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Version 6

BIG TABLE: LITTLE MEN

Being a set of rules for the Campaigns in Egypt and


Palestine during the Great War

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Version 6

Introduction

The rules are designed for one specific area of campaigning in the First World
War, the Middle East. In particular it focuses on the campaign against the Turks
in Palestine, including Lawrence’s operations and also the war against the
Senussi in Egypt. This is a campaign that combines modern weaponry with
cavalry, camels and Arab irregulars.

This was a campaign where, though wire and trenches were not uncommon
there was still the chance of sweeping movements and cavalry breakthroughs.
This is represented by having both strategic movement, halted only by difficult
terrain or enemy action and conventional tactical movement. The idea is to use
small figures (2-10mm) on small bases (40mm x 20mm) and on a large table. If
you don’t have a big table then strategic movement can be carried out on a map
and then transferred to the table for tactical movement.

The Armies

The British Army was an Imperial force, including British, ANZAC and Indian
troops, as well as, in the later stages, a small French contingent including Spahi
light cavalry. It included a significant Cavalry/mounted infantry component,
armoured cars and for a few battles a tiny tank component. It also had support
from Arab irregulars.

The Turks were a more infantry oriented army, usually outnumbered in cavalry.
They were also supported by German and Austrian forces, which provided
artillery, machine guns and aircraft.

Command

Command is based on the idea of PIPs, familiar to any DBA type player. A
commander throws a dice and that gives the number of units or groups of units
he can move in a turn. In these rules there are different levels of commander.

1. Commander in Chief. His main role is overall strategic direction of the force
but he also has limited PIP’s to help reorganise and rally troops and to control
heavy artillery. Should be mounted on a full size base.
Radius of command 18”
Dice 1-2 1 Order
Dice 3-4 2 Orders
Dice 5-6 3 Orders

2. Divisional Commander. Normally commands a force of up to 3 brigades plus


attached Machine Gun, Armour and Artillery Units. Should be mounted on a
half size (20mm x 20mm) base.

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Radius of command 9 inches


1-6 Dice gives number of PIP’s

3. Senior Staff Officer. Each army may have one senior staff officer. Should be
mounted on a half size (20mm x 20mm)
Radius of command 6 inches
Dice 1-2 1 Order
Dice 3-4 2 Orders
Dice 5-6 3 Orders
The Staff Officer may be used in one of two ways:
a) As commander of a detached force assigned at the start of the game.
E.g. An infantry brigade, field artillery and light armour. In this case the
Staff officer and the detachment are given strategic move orders and
markers just like a division.
b) As an aide to the C in C he travels with the C in C until he is detached to
rally and bring up units that have fallen back out of range of their
divisional commander. He moves up to a full normal move and then may
dice for orders to send troops forward. He can return to the side of the C
in C once he has sent all the units forward.

4. Artillery observer. Controls the fire of a single Heavy battery. Should be


mounted on a half size (20mm x 20mm) base.

Very large games

Where a force is 4 divisions or larger then an army may have Corps


Commanders, one per 3 Divisions. I.e. 4-6 Divisions 2 Corps, 7-9 Divisions 3
Corps. A Corps Commander has up to 3 PIP’s and a command radius of 12
inches.

All command and staff figures move at 12 inches per move. They do not require
PIP’s to be moved and must move either at the start of the move or at the end
after all divisions have moved.

Risk to command units

Command units i.e. C in C, Corps and Division commanders, staff officers and
artillery observers have no fighting value and cannot be targeted by either direct
or indirect fire of any sort. If a command unit is contacted by enemy infantry,
cavalry or armour then it must flee to the nearest friendly (non command) unit. If
it cannot reach safety within a normal move then it is eliminated. C in C’s, Corps
and Division commanders are replaced immediately but the replacement has a -1
penalty to its PIP dice throw. This may mean that sometimes a replacement
commander may not be able to issue any orders. Staff Officers and Observers
are not replaced.

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Organising an Army

Each army is organised into a number of divisions or commands, which must be


decided at the start of the game. A division normally consists of 3 Brigades each
of 4 infantry battalions (each one base) or 3 Cavalry/Camelry regiments. Turkish
divisions were often recorded as being understrength in terms of number of
battalions. For larger battles divisions may be grouped into two or more corps
each usually of 2-4 divisions. Field Artillery, AA artillery, Armour and MG units
can be attached to divisions. Normally a division should have at least one Field
gun unit and one MG unit as an absolute minimum but one of each per brigade
would be a more realistic proportion. Heavy artillery should be controlled directly
by the C in C or Corps commanders. Tanks, armoured cars and light cars may
be attached to divisions or controlled directly by the C in C or Corps
commanders.

Changing the attachment of a unit or group of units during the game can only be
done by the C in C or a Corps Commander. It costs 1 PIP per unit/group and the
responsible commander must be in command range of both subordinate
commanders.

Aircraft and gunboats operate independently and do not need PIP’s to move but
must be given specific tasks/targets at the start of the game, by means of written
orders. This may be to attack a specific target or area, or to support a particular
division or task force. They come onto the table at the start of the first tactical
move, unless they are part of a defending force in which case they start on table.

Setting up a game

Games under these rules may be either “pick-up” games, using the points
system or a scenario, which may be either historically based or imaginary. This
latter type of game will often work better with an umpire.

