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1870 - 1914

Rules for Colonial Warfare


in Miniature
1870 - 1914
Rules for Colonial Warfare in Miniature

By

Chris Leach

V.1.1 (May 2015)


TABLE OF CONTENTS 8.4 MOUNTED UNITS
8.4.1 DISMOUNTING AND MOUNTING
PART I: GAME PREPARATIONS AND CONCEPTS 8.5 ARTILLERY/MGs
8.6 SCOUTS, MULES/TRANSPORT, AND CIVILIANS
1.0 GAME EQUIPMENT AND REQUIREMENTS
8.7 CHANGES OF FORMATION
1.1 GAME SUMMARY
8.7.1 CHANGES OF FORMATION PROCEDURE
1.2 TIME AND GROUND SCALE
8.7.2 CHANGES OF FORMATION PROHIBITIONS
1.2.1 FIGURE SCALE
8.8 CHANGES OF FACING
1.2.2 MEASUREMENTS
8.8.1 CHANGES OF FACING PROCEDURE
2.0 UNIT ORGANIZATION AND BASING 8.8.2 CHANGES OF FACING PROHIBITIONS
2.1 BASING 8.9 WHEELING
2.1.1 RECOMMENDED STAND FRONTAGES 8.9.1 WHEELING PROCEDURE
2.1.2 RECOMMENDED STAND DEPTHS 8.9.2 WHEELING PROHIBITIONS
2.1.3 ARTILLERY, MGs, & INDIVIDUAL FIGURE BASING 8.10 FOOT: SIDE-STEPPING LEFT OR RIGHT
2.1.4 BASING SCHEME EXAMPLE 8.11 FOOT: RETROGRADE MOVEMENT
2.1.5 BASING AESTHETICS 8.12 FRIENDLY UNIT INTERPENETRATIONS
2.2 UNIT FORMATIONS 8.13 TERRAIN EFFECTS MOVEMENT PENALTIES
2.2.1 FOOT UNITS 8.14 REPLENISHING AMMUNITION (“LOW AMMO”)
2.2.2 IMPERIAL INFANTRY
9.0 SPECIAL FORMATIONS AND MANOEUVRES
2.2.3 NATIVE MASSED FOOT
9.1 SKIRMISHING
2.2.4 RIFLE-ARMED NATIVE ARMIES
9.1.1 SKIRMISHING IMPERIAL INFANTRY &
2.2.5 PATHAN FOOT
DISMOUNTED CAVALRY/CAMELRY
2.2.6 BOER FOOT
9.1.2 NATIVE ARMIES AND SKIRMISH ORDER
2.2.7 OTHER NATIVE OPPONENTS
9.1.3 PATHAN FOOT
2.3 NATIVE FOOT DEFENDING OBSTACLES
9.1.4 BOER FOOT
2.4 MOUNTED UNITS: CAVALRY AND CAMELRY
9.1.5 PATHAN AND BOER SANGARS
2.4.1 IMPERIAL MOUNTED
9.2 IMPERIAL INFANTRY SQUARES
2.4.2 NATIVE MOUNTED
9.2.1 ELIGIBILITY TO SQUARE
2.4.3 BOER MOUNTED
9.2.2 COMPANY SQUARES
2.4.4 NATIVE DEEP MASSED FORMATION
9.2.3 MULTI-COMPANY SQUARES
2.5 ARTILLERY AND MACHINE GUNS
9.2.4 ARTILLERY AND MACHINE GUNS IN
2.6 INDIVIDUALS
MULTI-COMPANY SQUARES
2.7 COMBAT EFFECTS
9.3 GOING-TO-GROUND OR PRONE
2.7.1 COMBAT EFFECTS: HITS AND RESULTS
9.3.1 GOING-TO-GROUND/PRONE PROCEDURE
2.7.2 COMBAT EFFECTS: DEFINITIONS
9.4 MULTI-UNIT FORMATION MOVEMENT
2.7.3 DESTROYED UNITS
9.4.1 MULTI-UNIT FORMATION MOVEMENT
2.8 UNIT QUALITY
REQUIREMENTS
2.8.1 ELITE UNITS
9.4.2 MOVING THE MULTI-UNIT FORMATION:
2.8.2 BRITTLE UNITS
APPLYING UNIT CONDUCT CHART RESULTS
2.8.3 UNIT QUALITY EXAMPLE
9.4.3 MULTI-UNIT FORMATION MOVEMENT
2.8.4 RIFLE AND ARTILLERY FIRE
PROHIBITIONS
3.0 COMMAND AND CONTROL 9.5 EXPLOITATION MOVES
3.1 COMMANDERS: THE ARMY GENERAL & LEADERS
10.0 UNIT CONDUCT CHARTS
3.2 REPLACING LEADERS
10.1 MOVEMENT PROCEDURE
3.3 THE ARMY GENERAL COMMAND RADIUS (CR)
10.2 CHART DESCRIPTION
3.4 ARMY DEPLOYMENT AND MAPPING
10.3 FANATIC CHARGES
10.4 RECOIL
PART II: PLAYING THE GAME 10.4.1 DIRECTION OF RECOIL
10.4.2 CONTACT WHILE RECOILING
4.0 SEQUENCE OF PLAY 10.5 SHAKEN
5.0 PHASE I: REINFORCEMENT ARRIVALS 10.5.1 REMOVING A SHAKEN MARKER: RALLYING
6.0 PHASE II: FIX BAYONETS! 10.6 UNIT CONDUCT CHART MODIFIER EXPLANATIONS
6.1 FIX BAYONETS: PROCEDURE UNIT CONDUCT CHARTS
6.2 FIX BAYONETS: CONSEQUENCES • STEADY CHARTS
7.0 PHASE III: INITIATIVE • SHAKEN CHARTS
8.0 PHASE IV: MOVEMENT 11.0 PHASE V: REMOVE MARKERS
8.1 GENERAL MOVEMENT PROCEDURE
12.0 PHASE VI: ARTILLERY FIRE
8.2 COMMANDERS: ATTACHED AND DETACHED
12.1 ARTILLERY FIRING ELIGIBILITY
8.3 FOOT UNITS
12.2 ARTILLERY FIRE TARGET ELIGIBILITY 19.0 TERRAIN & SPOTTING RULES
12.3 ARTILLERY UNIT FIRING QUALITY 19.1 HILLS
12.4 ARTILLERY FIRING PROCEDURE 19.2 WOODS
12.5 ARC OF FIRE 19.3 BROKEN GROUND
12.6 FIRING AT CHARGERS AND IN MELEE 19.4 ROUGH GROUND
12.7 SUPPORT FIRE 19.5 DEPRESSIONS
12.8 ARTILLERY PASS-THROUGH FIRE 19.6 RIVERS/STREAMS
12.9 POM-POMS 19.7 IMPASSABLE OBSTACLES
12.10 ROCKETS 19.8 LINEAR OBSTACLES AND DEFENSES
13.0 PHASE VII: RIFLE & MACHINE GUN FIRE 19.8.1 BARBED WIRE
13.1 RIFLE AND MG UNIT FIRING ELIGIBILITY 19.9 BUILDINGS, BATTLEMENTS, AND BOATS
13.2 RIFLE AND MG FIRE TARGET ELIGIBILITY 19.9.1 BUILDINGS
13.3 RIFLE AND MG UNIT FIRING QUALITY 19.9.2 TOWNS
13.4 RIFLE AND MG FIRING PROCEDURE 19.9.3 ATTACKING DEFENDED TOWN BATTLEMENTS
13.5 ARC OF FIRE 19.9.4 IMPERIAL GUNBOATS
13.6 FIRING AT CHARGERS AND IN MELEE 19.9.5 ARAB DHOWS
13.7 SUPPORT FIRE 19.9.6 CANOE AND SMALL BOAT FLOTILLAS
13.8 MG FIRING AND JAMMING/UN-JAMMING 19.9.7 TRAINS
13.9 RIFLE AND MG PASS-THROUGH FIRE 19.9.8 DAMAGE POINTS

14.0 RAPID FIRE 20.0 OPTIONAL RULES


20.1 HEROICS
14.1 CONSEQUENCES OF RAPID FIRE
20.2 RANDOMIZED AMBUSHES
15.0 REPLENISHING AMMUNITION 20.3 HIDDEN DEPLOYMENT
20.4 MARKSMEN
16.0 PHASE VIII: MELEE
20.5 MOUNTED UNITS FIRING
16.1 CHARGING INTO MELEE CONTACT
20.6 LOW PERCENTAGE RIFLE ARMED NATIVE UNITS
16.2 MELEE INVOLVEMENT
20.7 DISMOUNTED EUROPEAN/TRAINED COLONIAL
16.3 MELEE PROCEDURE
REGULAR CAVALRY/CAMELRY ADOPTING
16.4 MELEE RESULTS
CLOSE-ORDER FORMATIONS
16.5 MELEE MODIFIER EXPLANATIONS
20.8 IMPERIAL FIREPOWER DEGRADATION
16.6 FLANK AND REAR CHARGES
20.9 CHARACTER TRAITS
16.7 IMPERIAL COLUMNS AND NATIVE DEEP MASSED
20.10 ALTERNATIVE MOVEMENT AND MORALE SYSTEM
FORMATION IN MELEE
20.11 NIGHT FIGHTING
16.8 ARTILLERY AND MGS IN MELEE
16.9 WITHDRAWING FROM MELEE
16.10 ENDING A MELEE PART III: SCENARIOS
17.0 PHASE IX: CRITICAL HITS 21.0 SCENARIO DESIGN
18.0 REINFORCEMENT AVAILABILITY & ARRIVAL 21.1 SCENARIO OBJECTIVES AND VICTORY CONDITIONS
18.1 IMPERIAL UNIT ARRIVAL 21.2 VICTORY CONDITIONS: FLOATING ARMY BREAK
18.2 DERVISH UNIT ARRIVAL POINT
18.2.1 RANDOM ARRIVAL 21.3 BALANCE OF FORCES
18.2.2 RANDOM ARRIVALS: FLAG PARTIES 22.0 HISTORICAL SCENARIOS
18.2.3 RANDOM DERVISH UNIT ARRIVAL LOCATION
23.0 SCENARIO TYPES
18.2.4 DERVISH COMMANDER ARRIVAL
23.1 SET-PIECE BATTLE: IMPERIAL ATTACK
18.3 ZULU UNIT ARRIVAL
23.2 SET-PIECE BATTLE: NATIVE ASSAULT
18.3.1 RANDOM ARRIVAL
23.3 NATIVE AMBUSH
18.3.2 ATTACK OF THE CHEST
23.4 IMPERIAL FIGHTING WITHDRAWAL
18.3.3 ATTACK OF THE HORNS
23.5 IMPERIAL RAID
18.3.4 ATTACK OF THE LOINS
23.6 RIVER CROSSING
18.3.5 RANDOM ZULU UNIT QUALITY AND NUMBER
23.7 SIEGE
18.3.6 RANDOM ZULU UNIT ARRIVAL LOCATION
23.8 GUNBOAT ASSAULT
18.3.7 ZULU COMMANDER ARRIVAL
18.4 PATHAN UNIT ARRIVAL 24.0 PLAYING WITH PLATOONS OR SECTIONS:
18.4.1 RANDOM ARRIVAL SKIRMISH-LEVEL GAMING WITH BFE
18.4.2 RANDOM PATHAN UNIT ARRIVAL LOCATION 25.0 QUICK REFERENCE SHEETS (QRS)
18.4.3 PATHAN COMMANDER ARRIVAL
18.5 BOER UNIT ARRIVAL
18.5.1 RANDOM ARRIVAL
18.5.2 BOER COMMANDER ARRIVAL
CREDITS BATTLES FOR EMPIRE II, 1870-1914

Introduction
Designed and Written by Chris Leach

R
Published by Chris Leach ecreating the campaigns and battles of late nineteenth cen-
tury imperial conquest, particularly the British campaigns
Battles for Empire II, 1870-1914 in the Sudan and against the Zulus in southern Africa, has
Copyright Chris Leach 2013 long been popular among wargamers. Part of the interest lies in
the stark contrast between the military systems of the Europeans
Editing by Walter Melnyk and their Native opponents; it is a contrast that generally set well-
Layout, Graphic Design and Diagrams by Eric Hotz equipped but small European armies against simply armed but
large Native hosts. When European technology, organization, and
discipline were coordinated there seemed little chance of failure.
Native armies were sometimes horribly defeated. However, tech-
Producing a good set of rules requires a team effort. A special nology and organization were not always determinants of victory.
thanks goes out to the playtest groups in North America and Italy Kipling’s screw-guns did not always win the day. Courageous
who helped develop Battles for Empire II, 1870-1914. A particular and well-led Native forces could enjoy spectacular victories. These
thanks goes to Dave Waxtel, who provided the inspiration for the inspire colonial wargaming and make it an exciting challenge.
rules back in 1996 from which the game developed, and Arty
Conliffe who made publishing the first edition possible. BATTLES FOR EMPIRE II, 1870-1914 (BFE) captures the flavour
of these so-called small wars while ensuring that both sides have
an entertaining chance at victory. A combination of traditional
Play testing staff for the first and second editions: game mechanics and newer approaches to wargaming allows
players to experience the drama of large battles with elements of
Gene Baedak Dave Jagger skirmish-level games. With careful scenario design, Isandlwana or
Mike Bovil Kelly Jones Rorke’s Drift can be re-fought using this one rules system.
Maurizio Bragaglia Mark McDonnell
Nigel Casson Laurie McIlvena Since the release of the original rules I have received some won-
derful suggestions to improve the game mechanics. This revision
Dennis Chin Colin McLachlan of the rules speeds play with more streamlined mechanics and
James Cordeiro Walter Melnyk deadly combat effects but is more historically accurate and com-
Malcolm Grahams Thomas Moore plete.
Gary Greer Eric Petit
Doug Hamm John Petrella BFE can be applied to all colonial gaming representing campaigns
Michael Hopper Will Scarvie fought up to 1914. While the Dervishes of the Sudan, the Zulus
and Boers of southern Africa, and the Pathans of the North-West
Eric Hotz Rick Stevens
frontier of India will continue to be the most popular “Native”
Matt Irsik Shawn Taylor opponents, other Native forces and their various imperialist oppo-
& nents are easily accommodated. BFE is one of the most compre-
hensive rule sets for colonial gaming. So, collect your armies and
Francis “watch me roll 6s” Munroe
start playing battles, large and small, with BFE.

Good luck and enjoy your battles for, or against, empire.

Questions? Chris Leach


Join the BFE Yahoogroup 2013
PART I: GAME PREPARATIONS & CONCEPTS for the use of weapons technology rarely existed and the practical
vagaries of campaigning and battle had to be respected in each
We suggest players briefly scan the entire rule book before reading
hostile clime.
each part in detail. Quick Reference Sheets that summarize the
key game concepts and charts are supplied. Keep the QRS handy 1.2.1 FIGURE SCALE
to quickly reference other sections and keep rules in context. BFE does not use a specific figure-to-man scale. Instead, complete
miniature units represent their historical equivalents. So, Imperial
1.0 GAME EQUIPMENT & REQUIREMENTS infantry and cavalry units, both European and those trained in the
BFE requires the following: European style, represent companies and squadrons, respectively.
1. At least 2 or more players. Historically, these units were the tactical sub-units of battalions or
2. Miniature armies composed of figures in any scale from 6- regiments and included approximately 80-150 soldiers. Miniature
25mm and a miniature battlefield layout on a table at least 5' by 9' Boer units are also assumed to be of similar size.
for 25mm-scale figures or 4' by 6' for 15mm figures (or smaller Native units represent approximately double the number of real
scales) depending on the basing scheme used. soldiers that Imperial units represent: up to 300. This number of
3. Several six-sided dice; these are henceforth referred to as D6s. Native soldiers is largely arbitrary but can be used by scenario
4. A ruler in inches. If using 15mm or smaller figures -- based on designers to compose their orders of battle.
correspondingly smaller stands – you may opt to use centimetres. It must be stressed that Native units in BFE are more powerful
Also see Sec. 1.2.2. than they often were historically. They cross the Imperial field of
5. Small cardboard chits labeled “low ammo”, “Disorder”, fire often more easily than they should and their overall endurance
“Shaken”, and “bayonets” are needed. A casualty marker system on the battlefield is more pronounced than the historical record
indicating 1 to 8 casualties is also necessary. A double-sided might grant them. This is done for good reason. In order to field a
marker with 1-4 and 5-8 marked on the four sides of the square diverse and interesting Imperial force, players will collect a sub-
counter is convenient. Although cardboard chits could be used stantial miniature army with several infantry companies,
for all of these markers, it is aesthetically preferable to use mark- squadrons of cavalry, artillery pieces and even machine guns. To
ers that have some kind of modeled feature on them: a casualty challenge this force, a miniature Native army such as the Zulus or
figure on the Kill marker, an ammo box for “low ammo”etc. Dervishes would have to be enormous even if terrain or circum-
6. A scenario establishing the composition of the opposing forces, stances are set to their favour. Instead of compelling you to collect
the context of the battle, and the victory conditions for each side. vast Native armies, these rules enhance the unit abilities of the
Notes for creating your own scenarios are included at the end of Natives. You will still need lots! But by assuming that Native
the rules. units based on bigger stands represent twice as many real soldiers
as imperial opponents, the relative strengths of units can be more
1.1 GAME SUMMARY easily rationalized while making for an entertaining game. It also
Once players are familiar with the rules and have collected the allows scenario designers to more accurately represent the orders
necessary miniatures and equipment for play, they will perform of battle without having to amass thousands of Native figures.
the following sequence to complete a game: Artillery and machine gun units in any army represent sections of
1. Choose or develop a battle scenario that defines the armies, 2-3 actual guns.
terrain, objectives and victory conditions. You may wish to represent larger actions. In this case, each unit
2. After careful planning, each player -- or team of players -- can represent an infantry battalion, cavalry regiment or artillery
deploys the available forces according to their sketch map battery. The rules can handle this option without any changes.
deployments. In multi-player games, the forces are divided
between the participants with each ideally represented by a com- Platoon or Section-level Games:
mand figure. Very small actions can be represented by having each model unit
3. Play begins. Each game turn is divided into several phases represent an infantry section or platoon, cavalry troop, or a single
which must be conducted according to the Sequence of Play. gun or MG. In such cases the movement rules – which are quite
Units move, shoot, and melee, or, due to adverse battle condi- restrictive – need to be amended to reflect the greater flexibility of
tions, might retreat or flee! smaller units. Ranges and movement rates might also be
4. The Sequence of Play is repeated for the number of game turns increased. Suggestions are offered at the end of the book.
specified by the scenario or until the scenario objectives are met. 1.2.2 MEASUREMENTS
All measurements are in inches and relate to the basing dimen-
1.2 TIME AND GROUND SCALE
sions recommended in Section 2.0. Due to this relationship
The rules were compiled using anecdotal information to establish
between stand size and distance measurements, gamers using
the correct feel rather than a ‘scientific’ integration of theoretical
15mm figures (or smaller) may not be required to scale-down the
movement rates relative to weapon ranges and time. Furthermore,
movement distances and firing ranges. It is not uncommon for
theoretical weapons’ specifications often had little to do with prac-
armies to be based on stands designed for 25mm figures but using
tical application in the field; a modern rifle might fire accurately to
larger numbers of 15mm figures. If smaller stands are used to
well over 1000 yards, but battlefield practice favoured firing out to
accommodate the smaller figures, distances should be scaled-
no more than 600 yards and less than 400 was preferred. A won-
down either by using centimetres or by reducing the inches by 1/3
derful synthesis of colonial military experience is found in the con-
(eg, a 12" distance in 25mm is 8" in 15mm).
temporary work of the British officer Charles Callwell, titled Small
Wars (1896 with subsequent revisions). A manual for officers faced Pre-measuring movement distances and firing ranges is not per-
with fighting irregular opponents, it is clear that ideal conditions mitted. The decision to perform an action must be made before

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measurements are assessed. Players may mutually decide to allow 2.1.1 RECOMMENDED STAND FRONTAGES
pre-measurement; some gaming groups prefer this option to Foot and Mounted Units:
reduce the likelihood of disagreements. The following chart indicates the recommended stand frontages
per figure. The total frontage of the stand is determined by multi-
2.0 UNIT ORGANIZATION AND BASING plying the number of figures you intend to use by the per figure
Wargaming figures are based on stands of multiple figures. These frontages.
stands are grouped into wargame units that represent historical
units; the figures are really just decoration. In BFE, these units are FIGURE TYPE 25mm SCALE 15mm SCALE
assumed to represent Imperial infantry companies, cavalry Drilled Foot*- Formed 15mm 8mm
squadrons, and artillery sections. Native unit types vary in nomen-
Drilled Foot*- Skirmishing; Boers 23mm 12mm
clature.
• All foot and mounted units -- Imperial and Native -- are four Drilled Dismounted Cavalry 23mm 12mm
stands strong. Artillery and Machine gun units are one stand. Native Massed Foot 30mm 15mm
• All foot and mounted units can sustain 8 Kills and are then Drilled Cavalry or Camelry* 20mm 10mm
Destroyed and removed; artillery and MGs can sustain 4 Kills Boer Mounted 30mm 15mm
and are then Destroyed and removed. See Sec. 2.7 Combat Effects Native Massed Mounted 40mm 20mm
for rules concerning Kills.
• All foot and mounted stands provide 1 combat die for firing; * Imperial stand frontages are also used for western-trained
melee dice allotments are based on unit type and formation. and led colonial recruits or Native armies trained in the
• Artillery and MG units (single stand) provide a variable quant- western fashion, sometimes even officered by Europeans.
ty of firing dice and 2 or 1 combat dice for melee.
Players using 15mm figures can use the same stand frontages as
Counting stands as opposed to counting figures allows for flexible for 25mm but with twice the number of figures occupying that
and individualized figure organizations. The disposition and frontage, or can use the per figure frontages recommended above.
number of figures on a stand is irrelevant; only the relative size of
the stands and their position in a unit formation is important. Important design note regarding basing:
Notwithstanding the emphasis on stand sizes, players should Native stands are wider than Imperial stands to reflect the looser
select a consistent number of figures to mount on the stands -- typ- “massed” formations they adopted. For example, Dervish, Zulu,
ically between 2 and 6 depending on scale, stand size and arrange- and Pathan stand frontages are twice that of formed Imperial troops
ment on the stand. See the Basing Diagram for common unit sizes and Boer mounted stands are 1.5 times wider. Even if you decide to
and arrangements of figures on the stands. use a different basing scheme, these relative ratios should be reflected
in your organizations.
2.1 BASING
There is no mandatory basing scheme for BFE; any consistent bas- 2.1.2 RECOMMENDED STAND DEPTHS
ing scheme is useable with these rules. However, the basing Foot and Mounted:
scheme should reflect the fighting styles of the various unit types Stand depths should be similar for all like troops, Imperial or
and nationalities involved in the particular campaign being Native. Refer to the following chart:
played. For example, Imperial infantry and mounted troops
should be based to reflect their typical close-order disposition STAND DEPTHS 25mm SCALE 15mm SCALE
while Native basing should represent the looser order they adopt- Foot 30mm 15mm
ed. These dispositions are represented by selecting an appropriate Mounted 50mm 25mm
per-figure frontage and depth for each stand in the unit. See the
Basing Diagram for the recommended basing schemes. The depths listed above are for one rank of figures and can be
increased if you wish to compose small dioramas on your bases.
Indeed, deeper square bases are also quite practical for gaming
purposes as changes of face can be done without changing the
overall geometry of the unit.
One rank of figures per stand is most common but two ranks
works well too and can look very impressive. No more than two
ranks should be based on a single stand.

2.1.3 ARTILLERY, MG, AND INDIVIDUAL FIGURE BASING


Artillery/MGs are based as required by the figures/models; usual-
ly 60-70mm frontage and depth per 25mm gun and crew. 15mm
models use half the 25mm dimensions.
Individual figures are based as required by the actual size of the
figures/models. These stands should only be as large as necessary
and be consistent for the figure type. For example, all command-
ers must be based on the same stand size whether the figure is
mounted or on foot.
“28mm Dervish infantry attacking a British infantry column”

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In the Basing Scheme Example, two of the four Dervish sword and
BASING DIAGRAM - 25mm Scale Miniatures
spear unit stands could be combined to make a 90mm/60-90mm
TROOP TYPE EXAMPLE 1 EXAMPLE 2 EXAMPLE 3 stand with extra figures, rocks, and tufts of grass making them
moving dioramas. Two of these stands would make a unit. Of
Drilled Foot course, a unit of Dervish riflemen should be based on the four
(Formed)
shallower bases to allow them to form a skirmish line.

Drilled Foot NATIVE MASSED UNITS: BIG STAND BASING OPTION


(Skirmishing)
Boer Foot

Native Massed
Foot

NORMAL BASING SCHEME


Drilled Cavalry
(or Camelry)

Boer Mounted

Native Mounted
BIG STAND BASING (NOTE EXTRA FIGURES ON EACH STAND)

Artillery or
Machine Gun

2.1.4 BASING SCHEME EXAMPLE: BRITISH AND DERVISH


A 25mm Imperial infantry unit of 12 figures is divided into four
stands each of 3 figures arranged in one rank on a 45mm frontage
by 30-45mm depth stand. The 12 Dervish foot are likewise divided
onto four stands; the 3 Dervish figures per stand must be based on a
stand 90mm wide by 30-45mm deep (e.g. twice the frontage of the
Imperial stand). Stands with these respective frontages but with a DEEP MASSED FORMATION USING "BIG STANDS"
depth of 50mm will comfortably accommodate 2 cavalry figures in
units of 8 figures. Note that players may decide to put more Native Arrow shows unit's front facing for diagram purposes only
figures on each stand to create a more imposing mass effect.
2.2 UNIT FORMATIONS
2.1.5 BASING AESTHETICS Foot and mounted units may adopt various formations depending
As stated, basing schemes characterize the fighting style of various on their unit type and their degree of order (unit cohesion and
units. Ground details can also be added as appropriate. For organization). Except for squares, all unit formations require that
example, Imperial units should be based in even, close order ranks all stands face one direction and are arranged parallel and touch-
without excessive battlefield debris. In contrast, Pathan and Boer ing. Units may ‘bend’ to conform to terrain or linear obstacles, but
rifle units should be based to illustrate their preference for using this is an exception.
cover and terrain. Adding rocks and other natural debris behind
which the figures are crouching enhances the look and flavour of The following list identifies the relationship between the types of
the game. Remember, although stand dimensions are important, order and the formations that units may adopt:
the number of figures on a stand is an aesthetic consideration and 1. Formed order applies to drilled Imperial foot or mounted units
is irrelevant for game play. such as Europeans or European-trained colonial recruits. Formed
units can be deployed in line, column, or square formations.
Native Massed Units:
As will become clear later in the rules, Native units such as Zulus 2. Massed order applies to most Native foot or mounted units
and Dervishes adopt a generic formation that is referred to as moving and fighting in Open terrain. Massed units are deployed
“massed”. The Massed Formation arranges the four stands of the in Massed Formation. The stands of a unit in Massed Formation
unit two stands wide and two deep. If these units are armed only are arranged two by two. In certain circumstances Native units
with melee weapons it is unlikely that they will disperse into a may form Deep Massed Formation (a Native column).
single-rank skirmish line. Consequently you may wish to base 3. Skirmish order applies to foot units permitted to skirmish and
Native massed units on two double-depth stands and take dismounted cavalry. A unit in Skirmish order is deployed as such
advantage of the modeling opportunities that larger stands offer. depending on its unit type. All armies may deploy their foot in a
The two larger stands still provide the opportunity to form a skirmish line formation. Imperial skirmishers and Boers can form
Deep Massed formation. a column -- usually for the purposes of manoeuvring. The
Pathans and Boers may deploy in a deep skirmish formation sim-
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ilar in stand arrangement to a Massed Formation. See western armies. These units moved en masse, often trying to use
Skirmishing, Sec. 9.1. cover, but ultimately with the intent to quickly cross the ground
Artillery and Machine Guns do not adopt ‘formations’. Artillery between them and their enemy. In game terms there is no func-
and MGs are either unlimbered (deployed for firing) or limbered. tional difference between a Dervish, Boxer, Pathan or Zulu unit in
Players may wish to use limbers and horse-team models to denote Massed Formation. However, these units might represent a formal
limbered status. This is not necessary but aesthetically preferable. organization or are simply an arbitrarily defined body of soldiers
If limber models are used, they are for aesthetic reasons only; usu- for game purposes.
ally the position of the actual gun model determines its game sta- For example, Dervish foot units represent the sub-units of a Rub
tus for moving and being targeted. (roughly, the Dervish equivalent of an Imperial battalion) known as
“standards.” Most Dervish units are sword and spear armed.
2.2.1 FOOT UNITS
Similarly, Zulu units represent the smaller tactical units of the
Foot units refer to all units who move and fight on foot including
often very large Zulu regiments. Although historically significant
rifle-armed Imperial infantry and variously armed Natives.
numbers of firearms were available to the Dervishes and the Zulus,
2.2.2 IMPERIAL INFANTRY most of their units are armed with melee weapons.
Imperial foot units include all European infantry and colonial
recruits trained to fight in the European style. Imperial infantry Native stands are generally arranged two by two in Massed
had numerous designations: line, foot, fusiliers, light, or guards. Formation for movement but may adopt a linear formation when
By the late 19th century the functional differences between these Skirmishing. See Native Foot Defending Obstacles, Sec. 2.3 and
units had largely disappeared and thus they are generically Skirmishing, Sec. 9.1.
referred to here as infantry. Deep Massed Formation is sometimes temporarily permitted and
Imperial infantry units represent companies -- the tactical sub-unit allows the Native unit to form a single-stand frontage column.
of the battalion. The company may form a one-stand deep line, a Firearms:
single-stand frontage column, or a square. See Imperial Infantry All Native armies had firearms thanks to a vigorous weapons
Squares, Sec. 9.2 Imperial infantry may skirmish. See Skirmishing, trade. However, peoples like the Zulus and the tribes of Sudan
Sec. 9.1. were not fully equipped or adept at using these weapons in bat-
tle. Consequently, only up to approximately 15 percent of a
UNIT FORMATIONS: STAND ARRANGEMENT
Dervish or Zulu army should be composed of Massed units
NATIVE FOOT AND MOUNTED armed with rifles although scenario designers can ignore that rec-
ommendation.
2.2.4 RIFLE-ARMED NATIVE ARMIES
Some Native armies were predominantly armed with firearms and
were accustomed to engaging Imperial forces with ranged fire,
closing only when circumstances were opportune. The Ashantee
MASSED FORMATION* fought in this manner in the jungles of the Gold Coast in 1873. The
IMPERIAL FOOT AND MOUNTED French and Spanish encountered this in the rough terrain of North
Africa. But most famously, the Pathans and other tribes of the
North West Frontier and Afghanistan were (and are) adept at this
kind of fighting that British observers often found fickle. These
mountain fighters require some special rules which can be applied
INFANTRY
to other armies using similar tactics.
COMPANY
SQUARE 2.2.5 PATHAN FOOT
See Section 9.2.2
Pathan foot units are informal tribal warbands -- Lashkars -- arbi-
trarily organized into standard BFE units for game purposes. The
principal arms and tactical methods of the Pathans changed
throughout the period covered in these rules -- approximately
1870-1914 -- and must be reflected in the table-top armies. Up to
the 1880s the Pathans combined firepower with the massed
charge. Hence, a Pathan force should include approximately 60
COLUMN* LINE* percent rifle armed units with the balance being armed with melee
See Section 9.1 for skirmish order stand arrangements weapons.* From the 1890s forward, when Imperial forces were
*NOTE: Only Foot are illutsrated; Mounted unit stands are arranged armed with magazine-fed rifles, the Pathans employed the mass
in same position attack less and relied increasingly on firepower. This should be
Arrow shows unit's front facing for diagram purposes only reflected by a Pathan force being armed predominantly with rifles.
Pathan units are organized as per other Native units employing
2.2.3 NATIVE MASSED FOOT: Dervishes, Zulus, Boxers & Others the standard Native Massed Formation for movement in Open ter-
Native foot units represent a variety of organizational and ethnic rain; Deep Massed Formation is also sometimes allowed. In the
types. Massed foot assumes that these warrior types fought usual- right terrain, the Pathans are tactically more flexible than other
ly with edged weapons and tended not to use the rigid drill of Natives who relied on the massed charge. Pathans are especially

9
effective when occupying Rough Ground; see Skirmishing, Sec. 2.4.1 IMPERIAL MOUNTED
9.1. In BFE, the Rough Ground used in North West Frontier sce- There are several types of Imperial mounted units (cavalry or
narios represents the rocky, sloping ground famously used by the camelry) -- dragoons, hussars, lancers, mounted infantry -- all of
various tribes as cover. which are organized in a like manner. These can be Europeans or
*Pathan units armed with melee weapons are assumed to include colonial recruits trained to fight in the European style.
some riflemen but not enough to allow the units to perform as Imperial cavalry/camelry units represent squadrons, the tactical
separate rifle-armed units in the game. sub-units of the regiment. The squadron can form a single-stand
deep line or a single-stand wide column as per infantry. All
2.2.6 BOER FOOT
Imperial mounted units may dismount. Note that, although all
The Boers also need some special consideration. Boer units repre-
mounted units are organized in a like manner, their fighting capa-
sent the tactical sub-units of the commando, a regionally recruited
bilities vary depending on circumstance and unit type. See
formation that usually numbered approximately 1000 men. Most
Movement, Sec. 8.0 and Melee, Sec. 16.0.
Boer units were mounted while moving to and from a battlefield
but fought almost exclusively on foot. Scenario designers will
have to decide if the Boer units are foot, for the purposes of the
scenario, or are mounted as this has repercussions on how many
dismounted combat stands the unit provides.
Boer units are organized in the standard four-stand strength – four
combat stands when operating as “foot” units and when mounted;
three combat stands and a horse-holder stand when acting as dis-
mounted if accompanied by their horses.
While on foot, Boer units are always assumed to be in skirmish
order as should be represented by their basing. Unit stands may be
arranged in any manner as long as they are all touching and aligned
facing the same direction. This might mean a line formation, a 2-by-
2 arrangement, or a column. The formation need not be symmetri-
cal but they MUST share the same facing adjusted only if occupying
terrain that requires this to be compromised (e.g. lining a wall or
entrenchments with a bend). See Skirmishing, Sec. 9.1.

2.2.7 OTHER NATIVE OPPONENTS


The Native unit types described above represent a variety of
organizations and tactical approaches quite typical of many peo- “28mm mounted and dismounted imperial cavalry”
ples who fought the western imperialists. Players should not have
difficulty in ‘slotting-in’ Native armies using these types. Imperial Dismounted Cavalry/Camelry:
When dismounted, Imperial cavalry/camelry must immediately
2.3 NATIVE FOOT DEFENDING OBSTACLES
adopt Skirmish order. Dismounted cavalry/camelry operate like
To gain full benefit from linear obstacles such as walls, redoubts,
Imperial infantry skirmishing when firing and engaged in melee,
and breastworks, Native units should retain their Massed
although account is made for their reduced complement of three
Formation. Although this might appear strange due to the depth
combat stands (and one horse holder stand). See Sec. 9.1.
of the Massed Formation, it is assumed that the Native unit con-
denses along the same frontage to take advantage of the cover. Dismounted Imperial cavalry/camelry may be deployed at the
start of the game with all the attributes of a regular Formed unit,
If a Native unit wishes to occupy more frontage (or more effective-
but may never start the game mounted and then dismount later
ly deploy its firepower) behind a linear obstacle, it may change
as a Formed unit on foot.
into skirmish formation. See Sec. 9.1. Note that a skirmishing unit
that is fired upon does not derive protection from both the linear Movement while dismounted: Horse-holders
obstacle and from skirmishing. Also note that while skirmishing Dismounted units move like Formed foot to account for the pres-
units gain benefit from linear defenses in melee they are more vul- ence of their mounts. Players must have a single horse-holder
nerable than when Massed. stand for each dismounted unit. The horse-holder stand is placed
at the centre-rear of the dismounted unit. This position is adjust-
2.4 MOUNTED UNITS: CAVALRY AND CAMELRY ed freely as the combat stands go through their movement and
Mounted units refer to all units who move and fight primarily on formation change options.
horses or camels. Such units include Imperial cavalry and a vari- A great advantage of dismounting is that terrain not negotiable
ety of mounted Native units. Many mounted units could dis- by mounted units may be traversed while dismounted. These
mount to use their firearms and to occupy terrain usually not tra- units may then mount-up once clear of the feature and resume
versable by mounted units. Some mounted units are not really their role as cavalry.
‘cavalry’ but take advantage of the mobility afforded by their hors-
If a player wishes to move the dismounted skirmishing unit more
es and dismount to fight – irregular, volunteer, or “mounted
quickly through broken terrain, the horses or camels can be left
infantry” fall under this category.
behind to allow the unit to move as unencumbered skirmishers.
Place the horse-holder stand at the point of separation. The skir-
mishing unit must return to the horse-holder stand in order to
10
remount. The horse-holders are never allowed to move inde- The transition from Massed Formation to Deep Massed
pendently and are Destroyed if contacted by an enemy foot or Formation and back to normal Massed Formation may occur in
mounted unit. Enemy troops may not shoot at horse-holders. the course of a single move. The relative positioning of the stands
in the unit should remain as consistent as possible before and
2.4.2 NATIVE MOUNTED
after the obstacle is passed.
Native mounted units, like Dervish and Pathan, consist of four
stands. Native mounted units always have their stands arranged Exception: If a Native unit passes-through a gap or by-passes an
in the standard two-by-two Massed Formation or sometimes the obstacle and ends the move in contact with the enemy, it remains in
Deep Massed Formation. Native mounted units generally may the Deep Massed Formation for the first turn of melee. If, on the
not dismount. Scenario designers may make exceptions. second turn of melee, there is room to expand to the regular Massed
Formation, it may do so.
The Zulus and many other peoples did not employ mounted com-
bat units. PASSING THROUGH A GAP: DEEP MASSED FORMATION
2.4.3 BOER MOUNTED EXAMPLE 1 OBSTACLE OR FRIENDLY UNIT
Boer fighters, especially in the later guerrilla phase of the war, usu-
ally had horses but did not fight as cavalry. If Boer mounted units
are contacted they fight the melee without the normal bonus GAP MUST BE EQUAL TO OR
attributed to mounted units in melee. Boer mounted units may LARGER THAN ONE STAND
WIDTH FOR UNIT TO PASS
not charge any Formed or Massed enemy units. THROUGH
Boer mounted units may adopt any stand arrangement as long as
the stands are touching and share the same facing. Note, however,
that that these mounted formations count as Formed and suffer
appropriate movement penalties. Boer mounted units may dis-
mount and become normal Boer foot units (e.g. skirmishers) but EXAMPLE 2
with three combat stands and one horse-holder stand. See
Movement, Sec. 8.4.1.
The rules for Boers are appropriate for many of the irregular IF GAP IS SMALLER THAN ONE
mounted units that fought alongside the British, for example, in STAND WIDTH, UNIT MAY NOT
MOVE THROUGH
the Zulu War and other campaigns in southern Africa.

