Você está na página 1de 55

SCIENCE versus PLUCK

OFFICERS POCKET BOOK

too much for the Mahdi


THE SUDAN CAMPAIGNS 1881-99
A VICTORIAN WARGAME
BY HOWARD WHITEHOUSE

OFFICERS' POCKET BOOK


CONTENTS

Introduction
Movement
Playing SvP
Firing
On Being a British Officer
Imperial Reaction
On the Sudan
Melee
Callwell on Small Wars
Personal Combat
Advice to Soldiers of the Queen
Disorder
An Officers Personal Kit
Rallies
The Rules
Visibility
Character Briefings
Duties of Officers
Scales
Emergency Responses
The Forces
Ending the Game
Sequence of Events
Basic Campaign Information
Howard Whitehouse

SCIENCE versus PLUCK


or

SCIENCE versus PLUCK

SCIENCE versus PLUCK, or TOO MUCH FOR THE MAHDI


The Sudan campaigns 1881-99: a Victorian Wargame.

The relief of General Gordon and his garrison, so long besieged in


Khartoum, is the glorious mission that the queen has entrusted to us.
It is an enterprise that will stir the heart of every soldier and sailor
fortunate enough to have been selected to share in it, and the very
magnitude of its difficulties only stimulates us to increased exertions.
Sir Garnet Wolseley,
General Order of November 30, 1884
Yesterday Thornton and I rode out to some villages near here and
looted everything we could lay hands on.
Lt. Percy Marling after El Teb

INTRODUCTION

OFFICERS POCKET BOOK


the universe in general. A distinct degree of roleplaying is required; players are
expected to devote themselves to behaving in a properly Victorian manner,
while the umpire will ensure that his own dramatic performances of fellow
Britons, Arab merchants, Syrian interpreters and suitably obsequious other
ranks are appropriately Kiplingesque. Tea and buttered scones should be
available at all times, stronger spirits only after noon.
For myself, the fascination of this period lies in two areas. Firstly, there is
the distinctive spectacle of the British officer abroad in Africa. Some of these
gentlemen, like Kitchener and Wingate, were not only thoughtful professional
soldiers but also keen students of Sudanese culture; others fitted Sir William
Butlers ironic portrait of The young bloods of Mayfair, pig-sticking their
way through the world, convinced that they are Bearing aloft the banner of
British freedom and western culture.
Secondly there is the unknown. By this I do not mean fear of the
unknown, since our stalwart Victorian officer, of course, knows no fear, but
simply that, since he is serving in an alien land against a cunning enemy who
observes his own set of rules and prefers not to advertise his whereabouts, our
hero must expect to be faced with a number of situations outside his general run
of experience. The game reflects these qualities rather than the wargame
orthodoxies of choreographed manoeuvre and data charts. In practical terms
this means that our gallant band of players will often blunder around the brush
in complete and utter ignorance until they are informed that drums are beating
and that a subaltern of the 19th is riding in on a lathered horse... While the
umpire may choose to be charitable to his players or not, he should expect them
to believe that he is determined to wipe them out as cruelly as possible; if this is
not the case, something is clearly wrong.
There are few strict rules to Science Vs Pluck; this is an informal game
based on conforming to a given character and to a Victorian ideal rather than a
rigid set of instructions. The tactical rules are devoted to brigade or divisional
actions - the El Tebs and Atbaras - rather than the skirmishing of outposts.
Many situations rely on the expertise and imagination of the umpire rather than
on specific rulings, and indeed the umpire is welcome to set aside strict
adherence to the rules where it is in the interests of a tense, flowing game. The
rules function as a structural support for an improvisational wargame, not as
binding judgments.
H.J.W.

Science Vs Pluck is a game of the Sudan wars set at a generalship


level; in which players portray officers in the service of Queen or Khedive, and
seek to solve a variety of problems posed by the enemy, the harsh terrain and
climate and, indeed, their own orders. All the participants serve together in,
one would hope, some degree of cooperation, while one or more umpires,
control the wild Sudanese foe-men, other Imperial officers and their troops, and
2

SCIENCE versus PLUCK

PLAYING SCIENCE versus PLUCK


O cursed one your time has come.

Unidentified Arab to General Gordon, 1881

Welcome to SvP. As a player in this military entertainment you will be


systematically persecuted by a person known as the umpire, an apparently
malevolent character who will seek to keep you in suspense most of the time,
and in hot water for a very good deal of it. Equipped with only partial
knowledge of the rules by a deliberate ploy on the part of your humble Game
Designer, the player is required to enter into the spirit of the British officer
corps of the late Victorian period, by means of the Cultural Briefings
contained in this short manual, by specific personal briefings given to you by
the umpire as a guide to your individual character, and by any reading that
you may care to do on the Sudan and on the British Empire and its army.
Watching Zulu, on the VCR is as good a place as any to start - my father took
me to see it when I was seven, and I turned out rather well...*
* Publisher's note: This is, of course, a matter of opinion...
This Players Handbook contains the following:

A lecture on the key issue of Being a British Officer.


A collection of relevant military doctrines taken from Small Wars an
intelligent and insightful treatise by Major (later Colonel) Callwell,
originally published in 1896.
Advice to Soldiers of the Queen, being brief selections from Victorian
military authors useful to the officer on campaign.
An Officers Personal Kit.
Selected portions of the Umpires Handbook, detailing those parts the
rules system to which I feel the player should be, largely for the sake of
convenience, a party to.

OFFICERS POCKET BOOK


personality, and believe that role-playing is the sphere only of small, nonhistorical games. SvP is a role-playing game in which players command fairly
large forces - battalions, brigades and divisions - but view their circumstances
from a personal man on the spot perspective. Thus the player does not have
access to the bulk of the rules, but relies on the umpire to handle the
administration aspect of the game. Those rules which the player is involved in
serve to represent the military knowledge essential to the Victorian Officer but
not to a wargame hobbyist of a century later. An officer would, for instance,
know how well his men were carrying out their musketry drill (and so is
allowed to throw his own dice for fire Hits), but not the precise effects of that
fire, which is secretely determined by the umpire. This holds good for all
situations in which the officer would have a degree of control over events as
they proceed. He must accept that there is a great deal over which he has little
influence, and hope that the foresight of his plans and both sights of his
Martini-Henrys suffice to ensure that Queen Victoria receives no unpleasant
news over the breakfast table.
Despite all indications to the contrary, the umpire is your friend. He
does not control the actions of the Dervishes except in a very general
fashion, and he can be relied on to give helpful advice and encouragement,
at least sometimes. He will be party to your plans, and will control all
Imperial forces that are not directly under a players immediate command;
ambushes and surprises (and it is perfectly possible to surprise all but the
wiliest Mahdist) will be heavily dependant on the goodwill of the umpire
and on the roll of his fickle instruments, the dice.
God save the Queen.

The reason for this last provision is as follows. In most miniature


wargames the player has two functions. He is both the commander of forces and
the divine eminence who administers the mechanisms by which they conduct
their tactical manoeuvres. Very often this latter role, allied to the very basic fact
that all wargamers are much larger than their model soldiers, serves to
undermine the critical role-playing aspect of the game. As a result, many
wargamers never feel any particular identification with their chosen historical
4

SCIENCE versus PLUCK

ON BEING A BRITISH OFFICER


by an Officer
I adore war. It is like a big picnic. I have never been so well or so
happy.
Capt. the Hon. Julian Grenfell, lst Royal
Dragoons
...and God has arranged that a clean run youth of the British middle
classes should, in the matter of backbone, brains and bowels,
surpass all other youths...if he dies, he dies like a gentleman.
Rudyard Kipling, Drums of the Fore and Aft

OFFICERS POCKET BOOK


Gentlemen, you are all officers on the service of Her Majesty the QueenEmpress Victoria. You understand your duty and your men. Many of you will
have seen foreign service before, in the Crimea, the Great Mutiny, New
Zealand, Canada and in the many campaigns across Africa and Asia. Now you
are to go against an enemy who threatens the peace and security of the Empire.
A few words may be in order before you embark upon your business.
Those of you who gained commissions prior to the abolition of Purchase in
1871 will attest to the long tradition of honourable service, of ancient regiments
steeped in history, of officers to whom the mess was home and their brother
officers family, of men enlisted for twenty years or more, of the Thin Red
Streak, Balaklava and Waterloo! In these Cardwellite days of short service,
regimental amalgamation and other radical reforms, as some call them, let us
not forget those sterling values upon which the British army was founded.
It is in the deep rich soil of tradition and service that our army has its
roots. Never forget that, gentlemen. As long as you behave with courage and
coolness, treat your men with proper interest and care, and above all conduct
yourself in the manner proper to an English gentleman, the soldiers will follow
you anywhere. The other ranks of the British army, whether Tommy, Jock or
Paddy, whether clad in scarlet or the new-fangled Kharkee, recognise that
there is no finer species of fighting man, either in discipline or spirit, than a
white soldier of the Queen led by a sound British officer.
We are, perhaps, somewhat of a narrow caste. Our fathers were officers
themselves, or members of the land-owning classes; few come from mercantile
stock or the professions. Educated at Wellington or Rugby and destined for the
army from an early age, spending our time at our clubs or at the hounds, we are
something of a breed apart from our fellow man.
There has been much talk in recent years - perhaps too much talk - of
professionalism, of better training and more rapid promotion for officers of
merit. There is something to be said, granted, for those who wish to improve
themselves by private study, or by enrollment at the Staff College, and by
postings to a unit on foreign service. Yet we must beware the wolf of ambition,
which seeks promotion at every opportunity, and by favouritism, which seeks to
select certain officers for positions to the detriment of the service as a whole.
Not should we permit allegations of Amateurism to go unchallenged. Many
officers who are not by temperament cut out for bookwork and intellectual
pursuits are well endowed with the qualities of bravery, leadership and good
character so vital to a British officer. Nor let us decry the dedication of many
gentlemen to field sports; the occupations of hunting, shooting and other manly

SCIENCE versus PLUCK


sports are conducive both to the physical and moral wellbeing of the individual
and to the spirit of the regiment as a whole. Ours is a profession-at-arms,
gentlemen, and it behoves us to be ready to face the rigours of campaigning in
all ways.
Warfare has changed a good deal in the course of the past fifty or so years.
The powers of modern artillery and the principles of scientific musketry have
made many of the methods of the past obsolete, at least against a European
opponent; the spirited attitude that beat Montcalm and Buonaparte remain,
however, the keys to future glories for British regiments on the field of valour.

ON THE SUDAN
Surely enough When Allah made the Sudan, say the Arabs, He
laughed. You can almost hear the fiendish echo of it crackling over
the fiery sands.
G.W.Steevens
Gentlemen, a few words about the theatre of operations may be of
assistance. The Sudan is somewhat of a harsh and barren land. The valley of
the great river Nile cuts what passes locally for a swathe of verdant fertility
through a bleak terrain of granite rock desert. The land is dissected by dry
watercourses known as Khors, by bare stone massifs, and by patches of
broken, rocky ground. What little vegetation there is outside the proximities of
the Nile consists of stunted thorn scrub, spindly mimosa trees and very little
greenery. In some areas - notably the hinterland of Suakim and the region of
8

OFFICERS POCKET BOOK


Kordofan where Hicks Pasha lost his army - this thorn scrub is dense in its
growth. On the banks of the Nile, especially after the annual flooding, there is a
luxurious growth and a certain prosperity amongst the Arab cultivators
dwelling in those parts; the Dum palm grows thickly in some areas.
An army cannot expect any serious contribution to be made towards its
victualling needs from the scant resources of the Military Sudan. A yet more
serious difficulty is the scarcity of water in any quantity. Outside the Nile valley
reliance must needs be placed on the presence of wells found on the caravan
routes; at Suakim it may be possible to utilise the services of ships equipped
with purification devices. The heat of the sun is intense, intolerable in summer.
Transport requirements will depend either on water craft, or on a large
number of camels. It is not to be expected that local markets will be able to
completely fill these needs. Many authorities consider that a Military Railway
must offer the best prospect of success in this field. The followers of
Mohammad Ahmad, the self-proclaimed Mahdi or messiah, are an enemy to
be reckoned with. The strength of these Dervishes lies in the charge of their
foot soldiers, who are armed in a most primitive yet effective manner. A large
quantity of Remington rifles, and some pieces of modern artillery - mainly
Krupp guns - have been captured from the defeated Egyptian forces, but reports
indicate that no great danger is to be expected from them. The Arabs use their
mounted strength largely for reconnaissance. Many of the Dervish chiefs, or
Emirs, are very crafty individuals, who rely on surprise movements to attain
their successes.
How much reliance we can expect to place on the Egyptian forces is a
question of doubt. The army in the Sudan consists largely of the worst elements
of the army beaten by Wolseley at Tel-el-Kebir in 82; this is augmented by
irregulars known as Bashi-Bazoukhs - men of Balkan or Circassian origin whose discipline and martial abilities are open to grave question. The new
Egyptian army which Sir Evelyn Wood is even now building from the old, will
no doubt be a far more effective instrument.
Addendum for the 1890s
The events of the past few years have brought a number of changes. The
new Egyptian army has won its spurs, and its Sudanese battalions of black
troops show a distinct spirit of vigour. The officer corps, consisting largely of
very dedicated British officers, is of the highest calibre, and Col. Wingates

SCIENCE versus PLUCK


intelligence department has made good the deficits of knowledge that hampered
our efforts in earlier years.
The initial raw enthusiasm of the enemy forces has to some extent waned
as the misrule of the Khalifa has brought desolation to much of the land. There
is, however, a greater professionalism, if that be the word, amongst the soldiery.
The Jehadia - black riflemen, drawn largely from the old Egyptian army - and
the Khalifas bodyguard, the Mulazemin have some semblance of drill.