Battles may be either an encounter battle, with two roughly equal armies or an
attack/defence battle in which case the defender should have roughly half the
points of the attacker.

In order to give space for strategic movement then the baselines for the two
sides should normally be the shorter table edges, giving plenty of depth to the
table. (The exception to this would be if you were playing a “Canal Attack” or
“Communications Raid” game as set out in the scenario section at the back).

For a game without an umpire then one player should lay out the terrain and the
other player can then choose which end of the table will be his baseline.
Alternatively players can develop their own dice based system.

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Terrain Types

In the strategic move phase there are only two types of terrain:

Blocking terrain. This is difficult terrain, rivers, lakes and the sea.
Movement terrain. Anything not listed above.

In the tactical move stage then there are a number of terrain types.

Open Ground This represents the normal desert or farmland terrain. All
units move at full speed across this type of terrain.

Soft sand Regular Infantry, Cavalry, MG units and pack/mountain


artillery move at half speed. Soft sand is impassable
tactically to all other artillery, wheeled vehicles and tanks.
Irregular infantry, irregular cavalry and all camel mounted
units move at full speed. (They are at home here).

Build up areas These are usually small villages and the area around them
but some battles were fought round larger towns such as
Beersheba. All units move at half speed through these. They
provide cover for Infantry, cavalry and MG units but not for
any other troop or vehicle type. A built up area should be
buildings placed on a template. The whole area of the
template is regarded as built up for firing and melee.

Wadis/streams These may be the same feature at different times of the


year. Infantry cavalry, MG and pack/ mountain artillery units
move across them at half speed. Other units may only cross
them by identified tracks, fords or bridges and this costs 2” of
movement.

Rivers These are blocking terrain for strategic movement. In tactical


terms they can only be crossed at bridges and fords and all
units must deduct 2” for crossing them.

Lakes/Sea Impassable for all units both in strategic and tactical


movement.

Trees This represents woods, orchards, olive groves. Half speed


for infantry, cavalry and MG’s and provides cover for them.
Impassable to all artillery, wheeled vehicles and tanks.
Blocks line of sight.

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Low scrub Could be thorn bushes cactus etc. Half speed for all troop
types and does not provide cover.

Rocky ground Half speed for Infantry, cavalry and MG units and provides
cover for them. Impassable to all other troop types.

Linear This represents hedges and walls. Units may only fire “in
support” if their front unit is in direct contact with the
obstacle.

Trenches Normal trench defences or rock sangars. These provide


cover for infantry, artillery and MG’s only. Attackers do not
receive a charge bonus when attacking them.

Strongpoints These should be very rare and only used in a scenario game
or by agreement between the players. They provide all round
cover. They can contain up to 2 Infantry, MG or Field Artillery
units. Attackers do not receive a charge bonus when
attacking them and they cannot be attacked in flank or rear.

Low hills No effect on movement. Blocks line of sight.

Steep hills Half speed for infantry and MG units, quarter speed for
cavalry and pack/mountain artillery, impassable for all other
troop types. Blocks line of sight.

Either type of hill may be partly or totally covered with Trees, Low scrub or rocky
ground. Villages may also be placed on low hills or on the flat top of an otherwise
steep hill.

Difficult terrain This represents very steep hills, edges of mountains etc. and
may be broken up by deep wadis and other obstructions. It
can only be crossed in tactical movement by regular infantry
or cavalry (not camelry) at quarter speed and by irregular
infantry or cavalry (not camelry) at half speed. It provides
cover to units in it. It is impassable to all other troop types.
Strategically it is Blocking terrain and brings strategic
movement to a halt.

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Barbed Wire/Cactus hedge


This is not the major entanglements of the Western Front but
much more limited. All units must halt on reaching barbed
wire. Infantry may cross it next move and this costs 3” of
movement. If they then assault the enemy they do not
receive a charge bonus that move. All other units can only
cross it if they make a gap one base wide. Infantry may also
spend a move “gapping” wire for other forces to move
through. This takes a whole move to do and they may not
fire and must not be disrupted. The only exception is Tanks
which plough through it without slowing and make a one
base gap. Barbed wire is either bought in a points based
game or provided as “engineering stores” in an umpire
organised game. Cactus hedges were found round many
Arab villages. This has the same effect as barbed wire but
each village must have at least one base width gap in the
surrounding hedge.

Troop Types

Regular Infantry The standard regular troops which; in the British Army
could be Regulars, Territorials, Volunteers, ANZAC
troops or Indian Army. Turkish troops could be from
many parts of the empire. Troops are armed with
rifles, some MG’s, LMG’s and light mortars. They are
on a full size base, which represents a battalion.

Irregular Infantry Usually Arab troops, could fight on either side. They
are on a full size base.

Regular Cavalry Mounted troops, armed with rifle or carbine and


usually some form of edged weapon. Capable of
fighting both mounted or dismounted. They are on a
full size base, which represents a regiment.

Irregular Cavalry Represents mostly Arab forces and some Turkish


troops as well. Again they can fight both mounted and
dismounted. They are on a full size base.

Camelry These can be both regular and irregular. British will be


regular, Arab irregular. Normally they are exactly like
cavalry but in some cases they have slightly different
move capabilities. They are on a full size base.

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Machine Guns These represent additional MG support and can fire


either directly or act as support of infantry or cavalry.
They are on a full size base, with an MG model and a
few infantry or cavalry. MG’s attached to
cavalry/camelry units move at cavalry/camelry speed.