2.4.4 NATIVE DEEP MASSED FORMATION: Foot & Mounted Units


Deep Massed Formation is not a regular formation option – it is a
temporary narrowing of the Native unit’s frontage to one stand to
allow it to pass through a gap between impassable (or movement EXAMPLE 3 ENEMY UNIT
impeding) terrain and/or friendly units, or to more easily pass by
intervening friendly units or terrain. This formation option is not
permitted to avoid contacting the enemy.
GAP IS WIDE ENOUGH
Once the obstacle is passed-through or by-passed, the Native unit TO ALLOW NATIVE UNIT
must reconstitute the wider Massed formation as soon as room is TO MOVE THROUGH
available. BUT CONTACT WITH
ENEMY FORCES UNIT
Deep Massed Formation is used only in the following circumstances: TO STAY IN DEEP
1. A narrow gap: A Native Massed Formation wishes to pass- MASSED FORMATION
through a narrow gap between impassable or movement imped-
ing terrain features or between two or more friendly units, but
where the gap is only wide enough for one stand.
2. A single obstacle: A Massed unit wishes to pass by an obstacle
or friendly unit obstructing one half or less of the unit’s frontage Arrow shows unit's front facing for diagram purposes only
(i.e. one front stand is completely unimpeded).
How and when to form a Deep Massed Formation: Movement Prohibitions:
A Deep Massed Formation is temporarily one stand wide by four If the gap is less than one-stand wide the gap is considered
stands deep (exactly like an Imperial column). It adopts the for- impassable to a body of soldiers unless scenario rules provide for
mation without penalty; simply move one stand through the gap exceptions. See rules for town-wall gates.
in the terrain or between friendly units (or past these obstacles if Note for bypassing an obstacle: In contrast to passing through a
obstructing only one stand of the unit’s frontage). gap, if part of both stands is impeded by terrain or another
If that stand cannot fully clear or pass-by the obstruction such as friendly unit, the unit may not use the Deep Massed Formation to
to find space to reconstitute the Massed Formation, place the pass-by the obstruction; one stand must be clear to flow around
remaining stands behind the lead stand. The reverse is true when the obstruction, otherwise the unit must either stop and wait, or
the unit passes or exits the impeding or restrictive terrain/units; use changes of face to move around the obstacle.
at the end of the move the unit automatically adopts the normal
Massed Formation on the lead stand.

11
BY-PASSING AN OBSTACLE: DEEP MASSED FORMATION Machine Guns:
The most important MGs of the later nineteenth century were ini-
EXAMPLE 1 OBSTACLE OR FRIENDLY UNIT tially the Gatling, Gardner, Nordenfeldt, and then the Maxim.
While all MGs use the same mechanics for firing, special rules are
A B A B provided to reflect the greater reliability of the water-cooled
Maxim weapon.
A B C D
MGs move like artillery but fire in the infantry phase.
C D C D
Artillery/MG Organisation and Movement:
Artillery and Machine Gun units are always one-stand strong.
DEEP MASSED FORMATION IS TEMPORARY. They move independently and do not roll on a Unit Conduct
UNIT IMMEDIATELY RETURNS TO ITS NORMAL MASSED FORMATION.
Chart except to Rally when Shaken.
EXAMPLE 2 2.6 INDIVIDUALS: Commanders, Scouts, Civilians &
Ammo Mules
A B
Individuals are represented by single figures based on stands as
MOVE IS BLOCKED
required by the size of the miniatures. These include commanders
(Army General and Leaders), ammo mules, civilians, and scouts.
C D
Ammo mules carry ammunition both for small arms and artillery.
Note that many kinds of pack animals were used depending on
the campaign area, but they all function the same in the game and
EXAMPLE 3
ENEMY UNIT are always referred to as “ammo mules”.

Commander and Ammo Mule Vulnerability:


NATIVE UNIT MAY
BY-PASS OBSTACKLE When detached from a combat unit, commanders and ammo
A B BUT MUST REMAIN mules are immediately killed and removed if contacted by any
IN DEEP MASSED enemy unit. When attached to a unit, commanders and ammo
A B C D FORMATION AS THEY mules are killed only through the use of the Critical Hit Chart or if
MAKE MELEE
CONTACT. NEXT
the unit to which they are attached is Destroyed or removed due to
TURN UNIT MAY a Unit Conduct Chart result. Commanders and ammo mules may
C D REPOSITION STANDS not be captured. Commanders do not fire or fight in melee but may
"A" AND "B" TO perform Heroics when attached to a unit. See Heroics, Sec. 20.1.
FORM NORMAL
MASSED FORMATION. Scout and Civilian Vulnerability:
Scouts and civilians are killed or, if civilians, captured when con-
Arrow shows unit's front facing for diagram purposes only tacted by any enemy unit unless attached to a friendly unit in
which case they are killed when the unit is Destroyed. Scouts are
Combat Consequences: never captured. Scouts and civilians do not fire or fight in melee.
If stuck in a Deep Massed Formation, only the front stand may Captive civilians might slow the movement of their captors in
fire regardless of special rules such as for Pathans and Boers. scenario play.
In melee, the Native Deep Massed Formation generates a reduced Scout Functions:
number of Melee dice. See Sec. 16.7 Scouts have two functions: to extend the range of visibility of a
2.5 ARTILLERY AND MACHINE GUNS (MGs) commander and to reconnoitre potential ambush zones. A scout
must operate within the Command Radius (Sec. 3.3) of the com-
Artillery:
mander to be effective. While in the Command Radius of the
A variety of artillery pieces and machine guns (MGs) were
Army General (12”) the scout may look out to the maximum visi-
employed by Imperial and Native armies in the late-nineteenth
bility range (48") and if he observes enemy units, his commander
and early-twentieth century. With the exception of antiquated
and the units assigned to him are alerted to the presence of the
smoothbore pieces, most of the field guns in the period, including
enemy. An alerted unit(s) may prepare for combat as though it had
the British 9, 12, 13, 15 and 16 pounders, used standard types of
seen the enemy itself. The most important preparation is to “fix
ammunition and performed similarly; lighter pieces, like the 7
bayonets” (See Fix Bayonets, Sec. 6.0). Scouts within 24” of a con-
pounder used in the Zulu War, were not particularly effective.
cealed enemy force that enemy to roll for discipline. See sec. 19.0.
Ultimately, however, training and doctrine were more important
to artillery effectiveness than small differences in gun size. Even Narrow passes or gaps between various kinds of terrain might be
the larger guns employed by the British in the Boer war were, in designated as ambush zones (Sec. 20.2). These zones can be
the early part of the war, employed using dated tactics. Indeed, entered by the scout to “set-off” the potential ambush and allows
direct fire over open sights remained doctrine too long and ren- the combat units to prepare themselves for fighting prior to
dered crews vulnerable to small arms fire. Nevertheless, techno- engaging the discovered enemy. See Sec. 20.2, Randomized
logical differences cannot be ignored and BFE provides for small Ambushes.
guns like the 6 or 7 pounder Mountain guns and particularly 2.7 COMBAT EFFECTS
large pieces like the 4.7-inch naval guns used in the Boer War. See The effectiveness of a unit was largely dependent on how well it
Artillery Fire rules for Artillery Unit Quality differences, Sec. 12.3. could sustain casualties. Organization, discipline, or fanaticism

12
affected this ability. Small numbers of casualties could temporarily Dense Woods, Towns, or on Steep Slopes remain Disordered until
affect the cohesion of the unit. Higher numbers of casualties they clear the Disordering terrain.
resulted in permanent reduction of a unit’s ability to perform
actions according to orders. Shaken:
Shaken is a more severe combat effect than Disorder and results
General Concept: from enemy firing and melee loss. A Shaken unit must roll on the
In BFE, combat effects are represented by the following conditions: “Shaken” Unit Conduct Chart whether the player wants to move
Disorder, Shaken, and Kills. The degree of damage is determined the unit or not. Shaken causes a -1 modifier in all firing and
by the number of “hits” a single unit can inflict in a single combat melee. Shaken markers are removed only with a “Rally” result
phase: artillery fire, rifle and MG fire, or melee. The more hits that on the Unit Conduct Chart. See Unit Conduct Charts, Sec. 10.0.
a single unit can inflict in a single phase, the more kills are inflicted Multiple Shaken results on the same target unit have no addition-
causing more severe effects on the target unit. al effects; the unit is simply Shaken.
Important: Players never remove individual stands or castings as Rally Exception:
casualties from foot or mounted units nor from Artillery crews; Note that a Shaken unit automatically Rallies if it wins a round of
when the unit is Destroyed the entire unit is removed from play. Melee. The Shaken marker is removed immediately at the end of
2.7.1 COMBAT EFFECTS: HITS AND RESULTS the Melee Phase.
For all Artillery, MG and Small Arms firing, two or more units do Kills:
not combine their combat dice and resultant hits against a single Kills are a permanent indicator of serious physical and psycho-
target. One unit performs its firing before moving on to the next logical damage to the unit.
unit even when firing at the same target. The effects defined Foot and Mounted units can sustain 8 Kills prior to being
below assume adherence to this procedure. Destroyed and immediately removed;
In Melee, Support units contribute additional dice to the combat Artillery and MG units can sustain 4 Kills.
and also are affected by the result of the melee. Mark Kills with a chit or some other method that tracks losses on
Kills: Every Hit table. Elaborate collections will include Kill markers that include
Each hit scored as a result of firing or melee is a Kill. casualty figures modeled on a base. Multiple Kills can be suf-
fered in a single phase.
Disorder: One Hit from Fire Although a unit with Kills can regain its cohesion in combat (e.g.
In addition to taking a Kill, a unit that suffers one hit from firing Rally from being Shaken), ultimately a unit that suffers 4 Kills or
only also becomes Disordered. more always takes negative modifier penalties (-1 or -2) on the Unit
Shaken: Two or more Hits from Fire Conduct Charts. Note that this means gun crews do not suffer this
In addition to taking Kills, a unit that suffers 2 or more hits from modifier – often elite, or perhaps simply stubborn, crews often
firing from a single enemy unit also becomes Shaken. demonstrated their resolve to fight on to defend their guns.

Shaken: Melee Loser 2.7.3 DESTROYED UNITS


A unit that loses in melee automatically becomes Shaken regard- All foot and mounted units can sustain 8 Kills; artillery and MGs
less of how many Hits/Kills it suffers. units can sustain 4 Kills. Until a unit suffers its last Kill, it may
Combat effects are applied at the end of the phase in which they operate at full effectiveness while accounting for additional modi-
were inflicted and affect the performance of the unit from that fiers such as Disorder or Shaken. When a unit suffers its last Kill it
moment forward. Use markers placed next to the affected unit to is immediately removed from the table and considered Destroyed
designate each kind of combat effect. A unit might suffer all three -- surviving soldiers of the Destroyed unit are assumed to have
effects during a turn (e.g. be Disordered, Shaken, and have sus- fled.
tained Kills). To reflect the disruption of fleeing soldiers, a Destroyed unit must
perform a 3" Recoil prior to being removed from play. Apply all
2.7.2 COMBAT EFFECTS: DEFINITIONS normal Recoil rules. See Recoil, Sec. 10.4. Note that Artillery and
Disorder: MGs never Recoil, even after being Destroyed.
Disorder represents the temporary loss of a unit’s cohesion due to
enemy fire or from crossing certain terrain; melee hits do no cause Units Recoiling from melee that end their retrograde movement
Disorder. Disorder is applied immediately at the end of the phase with any part of their stands off-table are removed from play and
in which it was inflicted and affects the unit during the considered Destroyed.
Movement Phase of the following turn. Disorder causes a -1
2.8 UNIT QUALITY: Elite, Regular and Brittle Units
modifier on the Unit Conduct Charts. Consequently, Disordered
Most of the movement, morale, and combat characteristics of the
units will move more slowly when Steady and suffer a greater
various unit types used in BFE are integrated into the procedures
risk of not Rallying when the unit is Shaken. Multiple Disorder
used to play the game. For example, the Unit Conduct Charts dif-
results inflicted on the same unit have no additional effects; the
ferentiate between drilled and disciplined European soldiers and
unit is simply Disordered. A Disordered unit may also become
those Natives often pressed into military service and trained to fight
Shaken and vice versa.
in the European style. Hence, most units within each nationality
All Disorder markers are removed automatically in the Remove and fighting style type (British, Dervish, Zulu, etc.) are considered
Markers Phase (Sec. 11.0). regulars. Nevertheless, provision is made for elite and brittle units.
Exception: Formed Imperial units in Broken or Rough Ground,

13
2.8.1 ELITE UNITS commands might be given separate Army Generals.
Elite units were rare and included units like Guards regiments,
Leaders:
personal body guards, and other units noted for their discipline
In addition to the Army General are the officers and senior Native
and/or fanaticism. Having the designation “guard” should not
warriors who are inspirational Leaders and who maintain disci-
automatically result in elite status; the scenario designer must des-
pline in the ranks. Hence, Leaders represent those in the field
ignate the unit quality of all units prior to play.
who will more likely be involved in the fighting and must be
Elite units gain advantages in moving and attempting to Rally attached to individual units to be influential on their conduct.
from being Shaken only; a +1 modifier is applied when using the
All armies automatically receive one Army General, but scenario
Unit Conduct Charts.
designers must determine the number of Leaders available to
2.8.2 BRITTLE UNITS each army. This number should be a reflection of the tactical flexi-
Brittle units can be more common than elites. Brittle units repre- bility of the army in question.
sent soldiers who have perhaps been trained in a like manner to BFE assumes that prior to contact armies are comparatively easy
the rest of the army but are untried in battle or are unreliable for to control. However, as combat unfolds, commanders are lost and
reasons such as fatigue or neglect. Brittle units suffer a -1 modifier armies risk falling into chaos. Imperial armies had a more flexible
when using the Unit Conduct Charts. command structure and should have more Leaders than many
Native forces that relied more on prominent leaders (chiefs or reli-
2.8.3 UNIT QUALITY EXAMPLE gious figures) whose loss could be less easily replaced in the field.
The Natal Native Contingent (NNC) -- spear and shield equipped
Since Leaders can have a significant influence on the game, it is
levies in British service during the Zulu war -- should be rated as
important not to have too many. This is especially true of Native
Brittle. The British had little regard for these soldiers and their
armies that often had more limited tactical options. The follow-
performance generally reflected the British disdain. Consequently,
ing numbers of Leaders are the recommended maximums
use the Zulu Unit Conduct Chart, which reflects their fighting
expressed as a ratio of Leaders to units:
style, but a -1 modifier is applied to account for their Brittle status.
LEADERS
2.8.4 RIFLE AND ARTILLERY FIRE: Unit Quality
Rifle and artillery units are rated as 1st, 2nd, or 3rd Rate for calcu- Imperial/Boer 1 Leader per 2-3 units
lating fire effects. This qualitative evaluation is based largely on All Others 1 Leader per 4-6 units
the training of the firing units. Generally, European regulars are
1st Rate, Trained Colonial Recruits and well equipped and trained Important Design Note:
Natives are 2nd rate, and most other Natives are 3rd rate; see Scenario designers should amend the number of commanders to
Artillery Fire, Sec. 12.0 and Rifle Fire, Sec. 13.0 suit the needs of the scenario. Be mindful of the fact that the
Commander rules and the need to attach Leaders is meant to
3.0 COMMAND AND CONTROL encourage Native commanders to amass their units in large
In order to enact a plan of battle, commanders needed to be able to Multi-Unit Formations that at least temporarily derive benefit
issue orders to their units. In the age before radio communication, from this. As combat effects break down these formations and
command was limited by what the generals could see and the Leaders are killed it should be increasingly difficult to control
speed of a courier’s horse. These limitations applied to all armies. these Native forces.
Nevertheless, the Imperial armies usually had a tactical command
3.2 REPLACING LEADERS
control advantage over their Native opponents since their organi-
An Army General may never be replaced. Similarly, Dervish, Zulu,
zation allowed them to respond to orders in a more efficient and
Pathan, and Boer Leaders may not be replaced once killed (although
disciplined manner. The command and control rules that follow
they may be temporarily wounded and removed from play).
include differences that reflect the nature of each army’s system
and capabilities. Imperial Leaders may be replaced. At the beginning of the second
turn after his death, a killed Imperial Leader is replaced. The
3.1 COMMANDERS: The Army General and Leaders replacement Leader is attached to the nearest friendly unit to the
Commanders in BFE are either the Army General or Leaders. last location of the killed officer. The new Leader carries all the
These commanders are represented by individual figures either on same characteristics of the original Leader except the optional
foot or mounted. Commanders influence friendly units by adding Character Traits do not apply and the replacement may not per-
+1 or +2 modifiers to units rolling to move or rally on the Unit form Heroics. See Heroics, Sec. 20.1.
Conduct Charts. Example: At the end of Turn 1 a British Leader is killed due to a
Army General: Critical Hit roll. At the beginning of Turn 3 a new Leader is
The Army General is the senior commander and can influence the placed on the table attached to the nearest friendly unit to where
action by his proximity to friendly units that are within his the officer was killed.
Command Radius or to a single unit to which he attaches himself.
The Command Radius is 12”.
There is usually only one Army General, but in very large scenar-
ios, designers might want to allot additional wing commanders
that act like Army Generals. This should be done rarely as the
influence of the Army General over the area of the Command
Radius implies a staff and dispatched officers. Substantial isolated

14
3.3 THE ARMY GENERAL COMMAND RADIUS: 12” den from the enemy even after deployment and play begins.
The Army General may add a +1 modifier to all friendly units Individual unit formations need not be noted; players may choose
within a 12” Command Radius rolling on the Unit Conduct Charts the formation and facing of their units once they are placed on-
to move and/or rally. If, like a Leader, the Army General decides table. Units deployed in a Multi-Unit Formation must be clearly
to attach himself to a unit, that unit gains a +2, but the Command marked as such.
Radius temporarily disappears for as long as the Army General is Units arriving from off-table as reinforcements are deployed accord-
attached (e.g. the Army General may either influence multiple ing to the Reinforcement Arrival rules. See Reinforcement Arrivals,
units within his Command Radius OR one unit to which he is Sec. 5.0 and Reinforcement Availability and Arrival, Sec. 18.0.
attached).
Leaders do not have a Command Radius; they must attach them-
selves to one unit to add +1 on their Unit Conduct Chart roll.
Attached commanders may influence a body of units acting as a
Multi-unit Formation. In addition, only one stand needs to be in
the Command Radius of an Army General for the +1 to be applied
to the entire unit.
A unit (or Multi-unit Formation) may only benefit from the plus
modifiers of a single attached commander. It may, however, have
an attached Leader and still gain a cumulative +1 for being in the
Army General’s Command Radius.

COMMANDER MODIFIERS

A +1 D
+1

+1 B +1 C

HILL
12 INCHES

ARMY GENERAL
COMMAND RADIUS

Units A, B and C are all within the Command Radius (CR).


Note that the intervening terrain (the Hill) does not affect
unit "A" being within CR. Unit "D" is not within CR but has
a leader attached and therefore receives a +1.
Arrow shows unit's front facing for diagram purposes only

3.4 ARMY DEPLOYMENT AND MAPPING


Prior to the start of play, each side must deploy the units allotted
to them in the scenario. Unless the scenario specifies otherwise or
players agree to another approach, deployment allocations must
be done secretly on a sketch map of the table-top terrain.
Players note the exact position of their units on the map within
deployment areas defined by the scenario. Generally, opposing “28mm Boxer Rebellion Chinese Troops”
deployment areas should be at least 24" apart. Remember the
Line-of-sight rules – players might be allowed to keep units hid-

15
PART II: PLAYING THE GAME Ambushes often provide such a circumstance (See Sec. 20.2).

4.0 THE SEQUENCE OF PLAY 6.1 FIX BAYONETS: PROCEDURE


The rules of play are set-out according to the nine phase Sequence Units that are not prepared for combat (e.g. un-Fixed Bayonets)
of Play indicated below. The Sequence of Play must be adhered to MUST be in column formation and remain in column until
precisely during each game turn. “fixed”. Fixing bayonets is voluntary on a unit-by-unit basis. All
Imperial foot and mounted units must fix bayonets if they wish to
change formation and avoid negative melee combat effects;
SEQUENCE OF PLAY
artillery and MGs do not have to fix bayonets. An Imperial unit
1.
 REINFORCEMENT ARRIVALS may fix bayonets only when enemy are in sight. Individual units
2.
 FIX BAYONETS! may always react to a spotted enemy by fixing bayonets. For units
3.
 INITIATIVE within the Army General’s Command Radius, only one unit needs
to see the enemy for any or all of the units to fix bayonets.
4.
 MOVEMENT: A) COMMANDERS B) UNITS Maximum sighting distance is 48" (or LOS to units moving or
4a.
 EXPLOITATION MOVES shooting) as long as it is uninterrupted by intervening terrain such
5.
 REMOVE MARKERS as woods, hills, rough ground and towns. See Hidden
6.
 ARTILLERY FIRE: Simultaneous* Deployment (Sec. 20.3) and Line of Sight rules (Sec. 19).
7.
 RIFLE & MG FIRE: Simultaneous* Once a unit has fixed bayonets they remain fixed for the duration
of the game.
8.
 MELEE: Simultaneous*
9.
 CRITICAL HITS Important Note:
The Fix Bayonets rule implies that the scenario includes a deliber-
ate “march to contact” stage. In scenarios that recreate set-piece
* “Simultaneous” means that all the combat effects of a single
battles, the designer might declare that all or some units have
phase are assumed to be occurring at the same time for both sides.
fixed bayonets at the start of play. For example, the vanguard of a
The order in which combat effects are adjudicated is irrelevant and
column might be deemed “fixed” (i.e. prepared for combat) while
has no impact on the results of that phase. Hence, the condition of
the rest of the column is not.
all units is determined at the beginning of each phase and all effects
are applied to all units at the end of the phase. 6.2 FIX BAYONETS: CONSEQUENCES
Movement:
5.0 PHASE I. REINFORCEMENT ARRIVALS
To fix bayonets the unit must remain stationary throughout the
This phase only applies to games where off-table reinforcements
turn. In very large games, place a “fixed bayonets” marker by the
are permitted. These are usually Native forces but not exclusively
unit in the Fix Bayonets Phase. In smaller games it is usually
so. Scenario designers must determine the availability of reinforce-
unnecessary to use a marker or players might indicate which
ments.
units are not “fixed” by placing a bush or rock next to them.
Reinforcements are either allotted by the scenario and arrive on a The decision to fix bayonets deprives the unit of the option of
specified turn (although this timing is reliant on a die roll) or voluntary movement in the movement phase.
arrive randomly according to the rules later in the book (Sec. 18.0).
Firing:
Arrival on the Table: A unit fixing bayonets may not fire during that turn only, except
Reinforcements are placed no more than 6” in from their arrival at units that have charged into melee contact only. Such a unit is
location at the edge of the table. Arriving units are considered to ineligible to Rapid Fire.
have moved this turn and may not move again later in the turn.
Guns must be limbered. If enemy happen to be within the arrival Melee:
zone and within 6” of the table edge, they may be charged (oppo- Failure to fix bayonets carries negative modifiers in melee when
nents should be made aware of the possibility of reinforcement the unit is opposed by Native units in Massed Formation (or
arrivals). other Formed units). Units already engaged in melee may not fix
If more than one unit arrives these may be arranged side-by-side, bayonets until they are later unengaged.
one following the other, or a combination thereof. Units arriving
7.0 PHASE III. INITIATIVE
side-by-side must not be separated by more than 2" or as a Multi-
BFE is a move-counter-move game. One player completes move-
Unit Formation so as to restrict the width of the arrival area.
ment of all his units followed by his opponent.
Units may fire on the turn of arrival if eligible to do so (e.g.
allowed to move and fire). See Reinforcement Availability and Every turn, each side’s overall commander-player rolls a D6.
Arrival, Sec. 18.0. Imperial and Boer commanders add +1 to their initiative die rolls.
The player with the higher roll wins initiative and chooses to
6.0 PHASE II. FIX BAYONETS! move first or second. Ties are re-rolled; but the Imperial or Boer
The fix bayonets phase represents that moment when Imperial player does not add the +1 modifier on Tie re-rolls.
units, infantry and cavalry, prepared to receive the enemy or dressed
ranks prior to an assault. The following rules are designed to add 8.0 PHASE IV. MOVEMENT
the drama of this order and to compel commanders to prepare their In the order determined by the initiative winner, one player moves
forces for battle. The opportunity to attack an unprepared -- un- all his units; his opponent then does the same.
fixed -- Imperial unit was the ideal situation for Native forces. Movement options depend on the type of unit or figures being moved.

16
Foot and mounted units are moved according to the allowances ment of their force’s units. Refer to the Command and Control
and restrictions defined by the Unit Conduct Charts. See Unit rules, Sec. 3.0.
Conduct Charts, Sec. 10.0. All detached command figures move 18". Whether a commander
All other figures (including artillery and MG units) have a fixed is modeled on foot or on a horse is of no consequence to his
movement rate described below. movement rate. Commanders have no wheeling restrictions;
they may wheel any amount and repeatedly without penalty and
8.1 GENERAL MOVEMENT PROCEDURE move their full distance. Commanders may interpenetrate (pass-
Commanders move first unless they are already attached to a unit. through) any friendly units but never through enemy units.
Next, all other units/figures that are compelled or chosen to move Terrain affects Commander’s movement; apply the movement
are moved. Units in melee contact may not voluntarily move penalties stipulated for foot units.
(except Imperial cavalry withdrawing) but must roll to Rally and
risk Recoiling away from their opponents. Attached:
If a commander’s movement results in attachment to a foot or
Select an infantry or cavalry unit to be moved and roll a D6 on the
mounted unit, the commander may move again with that unit.
Unit Conduct Chart to determine the permitted actions and move-
The commander must move at the rate of the unit to which he is
ment allowance. Only Shaken Artillery/MGs need to roll; Steady
attached. Whether a commander is modeled on foot or on a
Artillery/MGs (including those that have Rallied from being
horse is of no consequence to his movement rate or ability to
Shaken) have a fixed movement rate. The die roll may be adjusted
attach to any unit type.
by modifiers. The order in which units are moved is up to the
commanding player but a unit’s movement must be fully complet- If already attached to a unit, commanders are moved in the unit
ed prior to moving the next unit. See rules for Multi-unit movement phase unless they are detaching. Commanders can
Formation Movement, Sec. 9.4. attach themselves to only a single unit at a time (note rules for
Multi-unit formations). Commanders may detach from one unit
Optional Rule: and attach themselves to another in the same movement phase.
Imperial Army Generals may use their Command Radius to more
Commander Vulnerability:
predictably control units directly under their command. Instead of
Detached commanders are automatically killed if contacted by
rolling for each unit or Multi-Unit Formation on the Unit Conduct
any enemy foot or mounted unit. Detached commanders cannot
Charts to move or rally in turn, roll one D6 and place it next to the
be “picked-off” by rifle or artillery fire. While attached, a com-
Army General. All units within the Command Radius must use this
mand figure can only be killed when using the Critical Hit chart
one die result for their movement and rallying attempts. Relevant
or if the unit is Destroyed due to melee, firing or a Unit Conduct
modifiers are applied on a unit-by-unit basis. While there is risk in
Chart result. See Heroics, Sec. 20.1.
this option (a low roll!), for an attacking force a single roll means that
a player can move units in a coordinated manner knowing, for 8.3 FOOT UNITS
example, if several units will make it into melee contact or not. Units Foot units move a maximum distance specified as the first number
not within the Command Radius must roll separately. in the Unit Conduct Chart entry (e.g. “3 Foot/9 Mounted” awards a
Steady Units:
foot unit a 3" maximum movement allowance). See Unit Conduct
Units in good order (not Shaken) use the Steady Unit Conduct Charts, Sec. 10.2. Special moves, such as formation and facing
Chart. Artillery/MG units need not roll when Steady – they have a changes, and terrain adjust the maximum movement allowance.
fixed movement rate. If a player rolls for a Steady unit on the Unit 8.4 MOUNTED UNITS
Conduct Chart and is awarded a movement allowance, there is an Mounted units move a maximum distance specified as the second
obligation to move that unit if it is eligible to do so. This move number in the Unit Conduct Chart entry (e.g. “3 Foot/9 Mounted”
might be a fractional repositioning of the unit, a change of forma- awards a mounted unit a 9" maximum movement allowance). See
tion or facing. If the result is a mandatory move like a Fanatic Unit Conduct Charts, Sec. 10.2. Special moves, such as formation
Charge, the player must apply the appropriate rules. and facing changes, and terrain adjust the maximum movement
Shaken Units: allowance.
Units that have become “Shaken” use the Shaken Unit Conduct
8.4.1 DISMOUNTING AND MOUNTING
Chart; this includes Shaken Artillery/MG units. Shaken units
Imperial and Boer mounted units may dismount. All other
must roll on the chart during the Movement Phase even if the
mounted units -- Dervish and Pathan -- may not dismount. In
player does not want to manoeuvre them or if they are in melee.
contrast to the other movement rules in BFE that are quite restric-
Rally results (e.g. removal of the Shaken marker) are found only
tive, the dismounting and mounting rules are liberal to allow for
in the Shaken charts. A unit that “rallies” is not compelled to
the fluid tactics used by these unit types.
move unless it is forced to perform a Fanatic Charge.
Unless otherwise noted, all manoeuvre rules apply to both Procedure:
Imperial units and Native units. Mounting or dismounting must be performed at the start of the
Except for Imperial cavalry, no other units may voluntarily move unit’s move. Mounting and dismounting incurs a 3" movement
when engaged in melee (See Withdrawing from Melee, Sec. 16.9). penalty that is subtracted from the unit’s total movement
allowance based on the unit’s final mounted/dismounted status.
8.2 COMMANDERS: Detached and Attached Dismounted units are represented by 3 skirmish stands and one
Detached: horse-holder stand. In other words, dismounted units lose part of
Detached command figures – the Army General and all Leaders – their combat strength.
are moved first by the phasing player as they influence the move-

17
Example: A mounted cavalry unit rolls on the Unit Conduct Unlimbering and Unlimbered Movement:
Chart and is awarded a 6” Foot/12” Mounted move. The unit may Unlimbering requires an entire turn; no firing. Unlimbered
remain mounted and move 12" or may dismount and move 3”. Imperial and Boer guns/MGs may move (manhandled) up to 3"
With a 6” Foot/12” Mounted movement allowance, if a dismounted to their front or rear. Apply all the normal movement procedures
unit mounted it could subsequently move up to 9". and penalties. Unlimbered guns/MGs may be pivoted (e.g.
change facing) any amount prior to being manhandled forward.
DISMOUNTING CAVALRY Unless permitted by the scenario, unlimbered Native guns may
not be moved (manhandled) but may be pivoted any amount.
Unlimbered Guns/MGs that have been moved (manhandled)
MOUNTED
CAVALRY may not fire. However, they may pivot in-place and fire as mov-
ing (-1).
Mountain Guns:
A
The British and other nationalities made use of light artillery
DISMOUNTED pieces disassembled for transportation and carried on mules or
CAVALRY camels. These mountain gun batteries were able to negotiate ter-
rain impassable to conventionally limbered guns.
“Limbered” mountain guns move 9" and take the same Terrain
"A" indicates the horse holder's stand and its position movement penalties as Formed foot, not those applied normally to
Arrow shows unit's front facing for diagram purposes only
artillery. Mountain guns require one complete turn to mount onto
their transport animals and one complete turn to deploy from their
transport. Mountain guns must be stationary to mount or deploy
On the turn of dismounting the dismounted stands are arranged
and their transport animals are always assumed to be immediately
in a skirmish line (or column if the player chooses that formation
available.
and the mounted unit was in column formation). The centre of the
dismounted skirmish line must overlap some part of the original Unlimbered mountain guns are moved exactly as other unlim-
position of the mounted unit but may face any direction as desired bered artillery except that they may be manhandled up to 6" to
by the player. their front or rear. As with other artillery, Mountain guns may
not be manhandled in Dense Woods, Rough Ground, or over
Horse-holder stands are always placed at the centre-rear of the for-
Linear Obstacles - they need to broken down and “limbered” on
mation. They are never moved independently, although they may
their transport animals to move through said terrain. Unlimbered
be left behind by the dismounted unit; in this case they must
Mountain guns may always be pivoted (with a firing penalty).
remain stationary.
Units that mount reverse the procedure: the mounted stands are Maxim Machine Guns:
arranged in any formation over-lapping the original position of the Tripod mounted, animal transported, Maxim MGs were easily
formerly dismounted skirmish line. The position of the mounted moved and use the same movement rules as provided for
unit may not be further forward than the position formerly occu- Mountain Guns. Exception: Maxim type MG units may be man-
pied by the dismounted stands. handled in any terrain type accounting for movement penalties as
per foot.
Dismounting and Firing:
Imperial cavalry/camelry and Boer units are permitted to fire on the 8.6 SCOUTS, MULES/TRANSPORT, AND CIVILIANS
turn of dismounting. They incur the penalty for moving and firing. Scouts and non-combatants all move up to 9" on foot or 15" if
mounted. Ammunition mules are deemed to be on foot. This
8.5 ARTILLERY/MGs movement is done in the regular Movement phase (unit move-
Steady (i.e. not Shaken) artillery and MGs do not use the Unit ment) but does not require a roll on the Unit Conduct Chart.
Conduct Charts to move; they may move as the player desires.
Shaken artillery and MGs must Rally on the appropriate Shaken Wagons:
Unit Conduct Chart to be eligible to move. With a “Rally” result Wagons or any other wheeled transport move up to 6” per turn
they may move at full rate or make any other allowable actions, and must move only to their front when attached to their draught
otherwise they remain Shaken and stationary. A Shaken teams. Changes of direction are done by wheeling only (up to 90
artillery/MG unit may unlimber or pivot. See sec. 10.5. degrees per turn).

Limbering and Limbered Movement: 8.7 CHANGES OF FORMATION


Limbering incurs a 6” penalty subtracted from the unit’s move- A change of formation refers to a unit altering the arrangement of
ment allowance. A gun/MG may be limbered in any direction in its stands to better perform a task in battle. Imperial units have a
anticipation of the direction of movement. Use of limber and wide variety of formations such as line, column, and, for infantry
horse team models is unnecessary but desirable. If limber models only, skirmish and company square. Native units are restricted to
are not used simply reverse the facing of the model gun to indi- Massed order formation and various types of skirmish formation.
cate its limbered status. Changes of formation must be performed prior to any other move-
Limbered guns/MGs move up to 12" using normal movement ment by that unit except a Change of Facing. Each change of for-
procedures specified below (e.g. Wheeling, Terrain penalties, etc.). mation costs a 3" movement penalty for infantry and 6" for cavalry
“Limbered” mountain guns move 9” (see Mountain Guns below). (note exceptions for Foot Skirmishing, Sec. 9.1). One change of for-
mation may be performed per unit per turn if enough movement

18
is available to the unit -- as defined by the Unit Conduct Charts -- Example: A British infantry unit in line formation changes face to
to absorb the formation change penalty. Note the rules below for the left. It automatically becomes a column. This incurs only a 3”
Imperial/Formed units changing face and formation. movement penalty. It may immediately form into line but this also
incurs a 3” movement penalty.
8.7.1 CHANGES OF FORMATION PROCEDURE
When changing formation, select a single anchor stand in the unit. Native Foot and Mounted Units:
This anchor stand remains stationary while the other stands are Native units in Massed formation retain their normal stand
repositioned to create the new formation. Arrange the unit’s arrangement in the new facing when performing a left or right
remaining stands in the appropriate positions as prescribed by the change of facing. The 90-degree pivot is performed so that the
formation. Lines and skirmishing formations may be formed to repositioned front edge of the unit is aligned along any point of
the left and/or right of the anchor stand; columns are always the right or left edge of the unit’s original position, depending on
formed to the rear of the anchor stand. the direction of the pivot. Changing face incurs a 3" penalty for
Massed foot and Massed mounted units. Ensure that the pivoted
8.7.2 CHANGES OF FORMATION PROHIBITIONS unit overlaps its previous position and that the physical act of
Formation changes are prohibited to units with insufficient move- changing face does not itself result in forward movement in the
ment allowances to satisfy the specified penalties. Changes of for- new facing.
mation cannot result in forward movement for the unit. For exam-
ple, stands are positioned to the rear of the anchor stand when 8.8.2 CHANGES OF FACING PROHIBITIONS:
forming column from line. Facing changes are prohibited to units with insufficient movement
A unit may never change formation and charge in the same turn. allowances to satisfy the specified penalties. A unit may not
change face and charge in the same turn.
Exception: A unit awarded a Fanatic Charge may change formation
and charge in the same turn. Normal movement penalties apply. Exception: A unit awarded a Fanatic Charge may change facing
and charge in the same turn. Normal movement penalties apply.
8.8 CHANGES OF FACING
A change of facing is an abrupt alteration of the direction a unit is 8.9 WHEELING
facing. An about-face (180 degrees) is the only facing change per- A wheel is performed when a unit wants to change the direction of
mitted to all foot and mounted units while retaining their current its forward movement.
formation. A combination change of facing (90 degrees) and for- 8.9.1 WHEELING PROCEDURE
mation is possible; see Changes of Facing Procedure, Sec. 8.8.1.
Foot and Mounted Units:
A change of Facing costs a 3" movement penalty for all foot and 6” A wheel is performed by advancing one corner of the unit while
for all mounted units. Changes of Facing must be performed prior keeping the opposite corner stationary but in alignment with
to any other movement by that unit except a Change of Formation. those advancing. All infantry and cavalry units may wheel up to
One Change of Facing may be performed in a single turn as long a maximum of 45 degrees from their current position as long as
as enough movement is available to the unit as allotted by the Unit they do not exceed their movement allowance. The distance trav-
Conduct Charts. elled is measured from the outside of the wheel and is subtracted
Artillery may change facing (i.e. pivot) any amount while unlim- from the subsequent forward movement of the unit; no additional
bered. This constitutes movement in regards to firing eligibility. penalty is applied.
Limbered guns may change facing only by wheeling. See Exception: Imperial infantry and mounted columns may wheel up to 90
Wheeling, Sec. 8.9.2 degrees as long as they do not exceed their movement allowance.
8.8.1 CHANGES OF FACING PROCEDURE Artillery/MGs:
An about-face is a 180-degree turn to the rear performed by each Limbered artillery and MG units may wheel up to 90 degrees.
stand in the unit. The relative position of each stand does not This wheel may be performed at any time in the movement. The
change and the formation remains unchanged. A 90-degree wheel does not reduce the unit’s forward movement allowance.
change of facing forces a formation change.
Individual figures (Commanders, Mules, etc.):
Imperial Foot and Mounted Units: All individual figures such as commanders, mules, scouts and
Generally, changes of face and formation are done separately and civilians, may wheel – pivot – any amount prior to forward
incur separate movement penalties. For example, an imperial movement. They may pivot as often as needed during their
infantry line could about face and change to column in one turn movement. These pivots need not be measured; simply pivot the
with a 6” movement penalty. However, units may change face figure and move up to the maximum movement allowance.
and formation in one action by changing from column to line
while also changing face to the left or right or visa-versa. In this 8.9.2 WHEELING PROHIBITIONS
procedure all stands retain their relative position in the unit but All units may perform a single wheel at any point in their move-
are pivoted 90 degrees to the left or right from the absolute centre ment as long as the movement does not result in a charge into con-
of each stand. Close the gaps between pivoted stands by moving tact with the enemy. All units must wheel first prior to forward
rear stands forward. This procedure incurs only one penalty (3" movement into melee contact.
for foot and 6” for mounted). Note that although this change of Exception: A unit may perform multiple wheels to follow the
face action also constitutes a change of formation, in this case the course of a road or other terrain feature.
unit may subsequently change formation with the additional
movement penalty.