OFFICERS POCKET BOOK


The real Soudan, known to the statesmen and the explorer, lies far to the
south - moist, undulating and exuberant. But there is another Soudan --- whose
solitudes oppress the Nile from the Egyptian frontier to Omdurman. This great
tract, which may conveniently be called The Military Soudan, stretches with
apparent indefiniteness over the face of the continent. Level plains of smooth
sand are interrupted only by occasional peaks of rock - black, stark and
shapeless. Rainless storms dance tirelessly over the hot, crisp surface of the
ground. The fine sand, driven by the wind, gathers into deep drifts, and silts
among the dark rocks of the hills, exactly as snow hangs about an Alpine
summit; only it is a fiery snow, such as might fall in hell.
Through the desert flows the river - a thread of blue silk drawn across an
enormous brown drugget; and even this thread is brown for half the year.
Where the water laps the sand and soaks into the banks there grows an avenue
which seems very beautiful and luxuriant by contrast with what lies beyond. Yet
the character of the vegetation is inhospitable. Thorn-bushes, bristling like
hedgehogs, everywhere predominate and with their prickly tangles obstruct the
path. Only the palms by the brink are kindly, and men journeying along the
Nile must look towards their bushy tops, where among the spreading foliage the
red and yellow glint of date clusters proclaims the ripening of a generous crop.
There is life only by the Nile. If a man were to leave the river, he might
journey westward and find no human habitation, nor the smoke of a cooking
fire, except the lonely tent of a Kababish Arab or the encampment of a traders
caravan, till he reached the coast-line of America. Or he might go east and find
nothing but sand and sea and sun until Bombay rose above the horizon. The
thread of fresh water is itself solitary in region where all living things lack
company.

Young Mr. Churchill describes The Military Soudan

10

11

SCIENCE versus PLUCK

CALLWELL ON SMALL WARS


The conduct of small wars is in fact in certain respects an art by itself,
diverging widely from what is adapted to the conditions of regular
warfare...face to face with Sudanese and Zulus, old orders of battle, discarded
in face of the breech-loader and of shrapnel shell, are resumed again. The
hostile forces are essentially aggressive, and...the regular forces are compelled,
whether they like it or not, to conform to the savage method of battle.
It is a cardinal principle in the conduct of warfare of this nature that the
initiative must be maintained, that the regular army must lead while its
adversaries follow, and that the enemy must be made to feel a moral inferiority
throughout. The lower races are impressionable. They are greatly influenced by
a resolute bearing and a determined course of action.

ON INFANTRY TACTICS
...When determined onslaughts of masses of reckless fighting men armed
with spears and swords are to be expected, a scattered fighting line has not the
firmness and rigidity needed to meet the shock, and...the old shoulder to
shoulder formation in two ranks is resorted to...strong nerves are not generally
needed...the losses from hostile fire are not as a rule very severe...irregular
warriors seldom stand to receive a bayonet charge...a battalion might put six
companies in the fighting line...the two companies in reserve would follow 100
to 200 yards behind... it may be laid down that as a general rule fire should be
reserved as long as possible, and until it is likely to be really effective... nothing
has so great an effect upon undisciplined forces holding a position as a steady
advance, except, of course, threats against their lines of retreat...it must never
be forgotten that in small wars it is not capturing hostile positions but thinning
hostile ranks which brings operations to a triumphant close...if the troops are
hurried they straggle, their fire becomes ineffective, and if suddenly rushed by
fanatics they may not be able to meet them with a firm and steady front.

THE SQUARE
The square is adopted...as a battle formation to meet special situations,
and it may be used both offensively and defensively...being able to show a
fighting front in any direction, and protecting its supplies and wounded...when
the terrain is uneven or intersected, the force is very apt to get into confusion.
The most careful supervision will not prevent gaps from occurring, the pace of
the artillery and of the machine guns is not, as a rule, the same as that of the
12

OFFICERS POCKET BOOK


foot soldiers the larger the square is, the more difficult it is to keep it intact...the
best way of providing against gaps...would seem to be by detailing a reserve, or
several reserves, within the square...the best arrangement is a reserve at each
corner, for experience shows that a rush of fanatics or savages is generally
directed at a corner...if there is a fairly clear field of fire, the enemy as a rule
indeed never reaches the square.

CAVALRY TACTICS
"Small wars offer the cavalry leader magnificent opportunities on a minor
scale. On favourable ground there is scarcely a limit to what his command can
effect if handled with
boldness and skill...against
irregular warriors shock
tactics are by no means out of
date. Savages...have a great
deal of dread of the mounted
man...the regulars should not
shirk an encounter even with
very superior numbers of
hostile horsemen on suitable
ground...in pursuit of an
enemy who scatters in all
directions,
who
lies
down...the lance is simply
invaluable.

Dismounted duty..- there ought to be a party of men on horseback ready to


charge and to cover the mounting of the remainder should these or the horseholders be rushed.

13

SCIENCE versus PLUCK

OFFICERS POCKET BOOK

MACHINE GUNS

CAMEL CORPS
Their mobility is strategical rather than tactical...it is not desirable to
expose a force which possesses so little tactical mobility to the danger of
combat with very superior bodies of fanatics capable of very rapid movement...a
sudden onslaught can best be met by the men dismounting and forming a
square around the camels...but...there is grave risk of disaster...camels thrive on
shrubs and bushes that other animals cannot eat...they cannot travel over rough
country on account of their feet, and they are quite helpless on slippery
ground.

On the defensive, machine guns can hardly fail to be valuable...against


rushes of Zulus, Ghazis and other fanatics the effect of such weapons is
tremendous as long as their fire is well maintained...machine guns can be
trusted to commit destructive havoc in the hostile throng provided that their
mechanism does not go out of order.

ZERIBAS

ARTILLERY
Artillery can and should as a general rule be handled with
boldness...throughout an engagement guns should be used at as close quarters
as possible...forward tactics will almost always be expedient...massing of guns
will seldom be applicable...supposing the enemy to have guns, it may
sometimes be desirable to crush these as a preliminary, and a concentrated shell
fire will soon achieve this...mud villages have been found by experience to
resist shell fire very effectively...to check attacks at close quarters a supply of
case shot...is generally to be very desirable.

Zeribas...are enclosures fenced in by abattis and thorn bushes...not so


much to provide cover for the defences as to oppose obstacles to the attack...it
economises outposts...zeribas afford a means of pushing supplies ahead of an
advancing army.
HOWEVER...the soldier who daily fences himself round with abattis and
obstacles to keep the enemy off, may come to think that deprived of this shelter
he is no match for the savage he has come to beat.

PURSUITS
Irregular warriors once defeated are so apt to become panic-stricken that
regular troops following in pursuit can generally act with great boldness...to
have a few parties of horsemen ready to follow up is a most important point if a
decisive tactical triumph is contemplated...a strenuous pursuit, even if it be
slow, always has a great effect.

RETREATS
It is generally essential to conduct the retreat as a whole with
deliberation, and to offer as bold a front to the enemy as possible, because any
precipitation will only tend to draw down great hostile bodies upon the
troops...the slightest haste or flurry may prove fatal...some form of square
formation for the whole force is almost indispensable.

FEINTS AND SURPRISES


It is strange that commanders of regular forces should so often
succeed...in drawing the enemy into action by subterfuge and stratagem...that
14

15

SCIENCE versus PLUCK

OFFICERS POCKET BOOK

adversaries so strongly addicted to the employment of ruses and feints should


often be so easily deceived themselves is...due to their contempt for the solid
methods of regular warfare...by a show of weakness, accidental or intended,
irregular forces are often completely misled...taking into account the tendency
of irregular warriors to threaten the flanks and rear of the regular forces, such
adversaries seldom seem to be prepared for attacks upon their own flanks or
rear...such antagonists are always in great terror of having their retreat cut.

14

15

SCIENCE versus PLUCK

OFFICERS POCKET BOOK


forces on the spot to prosecute the work with vigour, and till these are
thoroughly organised and equipped for the task...

OUTPOSTS
Foes like Dervishes and Zulus cannot be kept at a distance by the weakly
ring of piquets which merely mask the fire of the troops in case of an attack...
Use of vedettes The system...of keeping two men together pushed out
from 500 to 1,500 yards according to circumstances; one man could ride back
and report if anything unusual occurred...no need for piquets...in bush or in
broken ground that regular forces must, when at the halt, be especially on the
look out against surprises...savages can crawl through the thickets almost
noiselessly...
Outposts at night ...double sentries posted from 100 to 400 front, but as a
rule not much over 200...in case of attack the sentries fired their rifles and then
rushed in on their piquets...

DIVISION OF FORCES
Division of force, often necessitated by circumstances, is less
objectionable in these campaigns than in regular warfare...invasions by several
lines tends to impress the adversary without, as a rule, involving serious
risk...when each fraction is strong enough to stand by itself.

ATTACKS AT NIGHT AND DAWN


It is surprising how seldom...night attacks have been attempted by the
enemy...early morning is a specially favourite hour for savages...to deliver their
assault upon regular troops...they are able to creep up mute and unobserved...
Attacks by the regular forces the danger of confusion in delivering a
night attack is extreme, and confusion...may lead to disaster...the smaller the
force...the less fear there is of mistakes and disorder...the bayonet is the proper
weapon for night attacks...by night even the steadiest of troops will fire
wildly...experience has shown how very effective attacks at dawn of day
are...such enemies rarely seem to anticipate danger at this hour...

THE WOUNDED
The responsibility for safeguarding the troops who may happen to be
placed hors de combat is a perpetual source of worry for the commander...they
cannot be left in the lurch...at times this will endanger the safety of the entire
force.

STRATEGY
...in a small war the only possible attitude to assume is, speaking
strategically, the offensive. The regular army must force its way into the
enemy's country and seek him out. It must be ready to fight him wherever he is
found. It must play to win and not for safety...the object is to fight, not to
manoeuvre...delay must not occur...every pause is interpreted as weakness...it is
essential that the campaign should not be commenced til there are sufficient
16

17

SCIENCE versus PLUCK

OFFICERS POCKET BOOK


extent of that work; the reader is recommended to seek Small Wars; out for

INTELLIGENCE
It may be taken to be a feature of small wars that the regular army
labours under grave embarrassments due to want of accurate intelligence...the
extreme rapidity with which the enemy conducts his movements...is to increase
the perplexity and uncertainty in which the regular army is plunged...to
correctly interpret the auguries derived from reconnaissance, from information
brought in by spies, and from the various forms of circumstantial evidence...is
often one of the most difficult of military problems...the enemy is generally
aware of every movement which the regulars make as soon as it is completed,
and often before it has begun.

SUPPLY
...if it were not for the difficulties as regards food for man and beast
which roadless and inhospitable tracts oppose to the operations of a regular
army, good troops well led would make light of such obstacles in their path...In
the British expedition to Abyssinia in 1868, the moveable magazine for a force
of 10,000 fighting men amounted to 36,000 animals and 12,000
followers...when during the last Afghan war Sir D. Stewart marched from
Kandahar to Kabul, his force of 7,000 had 6,000 transport animals...it may be
taken as a rough rule that a transport animal cannot under the most favourable
circumstances carry food for itself for more than a month...it is often of vital
importance...that the army should be as short a time as possible away from its
base, and that the troops should be kept back while the supplies are pushed
ahead under the escort of the smallest force which can safely be entrusted with
the duty...the best means of doing this is to create fortified depots in the enemy's
country, where the supplies are collected and stored ready for the army to use
when it advances in force.

LINES OF COMMUNICATION
Communications cramp the operations of the regular army, they act as a
drag on its mobility and they tend to tie it down...they are often of immense
length and are generally much exposed to hostile enterprises...however...an
army without communications in a hostile country, which meets with a reverse,
is in a very serious plight.

himself.

This brief precis of Callwells volume, which seeks to condense several


hundred pages into a few paragraphs, makes no claims to do justice to the full

18

19

SCIENCE versus PLUCK

ADVICE FOR SOLDIERS OF THE QUEEN


During the Victorian period British officers became, for the first time
seriously concerned to pass on the practical tricks of the trade to others by
means of written instructions, advice and anecdotes.
Here are some relevent insights from the following sources:

SOURCES:
Major E.G. Barrow: Infantry Fire Tactics 1895
Maj. Gen. Sir Redvers Buller VC: Notes for the Use of Camel Regiments
1884
Lt. Col. J.D. Stewart: Report on the Sudan, 1883
Maj. Gen. Charles Gordon: Khartoum Journals 1884
Lt. Col. J.M. Grierson: The British Army 1899 (AKA Scarlet into Khaki)
Col. C.L. Harvey: The Organisation & Tactical Use of Cavalry, Artillery and
Infantry 1893.

OFFICERS POCKET BOOK


Surgeon T. H. Parke: from his instructions for the officers of the Emin Pasha
Relief Expedition, 1887
Field Marshal Sir Garnet Wolseley: The Soldier's Pocket Book 1874 edition.

LT. COLONEL STEWART:


ON THE PEOPLES OF THE SUDAN
Besides the main division of the people into Arab and negro, they are
again subdivided into a number of tribes and sub-tribes, some sedentary and
others nomad. Of the negro tribes, all are sedentary and cultivators, but the
Arabs are for the most part nomads, or wanderers, each tribe within certain
well- known limits. All these Arab tribes are large owners of cattle, camels,
horses and slaves. These last, along with the Arab women, generally cultivate
some fields of doora (a kind of millet), or corn, sufficient for the wants of the
tribe. The Arab himself would consider it a disgrace to practise any manual
labour. He is essentially a hunter, a robber, and a warrior, and after caring for
his cattle, devotes all his energies to slave-hunting and war.
Among these Arab tribes, some are called Baggara (cattle-owners), but I
have been unable to find a satisfacory definition of the distinction between a
Baggara and an ordinary nomad tribe. Some assert that all the tribes that do not
own camels are Baggara.
Besides the above, in the north of the Sudan there are the inhabitants of
the Province of Dongola, said to be the representatives of the ancient Nubian
race. Besides Arabic, they have a language of their own --- the people are
mostly boatmen and small traders (Djellabas). In the latter capacity, they are to
be found all over the Sudan. Many of them are or were engaged in the slave
trade.
Between the Nile and the Red Sea, in the latitude of Berber, there are the
tribes of Besharin, Hadendowa and others. These tribes are also said to be very
old residents in the country, and to belong to a race different from that of the
Arab. They have a language of their own, and some of them hardly understand
Arabic.
The Arabs, Dongalawis, negroes, and others settled within the Arab zone
are all Mohammedans --- of an emotional and superstitious nature. Hence the
enormous influence of the Fakis, or spiritual leaders, who are credited with a
supernatural power, and are almost more venerated than the prophet.

