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"'Ere's
to you Fuzzy-Wuzzy" Colonial Wargames Rules
Introduction
"'Ere's to You Fuzzy-Wuzzy" were designed in the
mid-1990s and are intended to be used with 15 mm scale figures. They rely upon the use of
both average (AvDs produce more predictable results) and normal dice (D6s produce less
predictable results) to reflect the following features of the Sudanese Campaign:
-
British and Egyptian firepower could destroy Mahdist attacks
if they got enough warning;
-
British and Egyptian forces moved slowly but surely about
the battlefield;
-
British and Egyptian forces might be beaten in close
combat by the sheer ferocity of the Mahdists attack;
-
Mahdist forces had less predictable firepower than the
British and Egyptians;
-
Mahdist forces moved in a less formal and therefore more
rapid manner on the battlefield than the British and Egyptians.
Contents
Playing Pieces
The game is played with stands of troops, each of which
represents:
-
a Commander or
-
a company of Regular infantry or
-
a squadron of Regular cavalry or
-
a battery of Regular artillery or
-
a group of approximately 200 Irregular infantry or
-
a group of approximately 200 Irregular cavalry or
-
a battery of Irregular artillery or
-
a transport unit
The stands are 25mm x 25mm and should have two figures
mounted on them (except the Commander stand which only has one figure).
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Contents
Game Turn
Sequence
Alternate Moves for each phase of the Game Turn Sequence.
The phases of the Game Turn Sequence are:
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Contents
Orders
A Commander may issue each Unit under their command with a
maximum of three orders per move, and these may include no more than one Movement
Order (e.g. March, Double & Trot, Charge & Retreat), one Formation Change Order
(e.g. Form Column of March, Form Line, Form Square, Limber, Unlimber, Mount, Dismount,
Rally, Reorganisation), and one Combat Order (e.g. Fire Combat, Close Combat)
Return to
Contents
Movement Rates
Regular Troops
Units of Regular Troops throw various numbers of Average
Dice (AvD) to determine the distance they can move at different Movement Rates.
| |
Maximum
Movement Rates (in cm)
|
| Unit
Type |
March |
Double & Trot |
Charge & Retreat |
| Command |
5 x AvD |
5 x AvD |
5 x AvD |
| Infantry |
2 x AvD |
3 x AvD |
4 x AvD |
| Cavalry |
3 x AvD |
4 x AvD |
5 x AvD |
| Artillery |
2 x AvD |
3 x AvD |
4 x AvD |
| Transport |
2 x AvD |
3 x AvD |
4 x AvD |
Units of Regular Troops may only use Double & Trot
Movement Rate if:
Units of Regular Troops may only use Charge & Retreat
Movement Rate if:
-
They have been stationary during the previous move or
-
They have moved at March Movement Rate during the previous
move or
-
They have been forced to do so by a Fire Combat Result or
-
They have been forced to do so by a Close Combat Result or
-
They have failed to Rally after an adverse Fire Combat
Result or an adverse Close Combat Result.
Transport Units may only use Charge & Retreat Movement
Rate if:
-
They have been forced to do so by a Fire Combat Result or
-
They have been forced to do so by a Close Combat Result or
-
They have failed to Rally after an adverse Fire Combat
Result or an adverse Close Combat Result.
The Commander of Regular Troops may chose to move all or
part of his force at the slowest speed available in order to keep units together.
Irregular Troops
Units of Irregular Troops throw various numbers of Normal
Dice (D6) to determine the distance they can move at different Movement Rates.
| |
Maximum
Movement Rates (in cm)
|
| Unit Type |
March |
Double & Trot |
Charge & Retreat |
| Command |
6 x D6 |
6 x D6 |
6 x D6 |
| Infantry |
3 x D6 |
4 x D6 |
5 x D6 |
| Cavalry |
4 x D6 |
5 x D6 |
6 x D6 |
| Artillery |
2 x D6 |
3 x D6 |
4 x D6 |
| Transport |
2 x D6 |
3 x D6 |
4 x D6 |
Units of Irregular Troops may only use Double & Trot
Movement Rate if:
-
They have been stationary during the previous move or
-
They have moved at March Movement Rate during the previous
move or
-
They have moved at Double & Trot Movement Rate during
the previous move (subject to a maximum number of two moves at Double & Trot Movement
Rate before the Unit:
Units of Irregular Troops may only use Charge & Retreat
Movement Rate if:
-
They have been stationary during the previous move or
-
They have moved at March Movement Rate during the previous
move or
-
They have moved at Double & Trot Movement Rate during
the previous move (subject to the restriction that they must have been stationary or moved
at March Movement Rate during the move prior to the last move) or
-
They have been forced to do so by a Fire Combat Result or
-
They have been forced to do so by a Close Combat Result or
-
They have failed to Rally after an adverse Fire Combat
Result or an adverse Close Combat Result.