19
LINE WHEELING/COLUMN WHEELING may not move and are prohibited from performing a retrograde
move without first coalescing into a Massed formation.
No wheels are permitted during a retrograde movement.
Mounted units may not perform a retrograde movement.
Retrograde movement may not be used to charge into melee contact.
90
8.12 FRIENDLY UNIT INTERPENETRATIONS
A unit may interpenetrate another friendly unit either as a result of
involuntary movement (a Recoil) or, in the case of skirmishers and
artillery and MG units, as a deliberate effort to pass through
45 friends. A unit may never interpenetrate an enemy unit. Artillery
and MGs may never interpenetrate other friendly units except
those that are in skirmish order; artillery and MGs may be inter-
penetrated.
LINE WHEELING
COLUMN WHEELING Note that when any unit is interpenetrated by a friendly unit (not
a commander or scout) both units are prohibited from firing or
charging during that turn. Interpenetrated units may still roll to
LINE WHEELING: Foot and mounted units may wheel up to
45o in all formations except column. The wheel may be Rally and may make other non-charge moves. This is applied to
followed by forward movement if the wheel did not all unit interpenetrations described below.
exhaust the movement allowance. Exception: commanders and scouts may interpenetrate without
COLUMN WHEELING: Imperial Columns may wheel up to
causing negative effects.
90o prior to forward movement. All chargers must wheel Units may interpenetrate other units in the following circumstances:
before forward movement. Otherwise, wheels may be 1. When any unit is forced to Recoil it may interpenetrate any
performed at point in a unit's forward movement. type of friendly unit; see Recoil, Sec.10.4.
Arrow shows unit's front facing for diagram purposes only 2. Commanders and scouts may interpenetrate any friendly
units; ammo mules may not.
8.10 FOOT: SIDE-STEPPING LEFT OR RIGHT
If eligible to move, all Imperial foot units in line or column forma- 3. Skirmishers may interpenetrate or be interpenetrated by all
tion may move up to one third their maximum movement units without movement penalty to the moving unit. The inter-
allowance directly to the left or right while maintaining their cur- penetrated unit must remain stationary for the entire turn. This
rent facing. Imperial and Native/Boer units in skirmish formation voluntary movement option does not eliminate the procedures
may side-step left up to half their maximum movement allowance. and effects of a Recoil. See Recoil, Sec. 10.4.
The side-step cannot be combined with any other movement or 4. Formed or Massed infantry or cavalry units may interpene-
changes of face or formation. The side-step must be done in a trate friendly Artillery/MG units. Use the following procedures
straight line; no wheels are permitted. However, units defending a and rules:
linear obstacle may side-step while conforming to any irregulari- The Artillery/MG unit being interpenetrated must remain station-
ties in the obstacle. ary throughout the entire turn.
Native Massed formations, all mounted units and artillery/MGs The unit performing the interpenetration must start its movement
may not side-step. A unit may not use side-stepping to charge into in contact with the Artillery/MG unit to be passed through.
melee contact. The moving unit passes one stand through to the other side of the
artillery/MG unit. On the following turn the entire unit is free to
8.11 FOOT: RETROGRADE MOVEMENT move normally. Note that this means a column or Massed forma-
If eligible to move, all foot units in any order or formation, may
tion will not have passed completely through the artillery unit
move directly to the rear maintaining their original facing. Formed
during the turn of interpenetration but moves normally on the fol-
and Massed foot units may retrograde up to one third of their maxi-
lowing turn with the other stands catching up.
mum movement allowance and imperial skirmishing units up to
half their maximum movement allowance. Native skirmish lines The moving unit may not enter melee on the turn it interpene-

FOOT UNIT'S RETROGRADE MOVEMENT & SIDE-STEPPING

SIDE-STEP SIDE-STEP
Sidestepping and retrograde
SIDESTEPPING moves must be done directly
Formed Foot: along the parallel axes of the
RETROGRADE MOVE Up to 1/3 move allowance. unit's front/rear lines or flank
(Retain Original Facing) Skirmishing Foot: lines respectively. Wheels may
Formed or Massed Foot: Up to 1/2 move allowance not be combined with these
Up to 1/3 move allowance. Units In Massed Formation: moves.
Skirmishing Foot: May Not Side-Step
Up to 1/2 move allowance

20
trates the Artillery/MGs unlit. 9.0 SPECIAL FORMATIONS AND MANOEUVRES
Both units may not fire during the turn of the interpenetration. If 9.1 SKIRMISHING
the interpenetrating infantry or cavalry unit is engaged in melee Skirmishing refers to the loose formation adopted most often by
and is destroyed in that turn, the Artillery/MG unit to its rear is rifle-armed foot units. Skirmish order was used to take advantage
also automatically destroyed. of cover, to traverse terrain ill-suited for close order formations,
8.13 TERRAIN EFFECTS: MOVEMENT PENALTIES and to more effectively deploy available firepower. Since skirmish
Only Formed or Massed Units suffer movement penalties for terrain order dispersed troops over a large frontage, controlling these sol-
effects. Units in skirmish order, that are permitted to move, and diers became more difficult and could actually restrict their ability
individuals such as commanders, scouts, and ammo mules, ignore to respond to tactical situations. Only skilled or disciplined sol-
all movement penalties and restrictions due to terrain except terrain diers could manoeuvre and fight effectively in skirmish order.
that is defined as Impassable; see Terrain, Sec.19.7. Dismounted cav- The rules for skirmishing are different for Imperial troops than for
alry that have their mounts in tow move like formed infantry. They Native troops. Indeed, while the mass attack was similar in char-
may leave these mounts and their horse-holders behind in order to acter for all Native troops, their behaviour when skirmishing was
move like skirmishers. Wagons or any other wheeled transport often what differentiated one Native fighting style from another.
move like artillery. See Terrain, Sec. 19.0 for details on terrain effects Only foot and dismounted cavalry/mounted units may adopt
on movement, line-of-sight and firing, and melee. skirmish order. While all foot units may adopt skirmish order, only
rifle-armed units derive significant advantages from it. Most skir-
Multiple Terrain Effects:
mishing troops do not gain the benefits of hard cover or going to
If two types of terrain feature are located in the same area (e.g.
ground since they are already assumed to be utilizing available
Dense Woods on a Hill) a unit’s movement allowance is reduced
cover; Pathan and Boer foot occupying sangars are exceptions. See
by each effect. For example, a mounted unit crossing a wooded
Sec. 9.1.3 (Pathans) and Sec. 9.1.4 (Boers).
Hill with a maximum movement allowance of 9" would have its
allowance reduced to 6" for the Hill and subsequently to 2" for the 9.1.1 SKIRMISHING IMPERIAL INFANTRY & DISMOUNTED
Dense woods. CAVALRY/CAMELRY
Never combine three or more types of terrain in the same area. Eligibility:
This ground would be deemed simply impassable. Imperial cavalry/camelry must adopt skirmish order when they
TERRAIN EFFECTS TABLE
dismount. All Imperial infantry units may change formation into
skirmish order. They may do this from any formation other than
Terrain Foot* Mounted Artillery/MGs
square. The change to skirmish order is penalized with the nor-
Hills 2/3 2/3 2/3**
mal 3" movement penalty and must be done prior to any other
Dense Woods 2/3 1/3 n/a
Linear Obstacles*** -3” n/a n/a
movement by that unit.
Broken Ground Full Full 1/3 Exception: A unit which is “pinned” between two other units in a
Rough Ground 1/2 n/a n/a battle line and which has enough movement allowance to combine
Fordable Streams*** -3” -6” -3” the change of formation with forward movement may advance up to
Towns 1/3 2/3 1/3 3" to find the space to expand into skirmish order. This initial for-
‘n/a’ means that no movement is allowed to that unit type in ward movement is deducted from other forward movement con-
the terrain specified. ducted by the unit.
* Including dismounted cavalry with their mounts and horse- Changing formation from skirmish order to Formed line or col-
holders in tow, and limbered Mountain Guns and tripod
mounted Maxim machine guns. Also includes Commanders. umn (not square) is permitted to units awarded any Movement
allowance. This change of mode to Formed order uses the unit’s
** Artillery and MGs may not traverse Steep Slopes.
entire Movement allowance.
***Linear obstacles (including entering or exiting a Depression)
and Fordable streams incur a penalty when the front edge Formation Change Procedure:
of a unit contacts the feature; it might have to pay the
penalty twice if it cannot clear the feature in the first move. To change a unit into skirmish order do one of the following:
If a unit is moving along the length of a linear feature or 1. Replace the formed stands with dedicated skirmish order
stream, it pays the noted penalty each turn. stands or
2. Place the stands of the unit in a single line of stands with each
8.14 REPLENISHING AMMUNITION (“LOW AMMO”) stand separated by a distance equal to half the infantry stand’s
Ammo mules are assumed to carry all types of ammunition. To frontage. Dismounted Imperial cavalry/camelry units should
provide ammunition the mule must be stationary throughout the have 3 dedicated dismounted stands each with the same frontage
entire Movement Phase and in contact with the unit in need; the as Imperial foot stand in skirmish order.
mule cannot move into contact in the movement phase and supply All Imperial units already in skirmish order may adopt column
the needed ammunition. The markers for “low ammo” are formation. All rules pertaining to changes of formation, skirmish-
removed in the Remove Markers phase of the turn sequence. ing and columns (e.g. wheeling and additional vulnerability in
To receive ammunition the unit must be stationary and unengaged melee) apply to the unit.
in melee throughout the turn. The unit may fire and receive This option exists for the purpose of traversing difficult terrain or
ammunition. If a unit chooses to move, is required to move (e.g. a narrow gaps while in skirmish order. It is not an effective fight-
Unit Conduct Chart roll results in a mandatory movement), or ing formation. Skirmishers may not form square.
fights in melee, the supplies may not be issued to the unit. A unit armed with muzzle-loaders may change formation to skir-

21
mish order and fire as “moving” as long as no other movement is ments for the rear stands. Similarly, when engaged in melee, all
conducted that turn. See Small Arms Firing Rules (Sec. 13.0). the unit’s stands are eligible combatants including those of the
separated rear rank. If deployed behind a linear obstacle in
Movement:
Rough Ground (unlikely though that is) Pathans may only fire
Imperial foot units may move in skirmish order using normal
one rank of stands.
Formed movement rules except for terrain deductions which are
Pathan units in the two-rank skirmish formation may move using
not applied to units in skirmish order.
normal movement rules as long as they remain in the Rough
To account for the presence of the mounts, dismounted
Ground. As soon as the unit’s front edge has cleared the Rough
cavalry/camelry move as Formed foot. If a player wishes to
Ground it must close ranks into the standard Native Massed for-
move the skirmishing dismounted unit more quickly through
mation; this coalescing costs no movement penalty. Also, when a
broken terrain, the horses or camels can be left behind to allow
Massed Pathan unit contacts Rough Ground it may automatically
the unit to move as skirmishers. Leave the horse-holder stand
adopt the Pathan skirmish formation. Alternatively, a Pathan unit
stationary at the point of separation. The skirmishing unit must
may change from Massed to skirmish order while already occupy-
return to the horse-holder stand in order to remount. Horse-
ing Rough Ground or vice versa. This is considered movement (i.e.
holders may never move independently and are automatically
-1 for moving and firing).
Destroyed if contacted by enemy units.
If contacted by enemy while part of the unit is in Rough Ground
9.1.2 NATIVE ARMIES AND SKIRMISH ORDER (and in skirmish order) and part out, the point of contact deter-
Eligibility: mines the condition of the Pathans as either skirmishing or
All Native foot units may adopt skirmish order but only those Massed; in the open they are Massed and in Rough Ground they
fully equipped with firearms derive real benefit from the forma- are skirmishing.
tion. Dispersed in a skirmish line, all the stands may fire, where- Skirmishing -- Other Terrain:
as in the Massed formation, only the front stands may fire. All Pathan foot units may form a skirmish line in open, hilly, or
Formation Change Procedure: wooded ground and towns but do so in the manner described for
To form a unit into skirmish order it must be awarded a other Native types such as the Dervishes and Zulu (Sec. 9.1.2).
Movement allowance. Place each of the unit’s stands in a single This linear skirmish formation may be adopted by Pathan units in
contiguous line anchored on one of its stands that must remain Rough Ground, although there are no advantages to this forma-
stationary. Changing to skirmish formation takes the entire turn tion over the option described above for Pathans in Rough
but the unit may fire as “moving” on the turn they changed to Ground. The change from deep to linear skirmish formation is
skirmish order. done as per Dervish/Zulu rules (e.g. no other movement is per-
mitted).
Movement:
Native units may not perform any other movement when form- 9.1.4 BOER FOOT
ing into a skirmish line. Native skirmish lines may never move Eligibility:
except to change face (Exception: Pathans; see below). A Native The Boers never use Formed or Massed formations while dis-
unit that changed to skirmish order may fire as “moving” on that mounted. Instead, they always use skirmish order and rely on
turn and if it changes face. firepower.
If a player wishes to move a unit currently in skirmish order or
Formations:
the unit is forced to move due to a Unit Conduct Chart result, it
Boer units are considered to be permanently in skirmish order as
must first collapse into the standard Native Massed formation of
is indicated by their basing scheme which is the same as for a
two-by-two stands. This includes retrograde moves while retain-
skirmishing Imperial stand. Boers may form either a single line
ing the unit’s original facing. This formation change is done on
of stands or a deep formation of two lines (as per the Pathans), or
the centre most two stands and incurs no movement penalty.
even a ‘column’ of stands one behind the other. Unlike the
9.1.3 PATHAN FOOT Pathans, the Boers don’t need a space between their two lines of
All Pathan foot units, including rifle-armed and non-rifle-armed stands. For mounted Boer units the horse holder stand should be
units, may adopt skirmish order. There are two skirmish forma- placed at the rear of the formation.
tions adopted by the Pathans depending on the terrain on which
Movement:
they are deployed: Rough Ground and all other negotiable terrain,
Boers may move in any terrain in either skirmish formation.
including Open, Hills, or Woods.
To account for the presence of their mounts, dismounted Boers
Note that these special rules can be applied to any peoples accus- move like Formed foot. If a player wishes to move the skirmish-
tomed to fighting in mountainous or rough terrain where the ing unit more quickly through broken terrain, the horses can be
intent is to fight at range and close only when opportunity pres- left behind to allow the unit to move as skirmishers. Place a
ents itself. horse-holder stand at the point of separation. The skirmishing
Skirmishing -- Rough Ground: unit must return to the horse-holder stand in order to remount.
Pathan foot units in Rough Ground may remain in Massed The horse-holders are never allowed to move independently and
Formation OR may adopt a skirmish formation requiring the are automatically Destroyed if contacted by enemy units. They
four-stand unit to form two lines of two stands each, one precise- may not be fired upon.
ly behind the other divided by a 1" gap. All rifle-armed stands Fighting:
may fire from this formation including the rear stands. Use the A Boer unit may fire two ranks of stands when in the Open, on
front stands to determine the fire eligibility and range measure- Hills (including steep slopes), and in Rough Ground. Two-rank fir-
22
ing is allowed from Sangars or Trenches on Hills and Rough 9.2.1 ELIGIBILITY TO SQUARE
Ground. Boer units may fire only one rank of stands when inside Only Formed Imperial infantry units may form square. There are
of Woods, a Town, or when behind a Linear Obstacle (including two types of square formations: company squares and multi-com-
the edge of a depression or defending a trench in the Open). pany squares.

SKIRMISH ORDER: STAND ARRANGEMENT OPTIONS 9.2.2 COMPANY SQUARES


Formation:
A single company may form a square during any Movement
Phase of the game; normal change of formation rules apply.
SKIRMISHERS: ALL ARMIES IN ALL TERRAIN Arrange the unit’s stands so they form a contiguous square shape
with one stand occupying each face.

COMPANY SQUARES
PATHANS IN
1 INCH
ROUGH COMPANY SQUARE:
GAP
GROUND BOERS IN ALL TERRAIN TWO STAND ARRANGEMENTS
IMPERIAL AND BOER SKIRMISHERS MAY
ALSO BE ARRANGED IN A COLUMN

Arrow shows unit's front facing for diagram purposes only OR

9.1.5 PATHAN AND BOER SANGARS


“Sangar” is the generic name applied to the small stone or earthen
breastworks used by Pathan and Boer riflemen.

Allocation of Sangars:
In contrast to normal breastworks that are linear, sangars are used Movement:
with Pathan and Boer units deployed in deep skirmish formations If eligible to move, the company square may move up to 1/3 the
including the two stand deep skirmish formations. Sangars must maximum movement allowance of the unit per turn in a direction
be located on Hills for Boers or Rough Ground for both Boers and determined by the facing of one of its four sides; the forward
Pathans. Sangars must be assigned by the owning player to specif- movement may include wheels. Artillery and MGs may not be
ic units during deployment prior to the start of play and must be deployed as part of a company square.
indicated by a marker or small model rock walls. After deploy-
Firing:
ment, sangars can only be used by the units to which they are
A company square fires with one fire die from each of the four
assigned and only while the unit remains stationary in the position
sides of the square. Each side of the square has a 45 degree arc of
it had at the time of deployment. Any movement by the unit (for-
fire to the left and right of centre. See Rifle Fire, Sec. 13.0.
ward, retrograde, wheel, change of formation or facing, etc.) per-
manently eliminates the effects of the sangars. Company Square Recoil:
If a company square is forced to Recoil it is immediately Destroyed.
Combat Effects of Sangars:
Sangars provide protective cover from firing when located on 9.2.3 MULTI-COMPANY SQUARES
Hills or Rough Ground. This cover is cumulative with the -1 for Formation:
firing on a unit in Skirmish order. In addition, the advantage of Multi-company squares may be created only during the deploy-
sangars is that they provide the +2 modifier for “defending ment period (prior to the start of play). The square is composed of
works” on the Unit Conduct Charts. Also note that all units four linked lines each of one or more infantry units facing out-
defending prepared works are not compelled to perform a wards resulting in a hollow quadrangle. Four companies, or an
Fanatic Charge. even number of companies greater than four, may form a square;
Sangars have no effect in melee. opposite sides of the square must contain the same number of units
to ensure a balanced formation (e.g. a square of 6 units would have
9.2 IMPERIAL INFANTRY SQUARES
two sides with 2 units each and two sides with 1 unit each).
Trained infantry traditionally adopted square formation as a flank-
Only while all units are contiguously linked in the square forma-
less defense against cavalry. Although outdated in European
tion do the units comprising the square derive any benefits.
wars, the square gained renewed life in the Imperial campaigns
fought against Native armies and their enveloping tactics. Indeed, Artillery/MG units may be part of the square, either deployed
whole formations would deploy in large multi-unit squares in and being manhandled or taking shelter in the square. Mounted
anticipation of contact with enemy tribesmen often approaching units may only take shelter inside the square – they may not form
from hidden positions. part of the square itself.
The advantage of square formation was the sense of security it
gave to soldiers facing massed Native attackers. Consequently,
units in square derive no combat advantages from square but do
gain plus modifiers on the Unit Conduct Charts (Sec. 10.0). This
bonus is particularly useful for units that have suffered Kills.

23
MULTI-COMPANY SQUARES Artillery may not move and fire except to pivot in place. Units on
the flank or rear of a square moving more than 1/3 speed may
not fire.
Multi-company Square Collapse:
As soon as an infantry company leaves its position in the square,
the square formation benefits are lost to all other companies in the
formation; the formation collapses and every individual unit sub-
B sequently rolls separately on the Unit Conduct Charts without the
A plus modifier for square. An infantry company might leave the
square due to one of the following reasons:
• A player voluntarily decides to move one or more companies
away from the square formation
• An infantry company(s) is Destroyed
• A Shaken infantry company(s) is forced to Recoil due to a bad
Unit Conduct Chart result
Once a multi-company square collapses it cannot be reformed for
A the duration of the game. It is possible for a multi-company
square to collapse and the unengaged companies to subsequently
form company squares.
Note that during a turn some units might derive square-forma-
A: Artillery or machine gun tion benefits while others will lose them due to the square col-
B: Artillery or machine gun limbered lapsing later in the Movement Phase. The order in which you
move units is important. For example, if two or more units are
Artillery/MG units may deploy to fire in the manner shown. Shaken it is generally recommended that you attempt to Rally the
In either case the artillery/MG unit must contact both infantry healthiest unit(s) (e.g. least Kills) first prior to trying to Rally a
units that make the corner of the square. Artillery/MG units
may move limbered within a square if room permits.
unit that is likely to Recoil; a unit Recoiling from the square
immediately causes the square to collapse eliminating the positive
Arrow shows unit's front facing for diagram purposes only effects of the square formation.

Movement: 9.2.4 ARTILLERY AND MGs IN MULTI-COMPANY SQUARES


The multi-company square moves as a Multi-unit Formation (see Artillery or MGs may be part of a multi-company square.
Multi-unit Formation Movement Sec. 9.4). Unlike a normal Multi- Artillery and MGs may be positioned within the square for protec-
unit Formation, a multi-company square may continue to move as tion, or can be deployed to contribute to the square’s firepower.
a Formation even after it has engaged in combat (e.g. firing or The position of the artillery/MG may be determined during
melee). deployment (prior to play), but may also be changed during play
A multi-company square may move as a Multi-unit Formation (e.g. a limbered artillery/MG unit may move into a firing position
only if all the units in the square -- including all the infantry and during the normal course of play).
any attached (unlimbered) artillery or MG -- are Steady at the Positioning:
start of the Movement Phase. If any unit in this square is Shaken When seeking refuge, the artillery/MG must be positioned any-
the square may not move; the Shaken unit(s) must Rally and where inside the square but not in contact with any of the
then, on a subsequent turn, the square may move. If one or more infantry units comprising the square. Such artillery/MGs may
units are Disordered apply the -1 modifier to the entire formation. not fire unless the square collapses and a target presents itself
If eligible to move, the multi-company square moves up to 1/3 unblocked by intervening friendly units. Artillery inside a square
the maximum movement allowance of the Formation based on that moves more than 1/3 speed must be limbered and not touch-
the movement awarded to the infantry. The unlimbered ing units comprising the square.
artillery/MG units move at this rate too. The movement direc- Artillery/MGs that wish to fire from the square must be posi-
tion is determined by the facing of any one of its four sides; the tioned inside one of the four corners of the square in contact with
forward movement may include wheels. both units forming the corner of the formation. The artillery/MG
Exception: A player may move over 1/3 and up to 2/3 the maxi- may face one of the two directions of the infantry units they are
mum movement allowance. However, during such a turn the units contacting or face the corner of the square. Deployed
on the square’s rear and flanks (relative to the movement direction) artillery/MGs may retain their firing position and may move
may not fire. Artillery/MG units inside the square must be lim- with the multi-company square (up to 1/3 speed – see above).
bered and not touching the infantry units comprising the square Note that movement prohibits firing on that turn only.
(e.g. not deployed in the corners).
Firing:
Firing: When correctly positioned, the artillery/MG may fire normally.
All units comprising the multi-company square fire normally Note that this entails firing over the heads of the intervening
when moving up to 1/3 speed. For example, a square that infantry figures; this is an exception to the prohibition on firing
moved this turn applies the -1 penalty for moving and firing. over intervening troops at the same elevation but assumes the
artillery/MG is deployed among the infantry. Artillery/MG units
24
may not move and fire except to pivot in place. a Formation that includes Formed or Massed units or
artillery/MG units but can be combined with other skirmishing
Vulnerability:
units in a Multi-unit Formation.
While deployed within the multi-company square an
4. Attached commanders can join any unit in the Multi-unit
artillery/MG unit cannot be targeted by enemy firing or engaged
Formation and affect the whole body on the Unit Conduct Charts.
in melee. However, if one of the two infantry units to which the
Since these commanders are supposed to be inspiring the forma-
artillery/MG has contact is Destroyed or Recoils the artillery/MG
tion forward, the unit to which a Commander is attached must be
is automatically Destroyed and removed from the table.
in frontal alignment with or echeloned forward of all other units in
9.3 GOING-TO-GROUND/PRONE the Multi-unit Formation. In other words, units with commanders
Native armies did not choose to be massacred by indiscriminately attached may not be echeloned back to avoid the risks of drawing
charging into the volleys of Imperial firepower. Lacking general fire as the closest target and the Critical Hits that might follow.
issue firearms, however, native troops were compelled to make
9.4.2 MOVING THE MULTI-UNIT FORMATION: Applying Unit
use of available cover prior to their charge to contact or were Conduct Chart Results
forced to the ground by the enemy fire. Thus, in addition to their
normal movement options, Native foot has the option of seeking Movement Allowance:
cover by going-to-ground. Imperial foot may do the same thing, Only one die roll is made on the Unit Conduct Chart for the entire
although this is usually called going prone. Multi-unit Formation. The maximum movement distance is deter-
mined by the slowest and/or least trained unit in the Multi-unit
9.3.1 GOING-TO-GROUND/PRONE PROCEDURE Formation. For example, in a mixed Multi-unit Formation of foot
Only units on foot may go-to-ground. The decision to have a unit and mounted units, the foot would determine the movement
go-to-ground is declared to all players at the moment it happens allowance. Similarly, if a Multi-unit Formation includes European
during the Movement Phase and the unit is marked as such (e.g. Regulars and Trained Colonial Recruits, the latter would determine
place a bush or tuft of grass in front of the unit). Units going-to- which Unit Conduct Chart would be used.
ground must be stationary and remain stationary to derive cover
Commanders:
benefits. When a grounded unit moves it is assumed to have
If one unit in the Multi-unit Formation is in the Army General’s
stood-up and no longer derives the protective benefits.
Command Radius (CR) the whole Multi-unit Formation is con-
Units not allowed to otherwise move due to a poor Unit Conduct sidered in CR.
Chart result, including those that are Shaken, may still go-to-ground.
If a commander is attached to any one of the constituent units, the
Going-to-ground is the equivalent of the unit being behind cover entire Multi-unit Formation gains the relevant modifier (+1 or +2)
when fired upon. on the Unit Conduct Chart.
Prohibitions and Penalties: Elite and Brittle Units:
Rifle-armed units may not fire when gone-to-ground. Cavalry The positive modifier for “elite” units applies only if the entire
and artillery may not go-to-ground. Skirmishing foot units are Multi-unit Formation is elite. The modifier for “Brittle” units
already assumed to be using all available cover and therefore applies only if half or more of the Multi-unit Formation’s foot or
may not also go-to-ground. mounted units are Brittle.
Going-to-ground incurs a melee penalty; see Sec. 16.5
Disorder:
9.4 MULTI-UNIT FORMATION MOVEMENT If one or more units in the Multi-unit Formation are Disordered
Multi-unit Formation Movement allows two or more units -- due to terrain (Rough Ground or Steep Slopes) or enemy firing, the
Imperial or Native -- to remain coordinated while moving in base- entire Multi-unit Formation suffers the -1 modifier for Disorder.
to-base contact with each other. A Multi-unit Formation may
9.4.3 MULTI-UNIT FORMATION MOVEMENT PROHIBITIONS
move as one unit while out of combat and requires only one die
If a Multi-unit Formation breaks up it may not reform during the
roll on the Unit Conduct Chart for all the participating units. As
course of the game.
combat affects individual units, the original Multi-unit Formation
will break up into smaller formations and ultimately into individ- A Multi-unit Formation breaks-up if one of the following three cir-
ual units. Notwithstanding the rules below, all rules pertaining to cumstances occurs:
the movement of a single unit apply to the Multi-unit Formation. 1. Any unit in the Multi-unit Formation engages in melee. These
units must roll separately on the Unit Conduct charts as do units
9.4.1 MULTI-UNIT FORMATION MOVEMENT REQUIREMENTS touching their rear edge (e.g. those units impeded from moving
1. Multi-unit Formations may be created only during the with the balance of the multi-unit formation). The balance of the
Deployment period (prior to play), or immediately when several units in the formation either roll separately or continue to func-
units arrive from off-table as reinforcements. tion as one or more new Multi-unit Formations depending on the
2. All units in the Formation must be in stand-to-stand contact position of the meleeing unit and the size of the formation.
and be parallel, facing and moving in the same direction (e.g. a 2. Any unit in the Multi-unit Formation is Shaken by enemy fir-
march column or multi-unit battleline). Units may be deployed -- ing. Apply the same effects as noted in case 1 above.
or subsequently move -- in echelon (e.g. staggered) as long as
Exception: Exception to Cases 1 and 2: Multi-company squares
they remain in contact and are parallel. Exception: Multi-compa-
remain a Multi-unit Formation even when engaged in combat.
ny Squares (See sec. 9.2.3).
Only when the square ‘collapses’ does it lose Multi-unit Formation
3. Foot, mounted, and artillery/MG units may be combined in a status (see Multi-company Squares Sec. 9.2.3).
Multi-unit Formation. Skirmishing foot units may not be part of
3. A commander elects to break off a unit(s) from the Multi-unit
25
Formation. Each unit or the balance of units remaining in the 2. The unit charged into Melee contact with an enemy unit this
Multi-unit Formation must subsequently roll separately on the turn AND all its melee opponents Recoiled or were Destroyed in
Unit Conduct Chart. To voluntarily break-up a Multi-unit their movement phase.
Formation requires that those units moving separately are in Imperial cavalry that Withdraw from melee contact also trigger an
Army General Command Radius or have a Leader attached. A Exploitation Move.
Multi-unit Formation that is not in Command Radius or has no A unit eligible to perform an Exploitation Move uses the Steady Chart.
attached Leaders may not voluntarily break-up until forced to
due to combat. Prohibitions:
It is possible that a large Multi-unit Formation might break-up into The unit performing the Exploitation Move must not be in con-
two or more new Multi-unit Formations each rolling separately on the tact with any enemy units in the Exploitation Move sub-phase.
Unit Conduct Charts. This decision is made prior to rolling for and A unit that moved first and failed to Rally may NOT perform an
moving any of the units and must be declared to all other players. Exploitation Move even if its enemy Recoiled or is Destroyed
A Multi-unit Formation not forced to move at full rate (e.g. a later in the Movement Phase. Next turn they will benefit from
Fanatic Charge) may not break-up if its movement was initiated as the modifier for enemy Recoiling or Destroyed.
a Multi-unit Formation; intervening terrain or friends will slow or Procedure:
stop the entire Multi-unit Formation. An Exploitation Move requires the unit to roll again on the Unit
Conduct Chart as per a normal move, even though it already
MULTI-UNIT FORMATIONS
might have rolled to Rally in the current Movement Phase.
EXAMPLE: ZULUS
Apply all the appropriate modifiers including the plus modifier
UNIT 1 UNIT 3 UNIT 4 UNIT 5 for a Melee Opponent having Recoiled or been Destroyed. A unit
UNIT 2
that had previously Rallied and was awarded a Fanatic Charge
may apply a +1 to their Exploitation Move roll.
Zulu Army General (CR RANGE: 12 Inches)
The Exploitation Move is up to half of the movement allowance
• All units may move together as a multi-unit formation until permitted the unit on the Unit Conduct Chart.
any one unit is fired upon (and suffers at least a Shaken Exception: A Native unit awarded a Fanatic Charge in the
result) or engages in melee. Exploitation Move sub-phase may move the full movement
• Units 4 and 5 may not be voluntarily broken-off from the
allowance.
formation because they are not within CR.
• Units 3, 4 and 5 may be broken-off as a new and separate
multi-unit formation. 10.0 UNIT CONDUCT CHARTS
• Units 1, 2 and 3 may be be broken-off and moved as separate The Unit Conduct Charts define the movement possibilities and
units or as a multi-unit formation. If they do, units 4 and 5 the morale status of all foot and mounted units.
remain together as a separate multi-unit formation.
The Unit Conduct Charts are designed to represent the major orga-
Arrow shows unit's front facing for diagram purposes only nizational, doctrinal and tactical fighting styles used by the major
combatants represented in BFE. These include European regulars,
Fanatic Charges: European-Trained Colonial Recruits, Native units that fought in
If a Fanatic Charge result is rolled on the Unit Conduct Chart, Massed Assault formations, and those peoples that preferred to fight
each unit in the Multi-Unit Formation must attempt to satisfy the from range unless opportunity presented itself to close with a vul-
movement requirement. If there is intervening terrain or friendly nerable opponent. These fighters are described as Fickle. The Boers
units, some units in the Multi-unit Formation may not be able to are quite unique as an Imperial opponent anticipating the modern
complete the mandatory movement and the Multi-unit tactics of the ‘empty battlefield’ but comparatively undisciplined
Formation will break-up. Similarly, if a part of the Multi-unit and less willing to face the sharp end of warfare in close assaults.
Formation contacts an enemy unit the balance of the Multi-unit There are Steady Charts and Shaken Charts. The movement rates
Formation must continue the Fanatic Charge -- breaking up the noted in the Steady Charts were determined by considering the
Multi-unit Formation -- against other opponents as long as they typical drill or disposition used by the respective army or unit.
are in charge reach. If other enemy units are not in charge reach European-trained units are assumed to move in disciplined forma-
the Multi-unit Formation must remain intact. tions, often in comparatively Close Order. Other armies move as
Massed or loosely arranged bodies and have longer movement
9.5 EXPLOITATION MOVES allowances.
Exploitation Moves are performed as a sub-phase of Movement
The more varied results in the Shaken Charts consider the combat
after both players have had an opportunity to move normally.
resilience and doctrines of the various armies.
Eligibility: The following list describes the unit types represented by the Unit
The Exploitation Move is voluntary. Only the player who moved Conduct Charts:
first in the move-counter-move sequence has the option of per-
1) Close Order European Regulars:
forming an Exploitation Move.
These units include all European (also American and Boxer
A unit may perform an Exploitation Move only in the following Rebellion-era Japanese) infantry and cavalry. Particularly well-
circumstances: trained and disciplined colonial units such as Indian Army regu-
1. The unit was engaged in melee at the beginning of the current lars, Australians, and Ghurkhas can be included. These units
Movement Phase (e.g. a melee continuing from a previous turn) fight in defined formations such as Line, Column, Square and
or Skirmish formation.
26
2) Close Order European-Trained Colonial Recruits: Units that are Shaken must roll on the Unit Conduct Chart to
These units include most regionally recruited but European- Rally, even if they do not want to move or may not move due to
trained, armed, and equipped infantry and cavalry units such as melee contact.
Egyptian, Sudanese, and Askaris of various types. Some imperial Note that the decision to roll for a unit on the Unit Conduct Chart
opponents attempted to modernize their forces and these too carries the risk of losing control of the unit even if it is Steady.
might have some units that would fall under this category. For Unanticipated results like mandatory attack movement (Fanatic
example, some parts of the Afghan army in 1878-9 and western- Charge) are hazards of initiating movement.
trained Chinese units, for example during the Boxer Rebellion,
would use this Unit Conduct Chart. Artillery/MGs, Commanders, and Other Individuals:
3) Massed (Massed Assault):
Steady Artillery/MGs, commanders, and other individuals such
These units compose the bulk of many Native armies. Lacking gen- as ammo mules and civilians are moved according to a set rate
eral issue firearms, Native armies often relied on traditional edged and need not roll on the Unit Conduct Charts.
weapons and tactics that demanded that they close quickly (or Shaken Artillery and MG units must attempt to Rally using the
stealthily) with the enemy. The Zulus, Dervishes, Boxers, and parts of appropriate Unit Conduct Charts for their army.
the tribal forces of the North West Frontier are characterized as 10.2 CHART DESCRIPTION
Massed when moving Steady and Massed Assault when Shaken.
General Unit Condition:
4) Massed and Fickle:
Each entry in the chart starts with a single word description of the
As noted above, Fickle units prefer to stand off and shoot; prefer-
unit’s movement ability as defined by the rest of the entry. The
ably from prepared cover. They can be easily driven off, but can
terms Slow, Normal, and Fast indicate the character of the award-
quickly rally and return. This characterizes the fighting style of
ed movement rate. For example, a unit awarded a Fast result will
rifle-armed Pathans and other tribes on the North West Frontier
have a larger maximum movement allowance than a unit award-
and also some of the peoples of Northwest Africa. The more
ed a Normal result.
firearms that a people procure the more likely it is that they adopt
this kind of fighting style. Use the Massed chart for Steady and The terms Recoil and Fanatic Charge mandate a withdrawal or
Fickle when Shaken. advance respectively, to the distance specified in the entry. The
term Rally eliminates the Shaken status and its effects. A unit
5) Boer:
might also be awarded a movement allowance after Rallying.
The Boers of South Africa are in many ways a unique opponent
of empire and require a slightly customized Unit Conduct Chart A Unit Conduct Chart entry indicates if the unit Remains Shaken.
that makes them mobile on the move (Massed chart when The failure to Rally means the unit immediately takes 1 Kill repre-
Steady) but determined to hold under fire (Boer Chart when senting individuals leaving the ranks while the balance of the unit
Shaken). Other rules limit their ability to close to melee with the remains in place. If in melee, the unit either Holds or gives
British (or Zulus) which they were loath to do. ground by Recoiling 3” if foot or 9” if mounted. The Recoil
movement is done immediately (see below). Note that a Shaken
Important Note: unit not in melee may still fire and melee if charged but suffers
While most armies will be controlled by a single set of charts (e.g. negative combat modifiers.
the entire Zulu army will use the “Massed” and “Massed If a unit is Destroyed, it Recoils 3" and then is removed from play
Assault” Charts) some armies will have units of different types. immediately (see Sec. 2.7.3).
A British army fighting in the Sudan will likely have many
“European Regulars” and “European-Trained Colonial Recruits.” Movement Allowance:
All of this might seem complicated, but having customized charts If movement is allowed, or required (e.g. Recoil or Fanatic
for each campaign, with unit types named in each chart, dramati- Charge), the movement distance is specified in the entry. The first
cally simplifies play. number is for foot units and the second for mounted units. The
Players should slot-in troop types not specifically named into an specified distance represents the maximum distance the unit is
existing chart that is most suitable. For example, the Natal Native allowed to move. For example, ‘6” foot/12” mounted’ indicates a
Contingent that fought for the British against the Zulus should be maximum movement allowance of 6” for foot units and 12” for
moved with the Zulu Unit Conduct Chart but with a -1 modifier mounted units. Units may move less than their maximum move-
for being Brittle troops to represent their unenthusiastic perform- ment allowance. Exception: Fanatic Charges and Recoils.
ance. Similarly, many irregular cavalry units that fought with the
10.3 FANATIC CHARGES
British in South Africa can be treated as Boers in all respects.
Eligibility:
10.1 MOVEMENT PROCEDURE A Fanatic Charge only applies to a Native foot or mounted unit
Foot and Mounted Units: that has a visible enemy unit within charge distance (e.g. within
To move or Rally a foot or mounted unit, roll one D6, add or sub- the distance of the awarded movement allowance). Note that the
tract the relevant modifiers, and apply the appropriate Unit distance is more important than the actual ability of a fanatic unit
Conduct Chart result to the unit. This procedure must be com- to make contact with the enemy unit.
pleted for the chosen unit before the next unit is moved. The Exemptions: Foot units defending prepared positions such as
order in which units are moved can have a significant effect on redoubts and sangars are not required to perform a Fanatic Charge.
the game since one unit’s movement might affect the modifiers of Such units may, however, elect to perform a Fanatic Charge.
a unit moved later in the same Movement Phase. Units not compelled to move by a Fanatic Charge result use the
Units in melee contact may not voluntarily move (except Imperial Fanatic movement allowance as a maximum but may move less.
cavalry withdrawing).
27
Direction of Movement: another unit at the end of the Movement Phase.
The fanatic unit must move into contact with the enemy or as
Dismounted Units:
near to contact as possible even if the movement is interrupted by
Dismounted cavalry/camelry Recoiling from a melee stay dis-
intervening friendly units or terrain. If more than one enemy unit
mounted. Horse-holders recoil with the unit.
is within charge distance, the Fanatic unit may choose the target
of its charge. Artillery and MGs:
In order to contact the enemy, certain movement prohibitions asso- Artillery and MGs never Recoil. If an Artillery/MG unit loses a
ciated with charges are waived. A Native unit may wheel at any melee and fails to Rally it is automatically Destroyed.
point in the move and may also change facing (e.g. About-face or
10.4.1 DIRECTION OF RECOIL
to the left or right) and perform a Fanatic Charge. Normal penal-
ties for facing changes apply. Changes of formation (skirmish to Recoiling from Melee:
Massed or Massed to Deep Massed) are also allowed in the charge. When Recoiling from a melee, the unit must withdraw directly
Any enemy unit may be charged, even those usually not eligible. away from the enemy. If contacted from two or more directions the
For example, a Native foot unit may Fanatic Charge an Imperial Recoil movement must satisfy the “away from the enemy” rule as
mounted unit to the full extent of its movement allowance. best as possible. This sometimes means an oblique movement.
If impassable terrain blocks the most direct path to the enemy, the 10.4.2 CONTACT WHILE RECOILING
Fanatic unit may move to bypass the terrain. If contacting the Contact with enemy:
enemy is impossible due to intervening friendly units the fanatic A Recoiling unit that contacts any non-Recoiling enemy unit (foot,
charger must pile-in to the rear of the friends. A Fanatic unit may mounted, artillery, or MG) during its retrograde movement is
not do unnecessary manoeuvres to avoid advancing against the immediately Destroyed and removed from play. Similarly, a
enemy and must take the most direct route. Recoiling unit that is contacted (e.g. charged) by an enemy unit
Combat Effect: during the same Movement Phase of the Recoil is immediately
A unit that is awarded a Fanatic Charge and successfully charges Destroyed and removed from the table. Note that the Destroyed
into melee contact -- or is already in melee contact -- gains a +1 unit does not perform the usual 3" Recoil for Destroyed units
modifier in the ensuing melee for that turn only. since it has already Recoiled.
A Shaken unit that is already in melee contact and that achieves a Contact with Friends:
Rally/Fanatic Charge result on the Unit Conduct Chart applies the The Recoiling unit completes the retrograde movement interpene-
effects normally; it fights the melee applying the +1 modifier that turn. trating any friendly unit in its path. The interpenetrated unit
immediately becomes Shaken if contacted within the first 3” of
10.4 RECOIL
Recoil movement; mounted units Recoiling 9” and contacting
A unit in Melee may either Recoil due to a poor Unit Conduct
friends beyond 3” still pass-through the friends but do not cause
Chart result or must Recoil prior to being removed from the table
them to become Shaken.
after being Destroyed. A Recoiling unit becomes/remains Shaken.
It must withdraw 3” if foot or 9” if mounted as specified on the Note that the interpenetrated unit might still Rally in the same
Unit Conduct Charts, including when Destroyed. Movement Phase if it has not yet moved by rolling on the Unit
Conduct Chart. If the interpenetrated unit has already moved it
The Recoiling unit retains its current facing during its retrograde
must wait until the Movement Phase of the next turn to roll on
movement (i.e. usually facing the enemy that defeated it in melee).
the Unit Conduct Chart to rally.
Disregard penalties or restrictions for wheeling, side-stepping, or
changes of facing if these movements are necessary for the unit to A unit that is involuntarily interpenetrated by a friendly Recoiling
satisfy the Direction of Recoil stipulations. unit is prohibited from firing or charging in the current turn; it may
still attempt to Rally and move if it is eligible to do so.
Ignore Terrain movement modifiers. However, a Recoiling unit
that contacts impassable terrain or the table edge is Destroyed. Exception: Looking for space. If the Recoil movement is inadequate
to fully pass over the intervening unit, or if there is no room to
A unit that Recoiled may not fire in the current turn. place a recoiling unit between intervening friendly units in the
Unit Formations in Recoil: Recoil path, simply extend the Recoil move until space becomes
Recoiling units retain their original formation and facing. available. In other words, units are never placed on top of one
Exception: Some Native units forced to Recoil while in skirmish another nor do they deviate from their Recoil path if forced to inter-
order must change formation; Native units in skirmish order that penetrate friends.
are not permitted to move while skirmishing must collapse into the Contact with Other Recoiling Units:
Native Massed Formation prior to performing the Recoil. A Recoiling unit which contacts a friendly unit that Recoiled in
An Imperial company square is automatically Destroyed if forced the same Movement Phase automatically interpenetrates the
to Recoil. intervening unit.
Foot Recoiling from Mounted and Massed Foot Melee Opponents: A Recoiling unit that contacts an enemy unit that Recoiled in the
Any foot unit forced to Recoil from melee contact with cavalry is same Movement Phase stops its retrograde movement and is
immediately Destroyed unless the cavalry are still in melee con- moved 1/4" out of contact with the enemy.
tact with another unit at the end of the Movement Phase.
Skirmishers forced to recoil from melee contact with Massed foot
from Mounted and Massed Foot Melee Opponents are immedi-
ately Destroyed unless the Massed unit is in melee contact with