Field Guns The main source of artillery support, like British 18lb
or German 77mm Guns. This category also includes
Horse Artillery and Pack and Mountain Guns. These
were usually slightly lighter in calibre and have less
effect but are more mobile. They may be placed either
in a direct fire position to fire over open sights or
placed directly behind a unit in support. They are on a
full size base which represents a full battery.

AA Guns These may be towed or lorry mounted. They can fire


on aircraft and also in a ground role, but with a lower
factor. They are on a half size base.

Heavy Artillery Represent the heavier support available to senior


commanders. They may fire directly or under the
control of an Observer but not “in support”. They may
not fire at any point in a turn in which they move. They
are on a full size base, which represents a battery.

Light Armour This represents armoured cars or light cars with a


mixture of MG and Cannon armament. On this front
they were much more common than tanks. On good
ground they can move quickly but struggle on certain
types of terrain. They are on a full size base.

Fighter Aircraft These are mainly designed to fight off other fighters
and to down enemy bombers. They did however also
have ground attack capabilities.

Bomber Aircraft Heavier and slower than fighters so able to deliver a


heavier ground attack load. They can also defend
themselves against fighters.

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Troop moves and combat factors

Troop Type Move Melee Fire Target Range Points


Cost
Regular Infantry 4” 2 3 3 6” 4
Irregular Infantry 5” 3 2 3 6” 3
Regular Cavalry and 7” 3 2 3 5” 5
Camelry
Irregular Cavalry and 8” 4 1 2 5” 4
Camelry
Machine Guns 4” 2 3 2 9” 4
Field Artillery 4”/8”* 1 4 3 18” 6
Heavy Artillery 3” 1 5 3 30” 8
AA Artillery 4”/8”# 1 4/1 3 18” 7
Light Armour 6” 2 4 3 9” 6
Fighter Aircraft 15” 4 2/4 2 6” 8
Bomber Aircraft 12” 2 4/2 3 4” 9
Tanks 4” 3 5 4 10” 10
“Stormtroops” 5” 3 3 4 5” 5
Gunboats 7” n/a 4 3 12” 10
*Foot artillery/ Pack, Mountain and Horse artillery move rate
# Towed/Truck mounted.
Aircraft /Ground target
MG’s attached to cavalry/camelry units move at cavalry/camelry speed.

Movement

There are two types of movement, strategic and tactical.

Strategic movement represents the “broad sweep” of movement that was


possible in the Palestine campaign.

Each side has a “start line” area 6” deep at their edge of the table. At the start of
the game each army places its Divisional Commanders in this area with their
divisions around them in the formation in which they will be placed on the table.
The Divisional Commander should be in the centre of the front rank of the
division.

In an encounter game both sides take it in turn to place the “strategic move”
markers for one of their divisions. (Dice for who goes first) The first marker shows
their entry point on the table. The final one is an arrow showing the direction in
which the division will face at the end of the strategic move. This may be in any
direction. If the division is to advance in a straight line then these are the only
markers that need to be placed. If the division is to make a turn, for example to
avoid blocking terrain, then a further marker is placed at that point. Strategic
movement is halted once any unit of the division makes contact with blocking

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terrain. This can be a river, lake, the sea or difficult terrain. If a division is forced
to halt in terrain that is impassable for any of its units then these units must be
left at the rear edge of that terrain. If the centre of a division would make contact
with any enemy element already on the table then the division stops 6” short of
that element.

In an attack/defence game then the defender first places the markers for his
divisional commanders, together with a facing arrow, on the table up to ¾ of the
way up the table. For every 3 divisions (or part of 3) then one dummy marker
may be used. i.e. 1-3 divisions 1 dummy marker
4-6 divisions 2 dummy markers and so on.

The attacker then places his strategic move markers as described above.
Once all the strategic markers have been placed then strategic movement takes
place.

In an encounter battle then commanders take it in turn to move a division (dice


for who goes first). In an attack/defence battle then the attacker moves his
divisions in whatever order he chooses. Once a Division has completed its
strategic move then it is placed on the table

When a player declares he is moving a division then his opponent may seek to
halt that move at any point. This is done by firing on the division with 4 units that
are in range. N.B. no premeasuring. All units of the firing division must now be
placed on the table. The unit of the moving division closest to the enemy is
placed on the table. If 4 enemy units are in range then the strategic move ends
there and the division halts. If the firer has misjudged the ranges then the division
carries on to the end of its strategic move markers, unless the centre of the
division would make contact with an enemy unit. If this happens then the division
stops 6” short of the enemy unit. Once a division has been challenged it can not
be challenged again, nor can the units that “fired” fire on another division. N.B.
only defending divisions; or attacking divisions that have completed their
strategic move; can “fire”.

Once the attacker has made all his strategic moves then the defender may place
strategic move markers for any of his divisions that did not “fire” on the enemy.
This represents the defending commander moving his reserves to meet the
attack. The attacker may try to halt these strategic moves by “firing” on them with
4 units. If they are in range then the move halts, if not then the division moves to
the end of its strategic move, or until the centre would make contact with an
enemy unit, in which case it stops 6” short.

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Note that “firing” in the strategic move phase does not inflict casualties or have to
be diced for. It represents “opening shots” that force the moving division to slow
down and shake out into a combat formation. A Division making a strategic move
cannot pass through another division that has been halted. Instead it must halt
behind that division.

