"'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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Game Turn Sequence

Alternate Moves for each phase of the Game Turn Sequence. The phases of the Game Turn Sequence are:

  • Order Phase

  • Movement Phase

  • Reconnaissance Phase

  • Fire Combat Phase

  • Fire Combat Results Phase

  • Close Combat Phase

  • Close Combat Results Phase

  • Retreat Movement Phase

  • Rally Phase

  • Casualty Recovery Phase

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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)

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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:

  • They have been stationary during the previous move or

  • They have moved at March Movement Rate during the previous move.

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:

    • Must remain stationary for a move or

    • Move for two moves at March Movement Rate).

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.

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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.

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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

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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

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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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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.

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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 -

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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.

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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.

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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.

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Recovering Casualties

A Unit that has suffered casualties may recover some of them during any move if:

  • The Unit has not moved and

  • The Unit has not been involved in any form of combat.

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.

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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

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© Robert George Cordery (2005)