General Lord Chelmsford: from the Journal of the Royal United Service Inst.
1885

20

21

SCIENCE versus PLUCK

GENERAL GORDON'S VIEWS ON THE CAMPAIGN


I would not attempt to pass the bulk of British Force (sic) across country,
only the fighting column, to co-operate with the three steamers. No artillery is
wanted with either force; it is not needed in any way in this country.
I cannot too much impress on you that this expedition will not encounter
any enemy worth the name in an European sense of the word; the struggle is
with the climate and destitution of the country. It is one of time and patience,
and of small parties of determined men,
backed by native allies, which are got
by policy and money. A heavy
lumbering column, however strong, is
nowhere in this land. Parties of forty or
sixty men, swiftly moving about, will do
more than any column. If you lose two
or three, what of it - it is the chance of
war. Native allies above all things, at
whatever cost. It is the country of the
irregular, not of the regular. If you move
in mass you will find no end of
difficulties; whereas if you let detached
parties dash out here and there, you will
spread dismay in the Arab ranks. The
time to attack is the dawn, or rather
before it (this is stale news) but sixty
men would put these Arabs to flight just
before dawn, which one thousand would
not accomplish in daylight. This was always Zebehr's tactics. The reason is that
the strength of the Arabs is their horsemen, who do not dare to act in the dark. I
do hope you will not drag on that artillery: it can only produce delay and do
little good. I can say I owe the defeats in this country to having artillery with
me, which delayed me much, and it was the artillery with Hicks which, in my
opinion, did for him.

OFFICERS POCKET BOOK

SIR REDVERS BULLER:


DISCUSSES THE ENEMY
If we have to fight in the Sudan, we must expect to meet an enemy far
outnumbering us, and who may at first charge recklessly home, apparently
regardless of the intense fire we bring to bear upon him.
His arms are immeasurably inferior to ours, and to hurl back with heavy
loss any such rush of
undisciplined Arabs, we have
only to keep in close
formation that will give him
no opening, while at the
same time it enables us to
give full development to our
fire.

The attack formation for infantry of our Drill Book is not intended to be
employed against an enemy like the Arabs of the Sudan. It is designed to enable
infantry to advance with the 1east possible loss over ground swept by a heavy
fire from guns and rifles of an enemy as well armed and disciplined as
ourselves, against whom an advance in close order would be impossible.
In acting against Arabs who are indifferently armed and bad shots, the
open formation of the Drill Book is not necessary.
INSTRUCTIONS FOR THE CAMEL CORPS

22

23

SCIENCE versus PLUCK

OFFICERS POCKET BOOK

The soldiers of the Camel Regiments will fight only on foot. They are
mounted on camels only to enable them to make long marches. The camel is a
good traveller; but he is a slow mover.

22

23

SCIENCE versus PLUCK


He cannot be managed as easily as a horse, and he cannot be mounted, or
dismounted from, with great rapidity. The men of the Camel Corps must
therefore trust solely to themselves and their weapons when once they have
dismounted for action.
In deciding what the tactical formation of the Camel Regiments should be,
we have two cases to consider 1) When we have ample time to make preparations previous to an advance
upon the enemy's position, or his advance upon ours --- the invariable rule
will be that as soon as the near approach or presence of the enemy in force is
known, the men will dismount and either at once form their camels up, as
hereafter described, or advance, leading them to the point selected for them
to remain at (sic). The camels should be placed close together, each camel
having both legs securely fastened, so he cannot rise. A guard, not exceeding
one fourth the total strength previously told off undcr one or more officers,
will remain with the camels.
2) When we may be suddenly attacked --- the men must at once dismount, tie
the legs of the camels, and fight, either is close order, two deep surrounding
the camels, or in two-deep squares at the angles of the square oblong (sic)
formed by the camels.

OFFICERS POCKET BOOK

1) Volley firing must be maintained as long as possible


2) The frequent change of objectives is objectionable. Those selected should
be fired on till destroyed.
3) Every opportunity must be taken of ascertaining ranges.
4) The lying down position is the best, but as a rule it should not be used
within 600 yards of troops advancing to the attack.
5) Long range fire should never be used by troops told off for the attack.
6) Long range fire should be used chiefly by troops on the defensive at known
distances, or by troops specially detailed to fire from the preparatory
position.
7) On good objectives the fire should be rapid, on bad targets it should be
slow.
8) As a rule the Firing Line should not open fire over 800 yards.
9) The Firing Line should be strong from the commencement.
10) Distant fire and frequent halts by troops on the offensive are bad.

SURGEON PARK DISCUSSES RULES FOR THE


PRESERVATION OF HEALTH IN THE TROPICS

BARROW ON FIRE DISCIPLINE

WATER - All drinking water - no matter how sparkling and pure - should be
invariably boiled to insure its freedom from dangerous constituents. Cold weak
tea, without sugar or milk, is best for the march. Water should be drawn from
the centre of the stream.

Fire Discipline means the habit developed in the men by training, of


firing only in the manner directed by the commander. The soldier must be
thoroughly impressed by the efficiency of collective fire as compared with
independent fire, and by strict discipline only can the full result of this
knowledge be obtained. In the modern battle fire discipline is everything.
RULES AND AXIOMS FOR GUIDANCE
24

25

SCIENCE versus PLUCK

SUN - No precautions can be too great for protecting the head from the direct
rays of the sun. The use of a proper head-dress and umbrella, also a spinal pad
for the morning and evening sun, is judicious.
CHILLS - Draughts, sitting in damp clothes,
especially when heated after violent excercise and
copious perspiration - also cooling of the body
suddenly in any way - are certain to be followed by
fever.

OFFICERS POCKET BOOK


into close proximity of the enemy, as their musketry fire is mostly very
harmless. The necessity of combining the guns in heavy masses does not arise;
on the contrary, it is desirable to have guns ready at hand, wherever they can be
usefully employed.
GRIERSON
As a few hundred yards difference of range does not materially affect the value
of Artillery fire, a movement over a short distance with the object of slightly
diminishing the range is undesirable.
As the retirement of Artillery, which can never fail to be observed, has a bad
effect on the troops of other arms, batteries in action will on no account retire
except by orders of the officer commanding the force --Batteries will often have to fire over the heads of the own Infantry advancing to
the attack. Infantry which are half a mile in front of guns are safe from
premature shell, and infantry which are a quarter of a mile from the target, run
no risk from the effects of short bursts.
HARVEY

CLOTHING - Loosely fitting woollen clothes are preferable. Light


Kommerbund should be worn day and night.

To open fire beyond the limit at which the effect of your fire can be ascertained
by good sight, aided by telescopes, is merely to waste valuble ammunition; that
limit is about 2500 yards.
WOLSELEY

SLEEP - As far as possible off the ground, and always under mosquito curtains
at night.
DIET - Should be plain: meat - rejecting the fat; fish, vegetables well boiled;
fruit, rice and cereals. Alcohol habitually, especially during the day, is most
dangerous; medicinally, on occasions, it is very useful.

TACTICAL ADVICE
THE CAVALRY ATTACK
ARTILLERY

There are 3 phases in Cavalry action -

--- the usual regulations for delivering an attack are not observed. The guns
are to be pushed well forward, and worked with resolution and boldness, the
moral effect of artillery being very great --- It is easily possible to push the guns
26

I. The reconnoitring phase.


II. The manoeuvring phase.
27

SCIENCE versus PLUCK

OFFICERS POCKET BOOK

III. The attack.

26

27

SCIENCE versus PLUCK

The reconnoitring patrols should give early and accurate information to enable
the cavalry leader to manoeuvre to best advantage, and to make the best
dispositions for the attack, viz:- to work round the enemy's flank, or to lead him
on to the place he best fancies for delivering his blow.
The advance to the attack is generally made in line of Squadron Columns,
and Line is formed - between 500 and 600 yards - when the exact point of
attack has been decided on and the direction adopted.
In general terms, but subject to such variations as circumstances may dictate,
the fighting formation of a body of Cavalry is in three lines.
The lst line - consists of half the force; its duty is to break into and ride down
the enemy.

OFFICERS POCKET BOOK


The attack begins at a distance of from 1200 to 1800 yards; of this, one third is
ridden at a trot, and two thirds at the gallop. At 500 yards distance the
command The Line will attack! is given, and thereupon the pace is increased
to the utmost allowed by regulation.
GRIERSON

DISMOUNTED ACTION
Is only resorted to when the mounted combat is unsuitable,viz:

To attack villages and localities in advance and to hold them until the
arrival of the infantry;

To force or hold a bridge or defile;

To cover a retreat.

The 2nd and 3rd lines - make up the other half of the force, the 2nd line
following at about 250 yards in rear and 50 to 100 yards to one flank, acts as a
support to the lst line.
The 3rd line follows at about 400 yards in rear of the lst line, on the inward Or
protected flank. It does not join in the combat without specific orders from the
brigadier, or in case of obvious need. The 3rd line should never be entirely
engaged as a portion might be required to meet eventualities.
The ground in front of advancing cavalry should be examined by 'ground
scouts', usually one man per squadron. They should, as a rule, be not less than
200 and not more than 500 yards away from their squadrons.
HARVEY

HARVEY

MOUNTED INFANTRY
Mounted infantry is attached to an advanced guard. It would be used to move
rapidly to seize important tactical points, such as bridges, defiles & c., to
support reconnoitring Cavalry, to protect advanced Artillery.
In a tropical climate the employment of mounted infantry spares the marching
soldier much unnecessary fatigue.
HARVEY

The trot is the true manoeuvring pace for cavalry; if changes of position, and
the advance preliminary to charging are made at the gallop, the horses are
blown, before that moment, when brought into actual contact with the enemy,
they should be able to exert their greatest speed.
It has also become an axiom that the same squadrons can seldom be got
together for more than one grand charge in a day; theoretically this sounds
strange, but experience has proved its truth.
WOLSELEY

28

29

SCIENCE versus PLUCK

OFFICERS POCKET BOOK

CAVALRY SCOUTING
Cavalry works in two elementary forms, viz, a collection of isolated groups for
scouting and screening, and a compact and concentrated mass for fighting. The
Contact Squadrons (scouts & screen) communicate with each other laterally,
either by communicating posts (signallers) or communicating patrols, and
connecting posts are established between the contact squadrons and the main
body.
The limit to the front covered by a squadron may be taken at about two miles.
HARVEY
There are no occasions in life when officers have such opportunities for
displaying coolness and intrepid bravery, joined to extreme caution, as when
they set out with a troop of cavalry to reconnoitre. This is a duty that cavalry
officers, above all, should strive to make themselves perfect in --- Next to
courage, daring, physical strength, good horsemanship, good eyesight and
quick intelligence, an aptitude for finding one's way over a country is the
qualification most necessary for all ranks employed in this duty.
All officers employed upon such duties should have a telescope, compass,
watch, metallic pocket-book, and above all things a good map of the country.
Wolseley

30

OUTPOSTS
Outposts of cavalry are placed upon the same principles as those of infantry,
only the piquets are usually weaker but more numerous, and rarely consist of
more than a single troop; a squadron supplies two piquets and a troop in
support. Double vedettes are pushed forwards from the piquets for a distance of
300 to 600 yards (these are the so-called Cossack posts of 3 men each) --- it is
assumed, on grounds of usual conformation, a piquet of the strength of one
troop can guard a front of 1 mile in extent.
GRIERSON
At night, sentries should be on low ground, keeping the high land between
them and the enemy, so that any one passing over it should stand out against
the sky, and so be easily seen.
Smoking should be strictly forbidden to sentries, and they should not converse
above a whisper. Sentries by night should be relieved every hour. It is most
desirable to have piquets divided into four reliefs for nightwork, but there
should never be less than three. In most countries few sentries are required by
day. Bayonets should never be fixed during the day, or on bright moonlight
nights: in thick weather, and on moonless nights they should always be fixed.
WOLSELEY

31

SCIENCE versus PLUCK


The placing of outposts presents very great difficulties in a war against
savages. Night attacks are little to be apprehended, but night skirmishes and
attacks upon single sentries are part of the tactics of many races --- It frequently
happens that a detachment of troops is attacked on al1 sides, and must be
protected by outposts all round --- the outposts are not, as a rule, expected to
resist an attack, but only to alarm the troops and then to retire --- as in such
wars the men sleep under arms, a short alarm is sufficient to put them in array.
GRIERSON

OFFICERS POCKET BOOK

FLANK ATTACKS
--- turning or flanking movements are of great importance, savages feeling
very nervous about their communications. An attack on the flanks must be
executed with great secrecy, as otherwise the enemy speedily abandons his
positions and retires, ere the expected success has been secured.
GRIERSON
The Savage is fond of plots and stratagems, and must be treated, and
combated, in the same manner. At times therefore a retreat is feigned to entice
the enemy to quit his strong position and put him in disorder; the troops then
wheel round and attack him. On occasions the enemy is led into an ambush,
and feigned attacks are also made to hide from the enemy the real point of
assault, and no means are neglected to force him into grounds that are
unfavourable to him.
GRIERSON

PURSUITS
The general who, in pursuit, acts with precaution, who manoeuvres instead of
charging, will never inflict much harm upon an enemy; caution is out of place
when you have a beaten army before you.
WOLSELEY

NIGHT OPERATIONS
RETREATS
Night attacks upon savages are made but rarely, because the country is mostly
unknown, and the danger of disorder and panic might be too great. If, however,
they appear necessary --- the work must be done with cold steel. Attacks at
dawn are frequently successful, because just then savages also are least
watchfu1.
GRIERSON

When, during an action, a general in command imagines that things are going
against him, he should at once direct his QMG, or C. of the S., to make the

A practical manner of insuring troops keeping touch at night, is for the


leading files to drop scraps of white paper.
HARVEY
32

33

SCIENCE versus PLUCK


preliminary arrangements for a retreat. This must be done most quietly --- the
first thing is to get away the baggage, sick, wounded and reserve supplies &c.
They should be despatched at once to the rear ---
WOLSELEY

THE SQUARE

OFFICERS POCKET BOOK

BALLOONS
One of the most effective means of learning the whereabouts of an enemy is by
means of balloons, for although the undulations of the ground when viewed
from the car of a balloon at an elevation of about 1000 or 1200 feet do not
show, yet the positions of troops can be accurately acertained in close, still
weather. Ascents by night --- are most useful for this purpose, as the fires
indicate the enemy's position, and his numbers may be roughly estimated, by
allowing ten men to each fire.
WOLSELEY

The object of a close square where the infantry stand shoulder to shoulder is to
receive the assault of an enemy (such as the Zulus and the Soudanese) who rely
on a hand to hand fight. The march in such squares presents great difficulties,
partly because the space within is too limited to receive the huge number of
carts and baggage animals that accompany such a body of troops, and partly
because the movements of a square on ground which is uneven or covered with
vegetaion must be accompanied by some disorder, or disarrangement. The
endeavour is made to diminish those difficulties by the following practice;
When a battle is about to begin, the baggage is left behind in a fortified camp,
whilst the square advances unhesitatingly against the enemy. It is seen that the
square is both an aggressive and a defensive formation. The artillery is usually
posted in the corners of the square, the cavalry remains outside it, and the
reserves within are placed in small sections along the sides or the corners.
GRIERSON

MACHINE GUNS
If a machine gun can be invented that may safely be entrusted to infantry
soldiers to work, and could be fired very much as one grinds an organ, I am
satisfied of its great value. They should, however, be considered as essentially
an infantry weapon, and should be worked by infantry soldiers. So utilized, they
might, I feel sure, be used most effectively not only in defence, but in covering
the last stage of an infantry attack upon a position, where the troops have at last
to cease firing and endevour to get home with the bayonet.
WOLSELEY

34

WOLSELEY 'S ADVICE ON THE DAILY MARCH

35

SCIENCE versus PLUCK

--- it should be an understood thing, however, that the men should have their
breakfast before starting; when the marches are over 15 miles the men should
halt for dinner, and have an evening meal when they reach camp.

