CF +2 (note no additional +1 for
being a general).
They may not initiate combat, but can defend using the combat outcome
as Cavalry & give +1 to any element/column they are attached to in close
combat, but if the element the General is attached to is recoiled or destroyed
from close combat (not firing) then roll for the General’s outcome; 1= dead, 2-3=Injured and out for
two turns, 4, 5 or 6 = no damage inflicted.
All movement costs an additional PIP if the General is injured until he
returns or is dead.
Mounted Troops: Heavy cavalry such as Dragoons = Knights. Other
cavalry such as light cavalry, lancers, hussars, light dragoons & most
native cavalry (horse or camel) = Riders. Camels can count oasis and dunes as
good going per DBA 2.2 rules. All Cavalry trained to dismount to fight, using
firepower are classed as Mounted Infantry.
Foot Troops:
Rifles: All troops armed with shoulder arms are classed as
Rifles.
Small groups of musket men or archers with poor quality weapons that
are quick to run can be played as Skirmishers.
Skirmishers: Skirmishers play as Psiloi per DBA with ‘destroyed if
doubled by shooters’ added to their combat outcome. Skirmishers also represent
poorly motivated musket and bow armed troops that are quick to flee.
Skirmishers cost 2AP
Lurkers: Snipers, bandits, spies and booby-traps can best be
represented as Lurkers costing 1AP
Mines in Water Ways & small
water craft can be played as Water Lurkers costing 1AP
Booby traps on roads/railroads & Water Lurkers (on fords/bridges)
can be deployed as per HotT
Mounted Infantry: including all cavalry
trained to dismount & give fire, are considered foot, are on 40x40mm bases with 3 foot
figs, a horse and horse holder, cost 3AP They are Rifles -1 in close combat
(not shooting) but move as Cavalry, so only 200p in bad going.
Ambush:
The
defender may retain 0-4 (0-6 for 36AP armies) non-Lurker elements of his army
which are placed in the 1st or 2nd bound as a 1 PIP group
move in any terrain feature not occupied by enemy element(s). However these
troops are not restricted to movement into other terrain features as Lurkers
are, & thus may move as per their normal movement allowances within the
rules. If the troops are not deployed they count as elements lost.
Artillery: Guns,
Mortars/Rockets & Machine Guns.
All 3 types use the artillery move rates, combat factors and combat
outcomes.
Guns: direct fire in own bound if it did not move. Range of
800p
Mortars/Rockets: fire in own bound if it did not move. Range of 500p
& may fire over intervening terrain or elements.
Machine Guns: fire every bound even if they moved.
They have a range of 400p
All 3 types of Artillery may deploy in and move into bad going but are
subject to all the penalties of being in bad going.
Armored Trains,
Gunboats and Transports:
Armoured Trains cost 3AP & play as do Gunboats but their movement is limited to
railroads up to 400p An Armoured Train may carry 2 elements which can be loaded
or unloaded for a PIP. If an Armoured Train is part of an army & a railroad
is not placed then the train cannot be used & does not count as elements
lost.
Gunboats cost 3AP & play as either a Gun, Mortar/Rocket, or a MG May fire in its own bound even if it moved.
Transports cost 1AP & play as the type element they are carrying. If not, CF =
0 & use the combat outcomes for Cavalry.
Gunboats/Transports
may carry 1 element. Movement limited to waterways. If in contact with the
shore they may unload or load 1 element for the cost of 1 PIP. If a Gunboat/Transports are part of an army
& a waterway is not placed on the board these elements cannot be used &
do not count as elements lost.
Armoured
Trains/Gunboats/Transports are foot for
combat purposes. If any are carrying elements when destroyed, the element they
are carrying is also destroyed.
Camps &
BUA: Only 1
element can fight vs a Camp/BUA, but it can be aided by up to 2 other elements
which do not have to be in contact with the main element, but all must be in at
least partial contact with it.
Camp/BUA cannot count as a Flank or Rear contact, nor
as an Overlap.