28
The Shaken marker is removed immediately at the end of the Melee
RECOIL FROM MELEE DIAGRAM
Phase.
UNIT 1 UNIT 2
A unit that fails to Rally suffers 1 Kill; this is noted in the Unit
Conduct Charts.
Artillery and MGs:
Steady Artillery and MGs do not need to roll on the Unit Conduct
UNIT A charts to move. However, to Rally from being Shaken, an
artillery or MG unit must use the relevant Unit Conduct Chart for
its nationality – always using the most favourable chart if there
are different troop grades. Roll a D6 during the movement phase,
UNIT B apply the relevant modifiers, and read the result. If the result is
Rally, the unit removes the marker and may perform all allowed
UNIT 3 actions. A “Remain Shaken” or worse requires that the
artillery/MG unit remains in-place Shaken but it may always
unlimber or pivot. Artillery/MG units do not take 1 kill if they
• Unit "A" must Recoil away from the enemy" (Units 1, 2 & 3). fail to Rally.
• The recoil forces contact with friendly unit "B". An artillery or MG unit that fails to Rally while it is in melee con-
• Unit A must interpenatrate Unit B. Unit A retains its tact is automatically Destroyed and immediately removed. The
current facing. opposing unit will be eligible for an Exploitation move if it
• Unit B is within 3" so becomes Shaken and may not fire in moved first earlier in the Movement Phase.
the current turn.
10.6 UNIT CONDUCT CHART MODIFIER EXPLANATIONS
Arrow shows unit's front facing for diagram purposes only Most of the modifiers are self-explanatory. The following explana-
tions apply to those modifiers that require clarification.
10.5 SHAKEN
A unit becomes Shaken in the following circumstances: Attached Commanders:
1. Combat: Receives 2 or more ‘Hits’ from a single enemy unit dur- Only one Attached Commander (Army General or Leader) modi-
ing the Artillery Fire phase, Rifle/MG Fire phase, or loses a Melee fier may be applied to a unit in a turn; having 2 or more com-
2. A Unit Conduct Chart result (e.g. ‘Become Shaken’) manders attached to a unit is redundant. Any friendly com-
mander may be used to modify the unit’s movement if he is
3. Interpenetrated by a Recoiling friendly unit with 3”
physically in contact with the unit. A commander may modify
The Shaken marker is applied to the target unit at the end of the the movement of only one contacted unit or Multi-unit formation.
phase in which it was inflicted. A unit with an attached Leader may still gain the +1 modifier for
Example: A unit which becomes Shaken from artillery fire will be ‘unit within CR’ of the Army General.
considered Shaken during all subsequent phases (Rifle/MG fire and
melee) until it successfully Rallies in a Movement Phase of a fol- Melee opponent Destroyed or Recoiled:
lowing turn. See Sec. 2.7.1 Combat Effects. A unit in melee contact with an enemy unit Destroyed in the
Melee Phase of the previous turn or Destroyed or forced to Recoil
Exception: A unit that is interpenetrated by Recoiling friends during the current Movement Phase gains this +1 modifier. This
immediately becomes Shaken. See Recoil, Sec. 10.4. modifier must be used on the first opportunity that the eligible
Movement and Combat: unit may move. A unit performing an Exploitation Move (Sec.
Shaken units (except artillery and MGs) must roll on the Shaken 9.5) will always use this modifier. If, after a melee opponent has
Unit Conduct Chart regardless of whether they intend to move or Recoiled or been Destroyed, the eligible unit opts to remain sta-
not, or are in melee. Shaken units may not move voluntarily until tionary or does not need to rally in its next opportunity to move,
Rallied – sometimes units will Rally and are awarded a move- it may not use this modifier -- unless a different opponent subse-
ment allowance in the same Unit Conduct Chart result. quently is Destroyed or Recoil.
Shaken units may fire and fight in melee but suffer a -1 modifier Defending Cover/Obstacle:
in all combat. Any stationary foot unit defending a prepared position - breast-
Artillery and MGs: works, redoubts, sangars, buildings - gains a +2 modifier. Note
A Shaken artillery/MG unit may not move except to unlimber or that units defending such prepared positions are not compelled to
pivot. Shaken artillery and MGs may fire and melee but suffer a - perform a Fanatic Charge.
1 modifier in all combat. Units do not gain this modifier if a visible enemy unit(s) is within
10.5.1 REMOVING A SHAKEN MARKER: Rallying 18" and on the same side of the DEFENSES as the testing unit
(e.g. the DEFENSES are not between the defending unit and an
Foot and Mounted Units:
enemy within 18"). Also, a unit may not claim this modifier if
A unit which is Shaken remains so until it gets a “Rally” result on
fired on from an enemy unit beyond 18" and on the same side of
its Shaken Unit Conduct Chart. If rallied, the Shaken marker is
the DEFENSES as the testing unit.
removed immediately and the unit may perform any other
actions specified in the Unit Conduct Chart entry. Friends Fanatic Charging within 12":
Exception: A Shaken unit automatically Rallies if it wins a Melee. Dervish, Zulu, or Pathan foot or mounted units within 12" of a

29
visible friendly unit that performed a Fanatic Charge this turn, SHAKEN: FICKLE NATIVES (PATHAN ET AL, ASHANTE - OFTEN RIFLE
add this modifier. See Sec. 10.3 Fanatic Charges. ARMED NATIVES ACCUSTOMED TO SKIRMISHING
Unit Conduct Charts: Roll 1 D6 per unit. Less than 1 Unit Destroyed, Recoil 3” and then remove
1-3 Remain Shaken, Recoil 3” foot/9” mounted if in
Steady Charts for Foot and Mounted Units:
melee, take 1 Kill
STEADY: CLOSE ORDER --DRILLED EUROPEAN REGULARS & 4 Rally, No Move
EUROPEAN TRAINED COLONIAL RECRUITS 5-6 Rally, No Move
Less than 1 No move More than 6 Rally, fast: 12” foot/18” mounted, Fanatic Charge
1 Slow: 3” foot/9” mounted
2-5 Normal: 6" foot/12" mounted SHAKEN: BOERS
6 Fast: 9” foot/15” mounted Less than 1 Unit Destroyed, Recoil 3” and then remove
More than 6 9” foot/15” mounted (No penalty for formation 1-2 Remain Shaken, Recoil 3” foot/9” mounted if in
change/change of face) melee, take 1 Kill
3 Rally, No Move
STEADY: MASSED OR LOOSE ORDER TROOPS -- MOST NATIVES & BOERS 4 Rally, slow: 6" foot/12" mounted
Less than 1 No move 5-6 Rally, normal: 6" foot/15" mounted
1 Slow: 6” foot/12” mounted More than 6 Rally, fast: 12” foot/18” mounted
2-5 Normal: 9” foot/15” mounted
6 Fast: 12” foot/18” mounted
STEADY AND SHAKEN CHART MODIFIERS
Fast: 12” foot /18” mounted (Fanatic Native
More than 6 Charge or Boers Mount/Dismount without Army Commander within 12” (attached +2; loses
+1
penalty) 12” command radius)
Leader attached (including attached to any unit
+1
ARTILLERY AND MGs DO NOT USE THE STEADY CHARTS in a multi-unit formation)
Defending cover/obstacle OR in square +2
Guns and Carriage MGs: limbered 12”; unlimbered 3” Friends Fanatic Charging within 12” +1
Mountain guns and Maxim: limbered 9”, unlimbered 6” Elite Unit +1
Limbering: -6” Steady Imperial Column +1
Unlimbering: Requires the unit remain stationary Melee Opponent Recoiled or Destroyed (this turn
+1
or last)
Shaken Charts for All Units: Disordered -1
SHAKEN: DRILLED EUROPEAN REGULARS Kills Suffered: 4-5/6-7 -1/-2
Less than 1 Remain Shaken, Recoil 3” foot/9” mounted if in Brittle Unit -1
melee, take 1 Kill Note: Artillery/MG that Rallies and is not in melee may perform
1-2 Remain Shaken, Hold, take 1 Kill all allowed actions (e.g. full move).
3 Rally, No Move
4 Rally, slow: 6" foot/12" mounted A unit is automatically Destroyed when in Melee contact in the fol-
5-6 Rally, normal: 6" foot/12" mounted lowing circumstances:
More than 6 Rally, fast: 9” foot/15” mounted 1. A Foot unit that Recoils from melee contact with a mounted
opponent is immediately Destroyed unless the mounted unit is
SHAKEN: DRILLED EUROPEAN TRAINED COLONIAL RECRUITS/NATIVES
still in melee contact with another unit at the end of the
Less than 1 Unit Destroyed, Recoil 3” and then remove Movement Phase (e.g. charged by a new enemy).
1-2 Remain Shaken, Recoil 3” foot/9” mounted if in
melee, take 1 Kill
2. Skirmishers that fail to Rally and are forced to Recoil from
3 Remain Shaken, Hold, take 1 Kill Massed foot or Mounted units are immediately Destroyed unless
4 Rally, No Move the Massed Foot or Mounted unit is still in melee contact with
5-6 Rally, slow: 3” foot/9” mounted another unit at the end of the Movement Phase.
More than 6 Rally, normal: 6” foot/12” mounted 3. Artillery/MG units that fail to Rally from any Melee opponent
are immediately Destroyed.
SHAKEN: MASSED ASSAULT NATIVES (ZULUS, DERVISH, GHAZIS, 4. A single unit company Square Recoils from any Melee oppo-
BOXERS; TRIBAL UNITS IN EUROPEAN SERVICE
nent is Destroyed.
Less than 1 Unit Destroyed, Recoil 3” and then remove
1-2 Remain Shaken, Recoil 3” foot/9” mounted if in
melee, take 1 Kill
3 Remain Shaken, Hold, take 1 Kill
4 Rally, No Move
5-6 Rally, slow: 3” foot/9” mounted
More than 6 Rally, fast: 12” foot/18” mounted, Fanatic Charge

30
11.0 PHASE V: REMOVE MARKERS Artillery many not fire over the heads of friendly or enemy units
Certain markers represent a temporary condition affecting a unit. that are on the same elevation as the artillery and the target (excep-
These conditions are being low on ammunition and Disorder. The tion: Artillery in squares. See Squares, Sec. 9.2; also see Target
‘low on ammunition’ markers may be removed if the procedures Priority below). Artillery may fire over the heads of intervening
for replenishing ammunition have been successfully completed units if it is positioned on a Hill or firing at a target on a Hill, and all
during the Movement Phase that turn. See Replenishing intervening units are in the open (e.g. not on a Hill). The interven-
Ammunition, Sec. 8.14. ing units must not be in the same Artillery Fire range band as the
target and must be separated by 3" or more from the target. Also,
All Disorder markers are automatically removed during the the artillery must be separated from the intervening unit(s) by 3" or
Remove Markers Phase. more. Note that target eligibility and priority rules all still apply.
Exception: Formed Imperial units in Broken or Rough Ground, ARTILLERY OVERHEAD FIRE EXAMPLE
Dense Woods, Towns, or on Steep Slopes remain Disordered until
they clear the Disordering terrain. INTERVENING
TARGET A FRIENDLY UNIT B
Until the Remove Markers Phase all the negative effects of
Disorder and low ammo markers apply.
ARTILLERY
Note that Shaken markers are removed in the Movement Phase as
soon as a unit receives a Rally result on its mandatory Unit
3 INCHES 3 INCHES
Conduct Chart roll. A Shaken marker is also removed if a unit OR MORE OR MORE
‘wins’ a melee round.
HILL
12.0 PHASE VI. ARTILLERY FIRE
All artillery fire is assumed to be simultaneous but is calculated EFFECTIVE RANGE SHORT RANGE
one firing unit at a time. The Disorder, Shaken, and Kill results
from artillery fire are applied at the end of the Artillery Fire Phase, The artillery may fire at "Target A" because of the following
circumstances:
affecting the target unit’s combat effectiveness in subsequent
Phases. It is generally convenient to allow one side to complete all • "Target A" is on a hill and the intervening friendly "Unit B'
is not.
artillery firing followed by the opposing side. Effects are noted
• Intervening "Unit B" is not in the same range band as target.
and applied at the end of the phase.
• Intervening "Unit B" is more than 3 inches away from the
firing artillery
12.1 ARTILLERY FIRING ELIGIBILITY
Artillery may fire only if it is unlimbered and remained stationary
that turn. You may pivot an artillery unit in place and fire with a -1 12.2 ARTILLERY FIRE TARGET ELIGIBILITY
penalty. Any other movement, including limbered movement, lim- All foot, mounted, and artillery units are eligible targets for
bering, unlimbering or manhandling, and the gun may not fire. artillery fire. Individual figures such as commanders, scouts and
The entire frontage of the firing stand must have a clear path of mules may not be targeted. The target must be visible to the firer
fire to some portion of the target unit uninterrupted by intervening with the line-of-sight un-obscured by terrain. Friendly or enemy
friendly or enemy troops or other obstacles. units do not obscure line-of-sight but might prohibit firing unless
overhead firing is permitted (see Sec. 12.1).
When an artillery unit is interpenetrated by a friendly unit it is
prohibited from firing in the current turn. Target Priority:
An artillery unit must fire at the nearest eligible target unit.
Exception: A Formed or Massed unit in the Open may be targeted
instead of a priority (e.g. nearest) target if the priority target is one
of the following and it is in the same range band (e.g. short or effec-
tive):
• A skirmishing unit
• A unit gone-to-ground/prone or occupying below ground level
entrenchments or a depression
• An artillery/MG unit
If a Formed or Massed enemy unit is entirely behind a priority
target that is skirmishing or prone (including gone to ground or
occupying trenches/a depression), the firing unit may fire
through or over (as opposed to just past) the priority target. If fir-
ing through skirmishers, apply the -1 modifier for firing at skir-
mishers but apply the fire effects to the Formed or Massed target
behind them. A firing unit takes no penalty when firing over a
prone enemy or one occupying a depression or trenches.
“28mm unlimbered British artillery ready for action”
Artillery Overhead Fire:

31
TARGET PRIORITY EXAMPLE Roll the appropriate number of dice and compare the results of
each die to the “to hit” requirement (e.g. a Field gun requires a 4, 5
PRIORITY or 6). The D6 rolls are modified by negative factors in the Artillery
TARGET Fire Modifiers Chart. If modifiers eliminate the possibility of scor-
ing a Hit, roll of 6s, but remove one allotted die for each additional
negative modifier. Each die cast can inflict a maximum of 1 hit.
Total the number of hits inflicted by the artillery unit and apply
the effects on the target as specified under Artillery Fire Effects
below.
MASSED ARTILLERY TYPE & RANGE CHART
UNIT
TARGET SHORT EFFECTIVE
ARTILLERY TYPE
RANGE (CASE) RANGE (SHELL)
UNIT A
MODERN ARTILLERY 0-12" +12-36"
SMOOTHBORE ARTILLERY 0-9" +9-24"

ARTILLERY FIRE: MODERN ARTILLERY


"NUMBER OF DICE THROWN" CHART
SHORT RANGE EFFECTIVE RANGE
UNIT QUALITY SHORT EFFECTIVE

• The priority target is artillery/MG; could also be skirmishing 1st Rate x5 D6 x4 D6


foot or natives gone-to-ground. 2nd Rate x4 D6 x3 D6
• "Unit A" may fire at the priority target OR may elect to 3rd Rate x3 D6 x2 D6
fire at the massed unit since it is in the same range band
(short) as the priotity target. ARTILLERY FIRE: SMOOTHBORE ARTILLERY
• If the priority target was a formed or massed unit, "Unit A" "NUMBER OF DICE THROWN" CHART
wound have to fire upon it. UNIT QUALITY SHORT EFFECTIVE
1st Rate x5 D6 x3 D6
12.3 ARTILLERY UNIT FIRING QUALITY 2nd Rate x4 D6 x2 D6
In addition to determining if the gun section is equipped with a 3rd Rate x3 D6 x1 D6
modern (usually rifled) or an older smoothbore piece, the artillery
unit must be categorized as 1st, 2nd, or 3rd Rate quality. The cat- ARTILLERY FIRE: "DIE ROLL NEEDED TO HIT" CHART
egories are determined by the training of the firing unit. Scenario ARTILLERY CLASS DIE ROLL TO HIT
designers must specify the unit qualities prior to play. Generally, HEAVY 3-6
the following characteristics define the crew qualities: FIELD 4-6
1st Rate: European regulars, Boer, and certain European-trained LIGHT/MOUNTAIN 5-6
colonial troops
ARTILLERY FIRE MODIFIERS (affects the D6 Rolls)*
2nd Rate: Most European-trained colonial artillery
3rd Rate: All Native artillery units including those pressed into Firer Shaken -1
service by Native armies (ex-colonial crews) Firer Low on Ammo -1
Firing Artillery Pivoted this turn -1
12.4 ARTILLERY FIRING PROCEDURE Target in cover or Skirmisher/crew** or gone to ground -1
1. Select a single unit eligible to fire and nominate an eligible tar- Target in Contact -1
get. The effects of firing are calculated for each unit separately;
Target in Column/Deep +1
combat dice are not combined from two or more units.
2. Measure the range from the front-centre of the firing artillery *If modifiers removed the possibility of achieving a hit, remove
unit to the nearest point of the target. a fire die for each additional modifier. Hit on 6s.
3. Each gun rolls a number of D6s determined by gun type and **All deployed crew-served weapons and units in skirmish order
range; see the Artillery Fire chart. may not also claim ‘hard cover’ nor ‘gone to ground’; already
benefiting from being dispersed, they are always assumed to be
seeking cover or improving their position. However, Pathan
and Boer units skirmishing may also claim hard cover when in
Sangars or trenches but may not claim other types of hard cover
or ‘gone to ground’. All STATIONARY Formed or Massed units
may claim hard cover if available.

Artillery Fire Effects:


Each hit is a Kill. In addition, 1 Kill from a single firing unit also
causes Disorder. Or, 2 or more Kills inflicted from a single firing
unit also causes the target to become Shaken. Repeated Disorder
or Shaken effects are ignored. Note that artillery fire results are
“28mm Zulu with command stand” applied at the end of the Artillery Fire Phase.

32
Artillery Fire Examples: 12.9 POM-POMS
1. A 3rd-Rate Dervish Modern Field Artillery unit (one stand) fires at a A ‘pom-pom’ was the Maxim-Nordenfeldt 1-lb rapid-fire artillery
British infantry unit in skirmish order at effective range. The Dervish piece. The extraordinary rate of fire of this gun somewhat com-
player rolls two D6s needing a 5-6 to hit on each die (4-6 to hit, -1 as pensated for its small size and made it a valuable weapon used by
target is in skirmish order). The D6 results are 3 and 5 causing one hit. the British and the Boers.
The British unit takes 1 Kill and becomes Disordered. Pom-poms are rated as 2nd-Rate Field Gun artillery but may not
2. Two 1st-Rate British Modern Field Artillery units (one stand each) Rapid Fire. Instead, the target unit of a pom-pom automatically
positioned next to one another fire at a Steady Zulu foot unit in Massed becomes Disordered regardless of the result of the firing (even
Formation at short range. The British player rolls five D6s for each gun with no hits or if it inflicts a Shaken effect).
separately needing a 4-6 to ‘hit’ on each die. The D6 results for the first
artillery unit are 2, 2, 5, 5, and 6 causing 3 ‘hits’. The Zulu unit suffers 12.10 ROCKETS
3 Kills and becomes Shaken. The D6 results for the second artillery unit Rockets were used throughout the nineteenth century, particularly
are 1, 4, 4, 5, and 6 causing 4 ‘hits’. From the second shot, the Zulu by Britain, but were largely a novelty and usually more frightening
unit suffers 4 Kills. The repeated Shaken result causes no additional (at least initially) than deadly.
effect. Note that the firing dice for each artillery unit were rolled sepa- Limbered rocket units move like limbered artillery, but once
rately; they were not combined. deployed may not move (manhandled), except to pivot.
Limbering takes a whole turn to complete.
12.5 ARC OF FIRE
All artillery stands have a 45-degree arc of fire to the left and right Rocket-shooting mechanics are similar to those for artillery except
of their front facing. that hitting the target must be rolled for separately from effects.
This is an appropriate mechanical approach that adds some fun to
12.6 FIRING AT CHARGERS AND IN MELEE these rarely fielded units.
Artillery unengaged in melee (e.g. not in melee contact with
enemy units from the last turn) that are charged, may fire at the Eligible Targets:
chargers on the turn of contact only. The chargers must be within Rockets do not use the target priority rules – any visible enemy
the arc of fire of the artillery stand for it to shoot; the arc of fire is unit may be targeted. Since rockets were notoriously hard to plot,
determined at the point of contact. the commanding player may select a target unit in the centre of a
larger formation to increase the likelihood of a hit by counting on
An artillery unit that cannot fire at the chargers (e.g. chargers are
deviation.
beyond the artillery’s arc of fire) may still fire at other eligible tar-
Rockets have a range of 9”-24”; a rocket may not fire at a target
gets on the turn of contact.
closer than 9”and is not at risk of hitting itself due to deviation!
Artillery engaged in melee with enemy units from the previous See table below.
turn may not fire at any targets including enemy units entering an
ongoing melee. ROCKET FIRE DEVIATION TABLE
1 9 Inches Left (perpendicular to the line fire)
12.7 SUPPORT FIRE: Firing at Enemy Charging a Friend 2 9 Inches Right (perpendicular to the line fire)
Artillery may fire at enemy units charging against nearby friends. 3 9 Inches Forward (along the line fire)
The firing must occur only on the turn of initial melee contact but 4 9 Inches Back (back along the line fire)
may be directed against enemy units charging into an ongoing 5-6 Target Hit
melee. The artillery must be eligible to fire, have remained station-
ary (i.e. not pivoted or moved in any way) and can give defensive If this deviated point touches any part of any unit (friend or foe!),
support fire to the friendly unit being charged that is within Short roll for effects normally.
range.
Effects: Roll 3 D6 for effects as per Modern field artillery (4-6 hits;
Note that intervening terrain or units eliminates the possibility of usual Combat Effects). Regardless of rolled effects, a unit success-
artillery providing defensive support fire. fully targeted is automatically Disordered even if no hits result
Artillery may not fire at enemy units in melee contact if the from the effects roll or if the unit becomes Shaken.
artillery is located anywhere within a 45-degree arc of the rear of
the enemy unit (e.g. only frontal or flank shots are allowed against 13.0 PHASE VII. RIFLE & MACHINE GUN FIRE
enemy in melee contact). Shots against the rear of such enemy Rifle and MG fire is referred to as small arms fire. All small arms
units are not allowed as the fire could affect the friendly unit(s) fire is assumed to be simultaneous but is calculated one unit at a
being charged as well. time. The Disorder, Shaken, and Kill results from rifle and MG fire
are applied at the end of the Rifle and MG Fire Phase, affecting the
12.8 ARTILLERY PASS-THROUGH FIRE target unit’s combat effectiveness in subsequent Phases. It is gen-
A unit which starts its movement beyond the arc of fire of a station- erally convenient to allow one side to complete all rifle and MG
ary artillery opponent, moves across the front of and within the firing followed by the opposing side. Note the effects and apply
range of that artillery, and ends beyond the opposite side of the arc of them at the end of the phase.
fire is an eligible pass-through fire target. If the moving unit is even
partially within the arc of fire at the beginning or end of its move- 13.1 RIFLE AND MG UNIT FIRING ELIGIBILITY
ment, it is not an eligible pass-through fire target. The firing unit Only foot units (and dismounted cavalry) armed with firearms
may fire at full effect at any point along the path of the moving unit. may fire; the effects of javelins, spears, and other hand-hurled
The effects of fire are calculated in the normal Artillery Firing Phase weapons are represented by melee. Imperial and Boer mounted
and applied to the unit at its position at the end of its movement. units may not fire but may dismount to do so. See Optional Rules

33
(Sec. 20.0) for Mounted Unit Firing. be targeted. The target must be visible to the firer with the line-of-
Only front rank stands can fire (Exception: Pathan and Boer sight unobscured by terrain. Friendly or enemy units do not
infantry in skirmish order may fire 2 ranks of stands; see obscure the line-of-sight but prohibit firing.
Skirmishing, Sec. 9.1). The entire frontage of each firing stand (foot
Target Priority:
or MG) must have a clear path of fire to the target uninterrupted
All stands of a unit must fire at the nearest eligible target unit.
by intervening enemy or friendly troops or terrain.
Individual stands that are ineligible to fire at the unit’s priority target
Moving and Firing: may fire at the nearest eligible enemy unit relative to those stands.
Moving and firing is mostly dependent on the kind of firearm Exception: A Formed or Massed unit in the Open may be targeted
being used, but unit training and formation also affect the ability instead of a priority (e.g. nearest) target if the priority target is one
to move and fire. ALL MG units must remain stationary to fire of the following and it is in the same range band (short, effective):
except they may pivot in-place and fire as ‘moving’ (-1). • A skirmishing unit
Formed and Massed Units • A unit gone-to-ground or occupying below ground level entrench-
ments or a depression
Muzzle-loading Smoothbore or Rifled Muskets:
All Formed and Massed foot units armed with muzzle-loader mus- • An artillery/MG unit
kets that remained stationary that turn may fire. Any movement, If a secondary target is a Formed or Massed unit which is entirely
including changes of formation, wheeling, or changes of facing, behind a priority target that is skirmishing or prone (gone to
prohibits Formed or Massed foot units and MG units from firing. ground or occupying trenches or a depression), the firing unit may
Exception: Skirmishing with muzzle-loaders. Units in Skirmish fire through or over (as opposed to just past) the priority target. If
order armed with muzzle-loaders that are permitted to move (e.g. firing through skirmishers, apply the -1 modifier for firing at skir-
not Natives) may move up to half their movement allowance and mishers but apply the fire effects to the Formed or Massed target.
fire with half their number of eligible firing stands applying the -1 A firing unit takes no penalty when firing over a prone enemy or
modifier for moving and firing. The movement may include any one occupying a depression or trenches.
allowable type of movement (e.g. Wheels, retrograde, change of fac- See diagram in Sec. 12.2 Artillery Fire Target Priority
ing, etc.) as long as it does not exceed half the movement allowance
of the skirmishing unit or result in melee contact (e.g. a charge). 13.3 RIFLE AND MG UNIT FIRING QUALITY
A unit armed with small arms must be categorized as 1st, 2nd, or
A muzzle-loader unit may change formation to Skirmish order
3rd-Rate firing quality. The categories are determined by the train-
and fire as moving skirmishers as long as no further movement is
ing and discipline of the unit. The different types of weapons
conducted that turn. This is the only type of fire and movement
(breech-loader, muzzle-loader [rifle], smoothbore) have separate
permitted to most Native units in skirmish order; most Native
charts with the quality Ratings noted. Scenario designers must
units may not move while in skirmish order. Pathans and Boers
specify the unit firing qualities and weapon types prior to play.
are exceptions; see Sec 9.1)
1st Rate: European regulars, all Boers, and select European-
Breech-loading rifle: trained colonial troops such as some Sudanese regulars in British
Drilled Europeans, Colonial Recruits and Boers armed with these service in the later Sudan campaigns. Usually equipped with
weapons may move up to their full movement allowance in any breechloaders.
formation and still fire; they fire with a -1 modifier. The move- 2nd Rate: Most European-trained colonial troops and some trained
ment may include a change of formation or a change of face, or proficient Native troops. Some Pathan rifle units, particularly
including dismounting. A unit may not charge and fire in the those armed with modern rifles, can be rated as 2nd Rate.
same turn.
3rd Rate: Most Native gun armed units and some ill-disciplined
Native Massed Formation units (e.g. most Native units) may not and /or ‘green’ European-trained colonial troops. Such units
move and fire even when armed with breech-loaders. They may, were often issued with older weapons that might include
however, change face in place and fire as a moving unit (-1). This smoothbores.
includes skirmishers.
The Muzzleloader rifle and Smoothbore charts use the same break-
No unit may move and Rapid Fire; the firing unit must be stationary. down of training, but the ranges and effectiveness are reduced.
* Units armed with magazine fed rifles may move up to half their
movement allowance and not apply the -1 for moving and firing. 13.4 RIFLE AND MG FIRING PROCEDURE
1. Select a single unit eligible to fire and nominate an eligible tar-
Firing Prohibitions: get. The effects of firing are calculated for each unit separately;
Foot or MG units may not fire over the heads of friendly or fire dice are never combined from two or more units.
enemy units under any circumstances except those noted below,
2. Determine which stands of the firing unit are in arc of fire to
Target Priority (Sec.13.2). This prohibition includes firing from, or
the target.
against, units on higher ground than intervening units.
3. Measure the range from the front-centre of the firing stands of
When a foot or MG unit is interpenetrated by a friendly unit for
the unit to the nearest point of the target unit. This single meas-
any reason (e.g. Recoiling) both units are prohibited from firing in
urement determines whether or not all the stands firing at a sin-
the current turn.
gle target are in range.
13.2 RIFLE AND MG FIRE TARGET ELIGIBILITY Note that if a unit is firing at two or more targets one measure-
All foot, mounted, and artillery units are eligible targets. ment is made for each target from the front-centre of those stands
Individual figures such as commanders, scouts and mules may not firing at that target, not for each firing stand. See Diagram.