Transport Units may only use Charge & Retreat Movement
Rate if:
-
They have been forced to do so by a Fire Combat Result or
-
They have been forced to do so by a Close Combat Result or
-
They have failed to Rally after an adverse Fire Combat
Result or an adverse Close Combat Result.
Return to
Contents
Reconnaissance
Regular Troops
To reconnoitre, Units of Regular Troops throw a Normal Dice
(D6) at the end of the Movement Phase to determine the distance at which Units of various
sizes will be seen.
| |
Distance (in
cm) at
which Units of various sizes will be observed and identified
|
| Dice Score |
Company-sized Units |
Battalion-sized Units |
Brigade-sized Units |
| 1 |
- |
- |
- |
| 2 |
- |
- |
10 |
| 3 |
- |
10 |
15 |
| 4 |
10 |
15 |
25 |
| 5 |
15 |
25 |
40 |
| 6 |
25 |
40 |
60 |
| 7 |
40 |
60 |
85 |
Irregular Troops
To reconnoitre, Units of Irregular Troops throw a Normal
Dice (D6) at the end of the Movement Phase to determine the distance at which Units of
various sizes will be seen.
| |
Distance (in
cm) at
which Units of various sizes will be observed and identified |
| Dice Score |
Company-sized Units |
Battalion-sized Units |
Brigade-sized Units |
| 1 |
- |
- |
- |
| 2 |
- |
- |
12 |
| 3 |
- |
12 |
18 |
| 4 |
12 |
18 |
30 |
| 5 |
18 |
30 |
48 |
| 6 |
30 |
48 |
72 |
| 7 |
48 |
72 |
102 |
General Rules
Units that are reconnoitring may only do so if they are
moving at March or Double & Trot Movement Rate.
If the terrain is Open Terrain, adjust the D6 with a +1
modifier.
-
Open Terrain - Flat terrain with no vertical obstructions to
vision (e.g. Savannah Grassland).
-
Difficult Terrain - Any terrain that is not Open Terrain.
-
Company-sized Units - Single Stands with one or two figures
(with or without an artillery piece or vehicle) mounted on them.
-
Battalion-sized Units - Two to Six Company-sized Units.
-
Brigade-sized Units - Seven or more Company-sized Units.
Return to
Contents
Weapon
Ranges, Fire Combat Attack Gradings, and Range/Dice Adjustments
| Weapon Ranges (in
cm) |
|
Range/Dice Adjustments |
| Short Range |
Effective Range |
Long Range |
Weapon Type |
Attack Grading |
Effective Range |
Long Range |
| 5 |
15 |
30 |
Single-shot Rifles |
Light |
-1 |
-2 |
| 7.5 |
22.5 |
45 |
Magazine Rifles |
Light |
-1 |
-2 |
| 10 |
30 |
60 |
Machine Guns |
Medium |
-1 |
-2 |
| 12.5 |
37.5 |
75 |
Mountain Artillery |
Medium |
-1 |
-2 |
| 15 |
45 |
90 |
Field Artillery |
Medium |
-1 |
-2 |
| 20 |
60 |
120 |
Medium Artillery |
Heavy |
-1 |
-2 |
| 25 |
75 |
150 |
Heavy Artillery |
Heavy |
-1 |
-2 |
Return to
Contents
Unit
Fire Combat Defence Gradings
| Fire Combat Defence Grading |
Unit Type |
| Light |
Infantry and Dismounted Cavalry in the open |
| Light |
Mounted Cavalry v. Mounted Cavalry in the
open |
| Light |
Mounted Cavalry v. units other than Mounted
Cavalry in the open |
| Light |
Artillery Crews in the open |
| Light |
Transport in the open |
| Medium |
Units in Field Fortification/Trenches |
| Heavy |
Units in Permanent Fortifications |
Return to
Contents
Fire Combat
Regular Troops
To determine the number of casualties caused by Regular
Infantry and Cavalry Troops, throw an Average Dice (AvD) for each firing stand.