OFFICERS POCKET BOOK

Khartoum

Sennar
Fashoda
Lado
Lake Albert
El Fasher

1250
200
350
510
220
450
480 Via Berber
230 Nile route; 180 mile desert route 12
caravan marches, 5 post marches
180
490
1000 18 davs by river steamer
1,300
550 32 caravan marches, 22 post marches

Suakin

Sinkat
Tokar
Berber
Kassala
Khartoum

30
50
280
300
480

Kassala

Gedaref

120 "5 days by camel"

In warm weather the earlier that infantry march the better, but one hour after
daybreak is more convenient for cavalry and artillery, as horses feed better then,
and the men have light to arrange their saddlery and harness, which is
generally badly done for marches begun in the dark.
Brigadiers and general officers should stop frequently to see that the order of
march is kept regularly; it is a good plan for all commanding officers to see all
their men file past them once every day on the march.

Cairo
Berber
Abu Hamed
Korosko
Debbeh
Wadi Halfa
Suakin
El Obeid

TACTICAL FORMATIONS 1880-1900


Theories on the deployment of troops for battle had changed since the middle of
the nineteenth century, based on the lessons of the key European wars of the
'50s, '60s and '70s, and on Britain' s own colonial campaigns - Often these
theories clashed with one another, while military conservatism was an
important element in holding to time-honoured practice. Here, in simplified
form, are some basic deployments derived from Grierson and Wolseley.

DISTANCES IN THE SUDAN


The distances given in miles are derived from a pamphlet entitled The Soudan
and the British Ministry, reprinted in Burleighs Desert Warfare (1884); the
comments regarding Caravan Marches and Post Marches (ie despatch riders)
are from Stewarts confidential report.
36

37

SCIENCE versus PLUCK

OFFICERS POCKET BOOK

INFANTRY FORMATIONS
ADVANTAGES

DISADVANTAGES

concentrated
firepower, strong
defence & attack.

vulnerable flanks,
slow movement.

as line but
reserves to
reinforce weak
points.

loss of troops from


firing line.

quick movement,
presents difficult
target.

difficult to control,
poor in close combat.

strong defence, no
flanks or rear;
guns at corners.

very slow; vulnerable


to break-ins; corners
need guns or reserves.

fast &
manoeuvrable, can
form line by
turning to flank.

very limited firepower,


likely to be
overwhelmed in
melee.

SINGLE LINE
SQUARE (guns at corners)

REINFORCED LINE (Egyptian attack


formation 1890s)
COLUMN OF COMPANIES
(march formation)

ARTILLERY DEPLOYMENTS

SKIRMISH LINE (firing line & open


order supports)

quick, flexible,
reserves reinforce
front line
.

limited firepower;
hard to use correctly.

MODERN ATTACK FORMATION


(skirmish line, supports and reserves used vs European opponents)

DOUBLE LINE (4 ranks deep)

spreads morale
advantage of
artillery.

limited effect of fire;


enemy encouraged if
gun ceases fire.

spreads morale
effect of artillery.

limited fire effect.

concentration of
fire.

all eggs in one


basket; limited choice
of targets.

ARTILLERY PLACED SINGLY

ARTILLERY IN PAIRS OF GUNS

strong in melee,
often used as part
of a square.

lessened firepower

ADVANTAGES

DISADVANTAGES

38

ARTILLERY IN BATTERY

39

SCIENCE versus PLUCK

OFFICERS POCKET BOOK

CAVALRY FORMATIONS
ADVANTAGES

DISADVANTAGES

all troopers able to


fight; good
firepower.

likely to become
blown after charge.

= Infantry Company
(4-8 per Battalion)
= Cavalry Troop
(2 per Squadron)

SINGLE LINE

supports give
secondary
punch/follows up
victory

lessens initial impact

keeps formation in
rough terrain;
difficult target.

limited power in
melee.

easy to manoeuvre
or change
formation.

extremely limited front


line for combat.

= Artillery Piece
(4-6 per Battery)

LINE + SUPPORTS
MARCH COLUMN (2) column of
troops

OPEN ORDER (skirmish line with


support)

MARCH COLUMN (1) regt in


squadron-columns

AN OFFICERS PERSONAL KIT


It is very necessary to have padded protection to the backbone when
exposed to the sun. Blue goggle spectacles are indispensable ---
Sir Garnet Wolseley, 1885
KEY
40

41

SCIENCE versus PLUCK

OFFICERS POCKET BOOK

The well equipped officer will carry the following items:


1) On the person haversack
sword
water bottle

whistle
service revolver
field dressing

pocket compass
pocket book &
Army Message Book

the player a partial insight into the workings of the game, partly in order that
he may know what is expected of him at a given point, and partly on the
grounds that a little knowledge is a dangerous thing. Therefore, the following
pages consist of edited sections of the Umpires Handbook, with certain
portions left out. Nothing of any consequence, please rest assured...

CHARACTER BRIEFINGS
11) On the horse field glasses
mess tin
cloak

nose bag
head rope
picketing pegs

spare clothing & blankets


spare shoes & nails

Additions may include personal items like bottles of champagne, flasks of


whiskey, and risqu French novels.

You will be provided with a character briefing. This details your role in the
game. You are expected to follow it to the best of your ability, remembering at
all times to thank God you are an Englishman!

SCALES
The game pieces used in SvP are multi-figure stands rather than single
castings, and all combat procedures are expressed in terms of stands. SvP can
be played at a number of different levels from the Brigade Action in which
each stand might represent a company, a troop or a single gun, to the
Omdurman - type battle in which a stand might serve as a half-battalion. The
ground scale will vary accordingly. The umpire will apprise you of the scales
appropriate to the game in question.

THE FORCES

THE RULES TO SCIENCE versus PLUCK


And, Thomas, here's my best respects to you!
Rudyard Kipling, Tommy
This section consists of a heavily censored version of the rules. My
intention was, in the earliest version of the game, to allow the player nothing
beyond the various briefings and his own native wit. The problem with this
approach was that the player never had any idea of what he would be called
upon to do next, resulting in a rather slow game and a feeling of lack of
control that resulted from an overly cautious manner amongst Imperial
commanders, who felt that their historical counterparts would have personal
experience to guide them. Accepting this to some degree, I have chosen to give
42

The Imperial forces are distinguished in two ways. Firstly they are defined
by the quality of their discipline;
1 Good Drill: Confident, highly trained regulars, including all British
troops, and the better Indian units - Sikhs, Bengal Lancers etc.
2 Fair Drill: Competent but less polished units, Indian line units,
the reformed Egyptian Army, and the best troops of the early period
Egyptian forces.
3 Poor Drill: Ill trained, low morale types - Bashi Bazouks, Bakers
Gendarmerie, and most of the old Egyptian army in the Sudan.
In addition, troops are classed according to their character. The
Victorians were believers in strong racial elements in human behaviour and

43

SCIENCE versus PLUCK


although a modern observer might see the matter in rather different terms,
there is no doubt that units did conform to certain traditional cultural
expectations. Thus we can say that English, Egyptian and most Indian troops
had Cool-blooded characteristics - stolidity and calmness - while Scots
Highlanders, Sikhs, Sudanese and all cavalry tended towards impetuous dash;
thus a British infantry battalion is defined as Good drill/Cool-blooded while a
Sudanese unit of 1898 would be Fair drill/Hot-blooded. One might ask
whether patently bad troops such as the Gendarmerie count as Hot or Coolblooded; their miserable drill status is likely to ensure a shambling, cowardly
performance however you choose to characterise them. Perhaps I'm being
unfair...

OFFICERS POCKET BOOK


The players may seek to interrupt this sequence, at any time the umpire
chooses to allow, with one or more Emergency responses, doubtless
attempting to save their worthless hides...

DERVISH MOVEMENT
With that instinctive knowledge of war which is the heritage of savage
peoples, the whole attack swung to the right, changed direction from
north to east, and rushed down the trough and along the southern ridge
towards the Nile ---
W.S. Churchill
The rocks, piled up in detached masses around us, gave countless
hiding places, in and out of which the Arabs kept moving, like rabbits in
cover.
Colonel William Butler, 1885

SEQUENCE OF EVENTS
---the news that Bendigo had won the Lincolnshire handicap was
heliographed to the zareba, while the convoy was engaged with the
enemy---
Captain E.A. De Cosson, 1885
The turn sequence is as follows:
1 Intention: Players tell the umpire their immediate plans for the situation at
hand.
2 Time allowance: The umpire decides how long the current turn will
represent - anything from a minute to several hours.
3 First Dervish move: The Mahdists move half the distance they could cover
in the time allotted. Regulars take any Dervishes within 300 yards reaction
tests.
4 Imperial move: The regular forces move their whole allotted distance.
5 Dervish fire: Any and all Mahdist fire, any Imperial reaction tests.
6 Imperial fire: All regular fire takes place.
7 Dervish reaction and second move: Units test and move remainder of their
turn, according to the dictates of the test result.
8 Melee and post-melee movement: Any close combats resulting from the
movement phase are resolved, (Note that melees will add extra time to the
move) and any compulsory moves resulting from the melee are made.
9 Rallies: Imperial forces attempt to reform disordered and demoralised units.

44

Dervish movement is determined by the Dervish reaction test, and is


divided into two parts, one half of the permitted move before Imperial
movement and all firing, and the remainder afterwards.

The exact rates of movement of the Mahdist forces are not known by the
Imperial player. Winston Churchill estimated that the host at Omdurman
moved at about 7 miles per hour. One may assume that the foot warriors may
move around 100 yards per minute at a walk, and perhaps twice that at a run.
The horsemen move at the same speeds, one would expect, as their Imperial
counterparts, while what artillery the Mahdists posses is likely to be slowly
dragged into action.

45

SCIENCE versus PLUCK

OFFICERS POCKET BOOK

IMPERIAL MOVEMENT
--- our scouts rather late getting in square, should have gone round to
rear but forced their way in the front face, nearly humbugged the whole
arrangement.
Corporal F.H. Middleton at Abu Klea

44

45

SCIENCE versus PLUCK


Unlike their adversaries, the Imperial forces move only once during the
turn.
Movement rate in yards per minute:
Type
March Trot
Infantry Columns
75
Infantry Lines
50
Infantry Squares
25
Infantry Skirmishers
100
Cavalry
100
200
Cavalry Patrols
100
200
Mtd Officers & Couriers
150
300
Camel Corps
75
150
Mountain Guns
75
125
Horse Drawn Artillery
75
125
Pack Animals &
40
75*
Heavy Guns
* Automatic disorder

Gallop/Double
100
75
50*
125
250
300
400
Action Move
Action Move
-

OFFICERS POCKET BOOK


involving more than one unit may be delayed at umpire's discretion. Troops are
disordered during the manoeuvre.
Changes of face / lying down / standing up, are free.
Mounting / dismounting horses / limbering and unlimbering, 1 minute.
Mounting / dismounting camels / assembling mountain guns etc. takes 2
minutes.

FIRING
--- it seemed just as if we were on a field day at Aldershot, everyone cool,
talking, and when not firing having a smoke, and the officers had to tell them
to lie down because they would stand or kneel to see what was going on ---
Colour Sgt. Edward Fraley, Rifle Brigade at
Omdurman

Rough ground
One may expect that in thick scrub, rocky ground, water-courses etc. troops
will move more slowly and perhaps with a degree of disorder. The umpire will
inform the player of these effects. One may assume that open order troops,
mountain guns and the like will have few problems, and that squares, horse
drawn guns and transport animals will have the most.
Squares may choose to move at line speed in open country at the risk of
falling into disorder and gaps forming.
Contact with the enemy: Imperial forces initiate melee by means of a
deliberate charge, either on a players command or in consequence of an
excited result on a reaction test. To begin a charge, take a reaction test and
score a follow orders or the aforementioned excited result. Formation
changes: Changes of formation are conducted at march speed, and the time
required for a manoeuvre thus depends on the time it takes for all participating
stands to move to their allotted position. Complex movements and changes

46

47

SCIENCE versus PLUCK

Modern Rifle
Carbine /
Old Rifles
Mounted Carbine
Thrown Spears
Modern Artillery
Smoothbore
Artillery
Machine Guns

OFFICERS POCKET BOOK

Point
Blank
100
100

Close

Medium

Long [Ranges, in Yards]

300
250

700
500

1400 (Lee-Metford 2000)


1000

100

100
300

200
50
1200

100

300

400
100
Various: 7pdr-3000
Heavier guns, 4-6000
1000

100

300

700

1000

rapid fire rate (actually faster rates were technically possible but not
recommended in tactical manuals), we can suggest that infantry, cavalry and
machine gun crews would have about 10 minutes worth of fire carried with
them, and perhaps 20 minutes for artillery; more would be available in reserve.
The player does not have to expend ammunition at such a rapid speed, although
Excited troops will do it for him. In a given turn of five or ten minutes the
player could, if he wished, fire rapidly throughout, rolling for hits 5 or 10 times
for each stand. The cautious approach might be to expend only one or .two
minutes fire (roll once or twice per stand) as closely controlled volleys, thus
conserving ammunition for a critical moment later on.

