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Bundok and Bayonet Colonial
Wargames Rules The following Colonial Wargames rules were written for my own personal use and reflect my philosophy that the simpler the basic rules are, the better the game is. They were originally developed for use with 20mm and 15mm scale model figures, but are suitable (with minor adaptations) for use with larger or smaller scale figures. The rules were designed to be used in solo wargames or face-to-face wargames with one or two players on each side. As befits a set of wargames rules written to cover the growth of colonial empires during the last quarter of the nineteenth century, all the measurements used are in inches (with metric equivalents in parenthesis). N.B. Bundok was the old British Indian Army name for a rifle. "Nothing may be done contrary to what could or would be done in actual war." FRED T. JANE Return to ContentsEuropean & Regular Native Troops European troops and European-raised and/or trained Native troops are organised into standard-sized units. These are as follows:
These standard-sized units can be grouped together to form larger formations such as Field Forces, Brigades, and Divisions. These are commanded by a General with a suitably large Headquarters Staff.
It is recommended that larger formations should have at least one transport unit for every combat unit in the formation. Irregular Native troops are organised into non-standard-sized units. It is recommended that such units are organised using the following guidelines:
These non-standard-sized units can be grouped together to form larger formations. These are commanded by a Native Leader with a suitably large Personal Retinue.
It is recommended that larger formations should have at least one transport unit for every two combat units in the formation. All foot figures are mounted singly on ¾ inch (19mm) steel washers, and all mounted figures are mounted singly on 1 inch (25mm) steel washers. This means that they can be used individually or mounted on magnetic movement bases. Machine-guns, artillery pieces and transport vehicles are mounted on suitably sized bases made from thin plywood. Return to ContentsThe following equipment is needed to play a game using these rules:
Return to ContentsBefore the game starts each side is allocated one of the two suit colours (i.e. Black or Red) in the pack of playing cards. If more than one player is on a side, each player on that side is allocated one of the suits within that side's suit colour (i.e. Black = Clubs or Spades; Red = Hearts or Diamonds). The pack of playing cards is then shuffled and placed face down somewhere where all the players can see it. Return to ContentsThere is no movement sequence in the traditionally accepted sense of the term (e.g. Both sides move all their troops; then all eligible units fire; then any close combats are resolved; and then any morale checks are made). In these rules the pack of playing cards determines who does what and when. The system is very simple. The top card of the pack of playing cards is turned over, and the suit and colour is exposed for all to see. The player whose side has been allocated that suit and/or colour may now choose one of their units to "activate". This means that they must first test the unit's morale, and then they can carry out any permitted actions. When this has been completed, the next playing card is turned over, and the sequence is repeated. Once all the playing cards in the pack have been turned over, the pack is shuffled again and reused. This continues until the game is concluded. Return to ContentsOnce a unit has been "activated", it must take a morale check before it can do anything else. The only exceptions to this are:
These units do not need to take morale checks. This reflects the high level of training and morale that these units usually exhibit. Whether or not a unit passes or fails a morale check is determined by throwing dice. Each type of unit throws a pre-determined number of normal D6 dice (Morale Dice), and the score achieved is compared with the unit's current figure strength. If it has fewer figures than the dice score, the unit fails its morale check. European & Regular Native Troops
For morale check purposes transport units are considered to be equivalent to a full strength infantry company.
For morale check purposes transport units are considered to be equivalent to a full strength infantry company. The only alterations to the number of Morale Dice thrown are:
Return to ContentsIf a unit passes its morale check it may:
If a unit fails its morale check it may:
Return to ContentsThe speed at which units may move is determined by throwing dice. Each type of unit throws a pre-determined number of normal D6 dice (Movement Dice), and the score achieved is the maximum number of inches that unit may move. Although this appears to be somewhat random and arbitrary, and does not allow players to plan how to fight their battles with any precision, it should be remembered that real-life warfare is strewn with examples of things not quite working to plan. This is where generalship (and luck!) come to the fore. A good and/or lucky general will allow for and/or cope with things going awry whereas a poor and/or unlucky general will not. It is up to the players to discover where or not they are good and/or lucky or poor and/or unlucky. European & Regular Native Troops
The only alterations to the number of Movement Dice thrown are:
In order to keep things simple, all obstacles "cost" an additional two (2) inches of movement to cross. These include:
Return to ContentsEuropean & Regular Native Troops
Return to ContentsThe system used for deciding the effectiveness of a unit's fire relies upon the "buckets of dice" principle (i.e. throwing lots of dice tends to iron out some of the vagaries of chance whilst still producing some unpredictable results). The main thing to remember is that you can not fire at anything that you can not see. If an enemy unit is concealed, it remains so until it opens fire on you. This is, after all, one of the reasons why Generals insist on sending out troops to undertake reconnaissance missions (i.e. so that they know where the enemy is!). The other things to remember are that:
A small D6 is placed in the dice shaker for each figure in a Infantry Unit, a Foot Unit, a Cavalry Unit, or a Mounted Unit who is armed with a weapon that can fire at long range. The dice are then shaken into the box provided for this purpose, and a casualty is removed from the target unit, by the commander of the unit that is firing, for every pair of 6s thrown. Three small D6s are placed in the dice shaker for each figure in a Machine-gun Detachment or Artillery Battery. The dice are then shaken into the box provided for this purpose, and a casualty is removed from the target unit, by the commander of the unit that is firing, for every pair of 6s thrown. A small D6 is placed in the dice shaker for each figure in a Infantry Unit, a Foot Unit, a Cavalry Unit, or a Mounted Unit who is armed with a weapon that can fire at short range. The dice are then shaken into the box provided for this purpose, and a casualty is removed from the target unit, by the commander of the unit that is firing, for every 6 thrown. Three small D6s are placed in the dice shaker for each figure in a Machine-gun Detachment or Artillery Battery. The dice are then shaken into the box provided for this purpose, and a casualty is removed from the target unit, by the commander of the unit that is firing, for every 6 thrown. Individuals (such as Generals, members of the Headquarters Staff, Native Leaders, and members of the Native Leader's Personal Retinue) may add their firepower (i.e. be counted as being a member of a unit) to any unit with which they are in base-to-base contact. Units that are in fortifications only suffer half the number of casualties caused by Long Range or Short Range Fire (i.e. At Long Range one casualty is removed for every four 6s thrown, and at Short Range one casualty is removed for every pair of 6s thrown). Return to ContentsThe system used for deciding the result of a close combat relies upon the "buckets of dice" principle (i.e. throwing lots of dice tends to iron out some of the vagaries of chance whilst still producing some unpredictable results). The main things to remember are:
A small D6 of one colour is placed in the dice shaker for each figure from the attacking side who is taking part in the close combat. A small D6 of a different colour is placed in the dice shaker for each figure from the defending side who is taking part in the close combat. The dice are then shaken into the box provided for this purpose. A casualty is removed from the defending unit by the commander of the attacking unit for every 6 thrown on an attacker's dice, and a casualty is removed from the attacking unit by the commander of the defender's unit for every 6 thrown on a defending dice. Return to ContentsOpen terrain
European & Regular Native Troops
Irregular Native Troops
Elite Units
Inexperienced Units
Militia Units
Fortifications
Return to ContentsAll constructive comments about these rules (including suggestions for inclusion in the Additional and Optional Rules section) are welcome. To e-mail me, just click here. Return to Contents© Robert George Cordery (2005) |