Escolar Documentos
Profissional Documentos
Cultura Documentos
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
INTRODUCTION
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
10
11
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
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.
13
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.
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.
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.
15
14
15
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.
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
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.
18
19
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.
General Lord Chelmsford: from the Journal of the Royal United Service Inst.
1885
20
21
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
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
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.
25
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.
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
--- 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
26
27
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.
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 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
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
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
33
THE SQUARE
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
35
--- 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.
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
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
37
INFANTRY FORMATIONS
ADVANTAGES
DISADVANTAGES
concentrated
firepower, strong
defence & attack.
vulnerable flanks,
slow movement.
as line but
reserves to
reinforce weak
points.
quick movement,
presents difficult
target.
difficult to control,
poor in close combat.
strong defence, no
flanks or rear;
guns at corners.
fast &
manoeuvrable, can
form line by
turning to flank.
SINGLE LINE
SQUARE (guns at corners)
ARTILLERY DEPLOYMENTS
quick, flexible,
reserves reinforce
front line
.
limited firepower;
hard to use correctly.
spreads morale
advantage of
artillery.
spreads morale
effect of artillery.
concentration of
fire.
strong in melee,
often used as part
of a square.
lessened firepower
ADVANTAGES
DISADVANTAGES
38
ARTILLERY IN BATTERY
39
CAVALRY FORMATIONS
ADVANTAGES
DISADVANTAGES
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
keeps formation in
rough terrain;
difficult target.
limited power in
melee.
easy to manoeuvre
or change
formation.
= Artillery Piece
(4-6 per Battery)
LINE + SUPPORTS
MARCH COLUMN (2) column of
troops
41
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
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 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
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
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
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
Gallop/Double
100
75
50*
125
250
300
400
Action Move
Action Move
-
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
Modern Rifle
Carbine /
Old Rifles
Mounted Carbine
Thrown Spears
Modern Artillery
Smoothbore
Artillery
Machine Guns
Point
Blank
100
100
Close
Medium
300
250
700
500
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
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
PERSONAL COMBAT
52
53
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.
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.
55
Recognised
Seen
1000
400
2000
1000
3000
1000
7000
2000
Dust if enemy is
moving
5000
3000
12000
6000
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
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
59
60
61
TYPE
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
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
62
63
350 yds
60 yds
120 yds
150 yds
300 yds
440 yds
1yd per camel
150 yds
March
75
50
25
75
100
75
75
Trot
175
150
125
(action move)
75
40
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
THE SQUARE
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
35
--- 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.
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
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
37
INFANTRY FORMATIONS
ADVANTAGES
DISADVANTAGES
concentrated
firepower, strong
defence & attack.
vulnerable flanks,
slow movement.
as line but
reserves to
reinforce weak
points.
quick movement,
presents difficult
target.
difficult to control,
poor in close combat.
strong defence, no
flanks or rear;
guns at corners.
fast &
manoeuvrable, can
form line by
turning to flank.
SINGLE LINE
SQUARE (guns at corners)
ARTILLERY DEPLOYMENTS
quick, flexible,
reserves reinforce
front line
.
limited firepower;
hard to use correctly.
spreads morale
advantage of
artillery.
spreads morale
effect of artillery.
concentration of
fire.
strong in melee,
often used as part
of a square.
lessened firepower
ADVANTAGES
DISADVANTAGES
38
ARTILLERY IN BATTERY
39
CAVALRY FORMATIONS
ADVANTAGES
DISADVANTAGES
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
keeps formation in
rough terrain;
difficult target.
limited power in
melee.
easy to manoeuvre
or change
formation.
= Artillery Piece
(4-6 per Battery)
LINE + SUPPORTS
MARCH COLUMN (2) column of
troops
41
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
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 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
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
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
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
Gallop/Double
100
75
50*
125
250
300
400
Action Move
Action Move
-
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
Modern Rifle
Carbine /
Old Rifles
Mounted Carbine
Thrown Spears
Modern Artillery
Smoothbore
Artillery
Machine Guns
Point
Blank
100
100
Close
Medium
300
250
700
500
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
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
PERSONAL COMBAT
52
53
J)
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.
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.
55
Recognised
Seen
1000
400
2000
1000
3000
1000
7000
2000
Dust if enemy is
moving
5000
3000
12000
6000
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:
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57
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.
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59
60
61
TYPE
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
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
62
63
350 yds
60 yds
120 yds
150 yds
300 yds
440 yds
1yd per camel
150 yds
March
75
50
25
75
100
75
75
Trot
175
150
125
(action move)
75
40
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
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64