34
4. Roll 1 D6 for each stand firing at a particular target. unit also causes the target to become Shaken. Repeated Disorder
Firer and target condition modifies the D6 rolls. If modifiers elimi- or Shaken effects are ignored. Note that the rifle firing results are
nate the possibility of scoring a Hit, roll for 6s but remove one applied at the end of the Phase.
allotted die for each additional negative modifier. This is done for
Rifle Firing Examples:
each target and regardless of how many stands a firing unit can
bear – if only one stand can bear and it suffers a lost fire die due 1. A 2nd-Rate Egyptian infantry unit fires at a Steady Dervish
to modifiers it will lose its ability to fire. mounted unit in the open at Effective Range. All the stands of the
Egyptian unit are in arc so the owning player rolls four D6s need-
Each die cast can inflict a maximum of 1 ‘hit’. Refer to the Small
ing a 5-6 to hit on each die. The D6 results are 1, 2, 6, and 6 caus-
Arms Effects below to evaluate the effects of ‘hits’.
ing 2 hits. The Dervish unit takes 2 Kills and becomes Shaken. If a
The MG firing procedure is the same as for rifle fire except that a second Egyptian unit fired on the same target with the same
variable number of fire dice are rolled as decided by the owning results, the Dervish player would simply add 2 more Kills. The
player. See the Machine Gun Chart below. additional Shaken effect would be ignored but the accumulation of
MODERN BREECH-LOADING RIFLE 4 Kills results in a negative modifier applied to the Dervish unit’s
UNIT SHORT EFFECTIVE attempt to Rally on the Shaken Unit Conduct Chart. If, however,
QUALITY 0-9" +9-24" the second unit inflicted only 1 hit/Kill the Dervish unit would also
1st Rate 3-6 4-6 become Disordered.
2nd Rate 4-6 5-6 2. A Shaken, 1st-Rate British infantry unit fires at a dismounted
3rd Rate 5-6 6 Boer unit (skirmishers) deployed in sangars on a hill at Effective
RIFLE MUSKET (MUZZLE-LOADER) Range. Because Boer units can claim both skirmish order and hard
UNIT SHORT EFFECTIVE
cover negative rifle fire modifiers, the total negative modifiers
QUALITY 0-9" +9-18" amount to -3 (Shaken, target skirmishing and in cover). With a ‘to
1st Rate 3-6 4-6 hit’ requirement of 4-6, -2 modifiers make the “to hit” requirement
2nd Rate 4-6 5-6 6, and the additional -1 subtracts one fire die. The British player
3rd Rate 5-6 6 rolls the allotment of 3 D6s. The lucky results are 3, 6, and 6
equalling 2 hits. The Boer unit takes 2 Kills and becomes Shaken.
SMOOTHBORE MUSKET (MUZZLE-LOADER)*
UNIT SHORT EFFECTIVE 13.5 ARC OF FIRE
QUALITY 0-6" +6-12" All foot and MG stands have a 45-degree arc of fire to the left and
1st Rate 3-6 5-6 right of their front facing.
2nd Rate 4-6 6
3rd Rate 5-6 6 13.6 FIRING AT CHARGERS AND IN MELEE
*Jezails use the range bands for rifled muskets. Units unengaged in melee (e.g. not in melee contact with enemy
units from the last turn) that are charged, may fire at the chargers
MACHINE GUN CHART on the turn of contact only. The chargers must be within the arc of
UNIT TYPE DICE/STAND SHORT EFFECTIVE fire of each defending stand for it to shoot; the arc of fire is deter-
+0-9" +9-24" mined at the point of contact.
Early (Gatling etc) 3,4,5 or 6/Stand 3-6 5-6 Stands that cannot fire at the chargers (e.g. chargers are beyond the
Modern (Maxim) 3,4,5 or 6/Stand 2-6 4-6 firer’s arc of fire) may still fire at other eligible targets on the turn
RIFLE & MACHINE GUN FIRE MODIFIERS (affects the D6 Rolls)* of contact.
Firer Shaken -1 Units still engaged in melee with enemy units from the previous
Firer Moving and firing (Imp/Trained Colonial only) -1 turn may not fire at any targets including enemy units entering an
ongoing melee.
Firer Low on ammo -1
Target in cover or Skirmisher/crew** or gone to ground -1 13.7 SUPPORT FIRE: Firing at Enemy Charging a Friend
Target in Contact -1 Foot units (including dismounted cavalry/camelry) and MGs may
Target in Column/Deep +1 fire at enemy units charging against friends. The firing must occur
only on the turn of melee contact but may be directed against
*If modifiers removed the possibility of achieving a hit, remove
a fire die for each additional modifier. Hit on 6s. enemy units charging into an ongoing melee. The firing unit must
**All deployed crew-served weapons and units in skirmish order be stationary in the current turn, eligible to fire and can give defen-
may not also claim ‘hard cover’ nor ‘gone to ground’; already sive support fire only against targets that are charging friends
benefiting from being dispersed, they are always assumed to be within Short range for the type of weapon they are using. The sup-
seeking cover or improving their position. However, Pathan porting unit may Rapid Fire if eligible.
and Boer units skirmishing may also claim hard cover when in
Example: A British unit armed with modern breech-loading rifles
Sangars or trenches but may not claim other types of hard cover
or ‘gone to ground’. All STATIONARY Formed or Massed units may give defensive support fire out to 9”.
may claim hard cover if available.
Note that intervening terrain or units eliminates the possibility of
a unit providing defensive support fire.
Small Arms Effects: Rifle and MG firing
Each hit is a Kill. In addition, 1 Kill from a single firing unit also
causes Disorder. Or, 2 or more Kills inflicted from a single firing

35
RIFLE FIRING EXAMPLES 13.9 RIFLE AND MG PASS-THROUGH FIRE
A unit which starts its movement beyond the arc of fire of a sta-
TARGET tionary foot or MG opponent, moves across the front of, and with-
in the range of, that unit, and ends beyond the opposite side of the
arc of fire is an eligible pass-through fire target. If the moving unit
is even partially within the arc of fire at the beginning or end of its
UNIT A UNIT C movement, it is not an eligible pass-through fire target.
UNIT B The firing unit may fire at full effect at any point along the path of
the moving unit. The effects of fire are calculated in the normal
• Firing units "A", "B" and "C" are 1st rate, steady and at Rifle and Machine Gun Fire Phase and applied to the unit at its
"effective range" (4-6 to "HIT") position at the end of its movement.
• Each Firing units rolls 4 D6
Unit A Rolls: 2, 4, 4, 5 = 3 Hits (Shaken and 3 Kills)
Unit B Rolls: 1, 2, 2, 6 = 1 Hit (Disorder and 1 Kill)
14.0 RAPID FIRE: ARTILLERY & RIFLE FIRE
Unit C Rolls: 1, 1, 4, 5 = 2 Hits (Shaken and 2 Kills) Rapid Fire represents the massive volume of fire that Imperial
• The target becomes disordered, shaken and suffers 6 kills. units could produce due to their advanced weapons technology,
close-order firing lines, and individual training and discipline.
B This increased volume of fire is simulated by increasing the num-
A ber of fire dice thrown by the firing unit.

Eligibility:
Only Imperial Formed and Steady foot units and Imperial
artillery (not pom-poms or MGs) may Rapid Fire. This includes
FIRING UNIT Trained Colonial Recruits and western trained artillery crews.
Units Rapid Firing must be deployed in Open terrain or on Hills
• Unit "A" is the priority target for the firing unit, but is in that are otherwise unobstructed by terrain. They may be defend-
the arc of fire of only stands 1 and 2.
• Stands 3 and 4 may fire at unit "B".
ing low obstacles like a Zariba or waist-high walls (e.g. mealie
• Separate range measurements are made for each pair of bag DEFENSES) that are positioned in the Open or on a Hill.
firing stands (eg. stands "1" and "2", and stands "3"
Prohibitions:
and "4").
Generally, terrain or situations that disrupt the concentrated fire-
Arrow shows unit's front facing for diagram purposes only power of a firing line or artillery section prevents such units from
Rapid Firing. Units must have been stationary during the
A unit may not fire at an enemy unit in melee contact if the firer is Movement Phase to Rapid Fire.*
located anywhere within a 45 degree arc of the rear of the enemy unit
In addition, Rapid Fire may not be performed by units that are:
(e.g. only frontal or flank shots are allowed against enemy in melee
contact). Shots against the rear of such enemy units are not allowed • Shaken
as the fire could affect the friendly unit(s) being charged as well. • Low on ammunition
• In skirmish order
13.8 MG FIRING AND JAMMING/UN-JAMMING • Occupying any terrain other than Open or normal Hills, or
The early MGs of the nineteenth century were unreliable especially positioned in buildings, boats or trains
when fired at a high rate by crews under pressure. When firing an
MG the player first decides on the number of fire dice he wishes to Rapid fire may be used against targets in melee contact with the
throw (3-6 dice) and carries out the normal firing procedures. firer but still apply the -1 modifier for being in Contact; Brittle
Immediately re-roll all “missed” dice. The MG jams if any of the units eligible to Rapid Fire MUST do so against units that charged
re-rolled dice result in a “1.” A jammed MG causes no hits on the into in melee contact.
target this turn but is ready to fire again next turn (with another * Units armed with magazine fed rifles may move up to half their
risk of jamming!). movement allowance and still Rapid Fire.
Note that more reliable modern MGs like the MG carry the same
Rapid Fire Procedure:
jamming mechanics. Since they “hit” more easily their risk of jam-
If a player wishes to use Rapid Fire he simply declares his inten-
ming is already less than the older MG types.
tion to do so in the fire phase for each unit prior to rolling the fir-
ing dice.
Machine Gun Fire Example:
When Artillery Rapid Fires, each unit adds 1 D6 for every 2 D6s
A British Gardner gun unit (one stand) fires at a Shaken Dervish
normally allotted to the gun (rounded down). When infantry
foot unit in the open. The British player decides to roll six D6s in
Rapid Fire they add 1 D6 per 2 stands firing (rounded down).
order to maximize the possibility of accruing hits, and needs a 5-6
to hit on each die. The D6 results are 2, 3, 4, 4, 5, and 6. The All other firing rules apply.
player immediately rolls the 4 “missed” dice; one result is a “1” Rapid Fire Example:
and the MG jams eliminating the effects of this shot. Had no “1” A 1st-Rate British artillery unit is firing at a Dervish mounted
resulted the shot would have caused two hits; that equals 2 Kills unit in the open at short range. Its normal allotment of fire dice is
and a Shaken effect. The repeated Shaken effect is meaningless. In five D6s. The British player decides to Rapid Fire thereby increas-
the next turn the MG may fire again normally, but again with a ing his dice allotment to seven D6s. Firing effects are calculated
risk of jamming.
36
normally; the British player will also have to determine if his All Native foot units may charge enemy mounted units up to
artillery unit has run short of ammunition (See Sec. 14.1). their maximum movement allowance if they are performing a
Fanatic Charge (See Sec. 10.3).
14.1 CONSEQUENCES OF RAPID FIRE A unit may not charge into melee contact using Side-stepping
In contrast to controlled volley fire, Rapid Fire expends greater (Sec. 8.10) or Retrograde movement (Sec. 8.11) nor after having
amounts of ammunition, particularly at ranges where the enemy completed a Change of Formation (Sec.8.7) or Change of Facing
are especially threatening and the firers excitedly discharge their (Sec. 8.8). A unit may not Charge after it has been Recoiled
weapons without restraint. Therefore, a unit that Rapid Fires, through, unless it is a Native unit that immediately Rallies and is
must determine whether it has run short of ammunition. awarded a Fanatic Charge. Company squares may not charge
Procedure: into melee contact; units in a multi-company square may charge
After rolling the Rapid Fire dice, immediately reroll all “missed” but their status as a square is lost.
dice. A unit becomes low on ammunition if any of the dice result Exception: A Native unit may change facing (e.g. About-face) and
in a “1.” perform a Fanatic Charge (See Sec. 10.3).
A unit that runs low on ammunition is marked as such (an
Skirmishing Units:
ammunition box or a chit marked with “low ammo”) and
Skirmishers may charge other skirmishers and artillery/MGs in
remains low on ammunition until re-supplied by an ammunition
any terrain. Skirmishers may not charge any Formed or Massed
mule. A unit that is low on ammunition may fire but does so
unit in the Open, on open Hills, or in Open Woods; they may
with a negative fire modifier. It also suffers -1 in melee.
charge any unit type if the point of melee contact is in Broken
A firing unit not rendered low on ammunition is unaffected by Ground, Rough ground, Steep Slopes, Dense Woods, and Towns
Rapid Firing. The unit performs as usual and may Rapid Fire (including when these features are located on Hills). A skirmisher
again next turn. unit may not charge into melee contact using Side-stepping (Sec.
Native and Boer Units: 8.10) or Retrograde movement (Sec. 8.11) nor after having complet-
Native and Boer units may usually not Rapid Fire. However, sce- ed a Change of Formation (Sec.8.7) or Change of Facing (Sec. 8.8).
nario designers may sometimes give Boer units the ability to Exception: Dervishes, Zulus, and Pathans may automatically coa-
Rapid Fire and can apply the effects of low ammunition to any lesce from skirmish order to Massed Formation to charge a formed
units to suit the situation being represented. opponent in the open or to satisfy a compulsory Fanatic Charge.

Artillery/MGs:
15.0 REPLENISHING AMMUNITION
Artillery/MGs may not charge but may defend themselves in
Ammo mules are assumed to carry all types of ammunition. To
melee if unlimbered. Limbered artillery/MGs are automatically
provide ammunition, the ammo mule must be stationary through-
Destroyed in melee (see sec. 16.8). It is still considered a melee in
out the entire Movement Phase and in contact with the unit in
spite of the automatic results.
need; the mule cannot move into contact in the movement phase
and supply the needed ammunition. The markers for ‘low ammo’ 16.2 MELEE INVOLVEMENT: Charger vs. Defender –
are removed in the Remove Markers phase of the turn sequence. Primary Units and Support Units
To receive ammunition the unit must be stationary and unengaged Primary combatants:
in melee throughout the turn. The unit may fire and receive All Melees are defined as a combat between two Primary melee
ammunition. If a unit is required to move (Unit Conduct Chart combatants. Usually this involves one charging unit versus one
roll results in a mandatory movement), or fights in melee, the defending unit. In addition, one side might have one or more
ammunition may not be issued to the unit. Support units.
16.0 PHASE VIII. MELEE A charger’s movement stops immediately when contact is made
with an enemy unit. Any contact, no matter how small, means
For Native armies lacking general issue firearms, melee -- the use
the entire Charger and Defender units are considered involved.
of swords and spears in hand-to-hand combat -- was the only
The two opposing units are considered Primary melee opponents.
means to defeat the enemy. Imperial forces preferred to rely on
Usually these units are the Charger and its target, the Defender. If
firepower but were ready to use cold steel in melee.
other units enter the melee one of these might become the
16.1 CHARGING INTO MELEE CONTACT Primary melee unit (See below).
A charge is a move into melee contact. IMPORTANT:
Charging with cavalry and infantry: ONLY Primary units determine which modifiers are used in the
All mounted units may charge any unit type. melee.
Exception: Imperial and Colonial Recruit Camelry units may never Similarly, for those melee modifiers related to the position of the
initiate a charge into melee contact. If charged themselves, they enemy, only the Primary melee opponents define which modi-
immediately become Shaken. Apply the marker immediately in the fiers are used.
Movement Phase. Examples: A Primary unit being flanked only applies the negative mod-
Formed or Massed foot units may charge other foot, dismounted ifier if the enemy Primary melee opponent is in contact with the flank.
cavalry/camelry, or artillery/MGs. Formed Imperial foot and The benefit of defending an obstacle is only applied if the
Massed Zulu and Pathan foot units may move no more than 3" to Primary melee opponent is fighting across that obstacle.
charge enemy mounted units. Massed Dervish foot units may
move no more than 6" when charging an enemy mounted unit.
37
Support Units: Double Melee Dice:
Other units in contact with either the Charger OR the Defender If the Primary Defender is charged in the Flank/Rear by the
(the Primary combatants) are Support units whether they also Primary Charger, double the Charger’s total number of Melee dice
charged or were themselves charged. (including all Support units, even if they are not in Flank contact).
There may be one or more Support units either due to multiple Melee Dice Allotment Example:
units charging a single Defender or a single Charger contacting
A British Formed infantry unit is charged by 2 Dervish Massed
more than one defending unit (a Defender and a Support unit(s)).
foot units. The Dervish Primary Charger unit contributes 4 melee
A Support unit may support only one melee; withdraw a unit
dice to the melee and the Support charger adds 2 more dice for a
slightly out of contact if it is not meant to support a melee (e.g. a
total of 6. The British unit rolls 4 melee dice.
second melee).
There can never be multiple units on BOTH sides. The player with If the British company was Charged in the Flank by the Primary
initiative must decide how a complex melee of many interconnect- Dervish unit, the two Dervish Massed units would roll a total of 12 dice.
ed units on both sides is divided. 16.3 MELEE PROCEDURE
In a melee with two or more units on one side the outnumbering The winner of initiative that turn can select the order in which
player chooses his Primary unit; the other units are Support units. melees are resolved. The order has no bearing on the results since
In a multi-turn melee, the player with more units can change the effects are applied at the end of the phase after all combats are
which unit is designated the Primary unit as circumstances dictate resolved.
from turn to turn. Roll the allotted number of melee dice against each opponent.
Example: In turn 1, two Zulu units (A and B) charge a British Modify each die roll with the +/- Melee Modifiers below. ONLY
infantry unit frontally. Unit B, having gone fanatic, is chosen by the the Primary units determine which modifiers are used, although
Zulu player as the Primary unit; unit A is a Support unit. Both sides the modifiers will be applied to all dice thrown by that side,
survive the first turn of melee and remain in contact in turn 2, howev- including by the Support units.
er, the Zulu player manages to charge into the flank of the British unit
with Zulu unit C. In turn 2 the Zulu player can nominate unit C as MELEE MODIFIERS
the Primary unit and applies the relevant modifiers and effects for the Shock: Mtd or Massed Foot Shaken -1
+1
flank charge to ALL the melee dice thrown including those coming 1st Round Flanked by Primary melee -2
Fanatic Charge +1 opponent
from the Support units in contact with the British front.
Defending Obstacle +1 Unit Low on Ammunition -1
Note that due to the move-counter-move sequence it is possible
that a Charging Primary Melee unit becomes a Defending unit. Defending Terrain +1 Unfixed bayonets vs Massed
or Mounted opponents -1
Example: The Zulu player moves first in the movement sequence. A Opponent in Skirmish order +2 *
or Artillery/MG crew * These two modifiers are not
Zulu foot unit charges a British foot unit in line formation in the
Opponent in Skirmish order accumulative; only one may
flank. Moving second, the British player now charges the Zulu unit in
defending terrain/obstacle +1 * be used.
the flank with a mounted cavalry unit. The British player uses the
cavalry unit as his Primary melee unit. The British foot unit is now Melee Effects: Hits
just a Support unit and contributes 2 dice to the melee. The Zulu unit Each modified D6 roll of 4, 5, or 6 equals a Hit.
is now a Defender and loses its advantage over the British infantry Regardless of the impact of modifiers, a “1” is always a miss and
who now are just a Supporting unit. The Zulu unit determines which a “6” is always a Hit.
modifiers to use based solely on its fight with the British cavalry.
Each Hit is a Kill.
Melee Combat Dice Allotment:
16.4 MELEE RESULTS: Kills, Winners, Losers & Ties
In contrast to Shooting, melee can involve the combination of
The number of hits achieved by each side is compared. The side
combat dice from more than one unit on a single side. Generally,
inflicting the most hits is deemed the winner, the side inflicting the
foot and mounted Primary units amass one die per stand in the
lesser number of hits is the loser.
unit. Artillery/MG units roll two dice. Supporting units con-
tribute half these allotments. Both sides take the number of hits inflicted by their opponent as
Kills. If either side has Support units and suffers two or more Kills
The effects of melee are calculated separately for each melee
these are distributed as evenly as possible to all participating units
involving the two Primary units and the Support units for one of
by the owning player starting with their Primary unit (i.e. one Kill
the sides. Melee combat dice are allocated as follows:
MUST be placed on the Primary unit prior to Kills being applied
MELEE DICE to Support units).
PRIMARY SUPPORT In addition to the kills apply the following results:
UNIT TYPE COMBATANT UNIT
Foot or Mounted unit: line/square/ MELEE RESULTS
4 dice 2 dice All units (Primary unit and Supports) immediately Rally
Skirmish or Massed Winner
Foot or Mounted unit: column/ if Shaken.
2 dice 1 die All units (Primary unit and Supports) immediately
Deep Massed Loser
Dismounted Cavalry/Camelry unit 3 dice 1 die become Shaken (or remain Shaken if already Shaken).
Artillery/MG (crewed weapon) 2 dice 1 die In the event of a tie in the number of hits, all
Tie
participating units of each side become Shaken.

38
Example: A British foot unit faces two Dervish Foot units in melee. this melee the Massed unit does not gain the modifier, including
The British cause a Shaken effect on both Dervish units with fire prior against new enemy units entering an existing melee (e.g. the new
to the melee. The Dervish units roll no hits in the melee, the British melee contacts must be discrete whether they occur in the course
roll two hits. The British win the melee and inflict 2 kills. Both of a single turn or from one turn to another; a Massed unit whose
Dervish units would become Shaken automatically for losing the opponent recoils from melee contact may charge a different oppo-
melee (i.e. no additional effect as they are already Shaken); both would nent later in the same turn and gain this modifier).
receive ONE kill each for the 2 Kills divided between them. Exceptions: The +1 is not applied if the Massed foot unit is flanked
If there had been 3 Kills, each Dervish unit would remain Shaken and or contacted from the rear, or is gone to ground; or if the enemy is
suffer a Kill, but the Primary unit would get the remaining third Kill. defending a linear obstacle (e.g. walls, buildings, or earthworks) or
is deployed in square formation.
Important Note:
It is possible that both sides can be Destroyed in melee. Fanatic Charge: +1
It is also possible for a winning side to be Destroyed due to accu- Generally, the modifier for Fanatic Charge applies only on the
mulated kills. This leaves the losing side Shaken but without an first turn of each melee contact for the charging unit. However, a
enemy. The Shaken losing unit(s) must still Rally but does derive unit already in melee contact that gets a “Fanatic Charge” result
the benefit of +1 for Opponent Recoiled or Destroyed. on the Shaken Unit Conduct Chart may also claim this melee
modifier. This occurs only to a loser of a previous turn of melee
Units Automatically Destroyed: contact with the same enemy unit.
There are certain circumstances that Destroy a unit if it fails to A Fanatic Charger that is subsequently charged in the Flank or
Rally while in a Melee. They are as follows: Rear loses the benefit of this modifier.
1. A Foot unit that is forced to Recoil from melee contact with a
mounted opponent is immediately Destroyed unless the mount- Defending Obstacle: +1
ed unit is still in melee contact with another unit at the end of the All stationary foot units, including units in skirmish order, gain the
Movement Phase. modifier when defending a linear obstacle such as a redoubt,
2. Skirmishers that fail to Rally and are forced to Recoil from earthworks, or a Zariba (thorn barrier) against chargers fighting
Massed foot or Mounted units are immediately Destroyed unless across the obstacle. To be stationary requires that the defending
the Massed or Mounted unit is still in melee contact with another unit not move at all, including changes of facing or formation,
unit at the end of the Movement Phase. during the entire current Movement Phase.
3. Artillery or MG units that fail to Rally from any Melee oppo- Defending units that are charged in the flank or rear by the
nent are immediately Destroyed. Primary enemy unit do not gain this modifier against any oppo-
nents, including those engaged to the front.
4. A single unit Company Square that must Recoil from any
Melee opponent is immediately Destroyed. This bonus is awarded to the defender on every turn of melee con-
tact and against new attackers charging into an on-going melee.
16.5 MELEE MODIFIER EXPLANATIONS Exception: Sangars do not provide melee bonuses.
Shock: Steady Mounted and Steady Massed foot, 1st round:+1
A unit which does not qualify for this modifier on the first melee
Mounted: turn (usually due to moving) does not gain it on subsequent melee
The +1 is applied to most mounted units on the turn of contact turns. This qualification is evaluated for each opponent separately.
only regardless of which unit charged into melee contact. The
Example: A British unit moves to a linear obstacle and is subse-
unit must be Steady and not in column formation to gain this
quently charged in the same Movement Phase by a Zulu unit.
modifier. On subsequent melee turns the mounted unit does not
Since it was not stationary, the British unit does not gain the
gain any melee advantages for being mounted, including against
“Defending Obstacle” modifier against the Zulu charger for the
new enemy units entering an existing melee. (e.g. the new melee
duration of the melee. If, on a subsequent turn of the melee, anoth-
contacts must be discrete whether they occur in the course of a
er Zulu unit enters the melee fighting from across the obstacle, the
single turn or from one turn to another; a mounted unit whose
British defenders would gain the modifier against the new oppo-
opponent recoils from melee contact may charge a different oppo-
nent, but not against the original opponent. See Sec. 19.0, Terrain,
nent later in the same turn and gain this modifier).
for the specific characteristics of linear obstacles.
Exceptions: The +1 for mounted units does not apply to: Imperial
camelry or any Boer mounted unit; any unit charging an Imperial Defending Terrain: +1
square; a mounted unit that is flanked or contacted from the rear; Only stationary Formed or Massed foot gain terrain advantages
or if the enemy is defending a linear obstacle (e.g. walls, buildings, such as when defending a Hill, a town, or the bank of a stream.
or earthworks). To be stationary requires that the defending unit not move at all,
including changes of facing or formation, during the entire cur-
Massed Foot: rent Movement Phase. This bonus is applied against all oppo-
Much like the effects of a cavalry charge, this modifier simulates nents on the first turn of melee contact (i.e. on the turn a unit
the impact of a Massed charge which has not been disrupted by charges into the defending unit). Defending units that are
defensive fire. charged in the flank or rear by the Primary enemy unit do not
The +1 is applied to a Steady Massed foot unit fighting any foot gain this modifier against any opponents, including those
opponent on the turn of contact only regardless of which unit engaged to the front. Skirmishers do not gain Terrain bonuses,
charged into melee contact. The unit must be Steady at the start but do derive benefit from defending obstacles.
of the Melee phase to gain this modifier (e.g. the Massed unit was See Sec. 19.0, Terrain, for the specific characteristics of terrain.
not Shaken due to fire or other causes). On subsequent turns of
39
Cumulative Defensive Modifiers: to inflict a hit on each D6 thrown. The Dervish units roll their
The Defending Terrain modifier is cumulative with defending an melee D6s together resulting in 1, 2, 3, 5, 5, and 6 causing 3 hits.
obstacle. A unit defending a linear obstacle on a Hill gains a +2 The British unit loses and immediately becomes Shaken. The
on the initial turn of melee against each opponent. If the melee British square also suffers 3 Kills. The Dervishes suffer 2 Kills –
continues into subsequent turns the defenders only gain the one applied to each unit.
Defending Obstacle modifier (+1) since terrain effects apply only
on the initial turn of melee against each opponent. 16.6 FLANK AND REAR CHARGES
Achieving a Flank or Rear Charge:
Opponents Unlimbered Artillery/MG Crew or Skirmishers: +2(+1)
A flank charge requires the Charging unit to be entirely behind
This modifier applies to Formed or Massed units opposing skir-
the front edge of the target unit at the moment of contact. If any
mishers or gun crews in the open or on Hills (+2). Skirmishers and
portion of the Charging unit extends in front of the target unit’s
gun crews in rough ground, steep slopes, defending linear obsta-
front edge the melee is considered a normal frontal melee. Note
cles (not sangars on open Hills) or in woods are not as vulnerable,
that for the effects of a Flank or Rear Charge to apply the Primary
and Formed or Massed units gain only a +1 against them.
melee participant (the Charging unit) must be the unit on the
Flanked by Primary Melee Opponent: -2 Defender’s Flank or Rear. Supporting units do not contribute to,
See rules below for the definition of flank attacks and their effects. or suffer, these effects.
Note that rear attacks have the same effects. A rear charge occurs when a charger makes melee contact with
any part of the rear edge of a target unit; such contact is the only
Unfixed bayonets Against Massed or Mounted Opponents: -1
requirement for a rear charge. All effects of a flank charge also
Imperial infantry that have not fixed bayonets suffer the -1 penalty
apply to a rear charge.
against all Massed formation or Mounted opponents. This modifi-
er applies on every turn of melee that the Imperial unit remains Effects:
“unfixed” and fighting the specified enemies; see Sec. 6.0. A unit charged in the flank and/or rear suffers a -2 melee modifi-
er and may not benefit from any of the positive melee modifiers.
More Melee Examples:
In effect, such units will always need 6s to score hits in melee.
Note that all melee results are applied at the end of the Melee Phase.
A unit that successfully charges a unit in the flank or rear DOU-
A Zulu foot unit charges into frontal melee contact with a Steady BLES the number of Melee dice it throws including any dice gen-
British infantry unit in line formation in the open. The Zulu unit erated by units in Support, even if these units are not in flank or
suffers a Shaken result from the British defensive firing. In the rear contact with the enemy. As long as the target unit is engaged
melee, both sides roll four D6s. The British apply no modifiers to in the flank and/or rear by the Primary melee unit this rule
their melee dice and need a 4-6 to inflict a hit on each die. The applies.
British D6 results are 1, 1, 3, and 5 causing one hit. The Zulus
Note that if a unit charges an enemy unit in the flank -- and is
add a -1 to their melee dice results due to their Shaken status from
then charged itself in the flank by a different unit -- the original
a previous phase, and need a 5-6 to inflict a hit on each die. The
charge will be probably negated. The latest charging unit will
Zulu D6 results are 2, 5, 5, and 6 causing three hits. The Zulus
become the Primary melee unit and the original victim of a flank
win and immediately Rally. The British lose, become Shaken and
charge will become a Support unit.
suffers 3 Kills. The Zulus take 1 Kill.
A Pathan mounted unit is awarded a Fanatic Charge and frontally Flank Charge Melee Example:
charges a British infantry unit deployed in line formation. The A British cavalry unit charges a Shaken Zulu foot unit in the flank
British unit moved and, suffering a -1 for moving and firing, failed and in open terrain. The flanked Zulus are allotted their normal 4
to cause any hits with firing. Both units are allotted four melee melee dice. However, the Zulu unit adds a -1 melee modifier for being
D6s. The Pathan unit applies melee modifiers for being mounted Shaken and a -2 for being flanked; with modifiers so severe the Zulus
(+1) and Fanatic Charging (+1), and needs a 2-6 to inflict a hit on need to use the default 6 to inflict a “hit” on each die. The Zulu D6
each D6 thrown. The Pathan D6 results are 2, 4, 5, and 5 causing results are 2, 2, 4 and 6 causing 1 “hit”. The British cavalry double
four hits. The British apply no modifiers and need a 4-6 to inflict a their basic allotment of 4 dice because of the flank charge. In addition
hit on each die. The British D6 results are 2, 3, 3, and 4 causing they add a +1 melee modifier for being Steady Mounted on the turn of
one hit. The British unit becomes Shaken and suffers 4 Kills. The contact and need a 3-6 to inflict a “hit” on each die. The British D6
Pathan mounted unit takes 1 Kill. If the British unit fails to Rally results are 1,1, 2, 2, 3, 5, 5,and 5 causing 4 hits. The British are the
and is forced to Recoil in the Movement Phase of the following winners of the melee. The Zulu unit immediately becomes Shaken and
turn, it will be automatically Destroyed since it is in contact with suffers 4 Kills. The British suffer 1 Kill.
an enemy mounted unit.
16.7 IMPERIAL COLUMNS AND NATIVE DEEP
A Shaken British company square is charged by two Steady MASSED FORMATION IN MELEE
Dervish foot units (one Primary charger and a Supporting unit).
Imperial units in column formation and Natives in Deep Massed
The British defensive rifle fire Disorders both Dervish units but
Formation are more vulnerable when engaged in melee with
this has no impact on the ensuing melee; the Dervishes will not get
Formed or Massed units since their dispositions are not ideal for
the bonus for Steady Massed Foot because the British are in square.
combat. These formations generate half the number of Melee dice
The British unit throws 4 melee D6s, applying a -1 melee modifier
(2 as Primary; 1 as Support).
for being Shaken and needs a 5-6 to hit on each D6. The British
melee D6 results are 4, 4, 5 and 6. The Dervish units throw a total 16.8 ARTILLERY AND MGs IN MELEE
of 6 D6s in melee (4 for the Primary unit and 2 for the Support Unlimbered artillery and MG units roll 2 Combat dice against all
unit). The Dervish units apply no melee modifiers and need a 4-6 opponents in melee (1 as a Support unit).
40
Limbered artillery and MG units are automatically Destroyed if another unit at the end of the Movement Phase.
charged by any enemy foot or mounted unit. Although the result 3. Artillery or MG units that fail to Rally from any Melee oppo-
is automatic it is deemed to occur in the Melee Phase, not in the nent are immediately Destroyed.
Movement Phase. 4. A Company Square that fails to Rally and must Recoil from
any Melee opponent is automatically Destroyed.
16.9 WITHDRAWING FROM MELEE
Units engaged in melee contact may not usually voluntarily move. 17.0 PHASE IX. CRITICAL HITS
However, mounted Imperial cavalry/camelry units may voluntar-
Units that have taken one or more Kills during the turn and have
ily withdraw from a melee, and only when engaged against foot.
attached commanders or ammo mules must roll on the Critical Hit
Any contact with enemy mounted units prohibits Imperial mount-
chart. The owning player must roll 2 D6s for each attached com-
ed units from withdrawing. The withdrawal is attempted in the
mander or mule separately and applies the results immediately.
normal movement phase of the turn and may be performed by
Steady or Shaken units. This attempt may be made on the turn of Critical Hits Table: Roll 2 D6
melee contact only if the Imperial mounted unit has not already Die Result Effect
moved this turn (e.g. they moved second in the Movement Phase). 2-3 Commander or mule killed
4-5 Commander or mule out 1 turn
Withdrawal Procedure:
6-8 OK
Declare that a withdrawal is being attempted. Roll on the Unit
9-10 Commander or mule out 1 turn
Conduct chart to determine the unit’s eligibility to move and its 11-12 Commander or mule killed
allowed movement distance. Apply a -1 to the die roll in addition
Results:
to any other modifiers.
OK: means no effect; the commander or ammo mule
If permitted to move: The withdrawal is a mandatory full move performs normally.
with backs to the enemy. The direction of the withdrawal is Commander or mule out for 1 turn: means the relevant
determined exactly as for a Recoil but apply all Terrain move- figure is removed from play; commanders are assumed
ment modifiers. to have been lightly wounded or ‘mules’ bolted. Both
If the withdrawal move results in contact with any enemy unit commanders and mules are returned during the
the mounted unit is immediately Destroyed and removed from Movement phase of the appropriate turn to their previous
play. This includes if the withdrawing mounted unit is subse- location or attached to the nearest friendly unit to their
quently contacted by enemy eligible to charge them. previous location. Instead of removing the figures,
players might prefer to have special figures to represent
If the withdrawal move results in contact with impassable terrain
the wounded commanders or bolting mules.
or friendly units the withdrawal may voluntarily stop at the point
of contact. Killed: means immediate removal.
A withdrawal is perceived as a Recoil by the enemy foot unit (i.e.
it is deemed to ‘win’ the melee). The Native foot unit automati-
cally rallies if Shaken and benefits it in its next opportunity to
18.0 REINFORCEMENT AVAILABILITY & ARRIVAL
move (e.g. +1 for enemy Destroyed or Recoiled from melee). The restrictive size of most wargame tables does not allow for the
wider movement of hostile forces in the vicinity of a battlefield.
If the result is a Recoil, the unit Recoils as normal.
Native forces often relied on sweeping outflanking manoeuvres
If not permitted to move the unit is left in contact with the enemy and the timely coalescing of forces to defeat an Imperial force.
but it becomes Shaken; if already Shaken, it remains so. Unfortunately, these manoeuvres were not always well coordinat-
16.10 ENDING A MELEE: Winning and Losing ed and unit arrivals could be quite erratic. To simulate the arrival
Unless an Imperial mounted unit elects to withdraw, a melee con- of reinforcements utilize the following rules.
tinues until one of the following occurs: NOTE: As always, players must slot-in other armies into the
1. One unit is Destroyed, or examples below. For example, a Chinese army for the Boxer
2. Both units are Destroyed and removed from play, or Rebellion should use the Dervish rules but substitute the appropri-
3. One or both units are forced to Recoil due to a Unit Conduct ate unit types into the tables.
Chart result.
18.1 IMPERIAL UNIT ARRIVAL
Rolling on the Unit Conduct Chart is mandatory if the unit Usually, all Imperial units available for battle are on-table at the
becomes Shaken. start of the game. If the scenario demands the arrival of Imperial
reinforcements the composition of these forces, their point of
Units Automatically Destroyed: arrival and the timing of that arrival must be specified by the sce-
There are certain circumstances that a unit is automatically nario designer.
Destroyed if they fail to Rally while in a Melee. They are:
1. A Foot unit that fails to Rally and is forced to Recoil from
melee contact with a mounted opponent is immediately
Destroyed unless the mounted unit is still in melee contact with
another unit at the end of the Movement Phase.
2. Skirmishers that fail to Rally and are forced to Recoil from
Massed foot or Mounted units are immediately Destroyed
unless the Massed or Mounted unit is still in melee contact with

41
Roll a D6 at the beginning of the turn when they are supposed to Random Dervish Unit Arrival Chart: Roll 2 D6
arrive:
2 4 Dervish Units Arrives
IMPERIAL UNIT ARRIVAL 3-5 1 Dervish Units Arrives
1-3 Do not arrive this turn; roll again next turn 6-7 No Units Arrive
4-6 Arrive now 8-9 2 Dervish Units Arrives
MODIFIERS 10-11 2 Dervish Units Arrives
12 Flag Party; roll again
Arriving on a friendly table edge +2
Arriving on a neutral table edge (usually the flanks) +1
Arriving on an enemy table edge -1 Dervish Unit Type Chart: Roll 1 D6 Per Arriving Unit
1 Elite Sword and Spear Unit
2-4 Regular Sword and Spear Unit
18.2 DERVISH UNIT ARRIVAL
5 Mounted Unit
Depending on the scenario, the Dervishes can start with all, most
6 Rifle-Armed Unit
or just some of their units on-table, the balance arriving from off-
table. The total number of available Dervish units is determined 18.2.3 RANDOM DERVISH UNIT ARRIVAL LOCATION
by the scenario designer who must also indicate from which table The point of arrival for reinforcements is determined by die rolls
edges these off-table units may arrive. Once this has been deter- that first identify on which side of the table the Dervish arrive and
mined, the Dervish player must note which units are committed to then at what point (usually in one foot increments) the unit(s)
which table edge and from precisely where they will enter. The enters.
timing of their arrival can also be specified but only as a turn on Example: Number the four sides of the table 1-4. Roll a D6, and,
which arrival rolls will be made. ignoring a 5 or 6 (re-roll), the result determines which side the
Roll a D6 at the beginning of the turn when the reinforcements are reinforcements arrive on. Then roll another D6 to determine at
supposed to arrive: what exact point the units arrive at by matching the D6 result to
predetermined and numbered arrival points on that side of the
DERVISH UNIT ARRIVAL
table.
1-3 Do not arrive this turn; roll again next turn
4-6 Arrive now Another alternative is to randomly place markers numbered 1-6
on the table. When units arrive, roll a D6 to determine the point of
MODIFIERS
arrival based on the location of the appropriately numbered mark-
Arriving on a friendly table edge +1
er. Game designers must define the best method to suit the sce-
Arriving on a neutral table edge (usually the flanks) +0
Arriving on an enemy table edge -2 nario and table size. A unit arriving at these on-table points must
‘appear’ no closer than 12” from an enemy unit.
All artillery allotted to the Dervishes must be deployed on-table at
the start of play. Deployment options for Reinforcements:
Individual units may deploy in any allowable formation. If mul-
18.2.1 RANDOM ARRIVAL tiple units arrive at the same point these may be arranged in any
In this approach the game governs the number, type and composi- order (a single line of units, a column, or a combination), but each
tion of the Dervish reinforcement arrivals with D6 rolls which are unit may not be separated by more than 2” from another arriving
performed during the Reinforcement Arrivals Phase. Random unit (e.g. all units must be linked by gaps of no more than 2").
rolls are made for a predetermined number of turns or until the Reinforcements may be deployed as a Multi-unit Formation on
maximum allowed number of units have arrived as determined by the turn of arrival.
the scenario designer.
18.2.4 DERVISH COMMANDER ARRIVAL
Dervish unit arrival is determined in the following order: Depending on the scenario, not all Dervish commanders will be
1. Roll on the Dervish Unit Arrival Chart to see if and how many on-table at the start of the game. Scenario designers can either pre-
units arrive program arrival times for the commanders or can link their arrival
2. Roll on the Dervish Unit Type Chart to see what kind of unit with the arrival of certain troops. For example, a commander
arrives; roll for each unit could arrive each time 2 or more Dervish units arrive due to the
Dervish Arrival Chart. This applies each time such a result occurs
3. Roll to see where the unit(s) arrives (Sec. 18.2.3)
until the maximum number of Dervish commanders have arrived.
18.2.2 RANDOM ARRIVALS: FLAG PARTIES
A Flag Party stand is placed on a Hill or other prominent terrain 18.3 ZULU UNIT ARRIVAL
feature randomly determined by a die roll. While the Flag Party is As with the Dervishes, it can be appropriate that Zulu War scenar-
alive, whether Disordered or Shaken, two random rolls for rein- ios demand that the majority of Zulu units arrive from off-table.
forcements are performed each turn. Lots of Dervishes! The total number of available Zulu units, and from where and
when these reserves arrive, is determined by the scenario designer.
The Flag Party stand can only sustain one Kill. A Flag Party may
Once this has been defined, the Zulu player must note which units
be fired on by all eligible firers but only at Short range; it may not
are committed to which table edge and from where they will enter.
be picked-off at Effective range. It cannot melee and is immediate-
The timing of their arrival is also specified but only as a turn on
ly Destroyed if contacted.
which arrival rolls will be made.

