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)