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SCWaRes
Simple Colonial Wargames
Rules
Introduction
SCWaRes pronounced "squares" began
life as a simple set of fast play rules for use with teenagers who had never
played a traditional figure wargame before. The design parameters were:
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To have a turn sequence that kept the players involved
throughout each turn;
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To have simple morale systems that dealt with unit and
formation morale;
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To reduce the measuring of movement and weapon ranges to
zero;
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To have simple systems for resolving fire combat and close
combat;
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To include an element of uncertainty into the outcome of
each game;
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To produce a game that could be played to a conclusion in
about an hour.
SCWaRes first saw the public light of day at
the Conference of Wargamers in July 2000 (COW2000), and despite one or two teething
problems it worked quite well. A revised version was demonstrated at SALUTE2001 in April
2001, and the development of the rules has continued. This edition represents the current
state of play.
To help readers and players to identify and understand each
rule, extensive use has been made of bullet points, charts, and diagrams.
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These rules are designed to be played either solo or by two
(or more) players in a face-to-face wargame.
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These rules are designed to be used with 15mm scale figures
mounted on troop bases1.
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These rules are designed for open wargames2.
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Nothing may be done contrary to what could or would be
done in actual war. (F T Jane Revised Rules for Naval War Game [1905])
Contents
Zones
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The standard size of zone is a 50mm x 50mm square.
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Zones may be smaller or larger than the standard size or
shape in order to reflect the type or difficulty of the terrain.
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The size and shape of a zone determines the number of troop
bases allowed into that zone.
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It is not permitted for more troop bases to be placed into a
zone than may fit within the boundaries of the zone.
Units
Table
1: Unit Strengths and Troop Base Sizes
Unit Type3 |
Unit Strength |
Troop Base Size4 |
| European and European-led Infantry
Battalion |
4 troop bases |
40mm x 20mm |
| European and European-led Mounted
Regiment |
3 troop bases |
40mm x 30mm |
| European and European-led Field Artillery
Battery |
1 troop base |
40mm x 40mm |
| European and European-led Machine Gun
Battery |
1 troop base |
40mm x 40mm |
| European Commanders and their Staff |
1 troop base |
Of appropriate size |
| Native Infantry Unit |
4 to 6 troop bases |
40mm x 20mm |
| Native Mounted Unit |
3 to 6 troop bases |
40mm x 30mm |
| Native Field Artillery Battery |
1 troop base |
40mm x 40mm |
| Native Machine Gun Battery |
1 troop base |
40mm x 40mm |
| Native Commanders and their Retinue |
1 troop base |
Of appropriate size |
Diagram 1: Examples of Unit tactical formations

Move
Sequence
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Morale Tests for European6 and European-led7 troops are taken (if required).
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European and European-led troops move.
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Morale Tests for Native troops8 are taken (if required).
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Native troops move.
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European and European-led troops fire.
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Native troops fire.
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Close Combat takes place.
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An Event Card is turned over.
Morale
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A group of units operating together under one commander must
test their morale at the beginning of the turn after their strength (in troop bases) has
fallen, as a result of combat and/or the effects of Event Cards, to a percentage of their
original strength.
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Once a group of units has had to test their morale, they
must retest their morale at the beginning of every subsequent turn until such time as they
fail their Morale Test.
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European and European-led troops must test their morale at
the beginning of the turn after their strength (in troop bases) falls to 25% of their
original strength.
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Native troops must test their morale at the beginning of the
turn after their strength (in troop bases) falls to 50% of their original strength.
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A D6 is placed in a dice shaker, and thrown.
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A group of European and/or European-led units must score 3
or more to pass their Morale Test.
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A group of Native units must score 4 or more to pass their
Morale Test.
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A group of units that fail their Morale Test must
begin to move away from any enemy units at once by the most direct route, and must
continue this movement until they are at least 10 zones from any enemy unit.
Movement
Table 2:
Expenditure of Movement Points
Type of
movement or manoeuvre |
Number of
Movement Points expended |
| To move orthogonally |
2 Movement Points per zone |
| To move diagonally |
3 Movement Points per zone |
| To turn 45° |
1 Movement Point |
| To turn 90° |
2 Movement Points |
| To turn 135° |
2 Movement Points |
| To turn 180° |
1 Movement Point |
Table 3:
Movement Points European and European-led Troop Types
European and
European-led Troop Types |
Movement Points |
| Infantry in Column, Line, or Square |
4 |
| Infantry Charging |
6 |
| Mounted Troops in Column, Line, or Square |
4 |
| Mounted Troops Charging |
9 |
| Artillery and Machine Guns |
4 |
| Commanders and their Staff |
6 |
Table 4: Movement Points
Native Troop Types
Native Troop
Types |
Movement Points |
| Infantry Marching |
2D6 |
| Infantry Charging |
3D6 |
| Mounted Troops Marching |
2D6 |
| Mounted Troops Charging |
4D6 |
| Artillery and Machine Guns |
1D6 |
| Commanders and their Retinue |
2D6 |
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Unexpended Movement Points are lost at the
end of a sides movement and can not be held over until the next move.
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Units may only Charge when they are four (4)
zones or less away from an enemy unit and only if they are intending to attack that
enemy unit.
Diagram 2: Examples of measuring the orthogonal movement of European
Infantry

