The Trouble With Trekking...
A quick trip to Sander's Patch to test some rules.
Backstory & Mission:
Very basic this time. After discovery of gold within his domains the colonial power (against local advice) has decided to stamp on the Great King; and has thus gone to the trouble and expense of shifting an expeditionary force way up the Great River.
A British Column, consisting of wagons and impedimenta, plus an escort of about a regiment of redcoats, some Native Auxiliaries (horse and foot,) and a few cavalry is therefore approaching the River Tembi, intending to move from the south of the table to the north, burning the kraal, while en route to the Great King's main city.
There are hostiles reported in the area, in some strength; but their intentions (and locations) are unknown.
The Head of the Column must feel it's way across the table within Thirty Moves to be successful. Until Activated the Main Column will not enter the field. This is randomised so I do not know how long I will have to scout and "clear" potential ambush points (PAPs) before it arrives.
Wagons can break down and other hazards could delay progress.
Lt. Hawarden's Sketch Map |
The Field:
There is a clear wagon and cattle trail for the column to follow.
The terrain is generally flat, so some off-trail wagon movement is permitted.
Elevations include a scatter of rocky kopjes and some significant stretches of donga (the old Tembi riverbed). The ground is pretty open, with some patches of woodland along the River Tembi, which splits the Table.
All kopjes, the donga and woodland patches (there are no Napier Grass patches - as I couldn't find any suitable terrain models in my boxes) could conceal hidden enemy and must be Scouted before deemed safe or tested for as Potential Ambush Points (PAPs) if approached.
Because the scouts are with the column (rather than me losing them scouting off-table) parallel Table-Edge tests must be made each move for each third of the table the column has traversed/is traversing.
Randomising/Solo Stuff:
1) The Column: Incidents relating to the column will be handled by a dice throw per move and (on the appropriate throw indicating an incident has occurred) a test throw on the Convoy Table below.
2) Enemy Entry: Enemy
units enter play only when a test reveals them. Every move a British
unit is within fourteen inches of a Potential Ambush Point (see
below) or within two feet of an east or west table edge test is made (1x6D). In the case of table edges a throw must be made for each 32 inches of table length falling within these parameters. On a throw of six a potential threat
has been perceived and a Blind is placed.
This Blind tests (1x6D)
each enemy move and if a six is thrown then at the start of the next
enemy move a card is drawn and placed at the point where the threat
has been perceived. After this point the Blind Card activates and moves as
normal units.
On a card being "revealed" by proximity/within LoS of a friendly unit, the card is revealed; with any units prompted by the card type/value being
placed (as per my standard Hidden Enemy Protocols but with one red Pip = one unit picked at random from the unit storage tray).
It is assumed that ALL Enemy Brigade Commanders will have been ordered to act aggressively. This will, however, be tempered by ad hoc Decision Throws based on conditions on the field as soon as any reverse has been experienced.
3) Scouting: Scouting (and other movement where Scouts have not already passed or cleared Potential Ambush points - see below) is dealt with as per my standard Hidden Enemy Procedures (see also above).
However, in addition toll PAP and table edge rules, because of possible long distance off-table threats, Scouts within three inches of a table edge or on a kopje plateau edge facing a table edge and within a foot of that edge may ALSO sight to off-table areas. Enemy seen in these areas may be engaged (long range fire). Enemy so spotted cannot return fire and MUST enter the table within one foot of the spotter; being so placed on a throw of 5-6 on a 1x6D test (per move). However, such units may be "Pinned" as per shooting rules, and thus denied entry to the Table.
4) Potential Ambush Points: There are several Potential Ambush Points (PAPs) on the table. These are:
Type 1) Any kopje plateau
Type 2) Any
isolated patch of woodland, any large patch of scrub/Napier Grass,
any isolated patch of rocky scrub and/or the main kraal
Type 4)
Any donga or long stretch of woodland or rocky/scrubby slopes (e.g.
kopje sides)
If not rendered harmless these can provide
assembly points for Native Surprise Attacks. To be rendered harmless
these features must be either Scouted, passed through or
occupied.
To Scout a Type 1 PAP a British unit must climb to
the actual plateau of the feature, then make a "Discovery Test".
It must then move across the plateau to the furthest (in distance)
edge from it's arrival point. It must then test again. Should a
plateau contain any Type 2 or Type 4 PAP then these must be tested
for separately as below.
To Scout a Type 2 PAP a British unit must move to within two inches of the edge of the feature, then make a "Discovery Test". It must then pass through the feature, making another test each move in which it ends it's turn in/remains in the feature, until a total of three tests have been made. Only after three tests have been passed without prompting and Ambush is the PAP deemed cleared.
To Scout a Type 4 PAP a British unit must either enter or move to the very edge of the feature then make a "Discovery Test". This is deemed to have cleared a six inch stretch of this kind of feature. To clear any further stretches further moves taking the unit/s along the feature must be made and tests taken per such move.
IF,
at any time, an enemy force (including retreating/routed units)
passes through/occupies a preciously "cleared" feature it
reverts to being a PAP.
5) Wildlife: Apart from encounters on the Table above there is only one kind of wildlife of concern - a Wildebeest herd. These move randomly (basic six point 360 degree Spider Test) three inches a move. If spooked by a body of men (must be more than 12 strong) they will stampede away from them at six inches a move for three moves (six point half Spider Test for direction). The Convoy cannot pass through the herd, but must go round or halt to let them move on.
6) Convoy Arrival: Order
of march will be written out in advance. Two moves in after the
Scouts hit the table a 1x6D dice will be thrown. On a throw of "6"
the lead element/s will arrive on the table at the Arrival Point.
However, IF a scout has been dispatched off-table with data re. seen
enemy/enemy threats within 3 feet of the Arrival Point the Order of
March MAY be changed by the Off-table Column Commander. This is
represented by the following table.
7) Sub-Unit Commanders: As always Friendly sub unit commanders will be subject to ad hoc tests when detached or without orders and a decision is required. I (as General) will have no influence on these decisions if the sub commander is outside my Command Radius.
Units within Command Radius may also be affected by the following circumstances:
Unexpected sighting of enemy
Unexpected exposure to sudden, serious threat.
Ammunition issues
Enemy sub-commanders will be similarly affected.
The Enemy:
There may be no opposition, other than (maybe) at the kraal itself.
On the other hand a mass attack from the Regiments of the Great King is possible. Scout reports are inconclusive - not least because they have been ordered to stay close to the column.
Likely hostile strength is unknown but could consist of anything up to twenty of the Great King's regiments (or Fahwini) of warriors. These troops have in the past occasionally crossed spears with the Protectorate's Hausa Police, with mixed results, but have never pushed into "The Patch" in strength. Neither have they faced British regulars before. They can be expected to be confident and aggressive.
Summary:
OK, the scene is set. The scenario rules laid out. Next Post; the game itself....
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