Procedure: Roll a D6 for each stand firing (1-3 dice for artillery depending
on the number of guns represented by the stand); scores to get a Hit (H) are:
Point blank:
Close:
Medium:
Long:

3,4 = H
4,5 = H
5,6 = H
6=H

Modifiers:
Firers moving
Firers in 2nd rank
Each disorder marker

5,6 = 2H
6 = 2H

-l
-l
-l

Once the number of Hits has been found, the umpire will roll again on a
table which considers the effect of cover, target formation, status of firers and
other factors. This will convert the Hits which are only potential casualties,
into actual results. It is possible that the total of Kills scored will be far less
than Hits rolled. Don't worry about this, it will do you no good, but instead
consider that the enemy's shooting is sure to be far worse than ever your own is!

MACHINE GUNS
As I fired I saw the enemy mowed down in rows, dropping like
ninepins.
Lord Charles Beresford, 1885
SvP considers two categories of machine gun, the early models used in
the first years of the Mahdis rebellion - the Gatling, Gardner and Nordenfelt
guns, and the more effective Maxim of the 1890s. When a machine gun
engages in fire, a roll of 1 means not only that no hits are scored, but also that
the damned thing has jammed; roll a D6:

AMMUNITION EXPENDITURE
Ammunition is considered in terms of minutes of fire. Assuming that the
weapons of the late Victorian era could fire at 5-10 rounds per minute at a
48

49

SCIENCE versus PLUCK

OFFICERS POCKET BOOK

score 1;
Our gallant crew clear the jam in time to fight next minute.
score 2, 3, 4; Jam cleared in next minute, fire the minute after.
score 5, 6;
Jam cleared in two minutes, fire the minute after that.
Note: Deduct 1 from the roll if the firing gun is a Maxim.

MELEE
IMPERIAL REACTION
As for the 17th Bengal Native infantry, they could not face the
music, the terrific scream which burst upon the air at the moment of
attack --- and they broke and fled --- a hideous chaos of demoralised
men, shouting and firing in the air.
Wentworth Huyshe, The Times
The miserable Egyptian soldiers refused even to defend
themselves, but throwing away their rifles, flung themselves on the
ground and grovelled there, screaming for mercy.
John Cameron, The Standard
The umpire will inform the player when he considers a test of the Imperial
forces reaction to a given situation is necessary. This test consists of one or
sometimes two rolls of a single D6, modified by a number of factors. Of these
one might suggest that better quality troops, good cover and a beaten foe would
be positive contributions to good morale, and that heavy losses and bad
discipline would not be helpful. The umpire will inform the player of the
perceived Reaction Stage of his command, together with any obligatory
actions they may be compelled to make. The four reaction stages are as follows:
Calm: Obedient to orders, cool in combat and kept well in hand.
Excited: Aggressively impetuous, will fire as fast as possible if shooting,
will otherwise attack nearest enemy with cold steel and pursue wildly.
Nervous: Dispirited, will make no forward movement until rallied,
firing and fighting poorly.
Panicked: Flee in abject terror and confusion, no effective fire and only
the barest attempts at self-defence.

50

The Gatling gun redoubt had been rushed by the enemy, all our
poor fellows near it slain, and the Berkshire working parties --- were
fighting hard, bayonet and bullet v. spear and sword.
Wentworth Huyshe, The Times
Melee takes place in four steps, as follows:
1) Defensive fire: As the attacking force closes to contact, the defender
may fire at point blank range for one minute if they do not counter-charge. In
theory this fire would have taken place during the previous turn as rapid fire,
in effect allowing two minutes fire in one mad minute.
Casualties from this fire are removed as usual, and their number noted.
The remainder of the charging unit is then placed in contact with the defender,
with the following exception. Any defending stand that rolls a 6 not only
scores 2 Hits, but is considered to have put forth such a volume of fire that no
enemy stand will dare to make contact with it. Instead, the charging unit will
divert its efforts to less dangerous adversaries; the gallant defender does not,
therefore join with its fellow stands in resisting the foe with bayonets / rifle
butts / fists this turn, but may fire and move on the appropriate phases as
required. It is thus possible, especially if the defenders are formed two stands
deep, that the entire enemy force may be prevented from contact by virtue of a
handfull of sixes; the charging mob is brought to a stand-still perhaps 20 or 30
yards short of its target, and must expect to receive yet more fire before it can
make another attempt to close.
2) Attacking stands that survive defensive fire are placed in contact, one
to one, with the defender; remaining stands may be placed to achieve local 2 to
1 odds, but only one rank may fight, and in general extra ranks will follow at
the rear, to fill gaps and perhaps swarm round a flank.
Once opposing stands are paired off, roll a D6 for each; where 2 stands
fight 1, roll once as a 1-1 against one of the enemy stands, counting the result
as per usual. Then roll again against the second stand as a parry; if they lose,
they lose, but if they win there is no effect.

51

SCIENCE versus PLUCK


N.B. The Umpire has an alternative way of handling 2-1 odds which he
may prefer to use. Hell tell you.
Compare the rolls, plus or minus relevant modifiers. If one exceeds the
other by 2 points, the loser is disordered and thrown back 25 yards. If one
exceeds the other by 3 points, the loser is eliminated.
Combat odds
You may assume that close order troops have an advantage over
skirmishers, that cavalry is most successful in pursuit or against a shaken foe,
and that gunners, mounted infantry and camel troopers ought to guard against
attack carefully. The umpire will inform you of the odds for or against your
troops only as the melee commences.
3) Any stand that eliminates its opponent may advance through the gap
thus created, and immediately engage the first enemy unit in direct line ahead
and within 150 yards in a melee, which will be resolved at this point. If this
unit is eliminated, the attacking stand will halt anyway, but may move again on
its appropriate movement phase. This process of bursting through an enemy
line is known as a Breakthrough. Any stand that does this is assumed to be
elated at its own success, and will disregard any reaction result that applies to
the remainder of its parent unit, fighting on until itself disposed of ...
4) Once all individual combats have been resolved in a given melee, the
overall result is found. Total the following for each side:
Each enemy stand eliminated in hand-to-hand action; 2 points
Each enemy stand eliminated by defensive fire;
1 point
Each enemy stand disordered and thrown back;
1 point
Each Breakthrough by a victorious stand;
1 point
At this point the umpire will inform the players of the precise
consequences of the close combat, revealing not only what the participants do
now, but how they feel about the whole affair. This runs the gamut from Calm,
for cool Anglo-Saxon gentlemen easily seeing off a savage host, to the PANIC
result that is likely to precede complete disaster in the next few minutes.

OFFICERS POCKET BOOK


--- our Colonel was on his knee firing buckshot from a double breechloader during the battle. He has got the V.C. already, and I expect to see
his name prominently over this affair.
Corporal Frederick Bennett, R.E., at Tofrek
Characters may engage in personal combat when their figure is present
with a stand that becomes involved in melee. There are two ways of doing this:
1) Umpire simply tells the player what is happening, and asks for his
response. Dice for results of combat. Continue action until character is
victorious, deceased, or gallantly rescued.
2) Umpire portrays the action with model figures, possibly of a larger scale
than those nomally used. I prefer 54mm replicas of old fashioned Britains
toys of pre-WWI vintage for this phase, playing on an unused corner of the
board.
PROCEDURE: The character engages D6 enemies, who obligingly attack
one-by-one. The character may opt to A) Shoot. A revolver has six individual shots (l D6 each), a shotgun, 2 barrels
(4 dice per barrel). 4,5 = wound, 6 = killed. Hits are divided equally
between opponents, incredibly enough. Shooting modifiers: Good shot +1,
Poor shot or Poor eyesight -1.
B) Fight. Our heroic characters can wield a sword in one hand and a pistol in
t'other, though fellows using shotguns must either swing them like a club
(-l compared to sword) or count -2 for a round of combat while drawing the
arme blanche. Roll a D6 each for the character and his foe:
Character wins by 1 point:
by 2 points:
by 3 points:
Mahdist wins by 1 point:
by 2 points:
by 3 points.
by 4 points:

enemy falls back, may engage again.


enemy wounded, falls aside defeated.
enemy killed.
character disarmed/ horse killed; -2 next turn
character slightly wounded, -l henceforth.
character wounded, -2 from now on.
character killed - end of innings, old bean!

PERSONAL COMBAT

52

53

SCIENCE versus PLUCK


C) Modifiers: mounted vs foot/charging into combat/ up to 2 characteristics
acceptable to the umpire (eg Good swordsman, agile, huge, etc) +l
Mahdists get no bonuses. After all, they arent British yknow --D) Run Away! But that would hardly do, would it?
E) Rescue another gallant Briton. Subject of rescue bid may be another
character or an NPC invented for the purpose of displaying proper
heroism. If the character kills 1 or wounds 2 of the enemy, they will flee
abjectly, leaving our man to carry off his comrade with the help of 1-3
admiring other ranks.
F) Be rescued himself, either by a character or some suitable NPC - a devoted
orderly perhaps, or a grinning one-eyed Sudanese corporal--Umpire may add extra features as needed - I like the occasional thrown
spear appearing at random moments, hits for a 6. The general object of
Personal Combat is to show gallantry in the face of the enemy, win medals and
impress War Correspondents. Thus, the umpire will note that the rules are
heavily biased in favour of the character. However, sometimes they will get
themselves killed anyway ---

DISORDER
All was confusion for a few seconds, men tumbling over one another,
almost fighting for their arms.
Corporal Fred Warde Bennett, RE, at Tofrek
The Imperial forces suffer disorder whenever:
1) They suffer a D or 2D result from fire. This represents a few casualties,
a number of men aiding the wounded and a general loss of cohesion. Ds
are divided among the stands in the target unit. Thus a unit under heavy
fire might accumulate several Ds per stand, but note that a stand that has
4 Ds on it at any time - from whatever cause - is eliminated.

OFFICERS POCKET BOOK


4) They complete a melee.
5) Troops who have become Excited fall into immediate disorder (1 D per
stand) if they fail a roll of 1D6:
6) Good Drill - disorder on 1,2; Fair Drill on 1-3, Poor Drill on 1-4
7) Troops who have become Nervous may fall into disorder the same way:
Good Drill - disorder on 1-3; Fair Drill on 1-4, Poor Drill on 1-5
Units remain disordered until rallied. Some units, of course, never
actually achieve this ---

RALLIES
I thought it was going to be another Hicks Pasha affair, but General
Graham came riding right up to the front of the square and got about
200 around him, and then the other regiment came rushing up, and were
prepared to do or die.
Private James Hope, Black Watch, at Tamai
The last phase of any turn is Rallies.
No matter how long the turn represents, roll a D6 for each stand that has a
D marker, or is at a reaction stage other than Calm. The only exceptions to
this are charging units, or routing / escaping units whose pursuers are still
within 300 yards. These people are obviously too busy to attempt to rally!
Roll a D6. The umpire will inform you of the results. You may assume that
good troops will respond better than poor, and that the presence of senior
officers will assist in reforming the men.

2) They pass over rough ground, picking up a D - or 2 Ds for extreme


terrain. These Ds affect each and every stand involved.
3) Another Imperial unit routs through, or otherwise becomes entangled in
their formation. Early Egyptians do this all the time.
54

55

SCIENCE versus PLUCK

OFFICERS POCKET BOOK

VISIBILITY AND CONCEALMENT


When daylight made things plain, we saw as far as sight reached, the
great plain covered with white jebba-clad dervishes, banners flying and
drums beating - a splendid sight!
Sgt. Tom Christian, Seaforths, at Omdurman
In daylight:
Enemy consists of

Recognised

Seen

1000
400
2000
1000

3000
1000
7000
2000

Scouts in the open


Scouts in partial cover
Formed bodies in the open
Formed bodies, partial cover

Dust if enemy is
moving
5000
3000
12000
6000

1) Roll again in melee for a stand he accompanies, bearing in mind that a


second roll may be worse than the first.
2) Issue verbal orders to a unit of up to 10 stands.
3) Issue a written order to a messenger for despatch; lengthy orders will
obviously take longer, at umpires discretion.
4) Direct (+l to die roll) an Emergency response.
5) Add 1 to Rallies test for any stand within 50 yards. In addition,
characters are at all times expected to conduct themselves like
gentlemen.

Dust clouds will be as follows: thick cloud means infantry, high, thin
clouds mean cavalry, broken clouds indicate artillery or transport. Can you tell
cavalry from herds of goats?
Gunfire can be heard at 7000 yards, troops on the move at about 2000.

DUTIES OF OFFICERS
At this moment Captain Wilson sprang to the front and engaged in
combat with five or six of the enemy, in the course of which he broke his
sword at the hilt - it had probably been made in Germany - over the
head of one of them.
Charles Lowe, Battles of the Nineteenth
Century
Apart from performing acts of conspicuous gallantry like that of Captain
Knyvet Wilson of HMS Hecla, the duties of our players are as follows:
In one minute a character can do one of the following:
56

57

SCIENCE versus PLUCK

OFFICERS POCKET BOOK


Sometimes the player may wish to make an action as a normal part of the
turn which the umpire may consider sufficiently awkward or complicated to
require it being done by emergency response.
Procedure: 1 Roll a D6. The umpire will inform you of the consequences.
You may assume that Calm, well drilled troops are more likely to respond
favourably than Nervous, disordered soldiers. The presence of senior officers
will expedite matters. Units with more than 5 minutes to undertake their task
are assumed to get it right without major disorder or catastrophe.

