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The shortest

War in history!
...as played at HISTORICON 2012
The Anglo-Zanzibar War, 27 August 1896
By Bob Giglio, Terrain by Rick Nance
How It Played out bonus for defending), resulting in an 11 and sailors) when some of the Zanzibari
rolled on the dice for morale, and HMS charged, managed to sweep enemy units
The game followed the historical aspects, Sparrow struck her colours… something away and showed why the British could
in that after two turns of bombardment never heard of during the period, but win the war.
the lower two levels of the large palace again, it’s a game and you cannot account
were in rubble and on fire, and the flag The players controlling the British ships
for poor dice rolling!
pole had been dropped, so the land managed to sink the other launch with
engagement began in earnest on Turn 3. The Zanzibari Marines escorted the Zanzibari Marines, and also silenced all
Likewise, while the surprise of the HHS remaining British naval crewmen aboard the guns firing at the ships from the land,
Glasgow firing broadsides at any British their launch and motored away. All the and then also destroyed a few Zanzibari
vessel in her range proved to garner some other British ships could do is watch, units as well (a 9" shell does wonders on
fun reactions from the British players, she as they could not fire on their own men. a mob of irregulars!).
sank after three turns of firing. Before motoring away, the Zanzibar
After the sinking of the HMS Swallow,
Marines set charges in the magazines
However, the Zanzibar Marines fared the player controlling the Sultan took
aboard the HMS Sparrow, and one turn
much better during this time, in that his Bodyguard and his best remaining
later (with a good die roll indicating
they managed to get one of their small regular army company and managed
they did it correctly!), the gunboat was
launches aside the wooden-hulled to push down a back street behind the
sinking. The Zanzibari players then
gunboat HMS Sparrow. This was due fort and through the gardens, defeating
cheered with a rousing “Allah is great!”
to the fact that the British players were two companies of Zanzibari Army that
not very lucky with their dice and could Meanwhile, the British players on land were under British control (more bad
not hit the little boats, and when they were about as unlucky with their dice dice rolls!), and ran into the German
did they only got crew hits (a marine or as their naval compatriots. The forces Consulate, at which point the game
three killed), plus the Gatling guns on firing at the Pimba Pirates in the fort was called.
both HMS Sparrow and HMS Thrush did not score many casualties initially,
The game was determined to be a Major
jammed after firing one turn of Rapid and neither did the British Marines and
Victory for the Zanzibari, as not only
Fire. The Zanzibar Marines managed to Ratings in the warehouse and customs
did the Sultan make it to safety, but the
grapple HMS Sparrow, and the first turn area. Conversely, the Zanzibari had two
unlikeliest thing occurred – the capture/
the marine officer boarded, and survived 9-pdr Krupp guns placed at a barricade
sinking of a British ship. While the
the melee (again, poor British dice). The near the fort, and a few high rolls
British would indeed win this ‘war’, the
British dice again were horrible as the decimated two of the Askari companies.
results would (as they say) – “Upset folks
following turn four British crew were Eventually however, the British started
as they read the paper at breakfast!”
killed and one pushed back (thus -9 from to see dice go their way and the effect of
the 10 morale of the veteran crew; +2 firing their entire clips (for the marines