To determine the number of casualties caused by Regular
Machine Guns and Artillery, throw an Average Dice (AvD) for each unwounded Crew Member on
a firing stand.
| |
Defender's Grading |
| Attacker's Grading |
Light |
Medium |
Heavy |
| Light |
1 |
- |
1 |
- |
1 |
- |
| 2 |
- |
2 |
- |
2 |
- |
| 3 |
0 |
3 |
- |
3 |
- |
| 4 |
0 |
4 |
0 |
4 |
- |
| 5 |
00 |
5 |
0 |
5 |
0 |
| Medium |
1 |
- |
1 |
- |
1 |
- |
| 2 |
0 |
2 |
- |
2 |
- |
| 3 |
0 |
3 |
0 |
3 |
- |
| 4 |
00 |
4 |
0 |
4 |
0 |
| 5 |
000 |
5 |
00 |
5 |
0 |
| Heavy |
1 |
0 |
1 |
- |
1 |
- |
| 2 |
0 |
2 |
0 |
2 |
- |
| 3 |
00 |
3 |
0 |
3 |
0 |
| 4 |
000 |
4 |
00 |
4 |
0 |
| 5 |
0000 |
5 |
000 |
5 |
00 |
0 = Number of casualties inflicted on the enemy. Casualties
are denoted by placing the appropriate number of Casualty Markers on the affected Unit's
stands.
Irregular Troops
To determine the number of casualties caused by Irregular
Infantry and Cavalry Troops, throw a Normal Dice (D6) for each firing stand.
To determine the number of casualties caused by Irregular
Machine Guns and Artillery, throw a Normal Dice (D6) for each unwounded Crew Member on a
firing stand.
| |
Defender's Grading |
| Attacker's Grading |
Light |
Medium |
Heavy |
| Light |
2 |
- |
2 |
- |
2 |
- |
| 3 |
- |
3 |
- |
3 |
- |
| 4 |
0 |
4 |
- |
4 |
- |
| 5 |
0 |
5 |
0 |
5 |
- |
| 6 |
00 |
6 |
0 |
6 |
0 |
| Medium |
2 |
- |
2 |
- |
2 |
- |
| 3 |
0 |
3 |
- |
3 |
- |
| 4 |
0 |
4 |
0 |
4 |
- |
| 5 |
00 |
5 |
0 |
5 |
0 |
| 6 |
000 |
6 |
00 |
6 |
0 |
| Heavy |
2 |
0 |
2 |
- |
2 |
- |
| 3 |
0 |
3 |
0 |
3 |
- |
| 4 |
00 |
4 |
0 |
4 |
0 |
| 5 |
000 |
5 |
00 |
5 |
0 |
| 6 |
0000 |
6 |
000 |
6 |
00 |
0 = Number of casualties inflicted on the enemy.
Casualties are denoted by placing the appropriate number of Casualty Markers on the
affected Unit's stands.
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Contents
Fire
Combat Results
Regular Troops
| Result |
Outcome of Fire Combat |
|
Unit has caused more casualties on the enemy
than it has suffered. |
Infantry & Cavalry: Unit may close with
the enemy at Charge & Retreat Movement Rate next move.
Other Units: Unit may close with the enemy at Double & Trot Movement Rate
next move. |
|
Unit has caused as many casualties on the
enemy as it has suffered. |
Unit may advance towards the enemy at Double
& Trot Movement Rate next move. |
|
Unit has suffered more casualties than it has
inflicted on the enemy, but less than twice as many casualties. |
Throw a D6. If the score is 1, the Unit must
retreat at Charge & Retreat Movement Rate at once; If the score is 2 or 3, the Unit
must retreat at Double & Trot Movement Rate next move. If the score is 4, 5 or 6, the
Unit may not move next move unless forced to do so by further casualties. |
|
Unit has suffered twice as many (or more)
casualties than it has inflicted on the enemy. |
Throw a D6. If the score is 1 or 2, the Unit
must retreat at Charge & Retreat Movement Rate at once, and must continue to retreat
at Charge & Retreat Movement Rate until it is Rallied; If the score is 3, 4, 5, or 6,
the Unit must retreat at Charge & Retreat Movement Rate at once. |
Irregular Troops
| Result |
Outcome of Fire Combat |
|
Unit has caused more casualties on the enemy
than it has suffered. |
Infantry & Cavalry: Throw a D6. If the
score is 1 or 2, the Unit may advance at Charge & Retreat Movement Rate at once; If
the score is 3, 4, 5 or 6, the Unit may close with the enemy at Double & Trot Movement
Rate next move.