Defender’s
Camp/Baggage: neither good nor bad going Camp
CF2 ; Camp Guard CF 1
A camp is optional if the army has a BUA, compulsory if it does not. It must be placed in good going on its
side’s battlefield, WW or beach base edge with its nearest edge within 400p of the
centre of that baseline. It cannot be positioned entirely behind Impassable
terrain – must be at least a one element
wide passable route to it.
It can be occupied by either (a) 1 only of your troop elements,
which can vacate it or be replaced by another such element, or
(b) a free Camp Guard
element that can move out of it but without being able to return.
BUA neither good nor bad going BUA CF3; Denizens CF 1
BUA may be placed within 200p of a battlefield edge,
WW or an Area Feature
All of a BUA must be within 900p of each of 2 battlefield edges or a WW. A BUA
across a road can be passed through along the road by friendly elements even if
occupied, adding the internal distance to the normal movement distance. These
cannot end the move inside if it is garrisoned by troops.
When the attacker dices to choose his base
edge he cannot choose the 2 battlefield edges closest to any BUA as his preferred edge, although the dice roll
may require him to attack from one of these edges.
He CAN choose the WW as his preferred edge….
The defender’s base edge is opposite.
Defender places his Camp & deploys up to 600p in but can deploy a BUA
garrison further in. Attacker then deploys up to 1,200p in Replacement Hordes
will start from 600p in. Defender takes first bound.
Who
can garrison a Camp or BUA?
Any single element can occupy an undefended
BUA/Camp & defend it, but only foot can garrison a BUA/Camp & get the
tactical factor. A garrison or other occupying element can vacate its BUA/Camp
voluntarily by a tactical move, but does not pursue defeated attackers as an
outcome move.
An undefended camp, or a camp whose
defenders have been destroyed, can be occupied without combat by moving a troop
element into it. If troops are moved into a camp occupied by a friendly Camp Guard ,
the latter are driven out to make room & are permanently removed from the
game. There is no game penalty for the loss of a Camp Guard because more will
have recruited themselves before the next battle.A camp that has been occupied
by enemy has been looted & is destroyed -4AP It cannot be retaken.
There are rare historical examples of camp
followers voluntarily leaving the camp to potentially fight in the open but
more realistically as a decoy or false
reinforcement. It is permitted with the same restrictions as for
Denizens sallying forth. It leaves the camp undefended, so would be an act of
desperation.
Denizens
Denizens of a BUA are armed civilians
initially loyal to the defender. If a troop garrison element vacates or is
destroyed by shooting, the denizens continue to defend the BUA. If a troop
garrison is destroyed in close combat, the denizens do not continue to defend the BUA. When a garrison or denizens are
destroyed in close combat, the victorious enemy element occupies the BUA and
remains inside it sacking it until its player has a PIP score of 5 or 6. It can
then garrison the BUA or vacate it. Prior to that, it does not get the garrison
tactical factor & cannot shoot or be shot at.
If the denizens of a BUA surrender to
artillery shooting, it is not sacked & they change sides and will defend it
for the enemy, a puppet administration being assumed to have been put in power.
An appropriate enemy element that occupies it immediately becomes a garrison. A
BUA that is or has been occupied by the enemy, (either during the battle or
earlier in a campaign), & which has not been re-occupied by its original
side or revolted is said to be under enemy control.
Denizens sometimes sallied out to assist a
relieving army, so this is allowed if the BUA does not contain a troop element
& there are both enemy & friendly troops within 2 BW of the BUA &
cannot themselves go more than 3 BW from it. The BUA is undefended in their
absence.
Denizens of a surrendered BUA cannot sally,
as the puppet administration is fully occupied holding down a doubtful
populace. If the denizens of a BUA are destroyed & it is left unoccupied by
the enemy or vacated, either side can move into or through it without combat.