THE FORCES scale, 15mm will work equally as well, which translates to a saving throw if the
but may not look as visually appealing unit is in Open Order (i.e., skirmishing)
Figure scale is 1:5 ratio for a 6' x 10' for this type of scenario and period on in terrain that provides some sort of
tabletop (officer/NCO figures equal that the tabletop. cover; a unit’s Fieldcraft Rating is listed
1 person and 4 other men); for smaller as a number after the UV. Some of the
tables or less players then a 1:10 ratio Since Soldier’s Companion rules rates
Zanzibari units are listed as Irregulars
is recommended, simply half number units according to their Unit Value
(under the ‘Notes’ section), which under
of units of all forces, rounded up. Exact (UV), if another set of rules is used then
Soldier’s Companion rules have certain
number of forces is from historical these can easily be adapted. Unit values
restrictions (can only be in open order
references, with conjecture to arrive at are as follows in descending order: E =
or mass formation, etc.). For command
units for the scenario (mainly for the Elite, V = Veteran, X = Experienced, T =
figures, the rules use a Leadership Value
Zanzibari irregulars and artillery). While Trained, G = Green. Likewise, Soldier’s
(LV) rating, which adds a morale bonus
scenario was designed for 25/28mm Companion uses a Fieldcraft Rating,
to a unit to which a commander attaches.
British Forces Naval Ships: The following details are the historical aspects
of the ships involved, but all ranges and statistics are for
Historically, the British had approximately 330 seamen and Soldier’s Companion rules, though can easily be adapted for
120 marines onshore, reinforced by about 500 native Askari any rules used (note that ROF = Rate of Fire, and ranges are
troops from the Zanzibar Army, plus two Maxims and one short/medium/long). Also given below, is which and how
9-pdr cannon, as follows. many guns can fire at the palace, and at what range, which
Zanzibar Army: Deployed at diplomatic quarter. is based on the historical placement o the ships in the harbor
and important for the scenario (i.e., too much firepower at
Brigadier-General Lloyd William Mathews, First Minister the palace does not make it a game!). Since the ships are all
of Zanzibar, Army Commander [LV 2]; pistol & sword at anchor, they have a better chance to be hit by fire directed
Lt.-General Arthur Edward Harington Raikes (age 29), at them as well as their ship size, as noted below under each
Commander [LV 1]; pistol & sword ship. However, they have a +1 chance to hit the palace, or
any building on land for that matter, due to its size (note
1st Battalion, Zanzibari Regular Army; 4 Askari that Soldier’s Companion rules use a D6 for determining
Companies; 12 figures per company (UV: X1); hits, etc.)
breech-loading rifle & bayonet
HMS Thrush and HMS Sparrow: Both are unarmored
2nd Battalion, Zanzibari Regular Army; 4 Askari wooden gun sloops with the same armament; 5 hull hits
Companies; 12 figures per company (UV: X1); each; +1 to be hit by Zanzibar artillery due to target size
breech-loading rifle & bayonet and being at anchor. Armament for each is 6 x 4” BL LP
Artillery Detachment: 1 x 9-pdr RML (screw) gun, (101.6mm) 25-pdr Guns, 2 x 3-pdr QF (37mm HRC) Guns,
Askari crew (UV: V0); 4 crew and 2 x Gatling machine guns (3 of the 4” BL LP guns can
fire at the palace at long range, and the 1 of the 3-pdr QF
Naval Landing Party: Deployed at waterfront; guns and 1 Gatling can fire at targets barricaded in front of
Customs House and warehouse area. the palace at long range).
Capt. O’Callaghan, Landing Party Commander [LV 1], HMS Philomel: 10 hull hits; +1 to be hit by Zanzibar
HMS Philomel; pistol & sword artillery due to target size and being at anchor. Armament
is 8 x 4.7” QF (120mm) Guns, 8 x 3-pdr QF (37mm HRC)
Lt. Watson, Adjutant Landing Party Commander [LV 1],
Guns, and 4 x Gatling machine guns (3 of the 4.7” QF guns
HMS Thrush; pistol & sword
can fire at the palace at long range).
2 Companies, Royal Marine Light Infantry (UV: V2); 12
HMS St George: Protected Cruiser (Armor Value 1 only
figures per company; bolt-action rifle & bayonet
on the belt, deck, gunshields & conning tower, and Armor
6 Ship’s Companies, Naval Ratings (UV: X0); Value 2 on the turrets); 16 hull hits; +2 to be hit by Zanzibar
10 figures per company; bolt-action rifle & bayonet artillery due to target size and being at anchor. Armament is
2 x 9.3” BL Guns, 10 x 6” QF (152.4mm) Guns, and 12 x
Machine Gun Detachments: 2 x Maxim MG,
6-pdr Guns (1 gun of each type can be fired at the palace at
Naval Rating crew (UV: V0); 3 crew each
medium range). Rear-Admiral Harry Holdsworth Rawson
[LV 1] is aboard this, his flagship.
HMS Raccoon: Light Cruiser (Armor Value 1 only on the
deck, gunshields & conning tower); 10 hull hits; +2 to be hit
by Zanzibar artillery due to target size and being at anchor.
Armament is 6 x 6” (5 ton) Guns, 8 x 3-pdr QF (37mm
HRC) Guns, and 2 x Gatling machine guns (3 of the 6” guns
can fire at the palace at long range).
Zanzibar Sultan’s Forces Zanzibar Marines: All are on shore, deployed as players
desire (may be hidden).
Historically, Khalid’s army consisted of about 2,800 loyal
followers (1,000 Palace Guard & Marines, 300 Loyal Major, Commander of the Zanzibari Marine Detachment
Askari, 1,500 Irregulars), the royal yacht ‘His Highness’ [LV 0]; pistol & sword
Ship (HHS) Glasgow’, seven Hotchkiss revolving cannon 4 Companies (UV: X1); 12 figures each;
(Pom-Poms) and Krupp guns, plus two Maxims and a large breech-loading rifle & bayonet
number of old muzzle loading cannons, as follows.
Machine Gun Detachment: 2 x Maxim MGs (UV: V0);
Sultan’s Palace Guards: All deployed at large, 3 crew each
barricaded palace.
Pimba Pirates (“Slavers”): Deployed in the fort.
Sultan Sayyid Khalid bin Barghash Al-Busaid,
Army Commander [LV 1]; pistol & sword Pirate Leader [LV 0]; pistol & sword