Other Units: Unit may close with the
enemy at Double & Trot Movement Rate next move. |
|
Unit has caused as many casualties on the
enemy as it has suffered. |
Unit may advance towards the enemy at Double
& Trot Movement Rate next move. |
|
Unit has suffered more casualties than it has
inflicted on the enemy, but less than twice as many casualties. |
Throw a D6. If the score is 1 or 2, the Unit
must retreat at Charge & Retreat Movement Rate at once; If the score is 3, 4 or 5, the
Unit must retreat at Double & Trot Movement Rate next move. If the score is 6, the
Unit may not move next move unless forced to do so by further casualties. |
|
Unit has suffered twice as many (or more)
casualties than it has inflicted on the enemy. |
Throw a D6. If the score is 1, 2, 3, or 4,
the Unit must retreat at Charge & Retreat Movement Rate at once, and must continue to
retreat at Charge & Retreat Movement Rate until it is Rallied; If the score is 5 or 6,
the Unit must retreat at Charge & Retreat Movement Rate at once. |
Return to
Contents
Unit Close Combat Defence and
Attack Gradings
| Close Combat Defence Grading |
Unit Type |
Close Combat Attack Grading |
| Light |
Infantry and Dismounted Cavalry in the open |
Light |
| Light |
Mounted Cavalry v. Mounted Cavalry in the
open |
Light |
| Light |
Mounted Cavalry v. units other than Mounted
Cavalry in the open |
Medium |
| Light |
Artillery Crews in the open |
Light |
| Light |
Transport in the open |
Light |
| Medium |
Units in Field Fortification/Trenches |
- |
| Heavy |
Units in Permanent Fortifications |
- |
Return to
Contents
Close Combat
Regular Troops
To determine the number of casualties caused by Regular
Troops, throw a Normal Dice (D6) for each unwounded Figure on an Attacking or Defending
stand.
| |
Defender's Grading |
| Attacker's Grading |
Light |
Medium |
| Light |
3 |
- |
3 |
- |
| 4 |
- |
4 |
- |
| 5 |
0 |
5 |
- |
| 6 |
0 |
6 |
0 |
| Medium |
3 |
- |
3 |
- |
| 4 |
0 |
4 |
- |
| 5 |
0 |
5 |
0 |
| 6 |
00 |
6 |
0 |
0 = Number of casualties inflicted on the enemy. Casualties
are denoted by placing the appropriate number of Casualty Markers on the affected Unit's
stands.
Irregular Troops
To determine the number of casualties caused by Irregular
Troops, throw an Average Dice (AvD) for each unwounded Figure on an Attacking or Defending
stand.
| |
Defender's Grading |
| Attacker's Grading |
Light |
Medium |
| Light |
2 |
- |
2 |
- |
| 3 |
- |
3 |
- |
| 4 |
0 |
4 |
- |
| 5 |
0 |
5 |
0 |
| Medium |
2 |
- |
2 |
- |
| 3 |
0 |
3 |
- |
| 4 |
0 |
4 |
0 |
| 5 |
00 |
5 |
0 |
0 = Number of casualties inflicted on the enemy. Casualties
are denoted by placing the appropriate number of Casualty Markers on the affected Unit's
stands.
Return to
Contents
Close
Combat Results
Regular Troops
| Result |
Outcome of Close Combat |
|
Unit has caused more casualties on the enemy than it has
suffered. |
Infantry & Cavalry: If the enemy has been forced to
retreat, the Unit may advance at Double & Trot Movement Rate at once. If the enemy has
not been forced to retreat, the Unit may continue the Close Combat next move.
Other Units: Unit may continue the Close Combat next move. |
|
Unit has caused as many casualties on the enemy as it has
suffered. |
Unit may continue the Close Combat next move |
|
Unit has suffered more casualties than it has inflicted on
the enemy, but less than twice as many casualties. |
Throw a D6. If the score is 1, the Unit must retreat at
Charge & Retreat Movement Rate at once; If the score is 2 or 3, the Unit must retreat
at Double & Trot Movement Rate next move. If the score is 4, 5 or 6, the Unit may not
move next move unless forced to do so by further casualties. |
|
Unit has suffered twice as many (or more) casualties than
it has inflicted on the enemy. |
Throw a D6. If the score is 1 or 2, the Unit must retreat
at Charge & Retreat Movement Rate at once, and must continue to retreat at Charge
& Retreat Movement Rate until it is Rallied; If the score is 3, 4, 5, or 6, the Unit
must retreat at Charge & Retreat Movement Rate at once. |
Irregular Troops
| Result |
Outcome of Close Combat |
|
Unit has caused more casualties on the enemy than it has
suffered. |
Infantry & Cavalry: If the enemy has been forced to
retreat, the Unit may advance at Charge & Retreat Movement Rate at once. If the enemy
has not been forced to retreat, the Unit may continue the Close Combat next move.