42
Roll a D6 at the beginning of the turn when they are supposed to arrival of reserves from the chest. Unless the scenario designer
arrive: decides otherwise, if a loins result occurs prior to the arrival of the
ZULU UNIT ARRIVAL left and right horns, reroll until both horns -- left and right --
1-3 Do not arrive this turn; roll again next turn arrive. Once a loin unit arrives , use the Zulu Attack Arrival Chart
4-6 Arrive now III. Horn units can continue to arrive on Chart III.
MODIFIERS Once the Zulu units arrive based on their tactical role in the attack,
Arriving on a friendly table edge +1 the size, quality, and exact location within the arrival zone need to
Arriving on a neutral table edge (usually the flanks) +0 be determined.
Arriving on an enemy table edge -2
Zulu Attack Arrival Chart III: Roll 2 D6
2-3 Left Horn
18.3.1 RANDOM ARRIVAL 4-6 Loins
If the scenario calls for a random arrival of Zulu reinforcements it 7 No Arrival
is always structured around the 3 phases of a traditional Zulu 8-10 Loins
attack, the “charging bull”. There were four elements to the Zulu 11-12 Right Horn
formation: the chest, left and right horns, and the loins.
Each phase of the Zulu attack requires the Zulu player to deter- 18.3.5 RANDOM ZULU UNIT QUALITY AND NUMBER
mine the following: Zulu formations were of variable size and included units of vari-
able quality. When an attack arrives the number and quality of
a) the tactical role of the arriving formation (e.g. Chest, horns, or
units must be determined using the following chart. Roll 2 D6 and
loins)
apply the result. Note that the numbers are maximums; if a sce-
b) its size nario allows for fewer units to arrive, the scenario must be hon-
c) its quality oured.
d) its precise arrival location.
Zulu Formation Number and Quality Chart: Roll 2D6
Roll 2 D6 and read the result on the appropriate chart to determine 2 2 Elite and 3 Regular Units
the tactical role of the Zulu arrivals. 3 1 Elite and 3 Regular Units
The Charts are structured to simulate the evolution of the Zulu 4 3 Regular Units
attack. A scenario designer can mandate a set number of turns 5-6 2 Regular Units
during which a specific chart is used as opposed to using the rules 7 1 Regular Unit
as set out. 8-9 2 Regular Units
10 3 Regular Units
18.3.2 ATTACK OF THE CHEST 11 1 Elite and 3 Regular Units
The Zulu units initially on the table are assumed to be reconnais- 12 2 Elite and 3 Regular Units
sance and probing attacks. These are supported by units arriving
from the “chest” using Zulu Attack Arrival Chart I. Units of the 18.3.6 RANDOM ZULU UNIT ARRIVAL LOCATION
“chest” arrive within a specified section of the table edge defined by Each part of the Zulu attack -- chest, horns, and loins -- is assigned
the scenario or by the Zulu commander. The location of the “chest” several feet of the table edge. The arrival zones can either be pre-
determines the location of the left “horn” and that of the right. determined by the scenario or the Zulu commander can define a
chest arrival table edge of no more than 6 feet. Once the chest
Zulu Attack Arrival Chart I: Roll 2 D6 zone is determined, the horns extend left and right of the chest
2-3 Left Horn over an arrival zone of 6 feet. Note that the arrival zones will
4-6 Chest wrap around the ends of the wargaming table unless you have an
7 No Arrival 18' long table! The loins units attack from the same area as the
8-10 Chest chest. A D6 roll determines the exact location, in foot increments
11-12 Right Horn from left to right, that the centre of the attacking formation must
be placed within the 6 foot arrival zones.
18.3.3 ATTACK OF THE HORNS
While favoring the chest, Chart I makes the arrival of the “horns” ZULU ARRIVAL ZONES EXAMPLE
possible. As soon as the first unit of the horns arrives, left or right,
Zulu Attack Arrival Chart II is used.

Zulu Attack Arrival Chart II: Roll 2 D6


2-3 Loins
LEFT
4-6 Left Horn
HORN 6 x 10ft TABLE
7 No Arrival
6ft
8-10 Right Horn
11-12 Loins

18.3.4 ATTACK OF THE LOINS


Chart II emphasizes the movement of the horns while making the CHEST & LOIN 6ft RIGHT HORN 6ft
attack of the “loins” possible. The loins attack represents the

43
Deployment options for Reinforcements: units arrive
Individual units may deploy in any allowable formation. If multiple 2. Roll on the Pathan Unit Type Chart I or II (depending on the
units arrive at the same point these may be arranged in any order (a scenario) to see what kind of unit arrives; roll for each unit
single line of units, a column, or a combination thereof), but each unit 3. Roll to see where the unit(s) arrives
may not be separated by more than 2” from another arriving unit
(e.g. all units must be linked by gaps of no more than 2"). Pathan Unit Arrival Chart: Roll 2 D6
Reinforcements may be deployed as a Multi-unit Formation on 2-3 2 Units
the turn of arrival. 4-5 1 Unit
6-7 No Units Arrive
Reserve Rule (Optional):
8-10 1 Unit
If agreed to by all players or if part of a scenario, the Zulu com- 11-12 3 Units
mander may opt to amass reinforcements off-table so as to bring
them on en masse. Use the same procedures for determining the Pathan Unit Type Chart I (Up to 1880): Roll 2 D6 for each arriving unit
number, quality, and attack zone of reinforcements. The Zulu
2-3 Elite Swordsmen Unit
player can opt not to bring these units on-table and instead sim-
4-6 Regular Swordmen Unit
ply notes the composition and arrival location of his reinforce-
7-10 Regular Rifle Unit
ments. He may hold them off-table for as long as he wishes. 11-12 Mounted Unit
However, these reinforcements may arrive on-table only on a turn
that other reinforcements are randomly generated to arrive at the Pathan Unit Type Chart II (After 1880): Roll 2 D6 for each arriving unit
same attack zone (Chest, Left Horn, Right Horn, or Loins) as
2-3 Elite Swordsmen Unit
those held in reserve. Units held off-table might not arrive if
4-10 Regular Rifle Unit
other units are not randomly generated for the same arrival zone 11-12 Mounted Unit
by the end of the game. The exact location of arrival within the
attack zone is determined normally; this location applies to the 18.4.2 RANDOM PATHAN UNIT ARRIVAL LOCATION
entire force. The point of arrival for reinforcements is determined by die rolls
18.3.7 ZULU COMMANDER ARRIVAL that first identify which side of the table the Pathan arrive on and
Depending on the scenario, it is unlikely that all Zulu commanders then at what point (usually in one foot increments) the unit(s)
will be on-table at the start of the game. Scenario designers can enters.
either pre-program arrival times for the commanders or can link Example: Number the four sides of the table 1-4. Roll a D6, and,
their arrival with the arrival of certain troops. For example, a com- ignoring a 5 or 6 (re-roll), the result determines which side the
mander could arrive each time an elite Zulu unit arrives due to the reinforcements arrive on. Then roll another D6 to determine at
Zulu Formation Number and Quality Chart. This applies each what exact point the units arrive at by matching the D6 result to
time such a result occurs until the maximum number of Zulu com- predetermined and numbered arrival points on that side of the
manders have arrived. Assuming that the Zulu Army General is table.
on-table at the start of play, no more than one Leader may arrive
Another alternative is to randomly place markers numbered 1-6
from each of the Zulu arrival zones (chest, horns, and loins).
on the table . When units arrive, roll a D6 to determine the point
18.4 PATHAN UNIT ARRIVAL of arrival based on the location of the appropriately numbered
The Pathans should start most scenarios with the majority of their marker. Game designers must define the best method to suit the
units on-table but with the option of others arriving randomly scenario and table size.
from off-table. All artillery allotted to the Pathans - rare as it
Deployment options for Reinforcements:
should be -- must be deployed on-table at the start of play.
Individual units may deploy in any allowable formation. If multiple
For player controlled arrivals use the rules and following table as units arrive at the same point these may be arranged in any order (a
per the Dervishes and Zulus: single line of units, a column, or a combination thereof), but each unit
Roll a D6 when they are supposed to arrive: may not be separated by more than 2” from another arriving unit
(e.g. all units must be linked by gaps of no more than 2").
PATHAN UNIT ARRIVAL
Reinforcements may be deployed as a Multi-unit Formation on
1-3 Do not arrive this turn; roll again next turn
the turn of arrival.
4-6 Arrive on time
MODIFIERS 18.4.3 PATHAN COMMANDER ARRIVAL
Arriving on a friendly table edge +1 Depending on the scenario, not all Pathan commanders will be on-
Arriving on an enemy table edge -2 table at the start of the game. Scenario designers can either pre-
program arrival times for the commanders or can link their arrival
18.4.1 RANDOM ARRIVAL with the arrival of certain troops. For example, a commander
In games where arrival of reinforcements is random Pathan unit could arrive each time 2 or more Pathan units arrive due to the
arrival is determined by D6 rolls which are performed during the Pathan Arrival Chart. This applies each time such a result occurs
Reinforcement Arrivals Phase. Random rolls are made for a pre- until the maximum number of Pathan commanders have arrived.
determined number of turns.
Pathan unit arrival is determined in the following order:
1. Roll on the Pathan Unit Arrival Chart to see if and how many

44
18.5 BOER UNIT ARRIVAL spotted out to any distance on the table as long as the LOS is
The Boers favoured occupying defensive positions but their mobil- unobstructed by terrain. Stationary units in the open can be seen
ity allowed for hit-and-run tactics. Hence, while most Boer units out to 48”. Beyond 48” stationary units cannot be observed until
and commanders should be deployed on-table, scenarios could they move or fire.
include the option of late-arriving Boer units. All Boer artillery is Units have their LOS obstructed by intervening terrain such as
deployed on-table at the start of play. Hills, Woods, Buildings/Towns, and Rough Ground. Units that
For scenarios in which the Boer player controls the timing and are dug-in in trenches are also obscured by that feature but are
composition of reinforcements, use the rules and following table considered at the ‘edge’ and therefore in LOS.
from the Imperial section: Note the specific LOS rules in the terrain descriptions.
Roll a D6 at the beginning of the turn when they are supposed to Intervening units of soldiers never block LOS.
arrive: Units at the edge of terrain that would block LOS (including units
positioned at the crest of a Hill or Rough Ground) remain out of
BOER UNIT ARRIVAL sight to units in the open otherwise within LOS and spotting
1-3 Do not arrive this turn; roll again next turn range (e.g. within 48” if stationary). These units become detected
4-6 Arrive now in the following circumstances:
MODIFIERS 1. When the unit moves or fires or;
Arriving on a friendly table edge +2 2. When the enemy in the open with LOS comes to within 12”
Arriving on a neutral table edge (usually the flanks) +1 (or within LOS distance inside the terrain feature as noted
Arriving on an enemy table edge -1
below in the sections for each feature) or;
3. The unit in cover reveals itself due to a breakdown in disci-
18.5.1 RANDOM ARRIVAL pline: roll a D6 for each unit every turn that an enemy unit (or
Use the following chart to determine the arrival of Boer reinforce- scout) is within 24” and LOS. If the roll result is a 1-2 the unit
ments in scenarios where reinforcements are randomly deter- has revealed its position and is visible out to 24”. Modify roll
mined. All units are the normal mounted Boer rifle units. Roll 2 with a -1 if the unit is Brittle. Elite units apply a +1 to this roll.
D6 and apply the result. If the unit (or Multi-unit Formation) has an attached
Random Boer Unit Arrival Chart: Roll 2 D6
Commander apply a +1.
The D6 roll is made when it is the Native army’s turn to perform
2-5 1 Boer Unit Arrives
4-6 No Units Arrive movement or when an enemy unit comes to within 24”. Only
10-12 2 Boer Units Arrive one roll is made each turn.
Players may agree to mapped deployments to keep units beyond
The point of arrival is determined by the scenario designer or in 48” or those in or at the edge of intervening terrain off-table until
the manner described in the Dervish Unit Arrival section. they come into spotting range. Remember to roll for units that
are at the edge of terrain to see if they have maintained the disci-
18.5.2 BOER COMMANDER ARRIVAL
pline necessary to remain hidden.
When a Boer unit(s) arrives roll a D6. If the result is 4-6 a com-
mander is accompanying the unit. Continue rolling for command- See Sec. 20.12 for Night Fighting rules.
ers until the maximum number available have arrived. The Army 19.1 HILLS
General should be on-table at the start of the game, but this is up Hills are elevated pieces of terrain usually represented by oval
to the scenario designer. shaped contours. In BFE, there is only one Hill elevation requiring
one contour. Note the effects of a Steep Slope, below.
19.0 TERRAIN AND SPOTTING RULES
Terrain has always had a profound impact on military planning Movement:
and tactics. For Native armies fighting better armed Imperial Formed or Massed units and artillery/MGs crossing a Hill have
opponents, the use of protective terrain was often crucial. Note their movement allowance reduced; see the Terrain Movement
that Native Massed Formations have their movement rates affect- Effects chart below. Any contact with the Hill model at the start
ed in the same way as Formed Imperial troops but do not suffer of the turn reduces the unit’s movement for the entire duration of
the Disorder effects caused by certain types of terrain. The follow- the turn. If advancing from open ground onto the Hill apply the
ing rules outline the effects of terrain on movement, line of sight, movement reduction to the balance of the movement remaining.
firing, and melee. The movement of skirmishing units is unaffected by Hills and
steep slopes.
Open Ground:
Open ground is defined as those areas not covered with other ter- Steep Slopes:
rain features. These terrain features include Hills, Woods, Broken Steep slopes are specifically designated parts of a Hill that are
Ground, Rough Ground, Depressions, Impassable Obstacles, steeper than the normal Hill. A steep slope area is usually a nar-
Linear Obstacles, Buildings/Towns, and Rivers/Streams. Note row strip located along the edge of a Hill model. Only foot and
that Hills can be considered Open for some purposes. mounted units may cross a steep slope. When a Formed Imperial
unit moves into, through, or remains stationary in an area desig-
Line-of-sight (LOS) and Spotting Rules:
nated as a steep slope it becomes or remains Disordered in addi-
LOS is an imaginary line between any part of an observing unit
tion to suffering the normal movement penalties associated with
and any part of one being observed. LOS is affected by terrain
the Hill. When the unit completely clears the steep slope area it
and distance. Units that are moving or firing (or in melee) can be
may remove the Disorder marker in the Remove Markers phase
45
of the turn. If the steep slope area is small and completely tra- applied on subsequent turns of melee against that charger.
versed in a single move, the Disorder will have no enduring A unit is considered uphill to other units depending on the rela-
effect. tive position of the charger and the target unit. If more of the Hill
Artillery and MGs may not cross a steep slope area. Animal model is behind the stationary defending foot unit than behind
packed Mountain Guns and MGs may move across Steep Slopes the charging unit, the defender is considered uphill and derives
as per infantry. the melee bonus. If the reverse is true no terrain melee modifiers
are applied. Both measurements are made from a centre point of
Line-of-Sight and Firing:
contact along the charger’s movement axis.
Intervening Hills block line-of-sight. A unit on a Hill is visible to
If the melee contact is not on the Hill no melee bonuses apply
other units -- on or off the Hill -- depending on the relative posi-
even if the defenders are partially on the Hill.
tion of the observer to the target unit. Apply the following obser-
vation rules: Melee (Skirmishers):
Skirmishers do not derive melee bonuses for defending normal
Both Units on the Hill:
(gentle) Hills. Formed or Massed attackers only gain a +1 when
Measure the distance between the nearest points of the two units.
in melee against skirmishers on a Steep slope. Skirmishers may
Along the same LOS axis, measure the total length of the Hill. If
charge any opposing unit type when the point of contact is on a
the distance between the two units is equal or less than half the
Steep slope.
total length of the Hill along that axis, both units can see each
other. If the distance is greater than half the total length of the 19.2 WOODS
Hill along that axis, the units cannot see each other. Usually this Woods represent any area of trees and bush. There are two densi-
one LOS evaluation applies to the entire unit. However, a unit ties of woods represented in these rules; Dense woods and Open
deployed in line or skirmish formation over the crest of a Hill will woods. Dense woods are the patches of close growing trees that
sometimes require separate LOS measurements for each stand in are typically represented on a wargames table with a template that
the unit. designates its boundaries. Open woods are usually large, lightly
Unit on a Different Hill or in the Open Observing a Unit on a Hill: treed areas that affect line-of-sight only. It is not unusual to desig-
Measure the LOS distance from the edge of the Hill model to the nate the whole playing surface as Open woods.
unit on the Hill along the LOS axis. Compare this to the total Movement:
length of the Hill along the same LOS axis. Compare the dis- Formed or Massed units moving through Dense Woods have
tances using the same stipulations for two units on a Hill (above). their movement allowance reduced; see the Terrain Movement
Units within 3" of each other on a Hill or within 3" of the edge of Effects below. When a Formed Imperial unit moves into,
a Hill along an LOS axis are always visible. through, or remains stationary in an area designated as Dense
Woods it becomes or remains Disordered in addition to suffering
HILLS & LINE-OF-SIGHT(LOS)/OBSERVATION the normal movement penalties associated with the woods. Any
contact with the woods at the start of the turn reduces the unit’s
movement for the entire duration of the turn. If advancing from
Nearest Total Length open ground into the woods apply the movement reduction to
Points of Hill along the balance of the movement remaining.
Between UNIT B LOS = 30" Skirmishing units may move in Dense Woods without penalty.
Units = 6"
UNIT A Artillery, MGs, and mounted units may never move through
Dense Woods (exception: Mountain guns and Maxims). See the
Terrain Effects chart below.
UNIT C Open Woods do not affect the movement of any unit nor causes
Disorder.
HILLS & LOS/OBSERVATION Line-of-Sight and Firing:
Units "A" and "B" can see each other since the distance Dense Woods block line-of-sight. Units in Dense woods can see
between them is less than half the total length of the hill 3" through the woods. Units outside the woods can see units on
along the LOS. only the edge of the woods (See Line-of-sight rules). Similarly,
Unit "C" cannot see Units "A" or "B" because more of the only units on the edge of a wood can see and/or fire into the
hill is between the units than exists beyond the near edge open. Woods constitute shooting cover for stationary Formed or
on unit "B". Massed units and artillery and MG crews. Skirmishers do not
Arrow shows unit's front facing for diagram purposes only benefit further from cover; they are always assumed to be using
all available cover.
Melee: Open woods block line of sight. Units in Open woods can see 12"
Stationary Formed or Massed foot units contacted frontally in through the woods. Units outside the woods can only see units
melee on a Hill -- including a Steep Slope -- derive melee bonuses. within 6" of the edge of the woods. Similarly, only units within 6"
To be stationary means the unit must not have moved at all, of the edge of an Open wood can see and/or fire into the open.
including changes of facing or formation, this turn. Flanked units The 6” line inside Open woods is treated like the edge of Dense
or those attacked from the rear do not derive melee benefits from Woods for Line-of-sight rules. Open woods do not provide pro-
defending a Hill. The melee bonus applies only against units that tective cover from firing.
charged uphill into contact in the current turn; the bonus is not
46
Melee: all available cover.
Units defending in woods do not derive melee bonuses for terrain. Note that Pathan and Boer units skirmishing in Rough Ground
Melee (Skirmishers):
may also claim “hard cover” when fired on only if their position
Formed or Massed units attacking skirmishers in Dense woods is fortified with sangars. Other skirmishing units (Imperial,
only gain a +1 instead of the normal +2. Open woods have no Dervish, or Zulu) may not claim hard cover.
effects on melee with skirmishers. Melee:
19.3 BROKEN GROUND
Units in Rough Ground do not derive melee bonuses for defend-
Broken Ground represents rocky scrub-land that can upset the ing terrain.
order and discipline of Formed units that cross it. In other respects Melee (Skirmishers):
it is like Open Ground. It might be combined with Open Woods Skirmishers are not as vulnerable fighting Formed or Massed
to create a feature that lightly impedes the movement, morale and opponents in melee when in Rough Ground. The Formed or
spotting ability of a unit. Massed units only gain a +1 in melee with skirmishers instead of
+2. Skirmishers may charge all unit types if the point of melee
Movement:
contact is in the Rough Ground.
Broken ground does not impose movement penalties on Foot or
Mounted units of any type. Formed (i.e., drilled) units of foot 19.5 DEPRESSIONS
and horse automatically become and remain Disordered when it Depressions represent areas like dried river beds, wadis, or any
moves into, through, or remains stationary in Broken Ground. other sunken area. Trenches are too narrow and shallow to cause
Artillery and carriage mounted MGs suffer movement penalties; the effects noted here. See Linear Obstacles for more rules on
see the Terrain Effects chart below. Animal packed Mountain trenches.
Guns and MGs do not suffer movement penalties.
Movement:
Line-of-Sight and Firing: All foot units suffer a movement penalty of 3” deducted from
Broken Ground has no effect on LOS or firing. It is considered their movement allowance as they enter and as they exit a depres-
Open Ground in these instances. sion. Mounted units and artillery/MGs move subtract 6”. If the
reduced movement allowance is exceeded prior to contact with
Melee:
the edge of the depression, the unit must wait until the following
Units in Broken Ground do not derive melee bonuses for defend-
turn to traverse the edge and will pay the penalty again.
ing terrain.
Line-of-Sight and Firing:
19.4 ROUGH GROUND
Depressions do not block line-of-sight for units looking across the
Rough Ground represents any area of rocky, broken ground.
depression from open ground to open ground. Similarly, these
Rough Ground also assumes a higher elevation compared to the
units may also fire across the depression and units occupying it.
surrounding open ground. Therefore, Rough Ground areas gener-
ally need not be placed on Hills. Sighting into or out of a depression is always reciprocal. Only
units in contact with the outside edge of the depression can
Movement: see/fire at units in the depression but who are not at its inside
A Formed or Massed foot unit may move over Rough Ground edge; the reverse is also true. Likewise, units in contact with the
with severe movement penalties; see Terrain Movement Effects inside edge of the depression can see/fire at targets in the open
Chart below. When a Formed Imperial foot unit moves into, but can also be targeted by those units. Units defending the
through, or remains stationary in an area designated as Rough inside edge of a depression are in hard cover as per Linear obsta-
Ground it becomes or remains Disordered in addition to suffering cles.
the normal movement penalties. When the unit completely clears
Melee:
the Rough Ground area it may remove the Disorder marker in the
Stationary foot units defending the top edge of a depression
Remove Markers phase.
embankment derive a melee bonus for defending terrain against
Skirmishing units may move in Rough Ground without penalty. those units attempting to charge out of the depression. Units
Artillery, MGs, and mounted units may never traverse rough inside a depression do not derive melee benefits or penalties due
ground (exception: Mountain guns and Maxims). See the Terrain to the feature.
Effects chart below.
19.6 RIVERS/STREAMS
Line-of-Sight and Firing:
These water features represent those that are fordable; unfordable
Rough Ground blocks line-of-sight due to the combination of its
water features are considered impassable obstacles.
elevation and uneven character. Units outside the Rough Ground
can see and target units positioned within 6" of the edge of the Movement:
rough ground. Similarly, only units within 6" of the edge of Units moving through streams have their movement allowance
Rough Ground can see and/or fire into the open. Units in Rough reduced; see the Terrain Movement Effects chart below. Any con-
Ground can see up to 6" through the Rough Ground but not tact with the stream at the start of the turn reduces the unit’s
beyond it unless within 6" of the edge through which they are movement. If advancing from open ground into the stream apply
looking. the movement reduction to the balance of the movement remain-
Rough Ground constitutes “hard cover” for stationary Formed or ing; if this is insufficient to allow the front edge of the lead stand
Massed units and artillery and MG crews. Skirmishers do not to cross the stream apply the penalty again. Similarly, if a unit is
benefit further from cover; they are always assumed to be using moving along the length of the stream, apply the penalty.

47
Line-of-Sight and Firing: Melee:
Streams do not block line-of-sight nor have an effect on firing. Stationary foot units -- including skirmishing units -- in base-to-
base contact with an obstacle derive a melee bonus when
Melee:
attacked from across the obstacle. To be stationary means the unit
Stationary Formed or Massed foot units defending a stream bank
must not have moved at all, including changes of facing or forma-
contacted frontally in melee by enemy crossing a stream on the
tion, this turn.
turn of contact derive melee bonuses for defending terrain. To be
This bonus is applied on each turn of melee contact. See Melee
stationary means the defending unit must not have moved at all,
Modifier Explanations, Sec. 16.5.
including changes of facing or formation, this turn.
If a unit defending an obstacle is contacted directly (e.g. not from
19.7 IMPASSABLE OBSTACLES across the obstacle) it does not gain melee benefits against that
Impassable obstacles are features such as cliffs, unfordable rivers, opponent but may still claim the bonus against other units fight-
lakes, or any other features that all troops cannot traverse. Game ing across the obstacle; determine which opponent is the Primary
designers must determine whether such features block line-of- Melee opponent.
sight and fire. Impassable obstacles must never be positioned so Trenches and sangars do not provide melee benefits.
that the gap between them is too narrow to allow passage of all
units of their narrowest frontage. For example, the narrowest gap Destroying ‘Hard’ Linear Obstacles:
should still allow passage for a native unit in Deep Massed forma- Only artillery can destroy hard linear obstacles like low walls,
tion. redoubts, or other man-made fieldworks; not trenches. Each time
artillery fires at a wall or redoubt, casualties to the defenders are
Recoiling units that make contact with an impassable obstacle are
calculated normally (Combat Chart Effects). For each ‘hit’ one
immediately Destroyed.
point of damage is also sustained by the feature. Most linear
19.8 LINEAR OBSTACLES AND DEFENSES obstacles can sustain 10 points of damage; use the Damage Point
Linear obstacles include low walls, sandbag emplacements, field chart to determine the number of hits required to destroy these
entrenchments, Zaribas (thorn barriers), and other types of linear features. See Sec. 19.8.6 Damage Point Chart. Place a marker
barricade. Barbed wire, used in the Boer War, has some special next to the feature to record the accumulated damage or record it
rules noted below (Sec. 19.7.1). Trenches are included here as well. on a piece of paper.
These rules can apply to the defense of buildings – see the addi- Artillery can attempt to destroy the feature even if unoccupied;
tional rules for these features below. employ normal procedures for firing at a formed unit in cover
and record the damage points to the feature.
Movement:
19.8.1 Barbed Wire:
Only foot units may cross linear obstacles; see the Terrain
Barbed wire should be represented by stands of modeled wire
Movement Effects chart below. Any contact with the linear obsta-
equal in width and depth to single Imperial stands of infantry.
cle causes movement penalties. If the movement penalty makes
Barbed wire has no impact on LOS, shooting, nor can be fought
it impossible to clear the feature this turn with the unit’s front
across in melee (e.g. the barbed wire prevents contact between
edge the unit will have to wait until the following turn to cross
opposing units). On occasion it might be appropriate to have
the obstacle. The full penalty is applied again the following turn.
barbed wire obstacles represented with 2 or 3 successive lines of
Similarly, if a unit is moving along the length of a linear feature,
wire stands. In the Great War this would be common, but less so
the penalty is applied each turn.
in circumstances like the Boer War.
When a unit crosses a zariba that portion of the zariba is perma-
nently removed. Trenches do not cause movement penalties Movement:
when being crossed or entered. Mounted units and artillery/MG units may never cross barbed
wire entanglements. Infantry must stop their movement when
Movement Example:
they encounter the wire. On the next turn they may cross one
A foot unit’s movement is reduced by 3” when crossing a linear
line of barbed wire stands to the other side only. If the opposite
obstacle. If the unit has a 6" total movement and starts its move-
edge is defended, only then can a melee be fought using the ter-
ment 4” away from the obstacle it must wait until the following
rain effects of linear obstacles in the melee.
turn to cross and will pay the 3” penalty then. The net effect can
therefore be a longer penalty.
Line-of-Sight and Firing:
Linear obstacles do not block line-of-sight to subsequent terrain.*
Only infantry positioned in base-to-base contact with the obstacle
derive protective benefits against enemy firing from the opposite
side of the obstacle. Only walls and ‘hard’ obstacles constitute
hard cover; Zaribas, hedges, etc., do not. Trenches provide cover.
*Scenario designers might decide that certain linear obstacles (e.g.
high walls, substantial redoubts, etc.) do block line-of-sight.

48
TERRAIN MOVEMENT EFFECTS CHART with loop-holing; 2 stands per side is common for short walls or
Terrain reduces a unit’s total movement allowance by the fractions those with few doors and windows.
and distances shown in the following chart:
LARGE BUILDING: MULTIPLE SECTIONS
If two types of terrain feature are located in the same area (e.g.
Dense Woods on a Hill) a unit’s movement allowance is reduced
by each effect separately. For example, a mounted unit crossing a 3
wooded Hill with a maximum movement allowance of 9" would
UNIT A
have its allowance reduced to 6" for the Hill and subsequently to
2" for the Dense woods.
2 2
TERRAIN EFFECTS TABLE
Terrain Foot* Mounted Artillery/MGs 2 2
Hills 2/3 2/3 2/3**
Dense Woods 2/3 1/3 n/a 2
Linear Obstacles*** -3” n/a n/a
Broken Ground Full Full 1/3 2 2 2 3
Rough Ground 1/2 n/a n/a
Fordable Streams*** -3” -6” -3” UNIT B
UNIT B
Towns 1/3 2/3 1/3
‘n/a’ means that no movement is allowed to that unit type in 2 2
the terrain specified.
* Including dismounted cavalry with their mounts and horse-
holders in tow, and limbered Mountain Guns and tripod • UNIT "A" IS FORMED AND OCCUPYING ONE BUILDING
mounted Maxim machine guns. Also includes Commanders. SECTION
** Artillery and MGs may not traverse Steep Slopes. • UNIT "B" IS OCCUPYING TWO BUILDING SECTIONS AND
IS DEEMED IN SKIRMISH ORDER
***Linear obstacles (including entering or exiting a Depression)
and Fordable streams incur a penalty when the front edge NUMBER INDICATES MAXIMUM NUMBER OF STANDS
of a unit contacts the feature; it might have to pay the 2 PERMITTED TO SHOOT FROM THAT WALL SECTION
penalty twice if it cannot clear the feature in the first move.
If a unit is moving along the length of a linear feature or
stream, it pays the noted penalty each turn. Large buildings can be occupied by units on foot only. The model
building should be large enough to accommodate all the stands
of the unit. Although not necessary, each stand may be placed
19.9 BUILDINGS, BATTLEMENTS, AND BOATS individually with its own arc of fire; however, the unit still fights
With the exception of linear obstacles, most man-made features melees and rolls on the Unit Conduct Chart as a single entity.
encountered in a BFE game are discussed in the following sections. Changing the position of stands in the building section designat-
Note that the peculiarities of water-borne combat and sieges have ed for one unit does NOT constitute movement; players may
been dramatically simplified to ease play. Those who wish more change their deployment of stands from turn to turn and still be
detailed handling of these kinds of operations must develop sce- considered stationary to fire.
nario-specific house rules.
Units defending a building are deemed to be nominally Formed
19.9.1 BUILDINGS or Massed. Only one unit may occupy a single building section
The effects of a building on a battlefield depends on the size of the although one unit may be dispersed to defend two adjacent sec-
building or the scale of action being fought. BFE represents indi- tions. Such a unit is deemed to be in Skirmish order. When in
vidual buildings as either small or larger. A more abstract melee this ‘skirmishing’ unit still acts as one unit if both building
approach is to use ‘towns’. sections are assaulted. If only one section is assaulted the 2
stands fight alone, rolling 2 melee dice, temporarily acting inde-
Small Buildings: pendently. If these isolated defenders take 4 kills or are forced to
Small individual buildings - too small to accommodate a foot unit Recoil in this situation, they do so into the other section and coa-
- should serve only as obstacles to movement and to a unit’s line- lesce into a Formed unit, Shaken, taking their kills with them.
of-sight; they should have no other tactical function. Note that Formed vs. Massed distinctions are not formally
Large Buildings: applied inside of buildings - a building capable of accommodat-
The characteristics of large buildings must be carefully considered ing a unit is suitable to any type of foot unit regardless of its type.
by the scenario designer. A building deemed large enough to be Large buildings must be used in scaled-up scenarios where the
occupied by 2 or more units must be divided into clearly defined tactical units represent platoons or sections as opposed to full
sections that can be defended by one unit. In addition to defining companies. For example, a scenario based on the Battle of
building sections, the designer must determine how many stands Rorke’s Drift during the Zulu War demands the use of large
may fire from each of the building’s walls, including interior model buildings and units representing lower level organizations.
walls if the building is a multi-section building. Note that loop- The large buildings should be able to hold two units.
holing - if allowed - will increase the number of eligible stands Entering and Exiting a Large Building:
allowed to fire from a particular facing. Since firing from build- Entering a building requires a two-turn procedure. First, move
ings was inherently more sporadic, a single wall facing should be the foot unit into contact with the building. On the second turn
allowed no more than 3 stands to bear including improvements the unit may occupy the building. In a building of more than one

