Intelligence
The Boers have full knowledge of the British strength and deployments unless, at the start of a turn, they roll a 1 in which case they may only act on the previous information received. The British must dice each turn to see what intelligence reports they receive. Roll 1 D6 for each separate Boer map force:
The Boers have full knowledge of the British strength and deployments unless, at the start of a turn, they roll a 1 in which case they may only act on the previous information received. The British must dice each turn to see what intelligence reports they receive. Roll 1 D6 for each separate Boer map force:
1, 2 or 3 = enemy not detected
4 = enemy is detected but no information available on direction of movement
5 = enemy location and direction of movement reported
6 = enemy location, direction and strength reported
-1 to the die roll if the British troops closest to the Boer force are led by a C rated commander.
Orders
Initial orders for each force are issued at the start of
the campaign in line with the strategy that is being followed. To send new
orders in response to intelligence received the C-in-C must pass a command die
roll. To receive the new orders the commander in receipt must also pass a
command die roll to implement them.
The British command die roll required is 4, 5 or 6. Add one to the die roll if the commander is A rated and minus one if he is C rated.
The Boer command die roll required is 3, 4, 5 or 6. Add one to the die roll if the commander is A rated and minus one if he is C rated.
Movement
Boer Forces – die roll 1 = 1 hex, 2 or 3 = 2 hex, 4, 5 or
6 = 3 hex
British Forces – marching along railway line die roll 1 = no movement, 2 or 3 = 1 hex, 4 or 5 = 2 hex, 6 = 3 hex
British Forces – marching along road die roll 1 or 2 = no movement, 3, 4 or 5, = 1 hex, 6 = 2 hex
British Forces – marching in open country die roll 1, 2 or 3 = no movement, 4, 5 or 6 = 1 hex
British Forces – marching along railway line die roll 1 = no movement, 2 or 3 = 1 hex, 4 or 5 = 2 hex, 6 = 3 hex
British Forces – marching along road die roll 1 or 2 = no movement, 3, 4 or 5, = 1 hex, 6 = 2 hex
British Forces – marching in open country die roll 1, 2 or 3 = no movement, 4, 5 or 6 = 1 hex
No forces may enter a hex containing high ground except
where it is crossed by a road or railway.
No forces may cross a river except where one is crossed
by a road or railway.
Railway Movement
Only British forces may move by rail. Half a battalion or one gun battery may be moved anywhere along the line on a die roll of 4, 5 or 6 (5 or 6 if Ladysmith is under siege). If Boer forces block the line movement must stop at the preceding station.
Only British forces may move by rail. Half a battalion or one gun battery may be moved anywhere along the line on a die roll of 4, 5 or 6 (5 or 6 if Ladysmith is under siege). If Boer forces block the line movement must stop at the preceding station.
Battles
When a contact occurs, make a list (1 to 6) of possible
actions, and use a D6 to decide which of them is taken. Any resulting battle
will then be fought on the table top. After the battle I’ll use the same system
to decide how the result affects subsequent actions of both sides.
Only A rated British commanders may operate troops in
extended order.
Sieges
Any British force occupying a town, that finds itself
with a Boer force in contact to its front and rear, is under siege. To break a
siege the British must defeat one of the besieging Boer forces in battle. Trains
cannot travel to, from or through a besieged town.
Leader Ratings
C-in-C Lieutenant-General Sir George White (C)
Lieutenant-General Sir William Penn Symons (C)
Major-General French (A)
Brigadier-General James Yule (B)
Colonel Ian Hamilton (A)
C-in-C Lieutenant-General Sir George White (C)
Lieutenant-General Sir William Penn Symons (C)
Major-General French (A)
Brigadier-General James Yule (B)
Colonel Ian Hamilton (A)
C-in-C General Piet Joubert (B)
2i/c General Daniel Erasmus (B)
General Lucas Meyer (B)
General Johannes Kock (C)
General Louis Botha (A)
General Christiaan Rudolph De Wet (A)
Recovery after Battle
After each engagement casualties are restored by rolling
1 D6 per lost figure as follows:
British Troops – 4, 5 or 6
British troops routed off table or otherwise removed – 3,
4, 5, or 6
British Officers – 3, 4, 5 or 6
British Artillery – automatically restored to full strength
Boers – 4, 5 or 6
Boers who fled – 3, 4, 5 or 6
Boer Officers – automatically restored
Boer Artillery – 3, 4, 5, or 6
British Officers – 3, 4, 5 or 6
British Artillery – automatically restored to full strength
Boers – 4, 5 or 6
Boers who fled – 3, 4, 5 or 6
Boer Officers – automatically restored
Boer Artillery – 3, 4, 5, or 6
Following recovery units may be amalgamated to bring them
up to full strength but such units may never exceed their original full
strength and any extra figures are discarded. Where two Boer Commandos are
amalgamated this will count towards the British victory conditions as one
destroyed unit.
Victory Conditions
Boers
Decisive Victory = Capture Ladysmith and expel the
British from Natal
Marginal Victory = Besiege Ladysmith and expel all other British forces from Natal
British
Decisive Victory = Achieve initial strategy and reduce Boer fighting ability by destroying 4 or more Commandos
Marginal Victory = Retain Ladysmith and reduce Boer fighting ability by destroying 4 or more Commandos
Marginal Victory = Besiege Ladysmith and expel all other British forces from Natal
Decisive Victory = Achieve initial strategy and reduce Boer fighting ability by destroying 4 or more Commandos
Marginal Victory = Retain Ladysmith and reduce Boer fighting ability by destroying 4 or more Commandos
Any other result is a draw.
You've covered everything quite thoroughly Ian, very well done! I am now looking forward to what comes next!
ReplyDeleteThanks Brad , I'm looking forward to the next bit too.
DeleteI like the intelligence rules and the random selection of one of six plans of action. The command roles to respond to intelligence and then again to repsond to an order seems a littel rough on the Brits, an average commander only has a 1 in 4 chance of getting an average subordinate to change his actions after receiving intelligence on the enemy.
ReplyDeleteYou may be right Rob. I wanted to reflect the poor performance of the British commanders at the start of the conflict. If I've gone too far with this I will amend the rules, this is one advantage of playing solo!
Delete