When all divisions have moved then the C in C and Corps Commanders may
move as far as they wish as may any heavy artillery or other units under their
direct command. They do not need to place strategic move markers but may not
move through any halted units.

Once all divisions that wish to have made a strategic move then the initial
strategic move ends and you move to tactical combat.

Tactical sequence

In an attack/defence game the attacker is always the first to move, in an


encounter game the players dice at the start of the game to decide who will move
first. Use one of the charts at the back of the rules to keep track of the sequence.

Player 1 Dice for PIP’s for each commander.


Player 1 Moves all eligible units then removes disruption markers.
Player 2 Makes ranged attacks with all eligible units.
Player 1 Attacks with aircraft and fights melees.
Player 2 Dice for PIP’s for each commander
Player 2 Moves all eligible units then removes disruption markers.
Player 1 Makes ranged attacks with all eligible units.
Player 2 Attacks with aircraft and fights melees.
Both players Check divisional morale status and then the overall army morale.

At the end of a full tactical move then either commander may make a further
strategic move with any of his divisions provided that no unit in that division has
moved, fired, been fired on or engaged in melee during that move. These
strategic moves may be challenged and halted by fire as above. The whole
division/command must move together, except that any unit out of command
radius is left behind.

Tactical Movement

Movement may be by groups or by individual units.

Group movement. A group is a set of units. The front edge of each unit in a group
must be fully in line with the front edges of all the others in the group. Second or

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subsequent ranks must have the whole of their front edge in direct contact with
the rear edge of the rank in front.

Groups may be composed of different types of unit and the group moves at the
speed of the slowest unit type. Forward movement is at full speed (allowing for
terrain effects) and all turns are done by wheeling at half speed. Wheeling may
be done at any point in the move. Groups or units may also fall back facing the
enemy, this is done at half speed.

A unit or group may also incline (going forward only). To do this they must deduct
1” from their move, move directly forward and then move up to one base width to
either side. This must be used if there is a need to line up units directly opposite
each other for combat.

A unit or group may about face (180 degrees) and this costs 2” of move. If the
new front edge of the group is fully in line then the group may then move. If not
then new groups must be designated and a PIP used to turn about and then
move each new group. Need diagram for this.

A special case here is where a group consists of a single line of infantry, cavalry
etc. with MG’s and Field Artillery in support. In this case only the front rank about
faces and the MG’s and Field Artillery are placed behind them. Again this costs
2” of move. See diagram.

It normally costs one PIP to move a group unless:


• The group includes a tank unit.
• All units in the group are outside the command radius of their Commander
or of the staff officer, Corps Commander or C in C giving them the order.
• All units in the group are out of line of sight of their Commander or of the
staff officer, Corps Commander or C in C giving them the order.
• Group in a “weakened” division moving into melee contact.

In any of these cases it costs 2 PIP’s to move the group. N.B. this is not
cumulative; it only ever costs 2 PIP’s to move a group.

Movement by individual units. Units that are not part of a group move individually
and it costs 1 PIP to move a unit. It will cost 2 PIP’s if the unit is:
• A tank unit.
• Out of command range.
• Out of sight.
• Unit in a “weakened” division moving into melee contact.

Again these are not cumulative.

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Aircraft and gunboats move independently without the need for PIP’s and do not
need to form groups, but must be given brief general written orders at start of
game. These must be to support the operations of a specific division/command
or to attack a specific point. New written orders may be given by the C in C and
each set costs 1 PIP.

Deliberate Interpenetration

Units in this period operated in relatively loose formations so in tactical


movement any unit or group may pass through any other unit or group, provided
only that it has sufficient movement to clear the other group. The unit or group
passing through must deduct 1” from its move and the other unit or group must
remain stationary for the whole move. The interpenetrating group must have
enough move to fully clear the group it is trying to interpenetrate.

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Effects of Terrain on Tactical movement


Terrain Effect on Movement Provides cover to and Blocks
Type can be hidden in by visibility
Open Nil No No
ground
Soft Sand Half speed for all regular units, except camels. No No
Impassable to all Artillery except pack/mountain guns. Full
speed for all irregulars and camel mounted units.
Built up Half speed for all units. Infantry cavalry and Yes
areas MG’s
Wadis, Infantry, cavalry MG’s and pack/mountain artillery move at half No No,
streams speed. Other units must use tracks. except
when
actually in
wadi
Rivers Impassable to all units except by bridges and fords. All units No No
must deduct 2” to cross a bridge in addition to actual move
distance
Trees Infantry, cavalry and MG’s half speed. Impassable to all other Infantry cavalry and Yes
units MG’s
Low scrub Half speed for all units No No
Rocky Half speed for Infantry cavalry and MG’s Infantry cavalry and No
ground Impassable to all other units MG’s
Linear Can be crossed by Infantry cavalry and MG’s who must deduct Infantry cavalry and No unless
obstacle 2” MG’s in contact with unit in
obstacle contact.
Trenches Infantry cavalry and MG’s deduct 2” to cross. Impassable to all Cover for Infantry No
other units except tanks. cavalry and MG’s. They
are hidden if they do not
fire.
Strongpoints Must be captured before movement can be made. If a Cover for Infantry No
strongpoint is not occupied by the enemy it can be moved Cavalry, MG’s and Field
through, this costs 3” of move, plus actual distance artillery. They are hidden
if they do not fire

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Terrain Effect on Movement Provides cover to and Blocks


Type can be hidden in by visibility
Low Hills None No unless behind crest. Yes*
Steep Hill Half speed for infantry and MG’s, quarter speed for all No unless behind crest. Yes*
cavalry/Camelry and pack/mountain artillery. Impassable for all
other units
Difficult Quarter speed for regular infantry and cavalry, quarter speed for Yes Yes*
terrain irregular infantry and cavalry. Impassable to all other units
including camels.