49
section a unit must methodically move from one contiguous sec- ing the normal movement penalties. When the unit’s front edge
tion to the next applying the rules for entering a building each completely clears the town area it may remove the Disorder
time it enters a new section. A unit in one section is considered marker in the Remove Markers phase unless engaged in melee.
already in contact with a contiguous section. Corner to corner Skirmishing units may move in towns without penalty.
contact is not adequate; sections must be in contact with neigh-
bouring sections to allow easy movement between sections. Line-of-Sight and Firing:
Scenario designers must determine this. Towns block line-of-sight. Units outside the town can see and tar-
get units positioned at the edge of the town area. Similarly, only
Exiting the building requires the unit to first form-up in any for-
units at the edge of the town area can see and/or fire out of the
mation outside, but in contact with, the building. On the follow-
town. Units in a town can see up to 3" through the town but not
ing turn the unit may move off normally.
beyond it unless at the edge of it.
Scenario designers will have to determine if there are adequate
doors and/or windows available to enter/exit the building from Units targeted inside a town are in hard cover.
a particular side.
Melee:
Large Buildings and Melee: Stationary Formed or Massed foot units in a town derive melee
Use of large buildings requires scenario-specific rules to deter- bonuses for defending terrain if the point of contact is in the town
mine their defensive characteristics. The difficulties of breaking- area. To be stationary means the unit must not have moved at all,
in to a large building - or from one building section to another - including changes of facing or formation, in their last opportunity
must be reflected in scenario-specified plus-and-minus melee fac- to move. This can be in the current Movement Phase or, depend-
tors. Generally, defenders of a building or building section ing on the movement sequencing due to Initiative, the Movement
should be awarded with +1 in melee (e.g. the normal +1 for Phase in the last turn. Note that skirmishers are not as vulnerable
“defending obstacle” when stationary this turn) but attackers opposing Formed or Massed opponents in melee when in a town;
should suffer a -1 due to the difficulties of inflicting damage on the Formed or Massed unit gain only a +1. Skirmishing units
the defenders. The availability of doors and/or windows will may charge any unit type if the point of contact is in the town.
determine whether or not the attacking unit can enter the build- Mounted units are particularly vulnerable in a town. All foot
ing section including from adjacent building sections. units may charge all unit types in a town. All foot units -- includ-
Buildings can be reduced only with artillery fire in the manner ing skirmishers -- add an additional +1 in melee when fighting
described for “hard” linear obstacles such as redoubts (Sec. 19.7). mounted units in a town. The mounted units do not add their
A building that is destroyed by artillery fire is considered rough typical +1 in melee on the turn of contact.
ground. Note that a multi-section building might be only partly
19.9.3 ATTACKING DEFENDED TOWN BATTLEMENTS
destroyed - a building must be destroyed by section.
These rules do not attempt to deal with the complexities of siege
Loop-Holing: warfare but they do allow players to conduct attacks on simple
Loopholes are improvised openings in walls created by soldiers town or fortress walls that are higher than normal Linear
for firing. The allowance to loophole must be determined by the Obstacles.
scenario designer. If allowed, a unit may create one loophole per
turn in a single building section. A single wall may be loop-holed Ladder Assaults:
with the effect of increasing the firing capacity by one stand (e.g. a Ladder assaults may be conducted -- generally by a Native
wall normally capable of allowing 2 stands to fire may increase attacker -- but this type of attack is heavily abstracted in the rules.
this to 3 stands once loop-holed). The unit may loophole in one Move the attacking unit into contact with the defended wall rep-
wall and fire from another up to a maximum of 3 stands firing resenting melee contact with the defenders; ladders are assumed
(i.e. one stand is occupied loop-holing), but may not be engaged available and need not be deliberately raised to the walls. Ensure
in melee in the turn they loophole. A unit may be Shaken and cut that attacking units are flush with the wall to accurately deter-
loopholes. mine their fighting frontage relative to the defenders. Units in
skirmish order may not perform a ladder assault.
19.9.2 TOWNS A normal melee is calculated using the following modifications
In contrast to individual buildings, a town can be abstractly repre- which reflect the problems associated with a ladder assault:
sented as a “built up area” similar in effects to Rough Ground. A • The defenders gain a +2 for defending high walls (as opposed
town can be any size or shape designated with an appropriately to the normal +1 for other DEFENSES)
shaped wooden or cloth base. The town area should be decorated
• The attackers suffer a -1 penalty in their combat rolls in melee
with model buildings. The location of each model building is irrel-
evant and they may be repositioned to allow units to move Movement to, from, and on Walls:
through the town area. If the attackers are Shaken and subsequently forced to Recoil,
they Recoil normally. If the defenders are Shaken and forced to
Movement:
Recoil, they are removed from the wall DEFENSES and Recoil
All units may move through a town area, usually with severe
into the open interior or the town area behind the wall. The non-
movement penalties; see the Terrain Movement Effects Chart, Sec.
Recoiling attacking unit automatically gains the wall.* On the fol-
19.7. Any contact with the town reduces a unit’s movement. If
lowing turn the unit may change formation into a single line of
moving from the open into a town, apply the movement reduc-
stands to occupy more of the wall width or may continue over
tion to the balance of the movement allowance. When a Formed
the wall into the interior of the fortress/town. This change of for-
Imperial unit moves into, through, or remains stationary in a
mation may be done only if room permits, and constitutes move-
town area it becomes or remains Disordered in addition to suffer-
ment.
50
To move a unit from the walls to the interior of the fort, place the vessels should not come to dominate a game due to their inherent
unit at the foot of the wall on its first move; assume that stairs are firepower and players may prefer to limit the heavy weapons to
available allowing units to move straight off the wall position to those listed below as transported.
the interior of the fort. A Native unit may automatically collapse
into the standard Massed Formation if it had expanded to occupy Transport Capacity:
the wall in a previous turn. On the following turn movement is Gunboats can transport a maximum of one company of infantry
conducted as normal depending on the type of terrain encoun- and either one artillery stand or one MG stand. All hands are lost
tered inside the walls -- usually “open” or “town”. Movement if the boat is sunk. The infantry company requires a full turn to
from the interior of the DEFENSES to the top of the walls disembark from the gunboat on the turn after it has docked; the
demands the same procedure in reverse: move to the foot of the artillery or MG requires 3 turns to disembarked (a fixed mounted
wall on one turn and stop; on the following turn place the unit on gun or MG may not be removed from the boat). The infantry
the walls. On the following turn the unit may expand into a line must form a column formation on the turn of disembarkation.
of stands to occupy the wall if not already in line. Reverse the process to embark the vessel.
If, prior to the attackers leaving their captured walls, the fort Combat and Passenger Vulnerability:
defenders counter-attack, the units on the wall gain the same The infantry and the artillery/MG can fire from the boat to full
defensive melee advantages as if they were attacked from the out- effect. The infantry may fire and melee in any direction. When
side of the fort except they may not claim protection from firing. firing, the infantry unit may divide its fire against all eligible tar-
Any unit lining a town wall may move at full normal movement gets applying target priority rules as appropriate to each of the
rate along the wall retaining its facing. This type of movement four sides of the gunboat model.
may be performed charging into melee contact against an enemy Example: The 4 fire dice may be divided to use 1 fire die per side of
unit also occupying the wall. This is deemed a frontal melee. All the boat, or 3 fire dice to one side and 1 to a different side, or any
melee contact with a unit on a wall is considered “frontal” even if other combination.
it is engaged from different directions at once.
The artillery/MG may fire only within their normal arc of fire (45
*Most wall models will not have sufficient space for a Massed for-
degrees left or right of centre) based on their placement on the
mation to be placed entirely on the wall itself. Simply place the
model vessel. Usually guns should be allowed to pivot in place to
second rank of stands at the foot of the wall but allow the unit to
change their angle of fire.
fight normally. Note that units may disperse into a single line of
Any of the transported units can be targeted by enemy firers and
stands (skirmish order) to occupy more wall frontage.
are considered in hard cover.
Mines: Infantry on a gunboat gain the “defending obstacle” modifier
At the discretion of the scenario designer, a mine can be included when attacked by Dhow crews in melee. Imperial infantry on
in a town wall assault scenario. The digging of the mine and gunboats ignore Recoil results on a Unit Conduct Chart test.
other preparations are not represented; the scenario designer sim- Artillery/MGs do not fight in melee from a gunboat. If the boat
ply declares to the besieging player where and when the mine is boarded the infantry defends the vessel, and if no infantry are
will explode. present the boat is automatically seized.
Damage: To calculate the damage of the mine roll two D6s which
Damage to Gunboats:
equal the hits inflicted to the wall section. A wall section should
Only artillery can inflict damage to the gunboat itself. Each time
be about 6" wide or less depending on figure scale and unit stand
artillery fires at a boat, casualties to the passengers are calculated
sizes. A unit with even only a part of a stand deployed on a col-
in the normal manner. In addition, for each hit one point of dam-
lapsed wall suffers two kills; artillery and MG units are automati-
age is sustained by the gunboat. Gunboats can sustain 15 points
cally Destroyed. If it is not Destroyed, the damaged unit auto-
of damage. Place a marker next to the gunboat to record the
matically becomes Shaken and Recoils into the fort 6" away from
accumulated damage or record it on a piece of paper.
the destroyed wall.
Gunboat Movement:
Destroying Walls and Gates:
Gunboats do not need to roll on a Unit Conduct Chart to move.*
Artillery can destroy walls or fort gates in the manner described
Gunboat movement allowances are determined by D6 throws
for “hard” linear obstacles (Sec. 19.7). See the Damage Points
modified by the flow of the river and the damage to the boat.
chart to determine the number of hits a wall or gate can sustain
The D6 throws are equal to the maximum movement allowance
before being destroyed. The gap left by a destroyed wall section
in” and need not be used in full.
or gate is considered Rough Ground in all respects.
A Native Massed Formation may move through a fort gate even GUNBOAT MOVEMENT
though the gate model will normally be narrower than the Damage Up-Stream Down-Stream Still Water (e.g. lakes)
frontage of the unit, sometimes even when in Deep Massed for- Points
mation. In spite of this treat the unit as using the Deep Massed 0-5 3D6 5D6 4D6
formation rules. 6-10 1D6 3D6 2D6
11-14 No Movement 2D6 1D6
19.9.4 IMPERIAL GUNBOATS
Gunboats represent any steam-powered river vessel capable of A Gunboat always has enough power to maintain its position.
carrying troops and mounting some sort of ordinance. These ves- Moving across the flow of the river is equal to moving up-stream.
sels were used in many of the colonial campaigns in Africa and Changes of direction are done by pivoting the vessel in place.
Asia. Note that some gunboats will have their own fixed-mounted The pivot is performed around the absolute centre of the model.
weapons (artillery and/or machine guns). Show restraint – these A pivot of up to 45 degrees may be performed prior to forward
51
movement. Two D6s are subtracted from the total number of D6s Imperial gunboat. The melee ceases and the Dhow is separated
available to determine the maximum forward movement of the from the gunboat by 1 inch.
boat. A Dhow whose passengers are Shaken and/or suffer a Recoil
*Although the gunboat need not roll on the Unit Conduct Chart result may not attempt to board an Imperial vessel until Rallied.
to move, the passenger units of a gunboat might need to roll on a Otherwise the boat may move normally.
Unit Conduct Chart to Rally from being Shaken.
Dhow Movement:
Collisions: Dhows do not need to roll on a Unit Conduct Chart to move.*
A gunboat may try to force an intervening Dhow (see below) Dhows always move a maximum 2 D6 up-stream and 4 D6
from its path by colliding with the Dhow and pushing it out of down-stream. Moving across the flow of the river is equal to
the way. When a collision occurs between a moving gunboat and moving up-stream. Use 3D6 for moving on still water (e.g.
a Dhow, roll a D6. If the D6 result is a 1 the gunboat must stop at Lakes). Sailing rules with wind direction and intensity are not
the point of contact with the Dhow; the soldiers on the Dhow considered in BFE.
may attempt to board the gunboat according to the rules outlined Changes of direction are done by pivoting the vessel in place.
below. If the D6 result is 2-6 the Dhow’s position is adjusted to The pivot is performed around the absolute centre of the model.
allow the gunboat to slide by in the direction of its forward move- A pivot of up to 45 degrees may be performed prior to forward
ment. Separate the boats by 1”. movement. When pivoting, one D6 is subtracted from the total
19.9.5 ARAB DHOWS AND OTHER SAILING VESSELS number of D6s available to determine the maximum forward
Dhows represent any large sailing vessel used by Native peoples movement of the Dhow.
capable of transporting a unit of soldiers. *The passenger unit of a Dhow might need to roll on a Unit
Conduct Chart to Rally from being Shaken.
Passenger Capacity, Movement, and Firing:
Dhows can carry one Dervish foot unit. Only a rifle-armed 19.9.6 CANOES & SMALL BOATS: FLOTILLAS
Dervish unit may fire from a Dhow. The Dervish unit may throw War canoes and other kinds of small boats like Imperial landing
up to 4 fire dice per turn but may use only up to 2 fire dice row boats, are represented in a manner that suits BFE’s level of
against a target to the front or rear or sides of the boat. Each action and emphasizes aesthetic appeal. As much as possible, the
aspect of the boat has an arc of fire that extends 45 degrees to rules for these small vessels are similar to the other boat rules.
either side. Organization:
DERVISH DHOW Canoes etc. are organized into “flotillas” of three or four models
on a single base. The models roughly represent the four stands of
45o 45o a standard BFE unit. The arrangement of the models on the base
is up to the discretion of the gamer, but do consider the playable
proportions of the flotilla stand - keep it as small as is aesthetical-
ly possible.
By creating a flotilla base, the canoes can be treated in a manner
similar to larger single vessels such as dhows.
45o The Dervish unit may use all 4 fire 45 o

Troop Capacity:
dice (x1 D6 per stand), but only up to x2 D6
to each side to a total maximum of 4 dice. Each flotilla can carry one BFE foot unit.
Movement:
The Dervishes require a full turn to disembark/embark after their
boat has docked or run-aground if allowed. Down Stream 3D6
Up-Stream 1D6
Boat and Crew Vulnerability: Flat Water 2D6
Dhows can sustain 10 points of damage from artillery calculated
in the manner described for Gunboats. Imperial rifle fire may tar- Combat effects have no impact on flotilla movement.
get the Dervish infantry being transported. Dhows do not pro- A flotilla can land on any shore or dock. On the turn after contact
vide cover to their passengers. has been made with the shore, the unit from the flotilla can dis-
embark. The ability to land anywhere (notwithstanding scenario
Dhow Attacks on Gunboats:
Dhows and their crews may attempt to intercept and board an limitations) is the biggest asset of the flotilla.
Imperial gunboat; a gunboat may not attempt to intercept and A foot unit may transfer from a stationary gunboat to a rowboat
board a Dhow. If a Dhow contacts a gunboat, roll a D6. If the flotilla in a single turn. The unit may not engage in firing or
result is a 1-3, the Dervish failed to board the gunboat and may melee during that transfer turn.
try again next turn (if they are still in contact). A D6 roll of 4-6 Shooting:
means the Dhow crew has successfully boarded the gunboat. A Due to the difficulties of firing from these small, muscle-powered
normal frontal melee is conducted using normal melee mechan- vessels only one fire die can be used to the front or rear face of the
ics; the actual facing and position of the stands is irrelevant. The flotilla; two fire dice can be used to one of the sides of the flotilla
Imperial defenders of the gunboat gain a +1 for defending an in a single fire phase. Firing from two or more sides of the flotilla
obstacle. While the melee continues the boats do not move. If the in a single turn is prohibited.
Dervish unit is forced to Recoil due to a Unit Conduct Chart
result, the Dhow is considered to have lost contact with the

52
Flotilla as Target: not be targeted.
A flotilla is fired on as a normal target in the open for small arms Scenario designers have to decide what larger effect on the train
and MGs. Artillery units calculate casualties as normal targets in might occur – catastrophic derailment will require an assessment
the open and apply damage to the flotilla as per other boats. A of casualties on all transported units and survivors will have to
flotilla can sustain 6 damage points. exit the wreckage.
Boarding and Melee: Melee:
Use existing rules as for dhows. Only a stationary train can be charged and the units riding on it
19.9.7 TRAINS
engaged in melee. If one unit is defending a train car it may fight
Trains were frequently a part of colonial warfare and make an to all sides. If two units are defending a car, only one unit may
interesting part of battle scenarios. They do represent a problem in fight to a particular side. Units defending a train car in melee are
scale, however, usually being much too large relative to the ranges considered to be defending an obstacle but gain a +2 in melee. If
and unit sizes employed in the game. The following rules try to forced to recoil the defenders are automatically destroyed.
address these issues of scale and playability. Players might have to 19.9.8 DAMAGE POINTS
amend them to suit the particular train models they are using. The following chart indicates the number of damage points the
specified boat or feature can sustain before being destroyed.
Transport Capacity:
Except for gunboats, all other items are fully functional until
Each rail car can transport 2 units of foot (or tripod MGs) or 1 unit of
destroyed.
cavalry. A flat bed car can transport a gun or carriage mounted MG.
If two infantry units occupy a car, one is positioned on the left side, DAMAGE POINTS CHART
the other on the right for the purposes of combat. If only one unit TYPE OF COVER NUMBER OF HITS TO DESTROY
is occupying the car, it is assumed to fire and fight to all sides. Stone Buildings 10
Redoubt/Wall Section 10-15 (per 6 inches)
Movement:
Fort Gate 10
It is usually best to have the train stationary acting as a focal point
Gunboat 15
of a battle. If train movement is necessary a train may move up
Dhow 10
to 12” per turn slowing and accelerating in 6 inch increments. For
Canoe Flotilla 6
example, a train that moved 9” in turn 1 may slow to 3” in turn 2,
and may stop in turn 3.
To disembark from a train requires a full turn. Adopt any forma-
20.0 OPTIONAL RULES
tion except square outside the car touching it with the rear face of Since the first edition of the rules, several new optional rules have
the formation. Cavalry perform the same process to disembark been developed in consultation with BFE players around the world.
and then may mount on the next turn. 20.1 HEROICS
The reverse is required to embark. Contact is made and infantry A Commander may voluntarily absorb melee casualties inflicted
may, on the next turn, occupy the train car. Cavalry must first on the unit to which he is attached, with additional risk to himself.
contact the train. The next turn they dismount. However, they After melee calculations have determined the number of casualties
may occupy the train only on the next turn after dismounting. for both sides, players with attached Commanders may choose to
Units must go through the embarking-disembarking procedure to absorb unit Kills in the Critical Hits Phase. Having a Commander
pass from one side of the train to the other. attached to a unit that has suffered Kills requires that a normal
Critical Hit roll be performed. If the Commander is “OK” the
Firing:
player can opt to be “Heroic.”
Infantry and cavalry units may fire small arms from the train. A
maximum of 2 dice may be thrown from each long side. One die The heroically amended number of Melee Kills is used to deter-
may be fired from the end of a carriage as long as it is at the end mine the result of the melee. If a commander is attached to oppos-
of the train. If the train is moving the firers are also considered to ing units in the same melee, both players must declare their intent
be moving. to perform heroics BEFORE the die rolls are made that put the
Tripod MGs may fire normally from any side of the train but not commanders at risk.
in combination with rifle fire from a single side. Procedure:
Guns and MGs may be mounted on a flatbed car so as to fire. Declare the Heroics and remove the Kill. Roll again on the
These are usually facing one end or the other of the car (a car Critical Hit Chart to determine the fate of the daring Commander.
could be positioned in front of the engine to allow a gun to be Regardless of result, the Kill remains removed. A wounded/tem-
deployed in a forward firing position). porarily removed Commander may not perform further heroics
Trains block LOS. this turn.
If the first Heroic Critical Hit roll is “OK” the Commander may
Targeting the Train:
Small arms may target the occupants of a train, counting the tar- immediately attempt a second act of Heroics. A third attempt in
get in cover (-1). one turn is prohibited.
Artillery may fire at the occupants and the train itself. Calculate A commander may repeat the process every turn that the unit to
the fire effects against the occupants as normal. If artillery scores which he is attached suffers melee Kills, or until he dies. Note
3 or more hits against the occupants, the train becomes disabled that replacement Imperial commanders may not perform Heroics.
and stops immediately for the rest of the game – the engine need Scenario designers can give particularly valiant Commanders
additional modifiers to make heroics more likely to succeed. For
53
example, a Leader might be given a +/- 1 to apply at the player’s 20.4 MARKSMEN
discretion on the Critical Hit chart. See Character Traits, Section The normal rifle fire ranges represent those at which units of sol-
20.10. Of course, such daring might come with the requirement diers would engage targets with a reasonable chance of having
that such leaders must always attempt Heroics! some effect -- not the maximum ranges of the weapons them-
selves. Some nationalities or units were renowned for their marks-
20.2 RANDOMIZED AMBUSHES manship and/or ability to produce highly concentrated fire out to
Using mapped deployments and the Terrain and Spotting Rules
the ranges capable of their weapons. Many Boer units would fit
players can create ambushes. The following rules are for ambush-
into this category. Apply the following rules for such units:
es that are randomized for fun (and useful for solo play).
Marksmen must be rated as 1st Rate firing quality. In addition to
Ambush Locations: the normal range for 1st rate firers (effective) add a range band
Ambushes are possible only in scenario-specified locations, and named Extreme range. The Extreme range band extends from
may be performed by only Native or Boer troops against Imperial 24+” to 30" for breech loading modern rifles and 18+” to 24” muz-
forces. Ambush zones should be approximately 8" square and zle-loading rifles. Smoothbore-armed units may not be defined as
located between two features such as rough ground. A depres- marksmen. The D6 roll to hit requirement is a “6" for all marks-
sion is also an appropriate ambush location. men in the extended range band.
Setting-off an Ambush: Note: Do not be too generous with the application of this optional
If the Imperials march into an ambush zone, halt the unit(s) at the rule. For example, the Pathans were famous for their individual
point of entry – note the amount of remaining movement marksmanship with their long jezail muskets, but their concentra-
allowance. After all other normal unit movement is completed, tion of fire was not adequate to justify them being made 1st Rate
roll a D6 to determine if an ambush occurred. If the result is a 6 nor marksmen at the level of representation assumed in BFE.
an ambush occurs. Roll on the appropriate Native unit chart to
determine the ambush unit composition. These units are placed 20.5 MOUNTED UNITS FIRING
on the far side of the ambush zone opposite the Imperial entry Although not allowed in the basic rules, it is not unreasonable to
point (8” away) and immediately roll to determine their move- allow mounted shooting for certain troop types in certain cam-
ment option. If no ambush occurs, the Imperial units may imme- paigns if it better reflects their tactical doctrine. Nevertheless, the
diately complete their move. effectiveness of their fire should be limited.
Scenario designers may allow the ambushing forces to deploy to The Rule:
the sides of the Imperial forces, but the distance of 8” between Mounted units armed with rifles, and historically capable of sig-
forces must be respected. nificant firepower while mounted, may fire using all existing fire
As long as the ambush zone is occupied by Imperial forces it may rules (e.g. moving and firing, arcs of fire, etc.) Plus the following
not be the site of an ambush later in the game. A scout can set-off rules and restrictions:
an ambush and can occupy the location to avoid its reactivation • mounted units are always assumed to be “moving and fir-
as an ambush zone. If the ambush zone is vacated by the Imperial ing” and take a -2 instead of -1.
forces for an entire turn it becomes a reactivated ambush zone. • mounted units in formed line formation may fire all eligible
20.3 HIDDEN DEPLOYMENT stands to the front OR half their stands to the rear using the
While the Dervishes and the Zulus ultimately relied on an open standard arc of fire; only one stand may fire to the front OR rear
field assault to defeat their Imperial opponents, the Pathans and of a column. Mounted units in Massed Formation (Native or
Boers often stayed hidden in broken ground to enact large-scale Boer) may fire to the front OR rear OR either flank; such units
ambushes. Indeed, stealth and surprise attacks have always been will fire with two stands (e.g. two dice). Units may NOT fire in
important tactical options for all armies. Hidden Deployment more than one direction in a single turn/fire phase unless speci-
allows players to deploy their forces secretly, unrevealed to their fied as a scenario rule.
opponents until movement or combat begins. Note that these Again, note that this optional rule should be used sparingly to
rules supplement the observation rules under Line-of Sight, above. reflect the capabilities of units that habitually fired from the
mount. Units such as Boers (particularly during the later guerilla
Procedure: war), many of the irregular mounted units raised during the Zulu
On a sketch map of the table-top battlefield, the player who is war, a certain proportion of Arabs, US cavalry and plains Indians,
deemed the defender may accurately note the position of units and similar units may fire while mounted.
that are beyond the range of visibility (48") or are behind/within
intervening terrain relative to the enemy. 20.6 LOW PERCENTAGE Rifle Armed Native Units
In the standard rules, a unit is deemed to either have enough
Revealing Hidden Units: firearms to justify its status as a rifle unit or it does not and must
These hidden units are not placed on the table-top until they fight with melee weapons only despite the presence of some rifles
move, fire, or are legitimately observed by enemy commanders, in the unit. I prefer this approach, but it is not unreasonable to
scouts, or units. Hidden units that intend on firing must be allow some units - particularly Native units - a limited fire capabil-
exposed during the Movement Phase of that turn. Hidden units ity if it is historically supportable.
that are in LOS of the enemy (e.g. at the edge of a wood) must roll
for control as usual.
Once a unit has been placed on the table it may not become hid-
den again. This is a gaming expedient that can be discarded if
players agree to allow hidden movement performed on a map.
54
The Rule: Use only one trait per commander. Not all commanders need
Scenario designers may nominate a certain number of units as have Character Traits.
“mixed rifle and melee weapon” units. These units may use INSPIRED: Additional +1 on Unit Conduct Chart when attached
small arms fire but do so with half the number of stands (round- to the unit. Leader only.
ed down) eligible to fire. All other rifle firing rules apply. For These are those rare leaders whose inspiration pushes his men to
example, a stationary Dervish unit in the normal Massed forma- great acts.
tion will normally have two stands eligible to fire. If it is a
“mixed” unit, it may roll only one fire die for these two eligible INCOMPETENT: -1 on Unit Conduct Chart.
firing stands. Sadly these chaps will prove the bane of your career, destroying
your great plans. A player MUST attach this leader to a unit.
20.7 DISMOUNTED EUROPEAN/TRAINED COLO- Fortunately he can perform Heroics, but can only opt to save 1
NIAL REGULAR CAVALRY/CAMELRY ADOPT- Kill. With any luck he’ll get killed!
ING CLOSE-ORDER FORMATIONS RECKLESS: Roll 1d6: evens = +1 on Unit Conduct Chart; odds =
Regular Imperial cavalry/camelry are usually restricted to skirmish -1 on Unit Conduct Chart. +1/-1 on Heroics but MUST perform
order when they dismount. This was typical of their doctrine. Heroics if eligible.
However, it was not uncommon for such troops to adopt close order
I reckon G. A. Custer would fit this bill. Sometimes their reckless-
formations alongside their infantry comrades. The following rule
ness is to your advantage, other times they cause you as much
allows for this option as decided by the scenario designer.
problems as the chap above.
Option I: REVERED: +1 on the Unit Conduct Chart only if
Imperial regular dismounted cavalry/camelry may start the leading/attached to Colonial Recruits or Native Irregulars.
game as a formed body of regular infantry. They may not You've heard the tales of those officers like Nicholson who were
remount in the course of play but are deemed a full strength 4 so beloved by their native troops that they seemed to perform
stand foot unit. impossible tasks.
Option II: BIGOT: -1 on the Unit Conduct Chart if leading/attached to
Imperial regular mounted units may dismount into their usual Colonial Recruits.
skirmish formation with 3 stands and a horse-holder stand. In a
This is that Imperial officer who treats anything other than
subsequent turn the 3 combat stands may change formation into
Imperial Regulars as second-class soldiers. This guy can be a
formed order. They may remount directly from this
problem if he is an Army General with a mixed force or the sce-
disposition.The only advantage of this is their improved ability to
nario design demands that he be attached to a Colonial unit.
fight melee and form square (use the horse-holder as one of the
four faces of the square; any 3 faces may fire from the square). LEGEND: +2 on the Unit Conduct Chart also when not attached;
Note that volunteer and irregular units serving in Imperial armies Army Commander only.
may not use formed formations. Mounted infantry may of course What can I say, Chinese Gordon, the Mahdi, Selous and Von
do so and apply the rules noted above. Lettow
WARRIOR: +1 on the Melee Chart; Must perform Heroics if eligible.
20.8 IMPERIAL FIREPOWER DEGRADATION
Battles in colonial wars tended not to result in significant prisoners Those men who lead by example and are renowned for fighting
taken or care for enemy wounded. British campaign narratives in the frontline with sword, fist or teeth, like Burnaby who died
emphasize the need to protect and evacuate wounded lest they fall so well at El Teb.
to the tender mercies of Native enemies who could expect similar COWARDLY: May not perform Heroics and must leave a unit
treatment from the British. While musicians and other auxiliaries that has 5 or more Kills in his next movement opportunity.
could care for some of the fallen, ultimately combat soldiers had to Strange how he is always somewhere other than near the front.
be drawn from the line to carry wounded. The following optional Sound like Flashman to you?
rule reflects this problem:
If these traits are not assigned by a scenario designer, players may roll
The Rule: 2 D6 for each Commander and apply the results from the table below:
Reduce the number of firing dice available to the unit by 1 for an
Imperial unit carrying 5-7 Kills from previous turns. If a unit is COMMANDER TRAITS: Roll 2 D6
splitting its fire, the player may decide where to take the -1 die. 12 Legend
11 Warrior
20.9 CHARACTER TRAITS developed by Barry Burman 10 Revered
Although BFE is not a skirmish-level game, colonial wargaming 9 Inspired
lends itself to some degree of role-playing. Also, the many leader 6-8 No Trait
figures that are part of the game can be ‘customized’ with the fol- 5 Incompetent
lowing rules. 4 Reckless
3 Bigot
Character Traits:
2 Cowardly
Normally character traits have either + or – modifiers. These are
added to an attached unit’s die roll and any other modifiers that
their unit may have. Some concern the Unit Conduct Chart and 20.10 ALTERNATIVE MOVEMENT & MORALE SYSTEM
others the Melee chart. In lieu of using the Unit Conduct Charts use the mechanics
described below. It should be noted that this alternative system is
55
quicker to play and many players prefer it to using the UCCs. Alternative Movement and Morale Examples:
However, the nuances embedded in the charts are lost in this more Example 1: A Steady French Infantry unit in column within the Army
generic approach. Fickle fighters like the Pathans and Boers are General Command Radius rolls 4 D6 to move. Being in column the
less well served by this alternative system; Zulus, Dervishes and unit gets +1 on each die roll and an additional +1 for being within CR.
Boxers will be less compromised by these mechanics. The results are 1, 2, 2, and 6. The column rolled 3 successful results and
moves 3x3”= 9”
Alternative Rules:
Example 2: A Shaken Boxer unit carrying 5 Kills rolls 4 D6 to Rally
Movement for Foot and Mounted units and Morale (Rallying) for
and hopes to move too. It suffers a -1 for accumulated Kills. The
all units is determined by dice rolls – the more successful results
results are 3, 5, 6 and 6. The Boxer unit rolled 3 successful results.
one achieves the farther a unit moves by multiplying the base
Two are used to Rally, and the third may be used to move. With 2
movement rate by the number of successful dice results.
natural 6s thrown, the Boxer unit must attempt to Fanatic charge
Depending on the unit type, one or two successful die results in with its 4” move if an enemy unit is within 4”.
one throw also Rallies a unit from being Shaken.
Unless attempting to Rally, Artillery uses the standard Movement 20.11 NIGHT FIGHTING
rules. When Rallying, roll 4 D6 as per other units. If Rallied (1 or If a scenario includes fighting at night, apply the following rules:
2 successful dice results depending on unit type or army) move
Spotting:
as normal.
Spotting distances are reduced to half those listed under spotting
ALTERNATIVE MOVEMENT AND MORALE (Sec. 19) and the maximum spotting distance regardless of enemy
Base D6 allotment for all units: 4 D6 movement or firing is 24”.

FAILURE 1-3 Movement and UCC Modifiers:


SUCCESS 4-6 Army Generals lose their CR; only commanders that are attached
can provide bonus modifiers on the Unit Conduct Charts.
MODIFIERS TO EACH DIE ROLL:
Leader Attached or in Army General CR +1 No army may employ Multi-unit formations; each unit must roll
Elite +1 separately for movement and even units that are touching may
Brittle -1 not use the benefit of an attached commander.
Disordered -1
Firing:
Kills 4-5/6-7 -1/-2
Apply a -1 modifier to all firing dice thrown.
Steady Imperial Column +1
Defending Cover/Obstacle or in Square +1 Melee:
Melee Opponent Destroyed or Recoiled +1 Unaffected.
Friends Fanatic Charging Within 12 Inches +1
• A die result of 1 is always a failure; 6 is always a success.
• Two natural 6s for a Native unit results in a Fanatic Charge.
This can be combined with Rallying from Shaken as long as a
third successful D6 result is rolled. This also applies to units
engaged in melee.
• Two natural 1s rolled for a Native or Trained Colonial Recruit
unit that fails to Rally while Shaken results in the unit being
Destroyed: Recoil 3 inch and then remove from the table.

Results: Shaken Units


Rallying from being Shaken requires one successful result for
European Regulars and two successful results for everyone else
(including European trained colonial recruits). Rallying may be
followed by movement if more successful results are rolled.
Failure to Rally while engaged in melee means Recoil 3” foot/9”
mounted and take 1 Kill, otherwise hold in position Shaken and
take 1 Kill.
Results: Steady Units:
Each successful result on a Steady unit (or excess successful
results after Rallying) is a movement action. Each action is multi-
plied by the base movement rate:
TYPE FOOT MOUNTED
Drilled Regulars 3 Inches 5 Inches
Massed 4 Inches 6 Inches

Movement penalties for formation/facing changes and crossing


terrain are applied as per the regular rules (either a fixed penalty “28mm Chinese machine gun & artillery”
or a fraction of the total movement allowance).

56
PART III: SCENARIOS one unit to an opponent’s (British) break point.
Dervish, Boxer or Zulu foot or mounted -- 3 units Destroyed adds
21.0 SCENARIO DESIGN one unit to an opponents (British) break point.
Wargame rules allow players to resolve miniature battles, but
thoughtful scenario design makes the battles worth fighting. This is Example: A scenario might stipulate that the Zulu army is given a
a truism of wargaming and is particularly applicable to colonial break point of 12 units (it will lose the battle once it has lost 12
wargaming. Set-piece battles can be interesting but too frequently units). However, the Zulu break point increases by 1 for every
degenerate into the familiar script of Natives being destroyed as British foot or mounted unit they destroy. Hence, the more suc-
they attack prepared Imperial forces. European technology and cessful the Zulus are the greater is their will to continue the fight.
organization, when used correctly and especially in defense, were Note that using the Floating Break Point rules demands that the
usually irresistible. Consequently, the scenario designer must try to basic army break point be not too high and that only a set number
create a situation where the Imperial forces cannot easily deploy of turns be played.
their superior technology, are forced into offensive action, or have
limited resources with which to fulfill a task. Conversely, the 21.3 BALANCE OF FORCES
Natives can be given their typical advantage of larger numbers or be It is quite difficult for the scenario designer to balance the Imperial
allowed to make better use of the terrain of their homelands. The and Native opponents who have such disparate fighting styles
scenario types listed in Section 23.0 offer some guidance for scenario and technological assets. With the exception of the Boers, Native
design. Scenarios will be posted on the BFE internet group. armies should generally outnumber Imperial forces by a signifi-
cant margin. Zulus and Dervishes may outnumber the Imperials
21.1 SCENARIO OBJECTIVES & VICTORY CONDITIONS by a unit ratio of up to 4 to 1. Although this represents a signifi-
An effective scenario requires one or both sides to achieve certain cant numerical advantage, it is a far less disparate ratio than the
objectives to satisfy their victory conditions. Typically the objectives historical record often indicates. This reveals a subtle rules bias in
of one player are unknown or opposite to those of his opponent. favour of the Natives which allows wargamers to collect large, but
These objectives and victory conditions must be clearly defined by not prohibitively enormous, Native armies. Amassing 20-30
the scenario designer prior to play. While survival might be all that Native units will satisfy most scenarios assuming that casualties
a force need do, more interesting scenarios involve capturing or will be resurrected as reinforcement arrivals later in the game.
defending certain terrain features, successfully passing through hos- Commanding a Native army that relies on Massed assault units
tile territory, destroying supply depots or village bases, or attempt- such as Zulus or Dervishes can be demoralizing. You will lose
ing to retreat from overwhelming enemy forces. many units just manoeuvring into contact with the Imperial forces
In set-piece battles victory conditions will usually require a certain -- and then you still might lose the melee! It cannot be overem-
number of enemy units Destroyed in a certain number of turns. phasized that careful scenario design and a strong grasp of the tac-
tical rules is the key to colonial wargaming. Imperial forces can
21.2 VICTORY CONDITIONS: Floating Army Break Point also be suddenly swept away if mistakes are made.
As noted above, a common type of victory condition is for both
sides to destroy a certain number of enemy units to break the will Terrain, scenario objectives, and victory conditions will have a sig-
of the enemy army and force it to withdraw. This number of nificant influence on the quantity and quality of the forces avail-
Destroyed units is called the army’s break point. The scenario able to each side. For example, an Imperial force might have to
must specify the army break point in terms of units lost which defend a particular terrain feature for a specified number of turns
usually include only foot or mounted units, not artillery or MGs. against unlimited but randomly arriving Native forces. In such a
Since Imperial forces have no other recourse than to fight to the scenario there is no effort to actually balance the opposing forces;
end, Native armies are sometimes the only side assigned a Break- the objective and time limit balances the scenario such that the
point. This can be from _ to _ of the total units available to the Imperial force must hope that the turn limit and randomized
Native army. arrival of the Natives will favour their chances of victory.
Of course, an army’s will to continue a fight depended on many Randomized Native arrivals allows players to replay the same sce-
factors beyond simply their own losses. Another significant influ- nario several times with diverse results. In contrast, the Native
ence was their perception of the enemy’s condition. Seeing oppos- army might be fully amassed while the Imperial forces await rein-
ing units Destroyed would improve the morale of an army and forcements.
perhaps encourage one more attack or a last defensive stand. To
simulate this dual influence of friendly and enemy losses use the
22.0 HISTORICAL SCENARIOS
following rules. Basing your scenarios on historical events is recommended.
Although history rarely offers “balanced” battles, ideas for sce-
Specify the number of units that each army can lose (Destroyed)
nario objectives abound in the historical record and are often more
prior to being broken. This number can be increased if a certain
peculiar than those dreamed-up by a wargamer.
number of enemy units are Destroyed during the course of play.
This number of unit losses must also be specified by the scenario Scaling-down Historical Orders of Battle:
designer. The following list includes the recommended numbers Scaling down a battle can be done to suit both the size of your fig-
of unit losses for which an enemy gains 1 additional unit added to ure collection and table dimensions. For example, two or three
their own break point: Imperial companies or squadrons from the actual orders of battle
All Imperial foot or mounted units -- 1 unit Destroyed adds one could be represented by one miniature unit. Native units can also
unit to an opponent’s (Native) break point. proportionally reduced. This size reduction eases play while
Pathan and Boer foot or mounted units -- 2 units Destroyed adds allowing for an adequate number and variety of units to capture
the spirit of the historical engagement.
57
Scaling-up Historical Orders of Battle: Native forces should be present in larger numbers. At least 25 per-
Scaling-up an order of battle is another scenario design option cent of the Native Army must be deployed within 6” of their table
when preparing a game based on a very small action. Instead of edge. Up to 75 percent can be allowed to enter the table as rein-
representing companies, each wargame unit could represent an forcements on the near table edge or either flank. Up to 25 percent
Imperial infantry squad, section, or platoon thereby increasing the may enter along the Imperial table edge.
number of tactical units used. For example, the hundred-odd Victory is defined by unit losses up to an Army Break Point.
British soldiers defending the mission station of Rorke’s Drift
against the Zulus should be represented by scaling-up the action 23.3 NATIVE AMBUSH
with each wargame unit being a section. Thus, instead of a single In this type of scenario most, although not necessarily all, the
miniature unit (the company) defending the station, a scaled-up Native forces should be hidden from view. The use of a map to
scenario will allow players to command up to ten units desper- mark out the deployment of the Native army is recommended. If
ately defending a proportionally large model representation of the Native army is deployed on-table but assumed hidden, the
the buildings and mealie bag walls. Needless to say, the Zulu Imperial army must be given limitations on their freedom of
force will be proportionally increased with seemingly endless movement. For example, they might be forced to stay in columns
numbers of units arriving from off-table. For the British and marching along a road until the enemy reveal themselves. In this
Zulus a Rorke’s Drift scenario is an endurance test. Watch the kind of scenario the balance of forces is more difficult to achieve
movie Zulu if you need inspiration. since the terrain and positional advantage of the Natives should
When representing small units such as squads and sections, use reduce the ability of the Imperial forces to deploy their firepower.
the special rules for small scale scenarios; Sec. 24. This is especially so as the Imperial forces should need to “fix bay-
onets” to prepare for combat. So, depending on the character of
23.0 SCENARIO TYPES the Native army, especially whether they are equipped with
The following scenarios notes describe represent generic types of bat- firearms or not, their numerical advantage need not be marked.
tle that might be fought in an imperial context. This is not an exhaus-
tive list and as noted above, it is always more interesting to do some 23.4 IMPERIAL FIGHTING WITHDRAWAL
research and develop a historically based scenario. Accepting that, This kind of scenario is all about hard choices and even harder
the scenario notes that follow should be useful as guidelines. decisions. Who moves and who holds out for the good of the
withdrawing column? In terms of scenario design this is a chal-
23.1 SET-PIECE BATTLE: IMPERIAL ATTACK lenging type of game. The Imperial forces have to include enough
In spite of the high profile of battles during which Imperial forces units to make the delicate balance of movement and fighting pos-
faced the massed attacks of Natives, the majority of battles fought sible but not enough to simply stand and fight off the pursuing
in empire were precipitated by the Imperial forces and often Native forces indefinitely. It is recommended that the Natives be
demanded that these forces assault a Native fortified position or allowed to approach from 3 table edges and, in addition to a set
one in which the Natives held the advantage of terrain. number of units, that additional Native units be generated ran-
Imperial forces should be substantial, including all arms. The domly to ensure that the Imperial force is compelled to give
Imperial force should deploy in the first third of the table depth but ground to their destination. Of course, at some point the Native
not in the flank areas; 25 percent of the table width on each flank. pursuers will have to call it a day and so a set breakpoint is need-
Imperial forces may have up to 25 percent of their army off-table as ed in addition to other objectives related to the Imperial column
reinforcements, but these must enter from the friendly table edge. making it to their safe haven or that position being destroyed.
Native forces should still outnumber the Imperial forces but not to 23.5 IMPERIAL RAID
the same extent as for a Native assault scenario. About 2 to 1 is In spite of the emphasis on great battles in military history (and in
about right depending on the army’s discipline, the number of wargaming), the fact is that colonial campaigning was commonly
firearms, and quality of the position. Native armies can have up to about pacification strategies directed at the economic and social
25 percent of their army in off-table reinforcement positions, but fabric of Native societies. Sometimes these efforts were about forc-
when they arrive are allowed only to enter on the friendly edge of ing the Natives to commit to battle in which the Imperial forces
the table or on the flank sides up to 50 percent of the table depth. often held the advantage. The “raid” scenario type might there-
Victory conditions should be unit losses contributing to an Army fore mean a small foray to capture cattle or might represent the
Break Point, but should include a requirement that the Imperial grand strategy of an invading Imperial army to strike at the politi-
forces occupy a terrain feature defended by the Natives at the start cal and economic heart of the enemy to force a final test of arms.
of the game. One thing is certain, however, raids did not always go according to
plan and what might have seemed an easy ride to displace (or kill)
23.2 SET-PIECE BATTLE: NATIVE ASSAULT
vulnerable communities and their livestock could turn into a
This is the basic kind of battle that presents the epic qualities of
major military problem. In the Zulu War, the battle of Holbane is
colonial warfare but can also be reduced down to a massacre of
an obvious example of a cavalry raid gone wrong as a mounted
Native units if poorly designed as a scenario.
British force became ensnared by the Zulu army on a plateau with
Imperial forces should be positioned in a defensive position with little opportunity for escape.
some kind of field fortification or terrain advantage. All or most of
This kind of scenario relies on the designer to limit the ability of
the Imperial forces should be deployed in the centre third of the
the raiding force to have full intelligence on the enemy. Unlike the
table depth; no more than 25 percent of the Imperial force should
ambush scenario type, however, the result is more like an
be positioned in the near third of the table. The Imperial forces
encounter battle.
generally get no off-table reinforcements.