Capt. Saleh, Commander of the Palace Guard, 5 Warbands (UV: T2 irregulars); 20 figs each;
Adjutant Army Commander [LV 1]; pistol & sword each warband 50% armed with rifled muskets,
100% with swords
Sultan’s Bodyguards (UV: E1); 12 figures;
breech-loading rifle & bayonet Artillery Detachments: 2 x 12-pdr Bronze SB guns
(UV: X0); 3 crew each
Elite Palace Guard Company (UV: V1); 12 figures;
breech-loading rifle & bayonet Zanzibar Navy: In harbor aboard HSS Glasgow and
2 steam launches.
4 Regular Palace Guard Companies (UV: X1); 12 figures
each; breech-loading rifle & bayonet Captain, HHS Glasgow [LV 1]; pistol & sword

Artillery Detachments: 3 x Pom-Pom Guns & His Highness’ Ship (HHS) Glasgow (UV: V0); wooden
2 x 12-pdr BL Krupp Guns (UV: V0); 3 crew each sloop with 8 x 9-pdr SB deck guns, 2 x Gatling MGs

Zanzibar “Loyal” Army: These are 300 regular army 2 Steam Launches; each has 1 Company, Zanzibari
troops who joined the revolt, plus about 650 others recruited Marines (UV: X1); 12 figures each; breech-loading
from the local population, formed into companies. All rifle & bayonet
deployed next to small palace; guns in courtyard, barricaded. Note that the following details are the historical aspects
Colonel, Commander [LV 1]; pistol & sword of the ship involved, but all ranges and statistics are for
Soldier’s Companion rules, though can easily be adapted for
Lt.-Colonel, Adjutant Commander [LV 0]; pistol & sword any rules used (note that ROF = Rate of Fire, and ranges are
4 Regular Companies (UV: T1); 12 figures each short/medium/long).
(1 leader, 1 sub-leader, 1 NCO, 1 musician, 8 men); HHS Glasgow: Unarmored wooden sloop (Crew is UV:
breech-loading rifle & bayonet V0); 5 hull hits; +1 to be hit by British artillery due to
6 Irregular Companies (UV: T1 irregulars); target size and being at anchor. Armament is 8 x 9-pdr SB
20 figures each; rifled musket & sword Guns and 2 x Gatling machine guns.

2 x 9-pdr QF guns, 1 x 18-pdr Bronze SB gun & 2 Steam Launches: Move 24” each; 2 hull hits each; -1 to
1 x 24-pdr Bronze SB gun (UV: X0); 3 crew each be hit by British artillery or small arms fire due to target
size/speed.
Artillery & Small Arms Statistics
The following ranges and statistics are for Soldier’s Companion rules, but can easily be adapted for any rules used (note that
ROF = Rate of Fire, and ranges are short/medium/long).
Small Arms ROF Range Notes
Pistol 1 1”/2”/4”
Rifled Musket ½ 5”/10”/20” Half eligible figures fire, due to being muzzle-loader
Breech-loading Rifle 1 6”/12”/24”
Bolt-Action Rifle 1 8”/16”/32” Can fire 2 shots per figure at short range if using entire clip
Maxim Gun 3 (6*) 12”/24”/48” * jams on secondary D6 roll of 6 if firing with 6 dice

Land Artillery ROF Range PEN DV Notes


Pom-Pom Gun 4 12”/24’/48” 0 1* * DV is only vs infantry
9-pdr RML Gun 1 18”/36”/72” 0 1
9-pdr QF Gun 1 12”/24”/48” 0 0
12-pdr SB (bronze) Gun 1 12”/24”/48” 1/1/0 1
12-pdr BL Krupp Gun 1 18”/36”/72” 1 1
18-pdr SB (bronze) Gun 1 12”/24”/48” 1/1/0 2
24-pdr SB (bronze) Gun 1 12”/24”/48” 1/1/0 3

Naval Artillery ROF Range PEN DV Crew Notes


Gatling MG 2 (4*) 6”/12”/24” n/a n/a 1 * jams on secondary D6 roll of 5-6 if
firing with 4 dice
Maxim MG 3 (6**) 12”/24”/48” n/a n/a 1 ** jams on secondary D6 roll of 6 if
firing with 6 dice
3-pdr QF (HRC) Gun 3 12”/24”/48” 1/1/0 1*** 1 *** only effects crew
4” LP Gun 1 18”/36”/72” 2/2/1 2 2
4.7” QF Gun 2 24”/48”/96” 4/4/2 3 2
6-pdr Gun 1 12”/24”/48” 0/0/0 1 2
6” Gun (1) 24”/48”/96” 4/4/2 6 2 (1) takes 1 turn to reload
6” QF Gun 1 30”/60”/120” 5/5/3 6 1
9” BL Gun (1) 30”/60”/120” 6/6/3 9 3 (1) takes 1 turn to reload

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