*Visibility over terrain

• Units in built up areas can see over all linear obstacles


• Units on low hills can see over buildings and linear obstacles as long as the units are in front of the crest line.
• Units on steep hills can see over low hills, buildings and linear obstacles as long as the units are in front of the
crest line.
• Units on difficult terrain can see over steep hills, low hills, buildings and linear obstacles as long as the units are in
front of the crest line.

Hiding in and firing from terrain.

Units in trenches and strongpoints can always fire and are hidden if they do not fire. In all other terrain then:

If a group or unit has no edge in contact with the edge of the terrain then it is assumed to be hidden and can neither fire
nor be fired on, nor can an observer unit call for fire.

If any edge of the unit or group is in contact with the edge of the terrain then that unit or group can be targeted by fire.

In order to fire then a unit or a group must have some part of its front edge in contact with the edge of the terrain. This
may mean that only the extreme edges of the group actually contact the front of the terrain. As long as this is the case
then all units in that group may fire or give fire support, including MG’s and artillery firing in support.

The idea here is that if terrain is irregular then in reality units would advance up to the edge, but this would break up the
group, which would create problems with a PIP/group movement system.

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Combat

There are two main types of combat, ranged fire and close combat. There is also a
separate section for air/air and air/ground combat.

Ranged fire

All units except AA artillery have an arc of fire up to 45 degrees either side of the front
corner of their base. Units firing “in support” have exactly the same arc of fire as the
base unit they are supporting. AA artillery has a 360 degree arc of fire. All units except
field and heavy artillery must target the nearest enemy unit. All firing on a unit must be
worked out as a single attack (except fire from heavy artillery or aircraft).

MG and Field Artillery units that are positioned so that their front edge is in contact with
the rear edge of an infantry or cavalry unit may fire “in support” of that unit (but not of
any other unit). They add to the fire effect of the original unit.

MG’s and Field artillery that are positioned in the front line fire directly using their factors
in the table. Heavy artillery does not fire “in support” but fires on targets either in their
direct line of sight or that of their observer unit. Each heavy artillery battery’s fire is
calculated separately. This and air attacks is the only case in which an enemy unit may
be targeted more than once. Heavy artillery and aircraft may not target any unit within 4”
of friendly units.

Units (except MG’s and Field Artillery “in support”) may not fire through either friendly or
enemy units. To check if units are in the way then draw a line from the front centre of the
firing unit to the front centre of the target unit. If this passes through a friendly unit then
no firing is possible, if it passes through an enemy unit then that enemy unit must be
targeted. Units are “in cover” as long as the front centre point of the unit is within the
cover, even if part of the unit is outside the actual cover. If a unit is partially behind
concealing terrain then again it is the front centre point that matters.

Overhead Fire

Any troops on a hill may fire over friendly units at a lower level as long as there is at
least a 2” gap between the front of the friendly unit and the target. On level ground
artillery can fire over any friendly unit as long as there is at least a 2” gap both between
the artillery and the friendly unit and between the friendly unit and the target.

Procedure for firing.

The firing player takes the “Fire” factor from the Troop Type table, adds or subtracts the
other factors and throws 1 D6. The defender takes the “Target” factor from the table,
and throws 1 D6.

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Firing factors
+1 for each MG or Field artillery unit in -1 if firer is currently disrupted
support. -1 if target in cover
+1 for each additional unit firing directly on -1 if target in trenches, artillery position or
target built up area
+1 firing from higher ground -2 if target in a strongpoint
-1 for Horse, Pack or Mountain Artillery
firing on target in cover, defences or
buildings. (These guns fired a lighter less
effective shell)

Combat results

Firer’s score equal to or less than target’s score: No effect


Firer’s score 1 more than target’s score: Target is disrupted

Firer’s score 2 or more than target but not doubled


Units in buildings, trenches or strongpoints: Target is disrupted
Otherwise
Regular troops: Fall back one base depth facing same way and are disrupted.
Irregular troops: Flee one full move facing same way and are disrupted.

Firer’s score double or more target’s score: Target destroyed.

Note that, unlike in some other rules only the target can be affected, not the firer.

Effect of being “disrupted”: A disrupted unit may not move in its next movement phase
but automatically removes the disrupted marker at the end of that phase. While it is
“disrupted” it has an additional -1 factor in ranged or close combat. Disrupted units may
not destroy barbed wire while they are disrupted nor may they provide support in a
melee.

Units that are being directly assaulted may fire on any unit assaulting them, receiving
fire support as normal. A successful attack may disrupt or force back the attacking unit.

Close combat

A melee occurs when two units make direct contact. Units should be lined up directly
even, this may mean that the attacker has to incline to make contact.