Other Units: Unit may continue the Close Combat next move. |
|
Unit has caused as many casualties on the enemy as it has
suffered. |
Unit may continue the Close Combat next move. |
|
Unit has suffered more casualties than it has inflicted on
the enemy, but less than twice as many casualties. |
Throw a D6. If the score is 1 or 2, the Unit must retreat
at Charge & Retreat Movement Rate at once; If the score is 3, 4 or 5, the Unit must
retreat at Double & Trot Movement Rate next move. If the score is 6, the Unit may not
move next move unless forced to do so by further casualties. |
|
Unit has suffered twice as many (or more) casualties than
it has inflicted on the enemy. |
Throw a D6. If the score is 1, 2, 3, or 4, the Unit must
retreat at Charge & Retreat Movement Rate at once, and must continue to retreat at
Charge & Retreat Movement Rate until it is Rallied; If the score is 5 or 6, the Unit
must retreat at Charge & Retreat Movement Rate at once. |
Return to
Contents
Rallying
Retreating Troops
Regular Troops
To determine whether a Unit of Regular Troops will Rally
after being forced to retreat due to an adverse Fire Combat Result or an adverse Close
Combat Result, an Average Dice (AvD) is thrown for each of the Unit's retreating stands.
If the score is 2 or 3, the retreating stand will continue
to retreat at Charge & Retreat Movement Rate until it is Rallied; If the score is 4 or
5, the retreating stand will Rally, and will be able to obey orders from the next move
onwards.
Irregular Troops
To determine whether a Unit of Irregular Troops will Rally
after being forced to retreat due to an adverse Fire Combat Result or an adverse Close
Combat Result, a Normal Dice (D6) is thrown for each of the Unit's Retreating stands.
If the score is 1, 2, 3, or 4, the retreating stand will
continue to retreat at Charge & Retreat Movement Rate until it is Rallied; If the
score is 5 or 6, the retreating stand will Rally, and will be able to obey orders from the
next move onwards.
Return to
Contents
Recovering
Casualties
A Unit that has suffered casualties may recover some of
them during any move if:
To recover casualties:
-
A Unit removes half of the casualty markers it has suffered.
If there are an odd number of casualty markers, a D6 is thrown. If the score is 1, 2, or
3, the odd number of casualty markers is rounded up. If the score is 4, 5, or 6, the odd
number of casualty markers is rounded down.
-
The remaining stands with casualty markers then retreat at
March Movement Rate.
At the end of the day, the Unit removes half of the
remaining casualty markers it has suffered. If there are an odd number of casualty
markers, a D6 is thrown. If the score is 1, 2, or 3, the odd number of casualty markers is
rounded up. If the score is 4, 5, or 6, the odd number of casualty markers is rounded
down.
At the end of a week, the Unit removes half of the
remaining casualty markers it has suffered. If there are an odd number of casualty
markers, a D6 is thrown. If the score is 1, 2, or 3, the odd number of casualty markers is
rounded up. If the score is 4, 5, or 6, the odd number of casualty markers is rounded
down. Any casualty markers that remain indicate dead troops that may not return to
their Unit.
Return to
Contents
Example Troop
Types
| Troop Type |
Move as |
Recce as |
Fire Combat as |
Close Combat as |
Rally as |
| British Infantry |
Regular |
Regular |
Regular |
Regular |
Regular |
| British Cavalry |
Regular |
Regular |
Regular |
Regular |
Regular |
| British Artillery |
Regular |
Regular |
Regular |
Regular |
Regular |
| Egyptian Infantry |
Regular |
Regular |
Irregular |
Irregular |
Irregular |
| Egyptian Cavalry |
Regular |
Regular |
Irregular |
Irregular |
Irregular |
| Egyptian Artillery |
Regular |
Regular |
Irregular |
Irregular |
Irregular |
| Mahdist Infantry |
Irregular |
Irregular |
Irregular |
Irregular |
Irregular |
| Mahdist Cavalry |
Irregular |
Irregular |
Irregular |
Irregular |
Irregular |
| Mahdist Artillery |
Irregular |
Irregular |
Irregular |
Irregular |
Irregular |
Return to
Contents
©
Robert George Cordery (2005)
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