58
23.6 RIVER CROSSING
The challenges associated with crossing a river by ford or bridge STANDARD BRITISH ARMY CARTRIDGES
(Diagram is rendered at 1:1 scale) 79mm 78.1mm
in face of the enemy are self-evident. By definition the crossing
force will be divided and vulnerable. Who to put across first or
how best to support and exploit an established bridgehead are
the key issues.
Designing a scenario of this kind can be tricky. The crossing 62mm
force must be strong enough either to force the crossing or effec-
tively defend the bridgehead. However, if too strong the mili-
tary problem becomes less challenging. Initially the force
attacking the bridgehead should be stronger than those enemy
already across, but progressively the odds should shift, account-
ing for the character of the forces in question, to the crossing
force as it feeds more units into the bridgehead. 34mm
32.1mm
23.7 SIEGE 28mm
Sieges are complex operations and BFE makes no claims to
cover such efforts in detail. Nevertheless, assaults on town
walls are well catered for and more modest attacks on fortified
villages or farm complexes can be done effectively. For these
smaller actions it is sometimes advisable to reduce the scale of
the game to the platoon or section level using the rules specified A B C D E F
below (Sec. 24).
Clearly, a siege game should set a large attacking force against a
A: Beaumont-Adams .450 (sidearm; up to 1880)
significantly smaller defender. The scenario must take into
B: Enfield MkII .476 (sidearm; 1880-1887)
account the physical aspect of the walls relative to the number
C: Webley .455 (sidearm; 1887+)
of defending units. It would be unrealistic and unfair to give a
defender a length of wall that is too long for the defenders to
D: Snider .577 (rifle/carbine; 1867-1871)
occupy with their available forces. That said, the defender might E: Martini-Henry .577/450 (rifle/carbine; 1871-1888)
have to stretch his forces into skirmish order to cover the walls F: British .303 (rifle/carbine; 1888+)
or have secondary positions available that can be withdrawn to
Unit Organization and Formations:
if the primary DEFENSES have to be abandoned.
Although representing platoons or even sections, the units are
23.8 GUNBOAT ASSAULT organized in exactly the same manner as for the company-level
Colonial gaming is incomplete without the occasional appearance game.
of a gunboat. Whether it is an old paddle steamer or a more mod- Regular units may adopt any stand arrangement as long as all the
ern vessel, colonial gamers collect these brutes and expect to use stands remain in contact (e.g. no stand may move separately from
them. The Nile and other African rivers are the most common the unit) unless dispersing into skirmish order as per the regular
context, but the rivers of China are equally suitable for a scenario rules. Any ‘formation’ of stands that is 3 or 4 stands deep, is con-
involving gunboats. Scenario designers can opt to have a direct sidered a column with all the effects applied to that formation. To
landing assault from a gunboat onto a quay. Long boats can be gain the movement bonus a column must have all stands facing
launched from the larger vessel too using the flotilla rules. the same direction in the open. Generally players will want to
Another option is to assume that a force has been landed further keep their firing lines neatly aligned to maximize firepower; firing
down stream and enters from the table edge. On the river, gun- arcs are still impeded by neighbouring stands slightly advanced
boats can be present to give close fire support. of the firing stand’s front line.
Stands need not face the same direction, but depending on the
24.0 PLAYING WITH PLATOONS OR SECTIONS: perspective of the enemy a unit might appear to adopt more than
Skirmish Level Gaming with BFE one basic formation at the same time.
The following rules allow BFE players to play at a lower level of Example: A British platoon is defending a length of trenches in the
representation using the same basic rules but amending them to Boer War. Three stands are facing the front while a single stand
suit the more skirmish-like orientation. These rules are required for prepares to confront enemy approaching from inside the trench to
scenarios where the scenario has been scaled-up as recommended the unit’s right. From the perspective of the enemy inside the
for a battle like Rorke’s Drift. trench the British are a column of 4 stands deep. From the perspec-
tive of the Boer’s approaching from the front the British are a line.
Measurements:
Native units that usually fight in Massed formations must similarly
When playing at a lower level one is also assuming a smaller game
attempt to retain that basic formation at this lower level. This
scale. Therefore, movement rates and ranges can be increased. A
demands a two-stand frontage, although the remaining 2 can be
50 percent increase of distances communicates the different level of
strung out in a 3 stand deep formation. Of course, the Native units
play while not reducing the effective table size too much. It is not
may adopt the Deep Massed formation when need arises as per the
required that these measurement changes be made.
normal rules. Ultimately, Native massed units are less effected by

59
the lower level rules than are formed regulars.
Movement:
Platoons and sections are allowed to move in a much more flexi-
ble manner. This allows players to more easily play the kinds of
game that this level of action is designed to accommodate.
Movement is still done in straight lines, but the movement con-
ventions and penalties of wheeling, changes of face and forma-
tion are ignored. Select a stand in the unit. Pivot the stand as
needed and move it up to the maximum movement allowance.
This stand may pivot any amount again. Move the remaining
stands into position to maintain unit integrity but without exceed-
ing the maximum movement allowance. Units may change
direction in the middle of their move, but during a charge the
change of direction (pivot) must be done first.
Movement allowances should be increased by about 50 percent if
firing ranges are also increased.
Firing:
All firing rules remain unchanged except for ranges, which
should be increased by 50 percent. In effect this means that
artillery has virtually unlimited effective range on a standard
table size and players might choose to adopt this as a general
rule.
Note that the less-restrictive requirements of base placement in
units will mean that players will have to ensure that each stand
can bear on a target. Keeping stands aligned still makes sense;
historically formations and drill were used for a reason!
Melee:
All melee rules remain unchanged except as required by scenario
or campaign specific special rules.

25.0 QUICK REFERENCE SHEETS (QRS)


The Quick Reference Sheets are intended to provide the essential
game tables required to play BEF II without the need to refer to
the rules unless players are looking for specific rules governing
play. Players are encouraged to print the QRS charts that refer to
the era they are playing onto cardstock. On the reverse side of
each QRS, print the Sequence of Play/Combat charts sheet.
QRS provided within this rules book:
1. Sequence of Play/Combat Charts
2. Zulu Wars
3. Sudan Frontier
4. Italian Campaigns
5. Boer War
6. Boxer Rebellion
7. North Africa

60
SEQUENCE OF PLAY RIFLE/MG FIRING PROCEDURE (13.4)
1. REINFORCEMENT ARRIVALS Measure range from front-centre of the eligible firing stands to the
2. FIX BAYONETS! nearest point of the target. Roll 1 D6 for each stand eligible to
3. INITIATIVE fire/choose dice cast for MG. The range modifies the required D6
4. MOVEMENT: A) COMMANDERS result for a hit. Firer and target condition modifies the D6 rolls.
B) UNITS Each die cast can inflict a maximum of 1 hit. Use the Combat Effects
4a. EXPLOITATION MOVES Chart to evaluate the effects of hits.
5. REMOVE MARKERS – Disorder/Low Ammo Range affects number of D6s thrown
6. ARTILLERY FIRE: Simultaneous BLR MLR SBM
7. RIFLE FIRE AND MGs: Simultaneous Short Effective Short Effective Short Effective
Quality
8. MELEE: Simultaneous (+0-9") (+9-24") (0-6") (6-18") (0-6") (6-12")
9. CRITICAL HITS 1st Rate 3-6 4-6 3-6 4-6 3-6 5-6
2nd Rate 4-6 5-6 4-6 5-6 4-6 6
COMBAT EFFECTS CHART EACH HIT = KILL 3rd Rate 5-6 6 5-6 6 5-6 6
Additional Effects BLR = Modern Breech-Loading Rifle; MLR = Muzzle-Loading Rifle
Firing:
SBM = Smoothbore Musket
1 HIT = Target Disordered from firing
2 HITS OR MORE = Target Shaken from firing MACHINE GUN CHART
Melee:
Short Effective
Winner Rallies; Loser becomes Shaken; Tie: both Shaken GUN D6/Stand
(+0-9") (+9-24")
Definitions: Various 3, 4, 5 or 6 3-6 5-6
Disorder: -1 on UCCs; Removed during Remove Markers Phase Maxim 3, 4, 5 or 6 2-6 4-6
Shaken: Use Shaken UCC; Unit must Rally
Jamming: re-roll misses; “1” on any die = jam; no shooting effects
Kills: Permanent damage. Foot and mounted units take 8 Kills;
this turn. Fire normally next turn, with risk of jamming again.
artillery and MGs 4 Kills
RIFLE & MG FIRE MODIFIERS: Affects the D6 rolls*
ARTILLERY FIRING PROCEDURE (12.4) Firer Shaken -1
Measure range from front-centre of the firing artillery unit to the
Firer Moving and Firing (Imp/drilled Colonials only) -1
nearest point of the priority target – usually closest. Each gun rolls
Firer Low on ammo -1
a number of D6s determined by gun type and range. Compare the
modified results of each die to the "D6 to Hit" requirement. Each die Target in cover or skirmisher/crew** or gone to ground -1
cast can inflict a maximum of 1 hit. Target in contact -1
Use the Combat Effects Chart to determine the effects of hits. Target Column/Deep Massed +1

MODERN ARTILLERY FIRE CHART


Range affects number of D6s thrown
MELEE PROCEDURE (16.4)
Primary Melee Unit
Short Effective
Quality D6 to Hit Roll 4 D6s for a foot or mounted unit (2 in column/Deep); 3 D6 for
(+0-12") (+12-36")
dismounted cavalry; 2 D6 for an artillery or MG unit.
1st Rate 5 D6 4 D6 L 5-6; F 4-6; H 3-6
Support Melee Unit
2nd Rate 4 D6 3 D6 L 5-6; F 4-6; H 3-6
Roll 2 additional D6s for each foot or mounted Support unit added
3rd Rate 3 D6 2 D6 L 5-6; F 4-6; H 3-6
to the Primary melee unit allotment; 1 D6 for Column/Deep,
SMOOTHBORE ARTILLERY FIRE CHART Dismounted cavalry, and Artillery/MG.
DOUBLE total allotment (incl. Support) when Primary unit charging
Range affects number of D6s thrown
flank/rear.
Short Effective
Quality D6 to Hit Each modified D6 roll of 4,5 or 6 causes a Hit.
(+0-9") (+9-24")
Compare hits: higher total winner – rallies if Shaken; lower total
1st Rate 5 D6 3 D6 L 5-6; F 4-6; H 3-6
loser – becomes (remains) Shaken. Tie: both Shaken
2nd Rate 4 D6 2 D6 L 5-6; F 4-6; H 3-6 Each hit is a kill – both sides take kills. Results apply to all units
3rd Rate 3 D6 1D6 L 5-6; F 4-6; H 3-6 (Primary and Supports); distribute Kills evenly to all participating
L = Light or Mountain gun; F = Field gun; H = Heavy gun units starting with Primary melee unit.
Regardless of the impact of modifiers, a ‘1’ is always a miss and a
ARTILLERY FIRE MODIFIERS CHART ‘6’ is always a Hit.
Modifiers affect each D6 rolled*
Firer Shaken -1 MELEE MODIFIERS
Shock: Steady Mounted OR Massed foot 1st round +1
Firer Low on ammo -1
Fanatic Charge +1
Firing Artillery pivoted this turn -1
Defending obstacle +1
Target in cover or skirmishers/crew** or gone to ground -1
Defending terrain +1
Target in contact -1
Opponent in Skirmisher order or artillery/MG crew +2
Target Column/Deep Massed +1
Shaken -1
* If modifiers remove the possibility of achieving a hit, remove a fire Flanked by Primary melee opponent -2
die for each additional negative modifier. Hit on 6s. Low on Ammunition -1
Unfixed bayonets against Massed opponents -1
** Crew served weapons and units in skirmish order may not claim
‘hard cover’ nor ‘gone to ground.’ However, Pathan and Boer units 2-3 Cdr or mule killed
skirmishing may also claim hard cover when in Sangars but may not CRITICAL HIT TABLE 4-5 Cdr or mule out 1 turn
claim other types of hard cover or ‘gone to ground’. All Formed or Roll 2 D6 6-8 OK
Massed units may claim hard cover if such cover is available. 9-10 Cdr or mule out 1 turn
(the above notes also apply to Rifle/MG fire) 11-12 Cdr or mule killed
ZULU WAR: UNIT CONDUCT CHARTS
STEADY CHARTS: FOOT AND MOUNTED
CLOSE ORDER: DRILLED REGULARS D6 RESULT MASSED "ASSAULT" : ZULU (AND NNC)
No move Less than 1 No move
Slow: 3" foot/9" mounted 1 Slow: 6" foot
Normal: 6" foot/12" mounted 2-5 Normal: 9" foot
Fast: 9" foot/15" mounted 6 Fast: 12" foot
Fast: 9" foot/15" mounted* More than 6 Fast: 12" foot**
*No penalty formation/facing change **Fanatic Charge

STEADY AND SHAKEN CHART MODIFIERS


Army Commander within 12” +1 (attached +2; loses 12” command radius)
Leader attached +1 (including attached to any unit in a multi-unit formation)
Defending cover/obstacle OR in square +2
Friends Fanatic Charging within 12” +1
Elite Unit +1
Steady Imperial Column +1
Melee Opponent Recoiled or Destroyed +1 (this turn or last)
Disordered -1
Kills Suffered: 4-5/6-7 -1/-2
Brittle Unit -1

SHAKEN CHARTS: ALL UNITS


Artillery/MG that rallies and not in melee may perform all allowed actions
CLOSE ORDER: BRITISH REGULARS D6 RESULT MASSED "ASSAULT" : ZULU (AND NNC)
Remain Shaken, Recoil 3"ft/9"mtd if in melee, take 1 Kill Less than 1 Unit Destroyed, Recoil 3" and remove
Remain Shaken, Hold, take 1 Kill 1-2 Remain Shaken, Recoil 3" if in melee, take 1 Kill
Rally, No move 3 Remain Shaken, Hold, take 1 Kill
Rally, slow: 3" foot/9" mounted 4 Rally, No move
Rally, normal: 6" foot/12" mounted 5-6 Rally, slow: 6" foot
Rally, fast: 9" foot/15" mounted* More than 6 Rally, fast: 12" foot**
*No penalty formation/facing change **Fanatic Charge

VOLUNTEERS/MOUNTED INFANTRY D6 RESULT


Unit Destroyed, Recoil 3" and then remove Less than 1
Remain Shaken, Recoil 3"ft/9"mtd if in melee, take 1 Kill 1-2
Remain Shaken; Hold, take 1 Kill 3
Rally, no move 4
Rally, slow: 3" foot/9" mounted 5-6
Rally, normal: 6" foot/12" mounted* More than 6
*No penalty formation/facing change

ARTILLERY AND MGs Artillery and MGs do not use the Steady Charts
Guns and Carriage MGs: Mountain and Maxim Guns: All Guns and MGs:
limbered 12”, unlimbered 3” limbered 9”; unlimbered 6” limbering penalty -6”; unlimbering penalty Full Move
A unit is automatically Destroyed when in Melee contact in the following circumstances:
1. A Foot unit that is forced to Recoil from melee contact with a mounted opponent is immediately Destroyed unless the mounted
unit is still in melee contact with another unit at the end of the Movement Phase (e.g., Charged by a new enemy).
2. Skirmishers that fail to Rally and are forced to Recoil from Massed foot or Mounted units are immediately Destroyed unless the
Massed Foot or Mounted unit is still in melee contact with another unit at the end of the Movement Phase.
3. Artillery or MG units that fail to Rally from any Melee opponent are immediately Destroyed.
4. Company Square that must Recoil from any Melee opponent is Destroyed.
Special Rule: Irregular mounted units (e.g., Frontier Light Horse) use the Boer Unit Conduct Charts and rules. All Volunteer (e.g.,
Natal Carbineers, Natal Native Horse, etc.), Mounted Infantry, and Irregular mounted units do not get the melee bonus for mounted
charges (Shock).
NORTHWEST FRONTIER: UNIT CONDUCT CHARTS
STEADY CHARTS: FOOT AND MOUNTED
CLOSE ORDER: BRITS REG/INDIAN REGS D6 RESULT MASSED: PATHANS
No move Less than 1 No Move
Slow: 3” foot/9” mounted 1 Slow: 6” foot/12” mounted
Normal: 6” foot/12” mounted 2-5 Normal: 9” foot/15" mounted
Fast: 9” foot/15” mounted 6 Fast:: 12” foot/18” mounted
Fast: 9” foot/15” mounted* More than 6 Fast: 12” foot /18” mounted**
* No penalty formation/facing change ** Fanatic Charge

STEADY AND SHAKEN CHART MODIFIERS


Army Commander within 12” +1 (attached +2; loses 12” command radius)
Leader attached +1 (including attached to any unit in a multi-unit formation)
Defending cover/obstacle OR in square +2
Friends Fanatic Charging within 12” +1
Elite Unit +1
Steady Imperial Column +1
Melee Opponent Recoiled or Destroyed +1 (this turn or last)

Disordered -1
Kills Suffered: 4-5/6-7 -1/-2
Brittle Unit -1

SHAKEN CHARTS: ALL UNITS


Artillery/MG that rallies and not in melee may perform all allowed actions (e.g., full move)
CLOSE ORDER: BRITISH REGULARS D6 RESULT MASSED: "ASSAULT": PATHANS (GHAZIS)
Remain Shaken, Recoil 3”/9" if in melee, take 1 Kill Less than 1 Unit Destroyed, Recoil 3” and remove
Remain Shaken, Hold, take 1 Kill 1-2 Remain Shaken, Recoil 3”ft/9”mtd if in melee, take 1 Kill
Rally, No move 3 Remain Shaken, Hold, take 1 Kill
Rally, slow: 3” foot/9” mounted 4 Rally, No move
Rally, normal: 6” foot/12” mounted 5-6 Rally, slow: 6” foot/12” mounted
Rally, fast: 9” foot/15” mounted* More than 6 Rally, fast: 12” foot/18” mounted**
*No penalty formation/facing change **Fanatic Charge

CLOSE ORDER: INDIAN AND AFGHAN REGS D6 RESULT MASSED "FICKLE": PATHANS (RIFLE)
Unit Destroyed, Recoil 3” and then remove Less than 1 Unit Destroyed, Recoil 3” and remove
Remain Shaken, Recoil 3”ft/9”mtd if in melee, take 1 Kill 1-2 Remain Shaken, Recoil 3”ft/9”mtd if in melee, take 1 Kill
Remain Shaken, Hold, take 1 Kill 3 Remain Shaken, Recoil 3”ft/9”mtd if in melee, take 1 Kill
Rally, No move 4 Rally, No Move
Rally, slow: 3” foot/ 9” mounted 5-6 Rally, No Move
Rally, normal: 6” foot/12” mounted More than 6 Rally, fast: 12” foot/18” mounted*
* Fanatic Charge

ARTILLERY AND MGs Artillery and MGs do not use the Steady Charts
Guns and Carriage MGs: Mountain and Maxim Guns: All Guns and MGs:
limbered 12”, unlimbered 3” limbered 9”; unlimbered 6” limbering penalty -6”; unlimbering penalty Full Move

A unit is automatically Destroyed when in Melee contact in the following circumstances:


1. A Foot unit that is forced to Recoil from melee contact with a mounted opponent is immediately Destroyed unless the mounted
unit is still in melee contact with another unit at the end of the Movement Phase (e.g., Charged by a new enemy).
2. Skirmishers that fail to Rally and are forced to Recoil from Massed foot or Mounted units are immediately Destroyed unless the
Massed Foot or Mounted unit is still in melee contact with another unit at the end of the Movement Phase.
3. Artillery or MG units that fail to Rally from any Melee opponent are immediately Destroyed.
4. Company Square that must Recoil from any Melee opponent is Destroyed.
SUDAN CAMPAIGNS: UNIT CONDUCT CHARTS
STEADY CHARTS: FOOT AND MOUNTED
CLOSE ORDER: DRILLED REGULARS D6 RESULT MASSED "ASSAULT": DERVISHES
No move Less than 1 No move
Slow: 3" foot/9" mounted 1 Slow: 6" foot/12" mounted
Normal: 6" foot/12" mounted 2-5 Normal: 9" foot/15" mounted
Fast: 9" foot/15" mounted 6 Fast: 12" foot/18" mounted
Fast: 9" foot/15" mounted* More than 6 Fast: 12" foot /18" mounted**
* No penalty formation/facing change ** Fanatic Charge

STEADY AND SHAKEN CHART MODIFIERS


Army Commander within 12” +1 (attached +2; loses 12” command radius)
Leader attached +1 (including attached to any unit in a multi-unit formation)
Defending cover/obstacle OR in square +2
Friends Fanatic Charging within 12” +1
Elite Unit +1
Steady Imperial Column +1
Melee Opponent Recoiled or Destroyed +1 (this turn or last)

Disordered -1
Kills Suffered: 4-5/6-7 -1/-2
Brittle Unit -1

SHAKEN CHARTS: ALL UNITS


Artillery/MG that rallies and not in melee may perform all allowed actions
CLOSE ORDER: BRITISH REGULARS D6 RESULT MASSED "ASSAULT": DERVISHES
Remain Shaken, Recoil 3"/9" if in melee, take 1 Kill Less than 1 Unit Destroyed, Recoil 3" and remove
Remain Shaken, Hold, take 1 Kill 1-2 Remain Shaken, Recoil 3"ft/9"mtd if in melee, 1 take Kill
Rally, No move 3 Remain Shaken, Hold, take 1 Kill
Rally, slow: 3" foot/9" mounted 4 Rally, No move
Rally, normal: 6" foot/12" mounted 5-6 Rally, slow: 6" foot/12" mounted
Rally, fast: 9" foot/15" mounted* More than 6 Rally, fast: 12" foot/18" mounted**
*No penalty formation/facing change ** Fanatic Charge

CLOSE ORDER COLONIAL RECRUITS D6 RESULT


Unit Destroyed, Recoil 3" and then remove Less than 1
Remain Shaken, Recoil 3"/9 "if in melee, take 1 Kill 1-2
Remain Shaken, Hold, take 1 Kill 3
Rally, No move 4
Rally, slow: 3" foot/9" mounted 5-6
Rally, normal: 6" foot/12" mounted More than 6

ARTILLERY AND MGs Artillery and MGs do not use the Steady Charts
Guns and Carriage MGs: Mountain and Maxim Guns: All Guns and MGs:
limbered 12”, unlimbered 3” limbered 9”; unlimbered 6” limbering penalty -6”; unlimbering penalty Full Move

A unit is automatically Destroyed when in Melee contact in the following circumstances:


1. A Foot unit that is forced to Recoil from melee contact with a mounted opponent is immediately Destroyed unless the mounted
unit is still in melee contact with another unit at the end of the Movement Phase (e.g., Charged by a new enemy).
2. Skirmishers that fail to Rally and are forced to Recoil from Massed foot or Mounted units are immediately Destroyed unless the
Massed Foot or Mounted unit is still in melee contact with another unit at the end of the Movement Phase.
3. Artillery or MG units that fail to Rally from any Melee opponent are immediately Destroyed.
4. Company Square that must Recoil from any Melee opponent is Destroyed.
THE ITALIAN CAMPAIGN IN ABYSSINIA: UNIT CONDUCT CHARTS
STEADY CHARTS: FOOT AND MOUNTED
CLOSE ORDER: DRILLED REGULARS D6 RESULT MASSED: ABYSSINIANS
No move Less than 1 No move
Slow: 3" foot/9" mounted 1 Slow: 6" foot/12" mounted
Normal: 6" foot/12" mounted 2-5 Normal: 9" foot/15" mounted
Fast: 9" foot/15" mounted 6 Fast: 12" foot/18" mounted
Fast: 9" foot/15" mounted* More than 6 Fast: 12" foot /18" mounted**
* No penalty formation/facing change ** Fanatic Charge

STEADY AND SHAKEN CHART MODIFIERS


Army Commander within 12” +1 (attached +2; loses 12” command radius)
Leader attached +1 (including attached to any unit in a multi-unit formation)
Defending cover/obstacle OR in square +2
Friends Fanatic Charging within 12” +1
Elite Unit +1
Steady Imperial Column +1
Melee Opponent Recoiled or Destroyed +1

Disordered -1
Kills Suffered: 4-5/6-7 -1/-2
Brittle Unit -1

SHAKEN CHARTS: ALL UNITS


Artillery/MG that rallies and not in melee may perform all allowed actions (e.g., full move).
CLOSE ORDER: ITALIAN REGULARS D6 RESULT MASSED "ASSAULT": ABBYSINNIANS
Remain Shaken, Recoil 3"/9" if in melee, take 1 Kill Less than 1 Unit Destroyed, Recoil 3"ft/9"mtd and remove
Remain Shaken, Hold, take 1 Kill 1-2 Remain Shaken, Recoil 3"ft/9"mtd if in melee, 1 take Kill
Rally, No move 3 Remain Shaken, Hold, take 1 Kill
Rally, slow: 3" foot/9" mounted 4 Rally, No move
Rally, normal: 6" foot/12" mounted 5-6 Rally, slow: 6" foot/12" mounted
Rally, fast: 9" foot/15" mounted* More than 6 Rally, fast: 12" foot/18" mounted**
*No penalty formation/facing change ** Fanatic Charge

CLOSE ORDER: ASKARIS D6 RESULT


Unit Destroyed, Recoil 3"ft/9"mtd and then remove Less than 1
Remain Shaken, Recoil 3"ft/9"mtd if in melee, take 1 Kill 1-2
Remain Shaken, Hold, take 1 Kill 3
Rally, No move 4
Rally, slow: 3" foot/9" mounted 5-6
Rally, normal: 6" foot/12" mounted More than 6

ARTILLERY AND MGs Artillery and MGs do not use the Steady Charts
Guns and Carriage MGs: Mountain Guns and Modern MGs: All Guns and MGs:
limbered 12”, unlimbered 3” limbered 9”; unlimbered 6” limbering penalty -6”; unlimbering penalty Full Move
A unit is automatically Destroyed when in Melee contact in the following circumstances:
1. A Foot unit that is forced to Recoil from melee contact with a mounted opponent is immediately Destroyed unless the mounted
unit is still in melee contact with another unit at the end of the Movement Phase (e.g., Charged by a new enemy).
2. Skirmishers that fail to Rally and are forced to Recoil from Massed foot or Mounted units are immediately Destroyed unless the
Massed Foot or Mounted unit is still in melee contact with another unit at the end of the Movement Phase.
3. Artillery or MG units that fail to Rally from any Melee opponent are immediately Destroyed.
4. Company Square that must Recoil from any Melee opponent is Destroyed.
Special Rules: About fifty-percent of the Abyssinian army should be equipped with firearms with an equal mix of modern and
muzzle-loading rifles, and some smoothbores depending on precisely which campaign is being represented. Abyssinians equipped
with firearms use the skirmishing rules applied to Pathans while in Rough Ground.
BOER WAR: UNIT CONDUCT CHARTS
STEADY CHARTS: FOOT AND MOUNTED
CLOSE ORDER: DRILLED REGULARS D6 RESULT LOOSE ORDER: BOERS
No move, become Shaken Less than 1 No move
Slow: 3" foot/9" mounted 1 Slow: 6" foot/12" mounted
Normal: 6" foot/12" mounted 2-5 Normal: 9" foot/15" mounted
Fast: 9" foot/15" mounted 6 Fast: 12" foot/18" mounted
Fast: 9" foot/15" mounted* More than 6 Fast: 12" foot /18" mounted**
* No penalty formation/facing change ** Mount/Dismount without penalty

STEADY AND SHAKEN CHART MODIFIERS


Army Commander within 12” +1 (attached +2; loses 12” command radius)
Leader attached +1 (including attached to any unit in a multi-unit formation)
Defending cover/obstacle OR in square +2
Friends Fanatic Charging within 12” +1
Elite Unit +1
Steady Imperial Column +1
Melee Opponent Recoiled or Destroyed +1 (this turn or last)

Disordered -1
Kills Suffered: 4-5/6-7 -1/-2
Brittle Unit -1

SHAKEN CHARTS: ALL UNITS


Artillery/MG that rallies and not in melee may perform all allowed actions
CLOSE ORDER: BRITISH REGULARS D6 RESULT LOOSE ORDER: BOERS
Remain Shaken, Recoil 3"/9" if in melee, take 1 Kill Less than 1 Unit Destroyed, Recoil 3" and remove
Remain Shaken, Hold, take 1 Kill 1-2 Remain Shaken, Recoil 3" ft/9" mtd if in melee, take 1 Kill
Rally, No move 3 Rally, No move
Rally, slow: 3" foot/9" mounted 4 Rally, slow: 6" foot/12" mounted
Rally, normal: 6" foot/12" mounted 5-6 Rally, normal: 9 "foot/15" mounted
Rally, fast: 9" foot/15" mounted* More than 6 Rally, fast: 12" foot /18" mounted**
*No penalty formation/facing change ** Mount/Dismount without penalty

CLOSE ORDER; VOLUNTEERS D6 RESULT


Unit Destroyed, Recoil 3" and then remove Less than 1
Remain Shaken, Recoil 3"/9" if in melee, 1 Kill 1-2
Remain Shaken, Hold, 1 Kill 3
Rally, No move 4
Rally, slow: 3" foot/9" mounted 5-6
Rally, normal: 6" foot/12" mounted More than 6

ARTILLERY AND MGs Artillery and MGs do not use the Steady Charts
Guns and Carriage MGs: Mountain and Maxim Guns: All Guns and MGs:
limbered 12”, unlimbered 3” limbered 9”; unlimbered 6” limbering penalty -6”; unlimbering penalty Full Move
A unit is automatically Destroyed when in Melee contact in the following circumstances:
1. A Foot unit that is forced to Recoil from melee contact with a mounted opponent is immediately Destroyed unless the mounted
unit is still in melee contact with another unit at the end of the Movement Phase (e.g., Charged by a new enemy).
2. Skirmishers that fail to Rally and are forced to Recoil from Massed foot or Mounted units are immediately Destroyed unless the
Massed Foot or Mounted unit is still in melee contact with another unit at the end of the Movement Phase.
3. Artillery or MG units that fail to Rally from any Melee opponent are immediately Destroyed.
4. Company Square that must Recoil from any Melee opponent is Destroyed.
BOXER REBELLION: UNIT CONDUCT CHARTS
STEADY CHARTS: FOOT AND MOUNTED
CLOSE ORDER: DRILLED REGULARS D6 RESULT MASSED: CHINESE/BOXERS
No move Less than 1 No move
Slow: 3" foot/9" mounted 1 Slow: 6" foot/12" mounted
Normal: 6" foot/12" mounted 2-5 Normal: 9" foot/15" mounted
Fast: 9" foot/15" mounted 6 Fast: 12" foot/18" mounted
Fast: 9" foot/15" mounted* More than 6 Fast: 12" foot/18" mounted**
*No penalty formation/facing change **Fanatic Charge

STEADY AND SHAKEN CHART MODIFIERS


Army Commander within 12” +1 (attached +2; loses 12” command radius)
Leader attached +1 (including attached to any unit in a multi-unit formation)
Defending cover/obstacle OR in square +2
Friends Fanatic Charging within 12” +1
Elite Unit +1
Steady Imperial Column +1
Melee Opponent Recoiled or Destroyed +1 (this turn or last)

Disordered -1
Kills Suffered: 4-5/6-7 -1/-2
Brittle Unit -1

SHAKEN CHARTS: ALL UNITS


Artillery/MG that rallies and not in melee may perform all allowed actions
CLOSE ORDER: REGULARS D6 RESULT MASSED "ASSAULT": CHINESE/BOXERS
Remain Shaken, Recoil 3"ft/9"mtd if in melee Less than 1 Unit Destroyed, Recoil 3" and remove
Remain Shaken, Hold, take 1 Kill 1-2 Remain Shaken, Recoil 3" ft/9" mtd if in melee, take 1 Kill
Rally, No move 3 Remain Shaken, Hold, take 1 Kill
Rally, slow: 3" foot/9" mounted 4 Rally, No move
Rally, normal: 6" foot/12" mounted 5-6 Rally, slow: 6" foot/12" mounted
Rally, fast: 9" foot/15" mounted* More than 6 Rally, fast: 12" foot/18" mounted**
*No penalty formation/facing change **Fanatic Charge

CLOSE ORDER: COLONIAL RECRUITS /CH.REGS D6 RESULT


Unit Destroyed, Recoil 3" and then remove Less than 1
Remain Shaken, Recoil 3"ft/9"mtd if in melee, take 1 Kill 1-2
Remain Shaken, Hold, take 1 Kill 3
Rally, no move 4
Rally, slow: 3" foot/9" mounted 5-6
Rally, normal: 6" foot/12" mounted More than 6

ARTILLERY AND MGs Artillery and MGs do not use the Steady Charts
Guns and Carriage MGs: Mountain and Maxim Guns: All Guns and MGs:
limbered 12”, unlimbered 3” limbered 9”; unlimbered 6” limbering penalty -6”; unlimbering penalty Full Move
A unit is automatically Destroyed when in Melee contact in the following circumstances:
1. A Foot unit that is forced to Recoil from melee contact with a mounted opponent is immediately Destroyed unless the mounted
unit is still in melee contact with another unit at the end of the Movement Phase (e.g., Charged by a new enemy).
2. Skirmishers that fail to Rally and are forced to Recoil from Massed foot or Mounted units are immediately Destroyed unless the
Massed Foot or Mounted unit is still in melee contact with another unit at the end of the Movement Phase.
3. Artillery or MG units that fail to Rally from any Melee opponent are immediately Destroyed.
4. Company Square that must Recoil from any Melee opponent is Destroyed.
Special Rule: Tigermen: Tigermen are deployed as regular Massed foot units. Alternatively they may be attached to regular Imperial
or Boxer Massed foot units (replace the front stands of the Massed foot unit with Tigermen stands). To represent their tactics of
breaking up cavalry charges, units of Tigermen, or those with Tigermen attached, automatically deny opposing cavalry their first
melee turn bonus (Steady Mounted +1).
NORTH AFRICA (French in Morocco, Rif War, etc)
STEADY CHARTS: FOOT AND MOUNTED
CLOSE ORDER: FRENCH REGULARS/LEGION D6 RESULT MASSED: BERBERS
No move Less than 1 No Move
Slow: 3” foot/9” mounted 1 Slow: 6” foot/12” mounted
Normal: 6” foot/12” mounted 2-5 Normal: 9” foot/15" mounted
Fast: 9” foot/15” mounted 6 Fast:: 12” foot/18” mounted
Fast: 9” foot/15” mounted* More than 6 Fast: 12” foot /18” mounted**
* No penalty formation/facing change ** Fanatic Charge

STEADY AND SHAKEN CHART MODIFIERS


Army Commander within 12” +1 (attached +2; loses 12” command radius)
Leader attached +1 (including attached to any unit in a multi-unit formation)
Defending cover/obstacle OR in square +2
Friends Fanatic Charging within 12” +1
Elite Unit +1
Steady Imperial Column +1
Melee Opponent Recoiled or Destroyed +1 (this turn or last)
Disordered -1
Kills Suffered: 4-5/6-7 -1/-2
Brittle Unit -1

SHAKEN CHARTS: ALL UNITS


Artillery/MG that rallies and not in melee may perform all allowed actions (e.g., full move)
CLOSE ORDER: FRENCH REGULARS/LEGION D6 RESULT MASSED "ASSAULT": BERBERS (POORLY ARMED)
Remain Shaken, Recoil 3”/9" if in melee, take 1 Kill Less than 1 Unit Destroyed, Recoil 3” and remove
Remain Shaken, Hold, take 1 Kill 1-2 Remain Shaken, Recoil 3”ft/9”mtd if in melee, take 1 Kill
Rally, No move 3 Remain Shaken, Hold, take 1 Kill
Rally, slow: 3” foot/9” mounted 4 Rally, No move
Rally, normal: 6” foot/12” mounted 5-6 Rally, slow: 6” foot/12” mounted
Rally, fast: 9” foot/15” mounted* More than 6 Rally, fast: 12” foot/18” mounted**
*No penalty formation/facing change **Fanatic Charge

CLOSE ORDER: COLIAL RECRUITS/ASKARI D6 RESULT MASSED "FICKLE": BERBERS (RIFLE)


Unit Destroyed, Recoil 3” and then remove Less than 1 Unit Destroyed, Recoil 3” and remove
Remain Shaken, Recoil 3”ft/9”mtd if in melee, take 1 Kill 1-2 Remain Shaken, Recoil 3”ft/9”mtd if in melee, take 1 Kill
Remain Shaken, Hold, take 1 Kill 3 Remain Shaken, Recoil 3”ft/9”mtd if in melee, take 1 Kill
Rally, No move 4 Rally, No Move
Rally, slow: 3” foot/ 9” mounted 5-6 Rally, No Move
Rally, normal: 6” foot/12” mounted More than 6 Rally, fast: 12” foot/18” mounted*
* Fanatic Charge

ARTILLERY AND MGs Artillery and MGs do not use the Steady Charts
Guns and Carriage MGs: Mountain Guns and Modern MGs: All Guns and MGs:
limbered 12”, unlimbered 3” limbered 9”; unlimbered 6” limbering penalty -6”; unlimbering penalty Full Move
A unit is automatically Destroyed when in Melee contact in the following circumstances:
1. A Foot unit that is forced to Recoil from melee contact with a mounted opponent is immediately Destroyed unless the mounted
unit is still in melee contact with another unit at the end of the Movement Phase (e.g., Charged by a new enemy).
2. Skirmishers that fail to Rally and are forced to Recoil from Massed foot or Mounted units are immediately Destroyed unless the
Massed Foot or Mounted unit is still in melee contact with another unit at the end of the Movement Phase.
3. Artillery or MG units that fail to Rally from any Melee opponent are immediately Destroyed.
4. Company Square that must Recoil from any Melee opponent is Destroyed.
Special Rule: Berber foot use all the rules applied to the Pathans. Also, allow Berber mounted units to fire while mounted.
See Optional Rule 20.5

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