THE GREAT
1857 REBELLION/MUTINY!
BATTLE
RULES @ 27/02/1998
These
rules are intended for larger-scale actions of the Indian Mutiny using 15 or
25mm figures grouped into 'units' of between 15-50 figures. As is ever the
case, the more 'role-playing' which can be brought to each side, the better, as
the Indian troops especiallyEach player/leader & unit needs to determine
their 'leadership rating (LDR) or 'combat effectiveness' (known as 'CE') i.e.
their ability to receive & OBEY orders, 'keeness' etc.
East India Company
& Loyal Regts: (1average dice; Sikh, Gurkas +1) ALL
Irregulars: (1d6 -1)
European Regulars: (1average dice +2)
Rebel Regts: (1average dice -1)
Detached sub-units: Take a proportion
of unit CE according to size -1
{1.0} REMOVE DISORGANISATION FACTORS ('D's)====================================
Take d6's equal
to the current CE of the unit, PLUS/MINUS additional d6's as follows:-
# Add
1d6 per LDR rating of any character present with unit;
# For
EACH 'Advantage' (flank, cover, winning): + another d6
# For each 'Disadvantage'
(outflanked, losing etc.): deduct a d6
Roll all dice together, then REMOVE 1x 'D' marker for
EACH less than/equal to current CE level.
{2.0} COMMAND & CONTROL======================================================
- At
the start of each turn, check to see if each unit is 'under control' (of the
player);
- If
CE ALONE is greater than/equal to 'D's = OK; carry on as required;
- If
not OK, add CE or LDR (whichever is HIGHEST) to 1d6 and check below:-
- If
score is greater than/equal to 'D's = 'EXCITED'; ignore orders; advance
& fire; charge
nearest
enemy (try!); ALWAYS follow-up retreats
- Otherwise
= 'RELUCTANT'; halt; start firing wildly if enemy is anywhere in sight!
Start to fall back
(1average dice") if more enemy adv. than friends OR the nearest enemy unit is
advancing;
BREAK if in melee or
charged-to-contact; PERMANENTLY DEDUCT 1
FROM CE
{3.0} MOVEMENT================================================================
Movement
is slightly variable; charges MUST be declared before rolling; score = x10
paces. All units with movement orders MUST move at least half-way before
stopping, UNLESS encountering an obstacle. CAN USE LDR RATING INSTEAD OF UNIT CE.
Normal Charge
European / Loyal - Foot CE + 1average dice (Min.dist = 2x CE)
" " - Cavalry (2xCE) +1average dice (2xCE) +2average dice
Rebels & Irregulars
2average dice Min. roll = CE (For
Cav, use 3average dice)
- For
each 'D'; -1" (if final total is negative, pull back = amount);
-
Passing obstacles; moving & firing; change formation = 1/2 speed
-
Chargers MUST move final half in a straight line to receive 'impact bonus'
- GAD
THE HEAT: If fought near mid-day,
ALL charging European foot
regts (which
suffered
quite badly) take 1average dice 'D's; +1 each subsequent charge in the game......
{4.0} COMBAT==================================================================
Stationary
regular units (only) which are being charged always have the option to
fire at 'point blank range' if status is OK, irrespective of distance moved by
their attackers (use 2x CE factor). Otherwise, ALL stationary units
being charged can only fire AFTER the target has moved half way. If chargers
make contact in less than that distance, defender is unable to fire.
# SPECIAL EFFECTS: Deduct 1" per hit from
movement, then check if charges make contact.
[a] RANGED COMBAT:
===========================================================
Firing
is by unit rolling a number of d6's equal to their CE value - requires (-) to
hit (adjusted as follows). N.B. Regular artillery rolls d6's = 2x CE
at CLOSE range
SEQUENCE: Stationary, then
moving firers (do 'point blank' with CLOSE COMBAT)
RANGES: Weapon Close (4+) Max. (6+)
Rifle,
Lt.Arty 120 240 (includes
'Jezzail' types)
Musket 50 120
Field
Arty. 120 # (Heavy
= same range, but +1d6)
ADJUST DICE
ROLLS AS FOLLOWS:-
*
(+1) per target rank over 1 (cav ranks x2) *
(-1) Firer any 'D's at all;
*
(+ )
*
(-1) If 'D's greater than CE
*
(+1) if target stood (or just chg.formation); *
(-1) target charging to contact
*
........Heavy Arty.......
* (-1,3) if target in
soft/hard cover
*
(-1) Firer moved (inc. formation change)
[b] CLOSE QUARTERS:
==========================================================
IMPORTANT:
If the player/leader wishes to
fight, use THEIR LDR rating, not the UNIT'S' CE.