Diagram 3: Examples of measuring the diagonal movement of European
Infantry

Diagram 4: Examples of measuring the orthogonal and diagonal
movement of European Artillery

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Only European or European-led troop bases may move
sideways, and they may only do so if they form part of a Square or Line.
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Units may interpenetrate10 other friendly units
during the course of normal movement as long as they do not end the move with more troop
bases in a zone than may fit within the boundaries of the zone.
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Charging units may not interpenetrate
other units.
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Driven back units may not interpenetrate
other units.
Combat
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Fire Combat and Close Combat are resolved using similar
methods.
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Fire Combat takes place after both sides have moved their
troops, and before Close Combat occurs.
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European and European-led troops fire first, and any
casualties caused are removed before Native troops can fire.
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Native troops fire second, and any casualties caused are
removed before Close Combat takes place.
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Close Combat takes place after all Fire Combat has been
concluded, and is simultaneous.
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All weapon types are allotted a range in zones and a number
of D6s per troop base taking part in combat.
Table
5: Weapon Ranges and Number of Dice
Weapon Type |
Weapon Range |
No. dice per
troop base |
| European Field Artillery |
8 zones |
4D6 |
| Native Field Artillery |
6 zones |
3D6 |
| Automatic Machine Guns |
6 zones |
6D6 |
| Mechanical Machine Guns |
4 zones |
4D6 |
| Magazine Rifles & Carbines |
4 zones |
3D6 |
| Single-shot Rifles & Carbines |
3 zones |
2D6 |
| Muskets |
2 zones |
2D6 |
| Spears |
Same zone or if in base-to-base contact |
2D6 |
| All Close Combat |
Same zone or if in base-to-base contact |
2D6 |
Fire Combat
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All Fire Combat is from one zone to another.
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If several troop bases occupy a zone, only the front rank of
troop bases that are in that zone, and that are facing the enemy, can take part in Fire
Combat.
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The firing troop bases identify the target zone.
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There must be a clear line-of-sight from the zone
occupied by the firing troop bases to the target zone.
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Ranges are measured
orthogonally.
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Targets that are within range but are outside an arc 45º
either side of the direction the firing troop bases are facing may not be fired at.
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The firing troop bases that are firing at the same target
zone count up the number of D6s they can throw, place them in a dice shaker, and throw
them.
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Every 6 thrown destroys an enemy troop base in the target
zone if the target is in the open.
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Every double 6 thrown destroys an enemy troop base in the
target zone if the target is in fortifications11.
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Every 5 thrown 'drives back' a European-led or a Native
troop base in the target zone by one zone if the target is in the open.
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Every double 5 thrown 'drives back' a European-led or a
Native troop base in the target zone by one zone if the target is in fortifications.
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A troop base that has been 'driven back' must move directly
away from the firing troop base at once.
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A troop base that has been 'driven back' but that can not
move one zone directly away from the firing troop base at once is destroyed.
Diagram 5: Examples of orthogonally measuring the range of European
Field Artillery

Diagram 6: Examples of diagonally measuring the range of European
Field Artillery

Diagram 7: Examples of orthogonally measuring the range of Magazine
Rifles & Carbines

Diagram 8: Examples of diagonally measuring the range of Magazine
Rifles & Carbines

