Friday, 14 August 2026

Zoutpans Campaign Rules

 
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:

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 enemy force was detected in the previous turn.
-1 to the die roll if the British troops closest to the Boer force are led by a C or D rated commander.

The British may only detect Boer forces up to a maximum distance of 10 miles.

Initial Deployment
The AI will make the Boer initial deployments. The British will begin concentrated at Steenkampsdrift.


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.
 
The British command die roll required is 4, 5 or 6. Add one to the die roll if the commander is A or B rated (A commander may make 1 reroll) and minus one if he is D rated.
The Boer command die roll required is 3, 4, 5 or 6. Add one to the die roll if the commander is A or B rated (A commander may make 1 reroll) and minus one if he is D rated.
 A rated commanders may use their own initiative and change their orders without waiting for new orders from the C-in-C although they still need to pass a command die roll.
 
The issuing of orders to the Boer forces will be made by a combination of die rolls and AI decisions.


Leader Ratings
Leaders are rated from A to D where A is the highest rating.
 
Movement
Boer Forces – die roll 1 or 2 = 5 miles, 3, 4 or 5 = 10 miles, 6 = 15 miles
British Mounted Forces – die roll 1 = no movement, 2 or 3 = 5 miles, 4, 5 or 6 = 10 miles
British Forces – marching along railway line die roll 1 = no movement, 2, 3 or 4 = 5 miles, 6 = 10 miles
British Forces – marching along road die roll 1 or 2 = no movement, 3 or 4 = 3 miles, 5 = 5 miles, 6 = 7 miles
No forces may enter mountainous terrain 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.
 
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.
 
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 Artillery – no recovery
Boers – 4, 5 or 6
Boers who fled – 3, 4, 5 or 6
Boer Artillery – no recovery
Fallen Officers – for each officer casualty roll 1 D6, 1 – 4 officer has been killed or injured and will be replaced. 5 or 6 just a scratch and the officer returns to his command.

4 comments:

  1. Interesting, for sure. Might you be challenged to come up with a list of 6 possible actions for a battle? In any case, it's going to be fun to watch how all this plays out.

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    1. Thanks Bob, I think 6 actions are possible but the beauty of playing solo is that I can adapt and amend rules as much as I like!

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  2. Everything is taking shape nicely Ian! It will be interesting to see how you feel about the AI involvement. It would seem to eliminate any possible bias in the heat of battle! I can't wait to see how it all works out!

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    1. Thanks Brad, I’m still not sure exactly how the use of AI will work but if all else fails I’ll return to using the trusty old dice!!

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