If a BUA surrendered or was captured during
the battle or earlier in a campaign & the enemy occupiers have vacated it
or been destroyed by shooting, the player that originally owned it can pay 6
PIPS at the start of any of his side’s bounds for its denizens (unless already
destroyed in this battle) to revolt & overthrow the enemy, resume their
original loyalty & defend the BUA.
360 degree shooting from Camp/BUA, measurements to & from its
edge.
Any Recoil result on an element in BUACamp
is QK & any victors of close combat must fimmediately occupy it.
Combat
& Outcomes
Camp Guard/Denizens = CF 1 Camp gives +2 BUA +3 Defender’s Camp may be placed in a BUA
Any Camp/BUA garrison/guard/denizens
element that is Beaten & must Recoil is QK & if this is in close combat
the victor immediately occupies the Camp/BUA [any element not able to garrison a Camp/BUA has Outcomes as normal?]
Garrisons in a Camp/BUA that would normally
Pursue a Beaten enemy do not do so.
Camp Guard/Denizens do not count as AP so
cannot contribute to Break Point.
A Camp/BUA cannot count as a flank/rear
contact, overlap or be overlapped.
Occupiers of a BUA adjacent to a river
count as defending the bank against enemy elements still partly in the river.
BUA occupiers cannot count as uphill of attackers since a hill incorporated in
a BUA is part of its defences.
Penalties
for Loss of Camp or BUA -4AP penalty
A Camp is presumed looted & destroyed
& may not be recovered
BUA penalty applies for as long as it is in
enemy hands, whether garrisoned or not but
will be fully recovered if it reverts to its original owner.
Camp/BUA & enemy troops in contact are always
treated as in flat, Good Going, so ignore all terrain based tactical factors,
& troops are not Destroyed if they Recoil into terrain that would normally
Destroy them.
Terrain: There are 3 additional terrain types - mud flats,
dry river beds and railroads. Mud flats play the same as rough
& are placed adjacent to waterways or rivers. A dry river bed is
placed as a river but plays as rough terrain for any element in it.
Railroads cross the play area from one board edge to the
other & have no effect on play.
Trenches & other linear fortifications can be
represented using the HotT BUA rules.
CHOOSING
THE TERRAIN
Terrain: DBA Compulsory: Optional:
2-3 from
Desert Dry 1-2 x Rough 3 x Dunes, 3 x
Difficult Hills, 1 x Oasis, 1 x BUA
Either 3 x Difficult Hills or
Marsh/Mud Flats
Either
3 x Woods or Dunes
Defender must choose 1-2 compulsory & 2-3 optional features
& cannot include more than 1 each of Wadi, Oasis WW or BUA, or more than 3
each of any other feature type.
Divide the battlefield into 4 equal quarters, which the
defending player numbers clockwise from 1-4.
side 1
|
||||
1
|
2
|
side 2
|
||
side 4
|
4
|
3
|
||
side 3
|
After choosing all the
features, the defender dices for each before it is placed. Compulsory features
must be placed first.
1-4 the
feature must be placed within that quarter.
5 the
quarter is chosen by the defender.
6 the
quarter is chosen by the invader.
All features are placed by the defender within the quarter
indicated before the next feature is
diced for.
Must be a gap of at least 1BW between each
area feature & or an area feature other than a BUA/Mud Flat & a table
edge or WW.
Difficult Hills and area features other than hills must be
placed entirely within the indicated quarter.
A Gentle Hill may, and linear features must, extend into an
adjacent quarter.
Only Marsh/Mud
Flats, BUA, Road/Railroad may be within 200p of a WW
A feature that cannot be placed is discarded, even if of a
compulsory type.
Linear terrain features must run from one
battlefield edge to adifferent battlefield edge, except that a road can end
prematurely by joining another road (or cross it) or end at a BUA, or ariver
end by joining a waterway. A road cannot run to a waterway edge.