The attacker chooses the order in which melees are fought, each melee can consist of
two rounds of fighting, if the first one is a draw and each melee is fought to a conclusion
before moving on to the next one.

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Version 6

Flank and rear attacks: In order to count as attacking a flank then the attacking unit must
start its move entirely behind the front edge of the enemy unit. To count as a rear attack
then the attacking unit must start its move entirely behind the rear edge of the enemy
unit. Remember that strongpoints are organised for all round defence and therefore
have no flanks or rear.

Units hit from two directions: sometimes it may happen that a unit is contacted on two
unit edges, e.g. at the front and on one flank. In this case the unit fights a single melee
counting an additional -1 factor. If the result of the melee is that an attacker is defeated
or destroyed then this happens and the result is applied to both attacking units. However
if the defender loses by any margin then he is destroyed. With this type of melee neither
side follows up a victory. N.B. An attacker may not manoeuvre so as to hit a single unit
with two units on the same base edge, instead he must incline to meet the enemy unit.

Support: Units in melee can receive support from infantry, cavalry or armoured units
(who are not also engaged in another melee) if those units are either directly to their
flank and in line with them, or directly to the rear and in contact with the rear of their unit
and not disrupted (See diagrams). Defending units can also receive support from Field
Artillery and MG units directly to their rear and in contact. N.B. attacking units do not
receive rear support in melee from Field Artillery or MG’s.

Charge bonus: Units that move into contact with the enemy will normally receive a
charge bonus in the first round of the melee. However they do not receive this if they
move over barbed wire, linear obstacles, streams or wadis, or difficult ground.

Each player takes the melee factor from the table, adds or subtracts the other factors
and then adds the score of 1 D6.

Melee factors

+1 defender in defences or built up area* -1 for each flank support to enemy unit
+1 infantry, regular camelry or armour -1 if fighting 2 or more attackers in same
charging melee
+1 uphill of opponent -1 if attacked in flank or rear.
+1 if infantry, cavalry or armour in rear -1 in second round for any MG or artillery
support unit assaulted directly.
+1 to defending unit for a MG or field -1 if disrupted
artillery unit in rear support -1 if part of a shattered division.
+2 defender in strongpoint
+2 Cavalry or irregular camelry charging
+2 for any MG or artillery unit assaulted
directly, counts in first round only.
+2 infantry unit against charging
cavalry/camelry in first round only.
* The +1 is not applied if both the attacker and the defender are within a built up area.

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Version 6

Results of melees

First round of melee (Except for assault on trenches or strongpoints)


Draw: Infantry and armour fight a second round immediately but attacker does not get a
charge bonus. Cavalry/camelry fall back one full move facing enemy and are disrupted
Attacker wins but does not double defenders score: defender disrupted, defender and all
supports pushed back one base depth, attacker and all supports must follow up. Second
round then fought.
Defender wins but does not double attackers score: attacker and all supports fall back
one base depth. Regular units and supports (except MG’s and Field Artillery) may follow
up, Irregulars must follow up. If there is a follow up then a second round is fought
immediately.
Score doubled: loser destroyed, Regular units and supports (except MG’s and Field
Artillery) may follow up, Irregulars must follow up one base depth.

Second round of melee (Except for assault on trenches or strongpoints)


No charge bonus but a unit that pushed back its opponent in round 1 receives a +1
bonus.

Draw: both sides and all supports fall back one base depth. The actual melee units are
disrupted.

One side wins but does not double opponent.


Losing Regular units fall back one full move facing enemy and are disrupted. All
supports also fall back a full move but are not disrupted.
Losing Irregular units fall back two full moves and are disrupted. They take all supports
(including regulars) with them and end up facing the enemy.
One side doubles opponent’s score: losing unit destroyed, all supports fall back one full
move facing enemy.

Falling back: A unit that has to fall back goes a full move (or 2) straight back ignoring all
terrain effects, except that a unit that hits impassable terrain will stop there. If the terrain
is passable to other units then they will continue on. Units falling back may pass through
friendly units but are destroyed if they make contact with an enemy unit. If a fall back
would result in a unit ending up on top of another unit then it must fall back further until it
has fully cleared that unit. The unit that has been passed through must throw a 1-6 die.
Irregulars are disrupted on a 4-6, Regulars on 5-6.

New contact

Sometimes a unit that provided flank support may make contact with a new enemy unit
as it follows up. This is fought as a second round of melee only. Defending infantry,
MG’s and artillery units do not get their +2 bonus

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Version 6

Melees with units in trenches and strongpoints.

If the attacker loses or draws the first round he is disrupted and withdraws one full base
depth having failed to gain a toehold. Melee ends and there is no second round, the
defender does not follow up.

If one side doubles the other’s score then the losing unit is eliminated and the winner
may follow up. If it is the attacker who is eliminated then all his supporting units fall back
a full move.

If the attacker wins but does not double the defender he has gained a toehold in the
defences. All units remain where they are and a second round is fought immediately.
The attacker does not get a charge bonus, nor does the defender get his bonus for
being in defences.

Calculate factors again and throw dice.

Attacker loses or draws this round: Attacker disrupted and all supports fall back one full
move, he has been thrown out of the defences.

Attacker wins but does not double defender: Defender disrupted, he and and all
supports move back one base depth or out of strongpoint, attacker and all supports
must follow up one base depth or into strongpoint.