SEQUENCE: - Roll for 'point
blank' fire, cav. vs. squares, and bayonet charges;
-
Check if charges actually connected (CE - 'D's)
-
Calc. melee results
# AT
THEM WITH THE BAYONET: European regts. charging home cause 'demoralising hits';
roll 1d6 per CE;
hits = any greater than/equal to rebel CE (count towards melee win).
If 'morale hits' ALONE
greater than CE, charged unit BREAKS. N.B. Must roll for
hits on EACH rebel unit being
charged; apportion CE dice (before rolling).
# POINT-BLANK FIRE: Use firing chart, but use dice = 2x CE as basic
factor
# SQUARES: Cause charging cavalry 'D's=CE, PLUS negate charge
bonus.....if greater
than
cav. CE, unit 'bounced-off' 20 paces (add-in to any firing casualties). If
Cav.CE -
D's
still GREATER than square, latter breaks and runs - takes D's = Cav.CE
Unit Type
Dice to Roll
INFANTRY REGIMENTS
(incl. REBELS): 1d6 per CE
FIERCE IRREGULARS (Afgans etc.): 2d6 " "
'RABBLE' (Mounted or
not):
* Always
get 1d6; ignore D's!
ALL CAVALRY: - Normal
1d6
per CE
-
Charging 3d6 "
"
ELEPHANTS:
4d6 "
"
Adjust CE
Adjust DIE ROLLS
# CE
-1 if unit is 'EXCITED' #
+1 minor tactical advantage (overlap etc)
# CE
-2 if unit is 'RELUCTANT' # +3
major advantage (vs. rear etc)
#
Halve CE attacking obstacles # -1 if unit
also fired at chargers
(cavalry
attacks not allowed) # -1 dice per 'D'
RESULTS: Work out who has taken the most
hits (incl. 'point blank' fire etc.); they are the 'losers'.
- Additional
hits: 1x for each 'winner' (= simple exhaustion); 3x for each 'loser'
-
"Gad, the heat.....": European units charging/in melee take
an extra 2x hits, win or lose!
-
Push-back: 'loser' pushed-back 10 x 1average dice paces
-
Risk to leaders: 1d6 per leader - LOSERS: 1,2 = Killed, 3,4 =
Wounded
-
WINNERS: 1 = Killed; 2 = Wounded
(PLEASE
NOTE: Leaders MAY engage in further combat, but deduct 1 from their LDR rating
and
any future 'risk' rolls! MUST retire when LDR = 1; 0 = killed!)
{6.0} HONOUR SYSTEM (IRREGULARS ONLY)
======================================
Each
native player can also collect 'honour points' (HP) during the game, allocated
as listed
below. At the end of the game, the MOST SUCCESSFUL
PLAYER will be the one with the most HP -
whether dead or alive!
POSTION IN LINE:
# DIVISIONS: Right
Wing (3x HP); Centre (1x HP); Left Wing (2x HP)
# 1x HP for EACH friendly unit in your division
(facing enemy!) to LEFT FLANK or REAR (NOT
ahead);
check at start of each turn BEFORE command & control chk.; THIS IS TO
REFLECT
THE
'HONOUR' OF BEING ON THE 'RIGHT OF THE LINE'.
UNIT MOVEMENT:
# 1x HP each turn that the unit advances (towards the
enemy);
# 10x HP for the FIRST unit to successfully charge
home (N.B. not if 'bounced-back')
# 5 x HP each time unit ATTEMPTS TO charge home on an
enemy (as above);
LEADERS IN COMBAT: ONLY
APPLIES IF LEADER FIGHTS.............
# 2average dice HP for each turn that the player/leader fights
in close combat;
- + 2average dice
HP if the player/leader is WOUNDED in the combat (per wound);
- + 4average dice
HP if the player is KILLED in the combat;
# HP equal to the 2x CE value of any enemy units
beaten in close combat (in that turn); NO HP
if
the unit loses.....(not good for legends);
N.B. If leader killed, LDR rating for next in line -
eldest son, brother etc. - is LDR-1 (or roll again?)
{7.0} DISPUTES:
Any
two chrs who cannot agree can fight a quick, one-round 'duel' - roll 1d6 each,
then add LDR rating. N.B. If winner scores 2x loser, latter is killed! Should
normally stop after 1x round, otherwise combat is classed as a 'brawl' and
NO-ONE gets any HP!
# Lowest scorer is the loser; takes 1x wound (LDR
rating -1), but gets 1average dice HP (2average dice if killed)
# Highest scorer is the winner; no wounds, and gets
1average dice HP (2average dice if opponent killed)