WW is impassable. It can be bordered by a
flood plain extending up to 200p further, which is good going. The only features that can be placed in this
area are , Marsh/Mud Flats, BUA, Road/Railroad & a Wadi joining the Nile . A River cannot be more than an element base width
across & cannot go within 400p of
any battlefield edges except those on which it starts or ends.
Movement along a road counts as in good
going. Combat along a road counts as in the going the road is passing through.
A road must run from 1 battlefield edge through 2 or 3 battlefield quarters
towards the other battlefield edge, bending only optionally to avoid terrain
features & crossing rivers by ford or bridge. If a BUA is also used, 1 road
must pass through it or less than 1BW from it.
All of a BUA must be within 900p of each of
2 battlefield edges or a WW. A BUA across a road can be passed through along
the road by friendly elements even if occupied, adding the internal distance to
the normal movement distance. These cannot end the move inside if it is
garrisoned by troops.
DEPLOYMENT
The
Attacker numbers his preferred base edge 4,5,6
& the others 1,2,3
He cannot choose the 2 battlefield edges
closest to any BUA as his preferred edge,
although the dice roll may require him to attack from one of these edges but he can choose the WW as his preferred edge….
DBA says: If Defender has used a
compulsory road, Attacker’s base edge
must be1 of the edges the road joins.
The Defender’s base edge is opposite.
Defender places his Camp & deploys up to 600p in but can deploy a BUA
garrison further in. Attacker then deploys up to 1,200p in Replacement Hordes
will start from 600p in.
Defender takes first bound.
Contoured Hills: A Difficult Hill is not necessarily higher than a
Gentle Hill but it is more broken with some steeper slopes but still passable
by all troop types. A Steep Ascent can only be negotiated by Skirmishers or
Mountain guns
Gentle Hills A single contour with a gentle slope & no
obstructions.
Difficult Hills a) A single contour with more defined
sloping edges & rocky areas.
b) As above but with a smaller countour
added to make 2 contours.
When a Difficult
Hill is placed by the Defender, he may attempt to roll 6 to add a contour,.
Treat each contour
as a separate entity for determining upslope & crest lines.
Double Hills It is possible to place a double sized hill counting
as 2 features & to then dice again as above to see if a 2nd
contour can be placed on top. a) dice twice if you want to place 2 smaller
contours.
b) dice to attempt to place 1 larger contour
& again to place a 3rd smaller contour.
Steep Ascents A 2nd contour placed on top of the 1st
& up to the edge of that contour will make a Steep Ascent which is
Impassable to any except Skirmishers @ -1” per contour.
Cliffs Impassable to all
Moving, Shooting & Combat on Hills All hills are assumed to slope from a
central ridge or point down to their edge. They restrict LOS & confer a
combat advantage to an element with at least part of its front edge
upslope of the whole of the opposing
element.
Shooting is not
allowed if a crest is even partly
between (uncrossed) straight lines joining the front corners of the shooting element to the corners of the target edge.
As these ”assumed
crest lines” are not depicted on the model, it is up to the owner of an element
to state when it reaches/passes over a crest & up to his opponent to ask
for the element to be moved if it looks wrong to him.
Also, there seems
to be an anomaly where a Rifle element in the centre of a hill can cross the
central ridge line but be unable to shoot at ANYONE because of the lateral
crest axis. I would say that in this case it could shoot directly forward - do
not use shooting template but allow shooting on any target with at least ½ base
to its front, ignoring the lateral crest line in this case only.
If an element
cannot stand when straddling a contour it must be moved further back until it
can.
If any element
looks ridiculous with either front or back sticking in the air, move it back
until it doesn’t!
Winning and
Losing: The game ends when one side
has lost ½ of its AP or its General and more AP than the enemy.
Both players dice. The high scorer is the
attacker. & the defender places all
terrain.