One side doubles opponent’s score: losing unit destroyed, all supports fall back one full
move facing enemy. Attacker and all supports move forward one base depth, defender
remains in place.

N.B. one exception to all the above results is where MG’s or any type of artillery is
meleed directly (i.e. not when they are acting as support to another unit). In this case
any push back result results in the destruction of the unit

Combats involving aircraft

These may be of three types, air to air combat, air to ground combat and anti aircraft
fire.

Air to air combat takes place only if units are in direct contact. This is a dogfight. Each
aircraft faces off directly against an individual enemy aircraft. If one side more aircraft
than the other then the surplus may be added to particular combats. Each additional
aircraft in a dogfight adds +1 to the owning player’s score. This is the only additional
factor in a dogfight. Each player throws a D6 and adds the melee factor of his aircraft.

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Version 6

Results

Draw, no effect, aircraft remain in a dogfight, unless both players throw a 1 in which
case the aircraft are assumed to have collided and both are destroyed.

One player doubles opponent’s score, loser destroyed.

Otherwise loser falls back one full move.

Anti aircraft fire


Specialist anti aircraft guns and small arms may fire on any enemy aircraft in range,
unless that aircraft is in a dogfight. Work this out just like any other ranged fire attack.

Air to ground and Anti Aircraft

In order to make a ground attack a fighter must be designated at the end of a move as
being at “low level”. Bombers may attack at low level or high level. If they attack from
high level they cannot be targeted by small arms but have an additional -1 to their divce
throw. An aircraft at low level may be fired on by Infantry and Cavalry that are in range
as well as AA guns. Designate a firing unit and add +1 for each other unit capable of
firing, up to a maximum of 3 units. (If more than 3 units can fire then the rest must form a
second firing group). Normally an AA gun will be the firing unit if there is one in range. If
infantry or cavalry are the firing unit then deduct -1 from their normal firing factor for
firing at an aircraft target. Throw one dice each, add or subtract the factors above and
the firing/target factors.

Results
Draw or aircraft wins: no effect
AA result doubles that of aircraft: aircraft shot down
AA wins but does not double aircraft; aircraft driven off, falls back one full move

If an aircraft is not destroyed or driven off it will be able to make its attack immediately
after the enemy firing phase. This is worked out exactly like any other ranged fire attack.
Fighter aircraft may attack any ground targets within 180 degrees of the front of their
base. Bomber aircraft may attack any target within 4” of any point on their base

Note that this means aircraft fire at a different point in the sequence than the rest of a
player’s units. This is to prevent a player whose units are being lined up for an air attack
moving them out of range or arc before the aircraft can fire.

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Version 6

MORALE AND VICTORY

This is worked out by divisions (or detached task forces under staff officers or the C in
C). Heavy artillery, gunboats and aircraft are not included in these calculations.

When a division has 1/3 (round up) or more of its units (including any attached such as
MG’s Field artillery or armour) destroyed or out of command radius of the divisional
commander then it is “Weakened”. A weakened division may not make any strategic
moves, except if it moves directly back towards its start line and all its units may only
make “cautious” advances i.e. they may not move more than half their normal move in
any direction. Any attempt to move into melee costs two PIP’s

As being “weakened” includes the impact of any units that are out of command radius
then a division can recover if units are brought back into that radius e.g. by a staff officer
or by the rest of the division falling back. The division can then carry on as normal.

A division that has 2/3 of its units destroyed or out of command range is “shattered”. It
cannot make any strategic moves at all, all units move at half speed and no unit can
move nearer to the enemy or move into melee. Units in a “shattered” division have an
additional -1 factor in close combat. Again a division can recover if units are brought
back into command range.

An army that has all its divisions either weakened or shattered has lost the game.
Armies may also lose a scenario or objective based game if these are not achieved by a
specific time limit or number of tactical moves.

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Version 6

Designer’s Ramblings

This set of rules is, I’d like to think, the result of over 40 years of playing wargames and
using other peoples rules and often ripping them to bits and rewriting them. Other
people may be reminded of one of Frederick the Great’s mules. Reputedly someone
asked Frederick “If experience made a good general?” His reply was that “I have two
mules in my army who have been on twenty campaigns but they are still mules.”

Some people may wonder why there’s no move or penalty for cavalry dismounting or
MG’s and field guns setting up. This was deliberate. Given the effective time scale of the
rules is one in which a battalion or cavalry regiment can be destroyed in a single move
then the amount of time to dismount, remount or come into action. Heavy artillery is
different so they cannot move and fire.

The air to air rules are deliberately simple with very limited factors and no deflection
shots, who can fire on whom etc. This is because these are primarily a set of ground
rules and all that is needed is to allow ground attacks, basic fighter protection and the
chance of infantry repelling or shooting down enemy ground attack aircraft.

Field Artillery and MG’s firing “in support” is designed to represent the situation where
extra firepower was deployed directly in support of a particular battalion or cavalry
regiment. It represents those weapons being placed within the battalion positions and
operating under its command. Using them like that or positioning them separately is a
commander’s choice.

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Version 6

Additional unit types

Tanks The British deployed only a small number of tanks and only for the
battles round Gaza. There were no German or other tanks in the
theatre at all. Therefore the British may deploy 1 unit only of tanks.
They may make an initial strategic move only, but may not form part
of any later strategic movements even if the division to which they
are attached does so. If they are left behind they do not count in the
calculations for that Division’s morale.