Close Combat
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All Close Combat is from one zone to an adjoining
zone or within the same zone if both sides are in base-to-base contact.
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If several troop bases occupy a zone, only the front rank of troop
bases that are in that zone, and that are facing the enemy, can take part in Close Combat.
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Both sides identify the troop bases in each zone that can take part
in Close Combat.
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Both sides count up the number of D6s they can throw, place them in a
dice shaker, and throw them.
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Troop bases in different zones that are in Close Combat with same
enemy troops may combine their D6s to speed up the process of resolving the Close
Combat.
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Every 6 thrown destroys an enemy troop base in the target zone if the
target is in the open.
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Every double 6 thrown destroys an enemy troop base in the target zone
if the target is in fortifications.
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Every 5 thrown 'drives back' a European-led or a Native troop base in
the target zone by one zone if the target is in the open.
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Every double 5 thrown 'drives back' a European-led or a Native troop
base in the target zone by one zone if the target is in fortifications.
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A troop base that has been 'driven back' must move directly away from
the attacking troop base at once.
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A troop base that has been 'driven back' but that can not move one
zone directly away from the attacking troop base at once is destroyed.
Event
Cards
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At the beginning of the game a pack of ordinary playing
cards (including one Joker) is shuffled and placed within easy reach of the players.
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For a game of pre-determined length, the same number of
playing cards as pre-determined turns is dealt, face down, into a separate pile.
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After the Close Combat phase of the Turn Sequence, the top
playing card is turned over, and the results are read from the Event Table.
Table 6: Event Table
Card |
Hearts |
Clubs |
Diamonds |
Spades |
1
to 10 |
No event |
No event |
No event |
No event |
Jack |
Believing that they
are unable to win the battle, D6 troop bases of the Native troops farthest away from the
leading European or European-led troops immediately begin to leave the battlefield by the
shortest route possible. |
Throw a D6. If 4 or
5 are thrown, then D6 troop bases of Native troops appear as reinforcements. If 6 is
thrown, then 2D6 troop bases of Native troops appear as reinforcements. |
All European and
European-led troops add 2 Movement Points to their movement for the rest of the game. |
Throw a D6. If 4 or
5 are thrown, then D6 troop bases of Native troops appear as reinforcements. If 6 is
thrown, then 2D6 troop bases of Native troops appear as reinforcements. |
Queen |
Believing that they
are unable to win the battle, 2D6 troop bases of the Native troops farthest away from the
leading European or European-led troops immediately begin to leave the battlefield by the
shortest route possible. |
Throw a D6. If 2, 3,
or 4 are thrown, then D6 troop bases of Native troops appear as reinforcements. If 5 or 6
are thrown, then 2D6 troop bases of Native troops appear as reinforcements. |
All European and
European-led troops add 1 to all D6 scores for the rest of the game. |
Throw a D6. If 2, 3,
or 4 are thrown, then D6 troop bases of Native troops appear as reinforcements. If 5 or 6
are thrown, then 2D6 troop bases of Native troops appear as reinforcements. |
| KIng |
Believing that they
are unable to win the battle, all Native troops immediately begin to leave the battlefield
by the shortest route possible. |
Believing that they
are unable to win the battle, all European and European-led troops immediately begin to
leave the battlefield by the route by which they entered. |
All European and
European-led troops add 2 Movement Points to their movement and add 1 to all D6
scores for the rest of the game. |
Due to ammunition
shortages, European and European-led troops armed with Magazine Rifles & Carbines may
only throw 1D6 per troop base for the rest of the game. |
| Joker |
Due to
nightfall, the battle ends. |
Notes on
the effect of Event Cards
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Native troop reinforcements arrive at the edge of the
battlefield. They may not enter the battlefield at a point where the terrain is impassable
or within 4 zones of European and European-led troops.
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The shortest possible route used by Native troops leaving
the battlefield is defined as being the route from their current location to the nearest
edge of the battlefield where the terrain is passable and at least 4 zones away
from any European and European-led troops.
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In a game of pre-determined length the Joker may, with the
prior agreement of all players, be regarded as a 'No event' card.
Notes
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The number of troops fixed to each troop base is a matter of
personal preference. The recommended number of troops fixed to each type of troop base
are:
| Infantry |
3 figures |
| Mounted |
2 figures |
| Artillery |
1 gun + 2 figures |
| Machine Guns |
1 gun + 2 figures |
| Commanders |
1 commander figure + 1 or 2 other figures |
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Open wargames are wargames where all the troop
bases are visible on the battlefield at the start of the game.
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European or European-led Unit Types are defined using
traditional British designations (e.g. Infantry Battalion, Cavalry Regiment, Artillery
Battery) whereas Native troops can be defined using the most appropriate Unit Type
designation (e.g. Warband, Tribe, Ibutho, Rub).
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Width x Depth
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Examples of larger formations include Field Forces,
Brigades, Divisions, Impi, and Flags. N.B. Formations must have an appropriate
Commander.
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European troops are all those troops raised in Europe or
raised locally from European colonists.
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European-led troops are all those troops raised locally from
the native population and commanded by Europeans.
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Native troops are all those troops raised from the native
population and commanded by native leaders.
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Units that have a Unit Strength of one (1) troop base (e.g.
Artillery Batteries, Machine Gun Batteries, European Commanders and their Staff, Native
Commanders and their Retinue) do not have to test their morale.
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Interpenetration is where one unit passes through a friendly
unit.
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Fortifications may be either man-made or natural. Man-made
fortifications include trenches, earth-works, stone sangars, forts, armoured trains, and
armoured warships. Natural fortifications include dried-up streams and rivers, sunken
roads, and large rock formations.
©
Robert George Cordery (2005)
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