Micro Colonial (TTG, 1977).pdf

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lllis
~alllc
rcoeatcs a (omplelc battlc
(Jurin~
the latl' Colllni,l1
p~'riud.
The hasil: game I:(')\'ers the sel:ond Zulu w:u. with a Zulu anllY
Ill'
six
Impis :against a smaller, prrdolllinatcly British forl:e. This is'lhe period
(")1'
the in I
I'
Ol.lUl:tion of hreedlloading rilles and mad'ine
gUlb,
where
in small regular flHl:es wcre thrown againsl hugc nalive armies wilh
a usualout(ollle in favour of thc regulars. In this g:nnc. it has hCe'n
allel11pted to rC(reale Ihis military period :Kl:llfatcly, givlllg the
rq~ular
for(cs their lIlassivc IIrc power l'nabling Ihel11 to SlOp th,'
natives·heforc (onlad was made. BUI, at Ihe sal11e lilllC, insuflicicnl
Iin~
power al the righl place
:mu
at thc righl time, or la(lical elrurs.
will allow the n:llive ftlf(cS
10
gain (ontacl whidl will mosl assurcly
givl' thclII the victory.
Such filnlllus :Idions as Isanuhlwana.
Rork~''s
Drift :lIId :\loar:1
C:1I1.
IIsing Ihl'se hasic ruks. ,'n,:e ag:!I11 he fough!. You :lIe now
ill
C'lIl1l11:.IIId "f
Oil"
of thl'se arlllies. LIIl
yllll
rewrite
hisl'lr~
I
Micro Colonial
l.....:
.~~
---
.§'
COPYRIGHTi 1977 by Tablctop Gaml'S
UNIT ORGANISATION
TIlese rules and (ountcrs are designed for units to be fielded as
follows:
Regular infantry units
Company strength
Regular cavalry units
Regimcntal strength
Irrcgulars
Varying strengths
Varying strengths
Native units
Single guns
Artillery and ro(ket launches
Machine and Gatling guns
Single guns
(NOTE: each army will have its own C-in-C counter. Some will
also have sub-commandcr counters, sce individual army lists.)
NATIVES
In the rules, natives will be referred to as either Fanatic or Levy.
TIle following defines cach typc.
FANATICS
These are fanatic native troops, such as Zulus or
Dervishes, Ilu t do not include any Na live troop
whidl are European trained or led.
LEVIES
These will be any other Native troops and may
be in either army.
In each case see the Unit's counter which will identify the cia
FORMATIONS
All
native inran try units and dismounted cavalry units are c1as d
as being in close order when in the open. Regular inrantry and all
mlluntetlunits are in close order, but the infantry may operate
in llpcn order. To indicate a unit in open order place the unit's
(\IUTlter "n I<lp
"I'
an open order (ounter. This will give the correct
rrllnl:l~e
r\lr the new rormation.
All
native Illusket anJ rllle armed Iroops in a native army arc
classeJ
:15
In "pell "rtler.
--
---fNlIa...
WM
'''c'·
2
"
,.,.·'W?!,,..... '
......
"
-
I
MOVE PROCEDURE
The game is played on an alternate move basis and lhe Na tive
armies will always move first, unless they arc in prepared
positions.
No units, other than those whidl arc counter-char!!ing. breaking.
falling hack or attempting to evade, may move in their enemy's
muve lurn.
The sequem:e of each move is as follows:
I. Move all hreaking or falling back umts.
2. Moving player declares any charges, measures the dist:Jnce
to contact and determines at whi.:h puint in the move Ihat
contact will lake place.
3. Moving player moves the remained of his units.
4. Non-movmg player spl'cifies any eVJdlllg or counter dlJrgini!
unilS, and determines their muve.
5, Nun-moving player fires any anillery lH infanlry unib at
targets, other than those which arc charging them.
6. Non-moving player takes any morale tests fur unilS which
arc being charged. il leqllireJ.
7. Non-moving playl'r fires any units which survive (heir 'being
charged' moral.: test.
8. Moving playl'r deterllllllCS the morale, if required. of :lny
chargin!: UllltS.
4. Resolve allmelet's.
10. Take any nlClrak tesls resulting from either melee or fire.
TERRAIN
See appenJix for deuils uf how
terrain.
COVER
10
make and set up Yllur hattle
Troops in any llf the fllllowing situations will
he
classed as being
in cover.
I. In hroken ground or scrub.
2. Behind walls.
3. In builJings or n:l!ouhlS.
4. In
I
renches.
DEAD GROUND
Areas indicated as dead ground will provide Cllver for Jny units in
it. Whilst in dead ground a lInilmay nol he fired lln excepl hy
enemy units which arc un the edge of the dead ground.
BROKEN GROUND
Broken ground will he areas of rue ks or ravines whieh will impede
the movement of formed troops,
~OVEMENT
11:,' f.,lIowing tahle givo:s the maximum distance in millimetres
Ihat a unit may move in anyone
1T1l1VC
turn.
Normal
f{q:ul~r'
in
d",,'
"rd,'r nn
t",.l.
fnut
40
Ourlle
.t.
Break
50
60
100
250
220
140
220
0r,'n
Ilhkr Jnd
irr,'!!ul~r
infantr)'
'ond t1NlIIlun,,'d Cavalry.
All
r-;~li",'\
"n
50
tOO
150
f{q;lIl.H ravalry.
Irrl'''ul~r Clv~lr\'.
/I;
a
t
iv,'
1..1I1ld\
nv air\' ,
IRO
IKO
150
ARTILLERY
Normal
Fld.!
~uns
H..
r,,·
~uns
Action
Move
Manhandle
Un/lmb,rin,
l.oia
60
10
160
12U
20
.\0
'60
&
rOt:kl'l~
lOO
10(1
"40
"adune
&
(;;rllil1~ ~Ul1S
40
!-\LUNG BACK
I
:,,"S
,'rlkrl.'u to fall ha,'k uue tll a Illorale lest.
01
troops
clc"\Ing
I"
fall hJ(k fas:ing. thc enclllY. ilIay dll Sl' al half th... ir
'h.rrllallllovc raIl.'.
\l11llnled trollps. who (ontacl olher friellllly units whilst
f;dling had. will push sus:h units hack with Ihl.'m
111
thc muve
thal S:llnla(t
i'i
maue, III the suhscqucnt
1ll0VCS
'he IIlher unit
Illay
!lon anu wheel pul of the way.
NOTES ON MOVEMENT
I.
AS:lion moves for artillery, rockels, mas:hine guns, and
<;<.Illing guns must indude either limbering or unlimber-
ing. hUI not holh in the same;' movement.
Only rockets <.Inu m<.lchine guns llIay muve in areas of broken
ground.
l'nits formillg a large multi-unit square may muve up 10 a
m<.lximum of
25
mm per 1110ve in l)pCn ground or 10111111
per move if any p<.lrt of the squ,ue is in terrain 1Ilher
Ihall open ground.
Troops 1110ving ill 501'1 sand lI1ay not use Iheir charge move
rail.', and will break at nllnnal rate whilst in it.
4
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