EMERGENCY RESPONSES
...the rear rank faced about...shooting them down in scores.
Lt Count Gleichen at Abu Klea
The Emergency Response is a device by which players may seek, at some
risk, to overturn the normal sequence of the turn to permit some - hopefully
advantageous - action at a point in the turn other than is usual, or to attempt
some activity a little more rapid or heroic than is generally the case. The
procedure is as follows:
1) The player informs the umpire of what it is he wishes to attempt, and
which stands will participate. There is no limit to the number of stands beyond
the discretion of the umpire. The player may roll for 1, 3 or 23 stands
simultaneously (all stands abiding by the result), or hedge his bets by rolling for
single stands.
2) The umpire will say whether he will permit the chosen maneouvre, and
state any special penalties involved in failure. Permitted Emergency responses
include:
A. Withdrawal of units in danger of being overrun before the first Dervish
movement phase.
B. Local cold steel charges to pin the enemy in melee before they
endanger the safety of the force, eg. to deal with a Breakthrough.
C. Firing for a minute at a time other than Imperial fire.
D. Withdrawal from a melee by choice rather than necessity.
E. Extra actions, such as mounting and escaping or turn 180 o and
charge, when only one would usually be permitted.
F. Any other action that the player asks for that the umpire thinks
feasible.

58

ENDING THE GAME:


Generous, indeed, is the man who will share his store of ice and soda
water with the stranger in the desert.
Captain E.A. De Cosson, 1885
There are no formal victory conditions in SvP. Except in the case of an
overwhelming Mahdist victory, the Imperial forces are likely to control the field
at the end of an action, and to have inflicted massive losses on their enemy.
This does not mean they have necessarily won, and they may indeed have
suffered a major defeat in terms of their stated objectives. The losses of the
Desert column at Abu Klea and Abu Kru did much to destroy its effectiveness

59

SCIENCE versus PLUCK

OFFICERS POCKET BOOK

as a military formation. At the end of an SvP game - usually denoted by the


destruction or withdrawal of one or the other side - a few minutes for debriefing should be found. The umpire will give his assessment of how he views
the action just completed, and on the conduct of the players.
Judgement should be made not only on the grounds of pure military
efficiency, but in terms of prestige and moral ascendancy. A player who loses
a major part of his command - especially if they are British regulars - will need
a very good excuse. Mere annihilation of the foe, while it may be the essential
key to persuading the Mahdists to desist in their rebellious activities, will not
suffice if the cost in expensive Queen's regiments is even modestly high. Risks
that are rewarded by success are daring, textbook operation, conducted with
skill to achieve a complete triumph at minimal loss to ones own force may be
less so, but it represents by no means a simple task.
Aside from the technical considerations of military command, the umpire
should examine the personal aspects of leadership. Physical example and
courage were key issues in the Small Wars of the Victorian era, and an officer
who remained in the rear would be unlikely to be highly regarded. In
circumstances of extreme heroism the umpire may award the Victoria Cross to
a particularly brave model soldier.
A final consideration is the matter of ethics. While the Sudan wars, in
common with Imperialist campaigns from ancient times to the present day,
featured a distinct element of barbaric behaviour on both sides, a code of
honour governed the actions of the British officer. Treachery would not be
acceptable in any form. The civilian populace should not be harmed. The
treatment of the Dervish wounded after Omdurman, and the desecration of the
Mahdis tomb brought a great deal of opprobrium upon Kitchener, and players
who behave as if they are leading central American death squads should be
suitably cautioned as to their future prospects as Soldiers of the Queen.
The umpire will thus assess the performance of the players as a group and
as individual officers. They may in turn comment on their own and on their
comrades performances, or the complete unreasonableness of both their given
objectives and the umpires judgements throughout the game.

60

61

SCIENCE versus PLUCK

OFFICERS POCKET BOOK

TYPE

BASIC CAMPAIGN INFORMATION


"--- We left Assouan on 3rd March, took boats till we got to a cataract,
then marched, or rode on camels (in kilts) for 14 or 16 miles at night,
falling over rocks and down ditches, half asleep."

shelter trench
full trench
zariba /abatis
gun pit
clearing bush
wire entanglements

COMPLETED

100yds
100yds
100yds
12yds per gun
1500 sq yds
400 sq yds

TIME

lhr
2hrs
2hrs
2hr
lhr
1hr

Sgt Tom Christian, Seaforths, 1898


Times of sunrise & sunset at 20 oN (just
south of Wadi Halfa)

JAN
FEB
MAR
APR
MAY
JUNE
JULY
AUG
SEPT
OCT
NOV
DEC

Dawn

Dusk

6.45 AM
6.35
6.20
6.00
5.30
5.15
5.15
5.30
5.45
6.00
6.15
6.30

5.15 PM
5.45
6.00
6.15
6.00
6.45
6.45
6.30
6.15
6.00
5.30
5.15

Average Temperatures
at Assouan, U. Egypt

Jan
Feb
Mar
Apr
May
Jun
Jul
Aug
Sep
Oct
Nov
Dec

High

Low

75
79
88
97
103
108
107
106
103
99
88
78

51
57
57
65
73
77
78
80
74
71
61
49

Lengths of Columns on the March


Infantry battalion
Cavalry Squadron in fours
Cavalry Squadron in sections
Battery of Field Guns
Artillery Battery with ammunition wagons, etc.
Mountain Battery of 6 guns (mule or camel borne)
Pack Camels (4 abreast)
Engineer Company
(Cavalry 'in fours' are 8 abreast, 'in sections', 4 abreast.)

Field Engineering - per stand of 100 men

62

63

350 yds
60 yds
120 yds
150 yds
300 yds
440 yds
1yd per camel

150 yds

SCIENCE versus PLUCK

Movement rate in yards per minute:


Troop Type
Infantry columns
Infantry lines
Infantry squares
Infantry open order
Cavalry
Camel corps
Horse drawn artillery

March
75
50
25
75
100
75
75

pack animals+ heavy guns


*Automatic disorder

Trot
175
150
125
(action move)
75

40

Movement (In Miles)

OFFICERS POCKET BOOK

Per Day

Troop Type
Infantry, light order
Infantry & heavy baggage
Cavalry & horse guns
Camel corps
Mahdist main force
Mahdist light force

Per Hour

(Ideal Conditions)
2.5
2
3.5
3
4
6

20
14
30
24
36
54

Weapon Type

Charge
75
50*
100
225

Ranges in Yards

Modern rifle

100

300

700

Carbine/'old' rifles
Mounted carbine
Thrown spears
Modern artillery
7pdr:
Heavier guns:
Smoothbore
artillery
Machine guns

100
-

250
100
-

500
200
50

1400
(Lee-Metford 2000)
1000
400
100

100
100

300
300

1200
1200

3000
4-6000

100
Point
blank:
3,4 = H
5,6 = 2H

100
300
Close:
4,5 = H
6 = 2H

300
700
Medium:
5,6 = H

1000
1000
Long:
6=H

32

33

SCIENCE versus PLUCK


preliminary arrangements for a retreat. This must be done most quietly --- the
first thing is to get away the baggage, sick, wounded and reserve supplies &c.
They should be despatched at once to the rear ---
WOLSELEY

THE SQUARE

OFFICERS POCKET BOOK

BALLOONS
One of the most effective means of learning the whereabouts of an enemy is by
means of balloons, for although the undulations of the ground when viewed
from the car of a balloon at an elevation of about 1000 or 1200 feet do not
show, yet the positions of troops can be accurately acertained in close, still
weather. Ascents by night --- are most useful for this purpose, as the fires
indicate the enemy's position, and his numbers may be roughly estimated, by
allowing ten men to each fire.
WOLSELEY

The object of a close square where the infantry stand shoulder to shoulder is to
receive the assault of an enemy (such as the Zulus and the Soudanese) who rely
on a hand to hand fight. The march in such squares presents great difficulties,
partly because the space within is too limited to receive the huge number of
carts and baggage animals that accompany such a body of troops, and partly
because the movements of a square on ground which is uneven or covered with
vegetaion must be accompanied by some disorder, or disarrangement. The
endeavour is made to diminish those difficulties by the following practice;
When a battle is about to begin, the baggage is left behind in a fortified camp,
whilst the square advances unhesitatingly against the enemy. It is seen that the
square is both an aggressive and a defensive formation. The artillery is usually
posted in the corners of the square, the cavalry remains outside it, and the
reserves within are placed in small sections along the sides or the corners.
GRIERSON

MACHINE GUNS
If a machine gun can be invented that may safely be entrusted to infantry
soldiers to work, and could be fired very much as one grinds an organ, I am
satisfied of its great value. They should, however, be considered as essentially
an infantry weapon, and should be worked by infantry soldiers. So utilized, they
might, I feel sure, be used most effectively not only in defence, but in covering
the last stage of an infantry attack upon a position, where the troops have at last
to cease firing and endevour to get home with the bayonet.
WOLSELEY

34

WOLSELEY 'S ADVICE ON THE DAILY MARCH

35

SCIENCE versus PLUCK

--- it should be an understood thing, however, that the men should have their
breakfast before starting; when the marches are over 15 miles the men should
halt for dinner, and have an evening meal when they reach camp.

OFFICERS POCKET BOOK

Khartoum

Sennar
Fashoda
Lado
Lake Albert
El Fasher

1250
200
350
510
220
450
480 Via Berber
230 Nile route; 180 mile desert route 12
caravan marches, 5 post marches
180
490
1000 18 davs by river steamer
1,300
550 32 caravan marches, 22 post marches

Suakin

Sinkat
Tokar
Berber
Kassala
Khartoum

30
50
280
300
480

Kassala

Gedaref

120 "5 days by camel"

In warm weather the earlier that infantry march the better, but one hour after
daybreak is more convenient for cavalry and artillery, as horses feed better then,
and the men have light to arrange their saddlery and harness, which is
generally badly done for marches begun in the dark.
Brigadiers and general officers should stop frequently to see that the order of
march is kept regularly; it is a good plan for all commanding officers to see all
their men file past them once every day on the march.

Cairo
Berber
Abu Hamed
Korosko
Debbeh
Wadi Halfa
Suakin
El Obeid

TACTICAL FORMATIONS 1880-1900


Theories on the deployment of troops for battle had changed since the middle of
the nineteenth century, based on the lessons of the key European wars of the
'50s, '60s and '70s, and on Britain' s own colonial campaigns - Often these
theories clashed with one another, while military conservatism was an
important element in holding to time-honoured practice. Here, in simplified
form, are some basic deployments derived from Grierson and Wolseley.

DISTANCES IN THE SUDAN


The distances given in miles are derived from a pamphlet entitled The Soudan
and the British Ministry, reprinted in Burleighs Desert Warfare (1884); the
comments regarding Caravan Marches and Post Marches (ie despatch riders)
are from Stewarts confidential report.
36

37

SCIENCE versus PLUCK

OFFICERS POCKET BOOK

INFANTRY FORMATIONS
ADVANTAGES

DISADVANTAGES

concentrated
firepower, strong
defence & attack.

vulnerable flanks,
slow movement.

as line but
reserves to
reinforce weak
points.

loss of troops from


firing line.

quick movement,
presents difficult
target.

difficult to control,
poor in close combat.

strong defence, no
flanks or rear;
guns at corners.

very slow; vulnerable


to break-ins; corners
need guns or reserves.

fast &
manoeuvrable, can
form line by
turning to flank.

very limited firepower,


likely to be
overwhelmed in
melee.

SINGLE LINE
SQUARE (guns at corners)

REINFORCED LINE (Egyptian attack


formation 1890s)
COLUMN OF COMPANIES
(march formation)

ARTILLERY DEPLOYMENTS

SKIRMISH LINE (firing line & open


order supports)

quick, flexible,
reserves reinforce
front line
.

limited firepower;
hard to use correctly.

MODERN ATTACK FORMATION


(skirmish line, supports and reserves used vs European opponents)

DOUBLE LINE (4 ranks deep)

spreads morale
advantage of
artillery.

limited effect of fire;


enemy encouraged if
gun ceases fire.

spreads morale
effect of artillery.

limited fire effect.

concentration of
fire.

all eggs in one


basket; limited choice
of targets.

ARTILLERY PLACED SINGLY

ARTILLERY IN PAIRS OF GUNS

strong in melee,
often used as part
of a square.

lessened firepower

ADVANTAGES

DISADVANTAGES

38

ARTILLERY IN BATTERY

39

SCIENCE versus PLUCK

OFFICERS POCKET BOOK

CAVALRY FORMATIONS
ADVANTAGES

DISADVANTAGES

all troopers able to


fight; good
firepower.

likely to become
blown after charge.

= Infantry Company
(4-8 per Battalion)
= Cavalry Troop
(2 per Squadron)

SINGLE LINE

supports give
secondary
punch/follows up
victory

lessens initial impact

keeps formation in
rough terrain;
difficult target.

limited power in
melee.

easy to manoeuvre
or change
formation.

extremely limited front


line for combat.

= Artillery Piece
(4-6 per Battery)

LINE + SUPPORTS
MARCH COLUMN (2) column of
troops

OPEN ORDER (skirmish line with


support)

MARCH COLUMN (1) regt in


squadron-columns

AN OFFICERS PERSONAL KIT


It is very necessary to have padded protection to the backbone when
exposed to the sun. Blue goggle spectacles are indispensable ---
Sir Garnet Wolseley, 1885
KEY
40

41

SCIENCE versus PLUCK

OFFICERS POCKET BOOK

The well equipped officer will carry the following items:


1) On the person haversack
sword
water bottle

whistle
service revolver
field dressing

pocket compass
pocket book &
Army Message Book

the player a partial insight into the workings of the game, partly in order that
he may know what is expected of him at a given point, and partly on the
grounds that a little knowledge is a dangerous thing. Therefore, the following
pages consist of edited sections of the Umpires Handbook, with certain
portions left out. Nothing of any consequence, please rest assured...

CHARACTER BRIEFINGS
11) On the horse field glasses
mess tin
cloak

nose bag
head rope
picketing pegs

spare clothing & blankets


spare shoes & nails

Additions may include personal items like bottles of champagne, flasks of


whiskey, and risqu French novels.

