wargame rules for great britain’s 19th ......each rule set is a stand alone product. you do not...

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1 BOOK THREE: BOOK THREE: BOOK THREE: BOOK THREE: THE NORTH WEST FRONTIER THE NORTH WEST FRONTIER THE NORTH WEST FRONTIER THE NORTH WEST FRONTIER CROOKEDHEAD GAMES CROOKEDHEAD GAMES CROOKEDHEAD GAMES CROOKEDHEAD GAMES 2015 2015 2015 2015- - - - PDF EDITION PDF EDITION PDF EDITION PDF EDITION WARGAME RULES FOR GREAT BRITAIN’S WARGAME RULES FOR GREAT BRITAIN’S WARGAME RULES FOR GREAT BRITAIN’S WARGAME RULES FOR GREAT BRITAIN’S 19TH CENTURY COLONIAL WARS 19TH CENTURY COLONIAL WARS 19TH CENTURY COLONIAL WARS 19TH CENTURY COLONIAL WARS BY BY BY BY FRANK CAPOTORTO FRANK CAPOTORTO FRANK CAPOTORTO FRANK CAPOTORTO Sample file

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  • 1

    BOOK THREE: BOOK THREE: BOOK THREE: BOOK THREE:

    THE NORTH WEST FRONTIERTHE NORTH WEST FRONTIERTHE NORTH WEST FRONTIERTHE NORTH WEST FRONTIER

    CROOKEDHEAD GAMESCROOKEDHEAD GAMESCROOKEDHEAD GAMESCROOKEDHEAD GAMES

    2015201520152015---- PDF EDITION PDF EDITION PDF EDITION PDF EDITION

    WARGAME RULES FOR GREAT BRITAIN’S WARGAME RULES FOR GREAT BRITAIN’S WARGAME RULES FOR GREAT BRITAIN’S WARGAME RULES FOR GREAT BRITAIN’S

    19TH CENTURY COLONIAL WARS19TH CENTURY COLONIAL WARS19TH CENTURY COLONIAL WARS19TH CENTURY COLONIAL WARS

    BYBYBYBY

    FRANK CAPOTORTOFRANK CAPOTORTOFRANK CAPOTORTOFRANK CAPOTORTO

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    VICTORIA’S BATTLES

    WARGAME RULES FOR GREAT BRITAIN’S

    19TH CENTURY COLONIAL WARS

    BOOK THREE: THE NORTH WEST FRONTIER

    Copyright © 2015 Frank Capotorto

    All Rights Reserved

    CROOKEDHEAD GAMES

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  • I

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  • II

    Victoria’s Battles

    Between 1837 and 1901, Great Britain found itself in a virtual state of constant warfare.

    Military expeditions undertaken to protect and expand the Empire became an accepted facet

    of Victorian life. When compared to great military encounters such as the Seven Years War,

    the Napoleonic Wars, and the unprecedented World Wars of the Twentieth Century, Britain's

    colonial wars were small affairs. Each tended to be limited in both its size and goals. Yet each

    produced a more prominent and stronger Empire. The entire period is a portrait of British

    martial zeal.

    This set of rules allow for the playing of battles covering Britain's colonial operations on the

    North West Frontier of India

    Victoria’s Battles Book Three rules is one in a series of rule sets covering the 19th Century

    British Colonial experience. Each rule set uses the same general game system with rule

    modifications, additions and or deletions to deal with the specific nature of the conflicts

    involved. Each rule set is a stand alone product. You do not need one to play another.

    The rules are designed to play any size action using figure scales between 15mm and 25/30mm.

    Modifications for the use of smaller scale figures is easy. We recommend the mounting of

    multiple smaller figures on the same size bases given for 15mm figures. There is no need to

    change movement rates or weapon ranges. We have found no problem in using the same ranges

    and move rates for both 15mm and 25mm figures, but others may find this less appealing. If the

    movement and weapon ranges seem to small for 25mm figures, simply add three inches to all

    movement rates and fire ranges. Please try the rules as written; they have proved to provide an

    enjoyable and accurate simulation of the period. The unit scale is variable. The rules allow for

    a flexible playing scale that can be used to play small patrol level games on up to the largest

    battles of the period.

    Figures can be mounted on single figure bases and grouped together or figures can be mounted

    on multi-figure bases. The choice is up to you. The rules call for removing single figure

    casualties. If multi-figure bases are used will need casualty markers of some sort. Either way

    works well. So there is no need to change already based figures.

    When writing a set of rules it is difficult to envision every problem that may show itself during

    a game. If a situation not covered by the rules does happen to occur, use similar rule situations

    and or mechanics to guide you in working out a logical conclusion to the problem. The rules are

    complete and few, if any, problems should present themselves. Any questions can be directed to

    the address found below.

