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