You will be provided with a character briefing. This details your role in the
game. You are expected to follow it to the best of your ability, remembering at
all times to thank God you are an Englishman!

SCALES
The game pieces used in SvP are multi-figure stands rather than single
castings, and all combat procedures are expressed in terms of stands. SvP can
be played at a number of different levels from the Brigade Action in which
each stand might represent a company, a troop or a single gun, to the
Omdurman - type battle in which a stand might serve as a half-battalion. The
ground scale will vary accordingly. The umpire will apprise you of the scales
appropriate to the game in question.

THE FORCES

THE RULES TO SCIENCE versus PLUCK


And, Thomas, here's my best respects to you!
Rudyard Kipling, Tommy
This section consists of a heavily censored version of the rules. My
intention was, in the earliest version of the game, to allow the player nothing
beyond the various briefings and his own native wit. The problem with this
approach was that the player never had any idea of what he would be called
upon to do next, resulting in a rather slow game and a feeling of lack of
control that resulted from an overly cautious manner amongst Imperial
commanders, who felt that their historical counterparts would have personal
experience to guide them. Accepting this to some degree, I have chosen to give
42

The Imperial forces are distinguished in two ways. Firstly they are defined
by the quality of their discipline;
1 Good Drill: Confident, highly trained regulars, including all British
troops, and the better Indian units - Sikhs, Bengal Lancers etc.
2 Fair Drill: Competent but less polished units, Indian line units,
the reformed Egyptian Army, and the best troops of the early period
Egyptian forces.
3 Poor Drill: Ill trained, low morale types - Bashi Bazouks, Bakers
Gendarmerie, and most of the old Egyptian army in the Sudan.
In addition, troops are classed according to their character. The
Victorians were believers in strong racial elements in human behaviour and

43

SCIENCE versus PLUCK


although a modern observer might see the matter in rather different terms,
there is no doubt that units did conform to certain traditional cultural
expectations. Thus we can say that English, Egyptian and most Indian troops
had Cool-blooded characteristics - stolidity and calmness - while Scots
Highlanders, Sikhs, Sudanese and all cavalry tended towards impetuous dash;
thus a British infantry battalion is defined as Good drill/Cool-blooded while a
Sudanese unit of 1898 would be Fair drill/Hot-blooded. One might ask
whether patently bad troops such as the Gendarmerie count as Hot or Coolblooded; their miserable drill status is likely to ensure a shambling, cowardly
performance however you choose to characterise them. Perhaps I'm being
unfair...

OFFICERS POCKET BOOK


The players may seek to interrupt this sequence, at any time the umpire
chooses to allow, with one or more Emergency responses, doubtless
attempting to save their worthless hides...

DERVISH MOVEMENT
With that instinctive knowledge of war which is the heritage of savage
peoples, the whole attack swung to the right, changed direction from
north to east, and rushed down the trough and along the southern ridge
towards the Nile ---
W.S. Churchill
The rocks, piled up in detached masses around us, gave countless
hiding places, in and out of which the Arabs kept moving, like rabbits in
cover.
Colonel William Butler, 1885

SEQUENCE OF EVENTS
---the news that Bendigo had won the Lincolnshire handicap was
heliographed to the zareba, while the convoy was engaged with the
enemy---
Captain E.A. De Cosson, 1885
The turn sequence is as follows:
10
Intention: Players tell the umpire their immediate plans for the
situation at hand.
11
Time allowance: The umpire decides how long the current turn will
represent - anything from a minute to several hours.
12
First Dervish move: The Mahdists move half the distance they could
cover in the time allotted. Regulars take any Dervishes within 300 yards
reaction tests.
13
Imperial move: The regular forces move their whole allotted
distance.
14
Dervish fire: Any and all Mahdist fire, any Imperial reaction tests.
15
Imperial fire: All regular fire takes place.
16
Dervish reaction and second move: Units test and move remainder
of their turn, according to the dictates of the test result.
17
Melee and post-melee movement: Any close combats resulting from
the movement phase are resolved, (Note that melees will add extra time to
the move) and any compulsory moves resulting from the melee are made.
18
Rallies: Imperial forces attempt to reform disordered and demoralised
units.
44

Dervish movement is determined by the Dervish reaction test, and is


divided into two parts, one half of the permitted move before Imperial
movement and all firing, and the remainder afterwards.

The exact rates of movement of the Mahdist forces are not known by the
Imperial player. Winston Churchill estimated that the host at Omdurman
moved at about 7 miles per hour. One may assume that the foot warriors may
move around 100 yards per minute at a walk, and perhaps twice that at a run.
The horsemen move at the same speeds, one would expect, as their Imperial
counterparts, while what artillery the Mahdists posses is likely to be slowly
dragged into action.

45

SCIENCE versus PLUCK

OFFICERS POCKET BOOK

IMPERIAL MOVEMENT
--- our scouts rather late getting in square, should have gone round to
rear but forced their way in the front face, nearly humbugged the whole
arrangement.
Corporal F.H. Middleton at Abu Klea

44

45

SCIENCE versus PLUCK


Unlike their adversaries, the Imperial forces move only once during the
turn.
Movement rate in yards per minute:
Type
March Trot
Infantry Columns
75
Infantry Lines
50
Infantry Squares
25
Infantry Skirmishers
100
Cavalry
100
200
Cavalry Patrols
100
200
Mtd Officers & Couriers
150
300
Camel Corps
75
150
Mountain Guns
75
125
Horse Drawn Artillery
75
125
Pack Animals &
40
75*
Heavy Guns
* Automatic disorder

Gallop/Double
100
75
50*
125
250
300
400
Action Move
Action Move
-

OFFICERS POCKET BOOK


involving more than one unit may be delayed at umpire's discretion. Troops are
disordered during the manoeuvre.
Changes of face / lying down / standing up, are free.
Mounting / dismounting horses / limbering and unlimbering, 1 minute.
Mounting / dismounting camels / assembling mountain guns etc. takes 2
minutes.

FIRING
--- it seemed just as if we were on a field day at Aldershot, everyone cool,
talking, and when not firing having a smoke, and the officers had to tell them
to lie down because they would stand or kneel to see what was going on ---
Colour Sgt. Edward Fraley, Rifle Brigade at
Omdurman

Rough ground
One may expect that in thick scrub, rocky ground, water-courses etc. troops
will move more slowly and perhaps with a degree of disorder. The umpire will
inform the player of these effects. One may assume that open order troops,
mountain guns and the like will have few problems, and that squares, horse
drawn guns and transport animals will have the most.
Squares may choose to move at line speed in open country at the risk of
falling into disorder and gaps forming.
Contact with the enemy: Imperial forces initiate melee by means of a
deliberate charge, either on a players command or in consequence of an
excited result on a reaction test. To begin a charge, take a reaction test and
score a follow orders or the aforementioned excited result. Formation
changes: Changes of formation are conducted at march speed, and the time
required for a manoeuvre thus depends on the time it takes for all participating
stands to move to their allotted position. Complex movements and changes

46

47

SCIENCE versus PLUCK

Modern Rifle
Carbine /
Old Rifles
Mounted Carbine
Thrown Spears
Modern Artillery
Smoothbore
Artillery
Machine Guns

OFFICERS POCKET BOOK

Point
Blank
100
100

Close

Medium

Long [Ranges, in Yards]

300
250

700
500

1400 (Lee-Metford 2000)


1000

100

100
300

200
50
1200

100

300

400
100
Various: 7pdr-3000
Heavier guns, 4-6000
1000

100

300

700

1000

rapid fire rate (actually faster rates were technically possible but not
recommended in tactical manuals), we can suggest that infantry, cavalry and
machine gun crews would have about 10 minutes worth of fire carried with
them, and perhaps 20 minutes for artillery; more would be available in reserve.
The player does not have to expend ammunition at such a rapid speed, although
Excited troops will do it for him. In a given turn of five or ten minutes the
player could, if he wished, fire rapidly throughout, rolling for hits 5 or 10 times
for each stand. The cautious approach might be to expend only one or .two
minutes fire (roll once or twice per stand) as closely controlled volleys, thus
conserving ammunition for a critical moment later on.

Procedure: Roll a D6 for each stand firing (1-3 dice for artillery depending
on the number of guns represented by the stand); scores to get a Hit (H) are:
Point blank:
Close:
Medium:
Long:

3,4 = H
4,5 = H
5,6 = H
6=H

Modifiers:
Firers moving
Firers in 2nd rank
Each disorder marker

5,6 = 2H
6 = 2H

-l
-l
-l

Once the number of Hits has been found, the umpire will roll again on a
table which considers the effect of cover, target formation, status of firers and
other factors. This will convert the Hits which are only potential casualties,
into actual results. It is possible that the total of Kills scored will be far less
than Hits rolled. Don't worry about this, it will do you no good, but instead
consider that the enemy's shooting is sure to be far worse than ever your own is!

MACHINE GUNS
As I fired I saw the enemy mowed down in rows, dropping like
ninepins.
Lord Charles Beresford, 1885
SvP considers two categories of machine gun, the early models used in
the first years of the Mahdis rebellion - the Gatling, Gardner and Nordenfelt
guns, and the more effective Maxim of the 1890s. When a machine gun
engages in fire, a roll of 1 means not only that no hits are scored, but also that
the damned thing has jammed; roll a D6:

AMMUNITION EXPENDITURE
Ammunition is considered in terms of minutes of fire. Assuming that the
weapons of the late Victorian era could fire at 5-10 rounds per minute at a
48

49

SCIENCE versus PLUCK

OFFICERS POCKET BOOK

score 1;
Our gallant crew clear the jam in time to fight next minute.
score 2, 3, 4; Jam cleared in next minute, fire the minute after.
score 5, 6;
Jam cleared in two minutes, fire the minute after that.
Note: Deduct 1 from the roll if the firing gun is a Maxim.

MELEE
IMPERIAL REACTION
As for the 17th Bengal Native infantry, they could not face the
music, the terrific scream which burst upon the air at the moment of
attack --- and they broke and fled --- a hideous chaos of demoralised
men, shouting and firing in the air.
Wentworth Huyshe, The Times
The miserable Egyptian soldiers refused even to defend
themselves, but throwing away their rifles, flung themselves on the
ground and grovelled there, screaming for mercy.
John Cameron, The Standard
The umpire will inform the player when he considers a test of the Imperial
forces reaction to a given situation is necessary. This test consists of one or
sometimes two rolls of a single D6, modified by a number of factors. Of these
one might suggest that better quality troops, good cover and a beaten foe would
be positive contributions to good morale, and that heavy losses and bad
discipline would not be helpful. The umpire will inform the player of the
perceived Reaction Stage of his command, together with any obligatory
actions they may be compelled to make. The four reaction stages are as follows:
Calm: Obedient to orders, cool in combat and kept well in hand.
Excited: Aggressively impetuous, will fire as fast as possible if shooting,
will otherwise attack nearest enemy with cold steel and pursue wildly.
Nervous: Dispirited, will make no forward movement until rallied,
firing and fighting poorly.
Panicked: Flee in abject terror and confusion, no effective fire and only
the barest attempts at self-defence.

50

The Gatling gun redoubt had been rushed by the enemy, all our
poor fellows near it slain, and the Berkshire working parties --- were
fighting hard, bayonet and bullet v. spear and sword.
Wentworth Huyshe, The Times
Melee takes place in four steps, as follows:
1) Defensive fire: As the attacking force closes to contact, the defender
may fire at point blank range for one minute if they do not counter-charge. In
theory this fire would have taken place during the previous turn as rapid fire,
in effect allowing two minutes fire in one mad minute.
Casualties from this fire are removed as usual, and their number noted.
The remainder of the charging unit is then placed in contact with the defender,
with the following exception. Any defending stand that rolls a 6 not only
scores 2 Hits, but is considered to have put forth such a volume of fire that no
enemy stand will dare to make contact with it. Instead, the charging unit will
divert its efforts to less dangerous adversaries; the gallant defender does not,
therefore join with its fellow stands in resisting the foe with bayonets / rifle
butts / fists this turn, but may fire and move on the appropriate phases as
required. It is thus possible, especially if the defenders are formed two stands
deep, that the entire enemy force may be prevented from contact by virtue of a
handfull of sixes; the charging mob is brought to a stand-still perhaps 20 or 30
yards short of its target, and must expect to receive yet more fire before it can
make another attempt to close.
2) Attacking stands that survive defensive fire are placed in contact, one
to one, with the defender; remaining stands may be placed to achieve local 2 to
1 odds, but only one rank may fight, and in general extra ranks will follow at
the rear, to fill gaps and perhaps swarm round a flank.
Once opposing stands are paired off, roll a D6 for each; where 2 stands
fight 1, roll once as a 1-1 against one of the enemy stands, counting the result
as per usual. Then roll again against the second stand as a parry; if they lose,
they lose, but if they win there is no effect.

51

SCIENCE versus PLUCK


N.B. The Umpire has an alternative way of handling 2-1 odds which he
may prefer to use. Hell tell you.
Compare the rolls, plus or minus relevant modifiers. If one exceeds the
other by 2 points, the loser is disordered and thrown back 25 yards. If one
exceeds the other by 3 points, the loser is eliminated.
Combat odds
You may assume that close order troops have an advantage over
skirmishers, that cavalry is most successful in pursuit or against a shaken foe,
and that gunners, mounted infantry and camel troopers ought to guard against
attack carefully. The umpire will inform you of the odds for or against your
troops only as the melee commences.
3) Any stand that eliminates its opponent may advance through the gap
thus created, and immediately engage the first enemy unit in direct line ahead
and within 150 yards in a melee, which will be resolved at this point. If this
unit is eliminated, the attacking stand will halt anyway, but may move again on
its appropriate movement phase. This process of bursting through an enemy
line is known as a Breakthrough. Any stand that does this is assumed to be
elated at its own success, and will disregard any reaction result that applies to
the remainder of its parent unit, fighting on until itself disposed of ...
4) Once all individual combats have been resolved in a given melee, the
overall result is found. Total the following for each side:
Each enemy stand eliminated in hand-to-hand action; 2 points
Each enemy stand eliminated by defensive fire;
1 point
Each enemy stand disordered and thrown back;
1 point
Each Breakthrough by a victorious stand;
1 point
At this point the umpire will inform the players of the precise
consequences of the close combat, revealing not only what the participants do
now, but how they feel about the whole affair. This runs the gamut from Calm,
for cool Anglo-Saxon gentlemen easily seeing off a savage host, to the PANIC
result that is likely to precede complete disaster in the next few minutes.