    F. Capotorto

    [email protected]

    Introduction:

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  • III

    1.0 Game Preparation: 1 6.1.3 Unit Morale Check Procedure: 4

    1.6 Figure Mounting: 1 6.2 The Reform Step 4

    2.0 Game Terms: 1 6.2.1 The Reform Morale Check Procedure: 4

    2.1 Friendly and Opposing Sides: 1 6.3 The Ad-Hoc Unit Step: 5

    2.2 Active and Inactive Players: 1 6.3.1 Ad-Hoc Unit Formation Procedure: 5

    2.3 Command Stands: 1 6.4 The Army Morale Step: 5

    2.4 Units: 1 6.4.1 Army Morale: 5

    2.4.1 Ad-Hoc Units: 1 6.4.2 Army Morale Check Procedure: 5

    2.4.2 Unit Size: 2 7.0 The Fire Phase: 6

    2.4.3 Unit facing: 2 7.1 Fire Rules: 6

    2.5 Unit Formations: 2 7.2 Firing Restrictions: 6

    2.5.1 Line Formation: 2 7.3 Weapon Ranges: 6

    2.5.2 Mass Formation: 2 7.4 Firing Arcs: 6

    2.5.3 Skirmish Formation: 2 7.5 Mandated Targets: 6

    2.5.4 March Column Formation: 2 7.6 Blocked Targets: 6

    2.5.5 Marching Mass Formation: 2 7.7 Fire Procedure: 7

    2.5.6 Brigade Square Formation: 3 7.7.2 Fire modifiers: 7

    2.5.7 Limbered and Unlimbered Artillery: 3 7.7.2.3 The Fire Modifier Chart: 7

    2.5.8 Attached Formation: 3 7.7.5.1 The Fire Effects Table: 8

    2.6 Regroup Area: 3 7.7.6 Special Fire Rules: 8

    2.7 Reform Markers: 3 7.7.6.1: Mounted Units: 8

    2.8 Hold Markers: 3 7.7.6.2 Gatling Guns: 8

    3.0 The Sequence of Play: 3 7.9.6.3 Artillery Firing vs. Buildings: 8

    4.0 First and Second Player Sides: 3 7.9.6.4 Effects of Fire and Rubble : 8

    5.0 The Turn Sequence: 3 8.0 The Movement and Close Combat: 9

    6.0 The Administration Phase: 4 8.1 Movement Rules: 9

    6.1 The Unit Morale Step: 4 8.2 Movement Rates: 9

    6.1.1 Unit Morale: 4 8.2.1 The Movement Table: 9

    6.1.2 The Morale Table: 4 8.3 Special Movement Rules: 9

    Table of Contents

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  • IV

    8.3.1 Changes of Face: 9 9.6 Second Rounds of Close Combat: 14

    8.3.3 Forward Movement: 10 9.7 Attacker Falling Back from Close Combat: 14

    8.3.4 Backwards Movement: 10 9.8 Exploitation after Close Combat: 14

    8.3.5 Sideways Movement: 10 9.9 Command Stands and Supply/Baggage Units: 14

    8.3.6 Fallback Movement: 10 9.9.1: Command Stands in Close Combat 14

    8.3.7 Mounting and Dismounting: 10 9.9.2: Supply/Baggage Units in Close Combat 14

    8.3.7.2 Horse Holders: 10 10.0 Special Game Play Rules: 15

    8.3.8 Detachments 10 10.1 The Guides: 15

    8.3.9 Hold Markers: 11 10.2 The Ghurkas: 15

    8.4 Movement Modifiers: 11 10.3 Pathan Warriors: 15

    8.4.1 March Column Formation: 11 10.4 Ghazis Fanatics: 15

    8.4.2 Skirmish Formation: 11 10.5 Pathan Levies: 15

    8.4.3 Linear Obstacles: 11 10.6 Night Fighting: 15

    8.4.4 Rough Ground: 11 10.7 : Non-Combat Figures: 15

    8.4.5 Buildings: 11 11.0 Additional Game Play Rules: 16

    8.4.5.1 Occupying Buildings: 11 11.1 Observation: 16

    8.4.5.2 Leaving Buildings: 11 11.2 Scouts and Scouting: 16

    8.4.5.3 Fortifying Buildings: 11 11.2.1 Scout Movement: 16

    8.4.6 Bridges and Fords: 11 11.2.2 Finding Hidden Units: 16

    8.4.7 Unit Interpenetration: 11 11.2.3.1 Scouting Table: 16

    9.0 Close Combat Rules: 12 11.3 Forts and Fort Combat: 17

    9.2 Consecutive Attacks: 12 11.3 Forts and Fort Combat Continued: 18

    9.3 Close Combat Restrictions: 12 Scenario List 19

    9.4 Close Combat Procedure: 13 SCENARIO ONE: SCENARIO ONE: SCENARIO ONE: SCENARIO ONE: Ambush on the Road to Murakand Ambush on the Road to Murakand Ambush on the Road to Murakand Ambush on the Road to Murakand 20