Base Sizes
|
Frontages 40mm
|
|||
Troop
Type
|
Depth
|
figures/base
|
||
Artillery
|
40
|
1 + crew
|
||
Elephants
|
40
|
1
|
||
Mounted
Infantry
|
40
|
3+1
horseh/h
|
||
Generals
|
30
|
various
|
||
Hordes
|
30
|
7
|
||
Heavy
Cavalry
|
30
|
3
|
||
Cavalry/Camelry
|
30
|
2
|
||
Lurkers
|
30
|
1 or 2
|
||
Rifles
|
20
|
4
|
||
Skirmishers
|
30
|
2
|
||
Warbands
|
20
|
3
|
||
Blades
|
15
|
3 or 4
|
||
Spears
|
15
|
4
|
||
Gunboats
|
80*
|
1
|
||
Transports
|
60*
|
1
|
||
Armoured
Train
|
80*
|
Engine+car(s)
|
||
Element
Cost
|
|||||
Troop
Type
|
AP
|
||||
Generals,
|
0
|
||||
Armoured
Trains, Artillery, Elephants, Gunboats, Mounted Infantry
|
3
|
||||
Blades,
All Cavalry/Camelry, Rifles, Skirmishers, Spear, Warbands
|
2
|
||||
Hordes,
Lurkers, Transports
|
1
|
Movement
|
|||||||
Troop Type
|
HotT equivalent
|
Good
|
Bad
|
River
|
Road
|
||
Generals
|
[Riders]
|
||||||
Heavy Cavalry
|
Knights
|
300
|
200
|
100
|
400
|
||
Light Cavalry
|
Riders
|
500
|
200
|
100
|
500
|
||
Camelry
|
Riders
|
500
|
500
|
100
|
500
|
||
Rifles
|
Shooters
|
200
|
200
|
100
|
400
|
||
Skirmishers
|
[Psiloi]
|
300
|
300
|
100
|
400
|
||
Scouts/spies/bandits
|
Lurkers
|
200
|
200
|
100
|
200
|
||
Mounted Infantry
|
Shooters/Riders
|
500
|
200
|
100
|
500
|
||
Artillery & MG
|
Artillery
|
200
|
200
|
100
|
400
|
||
Bd/Sp/Wb/Hd
|
As
HotT
|
200
|
200
|
100
|
400
|
||
Armoured Train
|
n/a
|
400 only on Railroad
|
|||||
Gunboat
|
Artillery
|
400 only on Water
|
|||||
Transport
|
n/a
|
300 only on Water
|
COMBAT FACTORS
Combat
Factors
|
|
1
|
|
Skirmishers,
Hordes, Lurkers, Generals, Camp
|
2
|
Cavalry,
Camelry, Warband, BUA
|
3
|
Rifles,
Dragoons
|
3
vs foot/camp, 4 vs others
|
Artillery
(Guns, Mortars/Rockets/MG) or Spears
|
4
|
Elephants
|
4
vs foot/camp, 5 vs others
|
Blades
|
5
vs foot/camp, 3 vs others
|
COMBAT OUTCOME
Beaten
Artillery:
Guns/Mortars/Rockets/MG Destroyed by any in contact.
Infantry:
Rifles* Destroyed
by any Mounted in contact, if not, recoil.
Skirmishers Destroyed by any
Cavalry in going these count as good. If not, recoil.
Lurkers Flee off
the battlefield
Cavalry:
Heavy Cavalry Destroyed by Elephants
or Rifles, or Artillery they have moved into frontal contact with this
bound, or if in Bad Going. If not, Recoil.
Cavalry/Camelry
+
Generals/Transports Destroyed
if in Bad Going, if not, Recoil
Natives:
Blades Destroyed
by Warband, if not, Recoil
Spears,
Hordes Destroyed
by Heavy Cavalry in Good Going or by Warband, if not, Recoil
Warband Destroyed by Heavy
Cavalry in Good Going or by Elephants, if not, Recoil
Camp/HQ Captured by
any in contact.
Doubled
Skirmishers Destroyed by any
Cavalry in going these count as good or by Rifles or Skirmishers.
Otherwise Flee.
All
others Destroyed.
*including Mounted
Infantry/Dismounted Cavalry
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