“Stormtroops” The Turks deployed a small number of battalions trained by German


advisers in “stormtroop” tactics. These appeared only late in the war
and I would suggest that no more than 2 or 3 units be permitted.

Arab Regular Army A small regular force was formed to work with the Arab Revolt. This
included infantry and cavalry (and camels?). Treat them as regular
troops for points, movement, firing and in melee combat, but they
react to losing a melee as irregulars.

Gunboats Used only in river scenarios. Gunboats mounted a range of


weapons and were also able to carry troops. A base of gunboats
represents a small flotilla and can carry one infantry battalion or 2
MG units. These units cannot fire while on the gunboat and require
1PIP and a full move to disembark.

Naval gunfire In operations very close to the coast naval gunfire from cruisers, old
battleships or specialised monitors was sometimes used. This must
be directed by an on shore observer. The support is assumed to be
firing from a fixed point on the table edge, nominated at the start of
the game and can hit any point on the table up to 36” range. It has a
firing factor of 5 but has a -1 factor if the target unit moved this turn.
Naval gunfire cannot be attacked by the enemy. I’d suggest you put
a limit on the number of rounds of naval gunfire that can be used.

German Pasha The Germans, as well as sending specialist support also sent 3
special infantry battalions. These had extra machine guns, light
artillery and mortars to increase their hitting power. To allow for this
they have the following factors.
Move: 4” Ranged fire 2 @ 9”. 4@ 6” and cost 5 points.

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Version 6

Defences and Commands

The following are the points values for particular types of command unit and for
defences:

C in C 20 points
Corps commander 15 points (may actually be “Army commanders” in Turkish forces)
Division 10 points
Staff Officer 5 points
Artillery observer 5 points

One base width of trench for one base depth of troops 1point
One base width of trench for two base depths of troops 2 points
Field artillery or MG position 2 points
One base width of barbed wire 1 point
Heavy artillery position 3 points
Strongpoint 5 points

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Version 6

Tactical sequence

British Dice for PIP’s for each commander.


British Move all eligible units, then remove
disruption markers..

Turkish Make ranged attacks with all eligible


units.

British Fight melees. Attacks with aircraft.

Turkish Dice for PIP’s for each commander


Turkish Move all eligible units, then remove
disruption markers.

British Make ranged attacks with all eligible


units.
Turkish Fight melees. Attacks with aircraft.

Both players: Check divisional morale status


and then the overall army morale. Declare and
make strategic moves.

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Version 6

Tactical sequence

Turkish Dice for PIP’s for each commander.


Turkish Move all eligible units then remove
disruption markers.

British Make ranged attacks with all eligible


units.

Turkish Fight melees. Attacks with aircraft.

British Dice for PIP’s for each commander


British Move all eligible units, then remove
disruption markers.

Turkish Make ranged attacks with all eligible


units.
British Fight melees. Attacks with aircraft.

Both players Check divisional morale status


and then the overall army morale. Declare and
make strategic moves.

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Version 6
Tactical sequence Melee factors
Use chart from rules
+1 defender in defences, cover or -1 for each flank support to enemy unit
built up area* -1 if fighting 2 or more attackers in
Command Radii +1 infantry regular camelry or same melee
C in C 18” armour charging -1 if attacked in flank or rear.
Divisional Commander 9” +1 uphill of opponent -1 in second round for any MG or artillery
Staff Officer 6” +1 if infantry, cavalry or armour in unit assaulted directly.
rear support -1 if either attacker or defender disrupted
Troop Type Move Melee Fire Target Range +1 to defending unit for a MG or -1 if part of a shattered division.
Regular Infantry 4” 2 3 3 6” field artillery unit in support
Irregular Infantry 5” 3 2 3 6” +1 if pushing enemy back
Regular Cavalry and Camelry 7” 3 2 3 5” +2 defender in strongpoint
Irregular Cavalry and Camelry 8” 4 1 2 5” +2 Cavalry or irregular camelry
Machine Guns 4” 2 3 2 9” charging
Field Artillery 4”/8”* 1 4 3 18” +2 for any MG or artillery unit
Heavy Artillery 3” 1 5 3 30” assaulted directly, counts in first
AA Artillery 4”/8”# 1 4/1 3 18” round only.
Light Armour 6” 2 4 3 9” +2 infantry unit against charging
Fighter Aircraft 15” 4 2/4 2 6” cavalry/camelry in first round only.
Bomber Aircraft 12” 2 4/2 3 4” *Does not apply if both attacker and defender are within the BUA
Tanks 4” 3 5 4 10”
“Stormtroops” 5” 3 3 4 5”
Fleeing units
Gunboats 7” n/a 4 3 12”
When a fleeing unit passes through one or more of its own units
Firing factors N.B. these are all added to or subtracted from the firer’s factor
then throw 1 D6 for each unit passed through. Regulars disrupted
+1 for each MG or Field -1 if firer is currently disrupted on 5-6, irregulars on 4-6.
artillery unit in support. -1 if target in cover
+1 for each additional unit -1 if target in trenches artillery emplacement
firing directly on target or buildings
+1 firing from higher ground -2 if target in a strongpoint
-1 for Horse, Pack or Mountain Artillery
firing on target in cover, defences or
buildings. (These guns fired a lighter less
effective shell)

© Jeff Fletcher 2011 28

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