    9.5 Resolving Close Combats 13 SCENARIO TWO: SCENARIO TWO: SCENARIO TWO: SCENARIO TWO: Action at LandakaiAction at LandakaiAction at LandakaiAction at Landakai 21

    9.5.1 Close Combat Tactical Situation Mods. 13 SCENARIO THREE: SCENARIO THREE: SCENARIO THREE: SCENARIO THREE: Battle of Rambat PassBattle of Rambat PassBattle of Rambat PassBattle of Rambat Pass 22

    9.5.3.1 The Close Combat Effects Table: 14 Fire Arc Templates, Game Markers 23-24

    9.5.4 Tie Die Rolls: 14 Quick Reference Sheets 25-26

    9.6 Second Rounds of Close Combat: 14 Formation Examples 27

    8.3.2 Formation Changes: 10 9.6.1 Fighting a 2nd Round of Close Combat: 14

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  • 1

    The rules require the following to play.

    1.1: A ten-sided die (D10) to conduct administrative,

    morale, fire and close combat actions. One die per

    player is recommended.

    1.2: Rulers marked off in inches. A twelve (12") and

    eighteen (18") inch ruler is recommended per player.

    1.3: A gaming area of approximately six (6') feet by

    five (5') feet is adequate for most games.

    1.4: Terrain representing the environment where the

    simulation is taking place. The North West Frontier is a

    land of deserts, ice capped mountain ranges, cliffs,

    escarpments and broken ridges. Within this treacherous

    landscape are small valleys and open plains where the

    lands are fertile and green. The entire area is

    insurmountable except for small numbers of mountain

    passes which cut through the rugged frontier. While

    these passes offered a route of passage, they in them-

    selves present a most formidable obstacle. The roads

    through the passes bend and climb, turn and drop much

    like a roller coaster. Mud and stone sentry towers, and

    forts dot the landscape often commanding the entire

    route. The area presented the colonial soldier its greatest

    natural obstacle anywhere.

    1.5: Figures representing the infantry, cavalry, artillery,

    and transport of the period. The figures used to play

    Victoria's Battles can be mounted on individual bases or

    multi-figure bases.

    1.6 Figure Mounting:

    The base sizes used to mount figures are given below.

    1.6.1: Artillery and Machine gun castings can be used

    without a base or mounted on a minimal sized base.

    Crew figures are mounted as foot figures.

    1.6.2: Wagons, limbers, and other similar figure

    castings should be mounted on a base of the minimum

    size necessary to accommodate the casting.

    1.6.3: Weapon crew figures are mounted individually

    like other foot figures.

    1.6.4: Command stands consist of a single base

    mounting two to three figures representing the

    command elements present (general and other officer

    types, mounted or dismounted); 15mm- 1 1/2" x 1 1/2",

    25mm- 3 x 3".

    1.6.5: Mounting figures on multiple figure stands will

    not effect game mechanics. The only modifications

    being that the need for casualty markers and a way to

    handle the allocation of figures available for the

    formation of ad-hoc units (if used). The rules will play

    the same regardless of the basing format used.

    The following introduces some terms and definitions

    used in the text of these rules. The information will

    help in the learning, understanding and play of

    Victoria's Battles.

    2.1 Friendly and Opposing Sides:

    A player’s own units are always considered "friendly."

    The other or opposing player’s units is always

    considered to be the "enemy," or the "opposing" side.

    2.2 Active and Inactive Players:

    The player executing a turn’s phases in the active

    player. The other player is the inactive player.

    2.3 Command Stands:

    A command stand is a base of two to three figures,

    which represents the command elements of the player’s

    army. The stand is needed to influence morale and to

    use the "regrouping" and "ad-hoc formation" rules.

    Generally, there is one command stand per side. In

    some games, more than one command stand is used to

    note different player commands or to provide more

    commands when larger or widely separated groups of

    figures are used.

    2.4 Units:

    Combat units in Victoria's Battles come in five basic

    types: Command units, Infantry units, Cavalry units,

    Artillery units (this includes both cannon and machine

    gun weapons), and Supply units (this includes wagon

    and pack animal hauled units). Some other specialized

    type units also play a roll in the game and are explained

    later. British and Pathan forces employ all the basic unit

    types.

    2.4.1 Ad-Hoc Units:

    Ad-Hoc units are a special unit type formed from units

    that have been removed from the game due to

    casualties. Ad-Hoc units are created during the Ad-Hoc

    unit step.

    1.0 Game Preparation:

    15mm 25mm

    Foot Figures

    1/2" x 1/2"

    Foot Figures

    3/4" x 3/4"

    Mounted Figs

    1/2" x 1"

    Mounted Figs

    3/4" x 1 1/2"

    2.0 Game Terms:

    Victoria’s Battles

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