OFFICERS POCKET BOOK


--- our Colonel was on his knee firing buckshot from a double breechloader during the battle. He has got the V.C. already, and I expect to see
his name prominently over this affair.
Corporal Frederick Bennett, R.E., at Tofrek
Characters may engage in personal combat when their figure is present
with a stand that becomes involved in melee. There are two ways of doing this:
3) Umpire simply tells the player what is happening, and asks for his
response. Dice for results of combat. Continue action until character is
victorious, deceased, or gallantly rescued.
4) Umpire portrays the action with model figures, possibly of a larger scale
than those nomally used. I prefer 54mm replicas of old fashioned Britains
toys of pre-WWI vintage for this phase, playing on an unused corner of the
board.
PROCEDURE: The character engages D6 enemies, who obligingly attack
one-by-one. The character may opt to G) Shoot. A revolver has six individual shots (l D6 each), a shotgun, 2 barrels
(4 dice per barrel). 4,5 = wound, 6 = killed. Hits are divided equally
between opponents, incredibly enough. Shooting modifiers: Good shot +1,
Poor shot or Poor eyesight -1.
H) Fight. Our heroic characters can wield a sword in one hand and a pistol in
t'other, though fellows using shotguns must either swing them like a club
(-l compared to sword) or count -2 for a round of combat while drawing the
arme blanche. Roll a D6 each for the character and his foe:
Character wins by 1 point:
by 2 points:
by 3 points:
Mahdist wins by 1 point:
by 2 points:
by 3 points.
by 4 points:

enemy falls back, may engage again.


enemy wounded, falls aside defeated.
enemy killed.
character disarmed/ horse killed; -2 next turn
character slightly wounded, -l henceforth.
character wounded, -2 from now on.
character killed - end of innings, old bean!

PERSONAL COMBAT

52

53

SCIENCE versus PLUCK


I)

J)

Modifiers: mounted vs foot/charging into combat/ up to 2 characteristics


acceptable to the umpire (eg Good swordsman, agile, huge, etc) +l
Mahdists get no bonuses. After all, they arent British yknow --Run Away! But that would hardly do, would it?

K) Rescue another gallant Briton. Subject of rescue bid may be another


character or an NPC invented for the purpose of displaying proper
heroism. If the character kills 1 or wounds 2 of the enemy, they will flee
abjectly, leaving our man to carry off his comrade with the help of 1-3
admiring other ranks.
L) Be rescued himself, either by a character or some suitable NPC - a devoted
orderly perhaps, or a grinning one-eyed Sudanese corporal--Umpire may add extra features as needed - I like the occasional thrown
spear appearing at random moments, hits for a 6. The general object of
Personal Combat is to show gallantry in the face of the enemy, win medals and
impress War Correspondents. Thus, the umpire will note that the rules are
heavily biased in favour of the character. However, sometimes they will get
themselves killed anyway ---

DISORDER
All was confusion for a few seconds, men tumbling over one another,
almost fighting for their arms.
Corporal Fred Warde Bennett, RE, at Tofrek
The Imperial forces suffer disorder whenever:
8) They suffer a D or 2D result from fire. This represents a few casualties,
a number of men aiding the wounded and a general loss of cohesion. Ds
are divided among the stands in the target unit. Thus a unit under heavy
fire might accumulate several Ds per stand, but note that a stand that has
4 Ds on it at any time - from whatever cause - is eliminated.

OFFICERS POCKET BOOK


11) They complete a melee.
12) Troops who have become Excited fall into immediate disorder (1 D per
stand) if they fail a roll of 1D6:
13) Good Drill - disorder on 1,2; Fair Drill on 1-3, Poor Drill on 1-4
14) Troops who have become Nervous may fall into disorder the same way:
Good Drill - disorder on 1-3; Fair Drill on 1-4, Poor Drill on 1-5
Units remain disordered until rallied. Some units, of course, never
actually achieve this ---

RALLIES
I thought it was going to be another Hicks Pasha affair, but General
Graham came riding right up to the front of the square and got about
200 around him, and then the other regiment came rushing up, and were
prepared to do or die.
Private James Hope, Black Watch, at Tamai
The last phase of any turn is Rallies.
No matter how long the turn represents, roll a D6 for each stand that has a
D marker, or is at a reaction stage other than Calm. The only exceptions to
this are charging units, or routing / escaping units whose pursuers are still
within 300 yards. These people are obviously too busy to attempt to rally!
Roll a D6. The umpire will inform you of the results. You may assume that
good troops will respond better than poor, and that the presence of senior
officers will assist in reforming the men.

9) They pass over rough ground, picking up a D - or 2 Ds for extreme


terrain. These Ds affect each and every stand involved.
10) Another Imperial unit routs through, or otherwise becomes entangled in
their formation. Early Egyptians do this all the time.
54

55

SCIENCE versus PLUCK

OFFICERS POCKET BOOK

VISIBILITY AND CONCEALMENT


When daylight made things plain, we saw as far as sight reached, the
great plain covered with white jebba-clad dervishes, banners flying and
drums beating - a splendid sight!
Sgt. Tom Christian, Seaforths, at Omdurman
In daylight:
Enemy consists of

Recognised

Seen

1000
400
2000
1000

3000
1000
7000
2000

Scouts in the open


Scouts in partial cover
Formed bodies in the open
Formed bodies, partial cover

Dust if enemy is
moving
5000
3000
12000
6000

1) Roll again in melee for a stand he accompanies, bearing in mind that a


second roll may be worse than the first.
2) Issue verbal orders to a unit of up to 10 stands.
3) Issue a written order to a messenger for despatch; lengthy orders will
obviously take longer, at umpires discretion.
4) Direct (+l to die roll) an Emergency response.
5) Add 1 to Rallies test for any stand within 50 yards. In addition,
characters are at all times expected to conduct themselves like
gentlemen.

Dust clouds will be as follows: thick cloud means infantry, high, thin
clouds mean cavalry, broken clouds indicate artillery or transport. Can you tell
cavalry from herds of goats?
Gunfire can be heard at 7000 yards, troops on the move at about 2000.

DUTIES OF OFFICERS
At this moment Captain Wilson sprang to the front and engaged in
combat with five or six of the enemy, in the course of which he broke his
sword at the hilt - it had probably been made in Germany - over the
head of one of them.
Charles Lowe, Battles of the Nineteenth
Century
Apart from performing acts of conspicuous gallantry like that of Captain
Knyvet Wilson of HMS Hecla, the duties of our players are as follows:
In one minute a character can do one of the following:
56

57

SCIENCE versus PLUCK

OFFICERS POCKET BOOK


Sometimes the player may wish to make an action as a normal part of the
turn which the umpire may consider sufficiently awkward or complicated to
require it being done by emergency response.
Procedure: 1 Roll a D6. The umpire will inform you of the consequences.
You may assume that Calm, well drilled troops are more likely to respond
favourably than Nervous, disordered soldiers. The presence of senior officers
will expedite matters. Units with more than 5 minutes to undertake their task
are assumed to get it right without major disorder or catastrophe.

EMERGENCY RESPONSES
...the rear rank faced about...shooting them down in scores.
Lt Count Gleichen at Abu Klea
The Emergency Response is a device by which players may seek, at some
risk, to overturn the normal sequence of the turn to permit some - hopefully
advantageous - action at a point in the turn other than is usual, or to attempt
some activity a little more rapid or heroic than is generally the case. The
procedure is as follows:
1) The player informs the umpire of what it is he wishes to attempt, and
which stands will participate. There is no limit to the number of stands beyond
the discretion of the umpire. The player may roll for 1, 3 or 23 stands
simultaneously (all stands abiding by the result), or hedge his bets by rolling for
single stands.
2) The umpire will say whether he will permit the chosen maneouvre, and
state any special penalties involved in failure. Permitted Emergency responses
include:
G. Withdrawal of units in danger of being overrun before the first Dervish
movement phase.
H. Local cold steel charges to pin the enemy in melee before they
endanger the safety of the force, eg. to deal with a Breakthrough.
I. Firing for a minute at a time other than Imperial fire.
J. Withdrawal from a melee by choice rather than necessity.
K. Extra actions, such as mounting and escaping or turn 180 o and
charge, when only one would usually be permitted.
L. Any other action that the player asks for that the umpire thinks
feasible.

58

ENDING THE GAME:


Generous, indeed, is the man who will share his store of ice and soda
water with the stranger in the desert.
Captain E.A. De Cosson, 1885
There are no formal victory conditions in SvP. Except in the case of an
overwhelming Mahdist victory, the Imperial forces are likely to control the field
at the end of an action, and to have inflicted massive losses on their enemy.
This does not mean they have necessarily won, and they may indeed have
suffered a major defeat in terms of their stated objectives. The losses of the
Desert column at Abu Klea and Abu Kru did much to destroy its effectiveness

59

SCIENCE versus PLUCK

OFFICERS POCKET BOOK

as a military formation. At the end of an SvP game - usually denoted by the


destruction or withdrawal of one or the other side - a few minutes for debriefing should be found. The umpire will give his assessment of how he views
the action just completed, and on the conduct of the players.
Judgement should be made not only on the grounds of pure military
efficiency, but in terms of prestige and moral ascendancy. A player who loses
a major part of his command - especially if they are British regulars - will need
a very good excuse. Mere annihilation of the foe, while it may be the essential
key to persuading the Mahdists to desist in their rebellious activities, will not
suffice if the cost in expensive Queen's regiments is even modestly high. Risks
that are rewarded by success are daring, textbook operation, conducted with
skill to achieve a complete triumph at minimal loss to ones own force may be
less so, but it represents by no means a simple task.
Aside from the technical considerations of military command, the umpire
should examine the personal aspects of leadership. Physical example and
courage were key issues in the Small Wars of the Victorian era, and an officer
who remained in the rear would be unlikely to be highly regarded. In
circumstances of extreme heroism the umpire may award the Victoria Cross to
a particularly brave model soldier.
A final consideration is the matter of ethics. While the Sudan wars, in
common with Imperialist campaigns from ancient times to the present day,
featured a distinct element of barbaric behaviour on both sides, a code of
honour governed the actions of the British officer. Treachery would not be
acceptable in any form. The civilian populace should not be harmed. The
treatment of the Dervish wounded after Omdurman, and the desecration of the
Mahdis tomb brought a great deal of opprobrium upon Kitchener, and players
who behave as if they are leading central American death squads should be
suitably cautioned as to their future prospects as Soldiers of the Queen.
The umpire will thus assess the performance of the players as a group and
as individual officers. They may in turn comment on their own and on their
comrades performances, or the complete unreasonableness of both their given
objectives and the umpires judgements throughout the game.

60

61

SCIENCE versus PLUCK

OFFICERS POCKET BOOK

TYPE

BASIC CAMPAIGN INFORMATION


"--- We left Assouan on 3rd March, took boats till we got to a cataract,
then marched, or rode on camels (in kilts) for 14 or 16 miles at night,
falling over rocks and down ditches, half asleep."

shelter trench
full trench
zariba /abatis
gun pit
clearing bush
wire entanglements

COMPLETED

100yds
100yds
100yds
12yds per gun
1500 sq yds
400 sq yds

TIME

lhr
2hrs
2hrs
2hr
lhr
1hr

Sgt Tom Christian, Seaforths, 1898


Times of sunrise & sunset at 20 oN (just
south of Wadi Halfa)

JAN
FEB
MAR
APR
MAY
JUNE
JULY
AUG
SEPT
OCT
NOV
DEC

Dawn

Dusk

6.45 AM
6.35
6.20
6.00
5.30
5.15
5.15
5.30
5.45
6.00
6.15
6.30

5.15 PM
5.45
6.00
6.15
6.00
6.45
6.45
6.30
6.15
6.00
5.30
5.15

Average Temperatures
at Assouan, U. Egypt

Jan
Feb
Mar
Apr
May
Jun
Jul
Aug
Sep
Oct
Nov
Dec

High

Low

75
79
88
97
103
108
107
106
103
99
88
78

51
57
57
65
73
77
78
80
74
71
61
49

Lengths of Columns on the March


Infantry battalion
Cavalry Squadron in fours
Cavalry Squadron in sections
Battery of Field Guns
Artillery Battery with ammunition wagons, etc.
Mountain Battery of 6 guns (mule or camel borne)
Pack Camels (4 abreast)
Engineer Company
(Cavalry 'in fours' are 8 abreast, 'in sections', 4 abreast.)

Field Engineering - per stand of 100 men

62

63

350 yds
60 yds
120 yds
150 yds
300 yds
440 yds
1yd per camel

150 yds

SCIENCE versus PLUCK

Movement rate in yards per minute:


Troop Type
Infantry columns
Infantry lines
Infantry squares
Infantry open order
Cavalry
Camel corps
Horse drawn artillery

March
75
50
25
75
100
75
75

pack animals+ heavy guns


*Automatic disorder

Trot
175
150
125
(action move)
75

40

Movement (In Miles)

OFFICERS POCKET BOOK

Per Day

Troop Type
Infantry, light order
Infantry & heavy baggage
Cavalry & horse guns
Camel corps
Mahdist main force
Mahdist light force

Per Hour

(Ideal Conditions)
2.5
2
3.5
3
4
6

20
14
30
24
36
54

Weapon Type

Charge
75
50*
100
225

Ranges in Yards

Modern rifle

100

300

700

Carbine/'old' rifles
Mounted carbine
Thrown spears
Modern artillery
7pdr:
Heavier guns:
Smoothbore
artillery
Machine guns

100
-

250
100
-

500
200
50

1400
(Lee-Metford 2000)
1000
400
100

100
100

300
300

1200
1200

3000
4-6000

100
Point
blank:
3,4 = H
5,6 = 2H

100
300
Close:
4,5 = H
6 = 2H

300
700
Medium:
5,6 = H

1000
1000
Long:
6=H

64

SCIENCE versus PLUCK

64

OFFICERS POCKET BOOK

Você também pode gostar