G D Evans 25 August 2014
1Redcoats and the SudanA set of rules for battles with 15mm figures between the British and their many foes in the Desert
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G D Evans 25 August 2014
1Redcoats and the SudanA set of rules for battles with 15mm figures between the British and their many foes in the Desert
By Graham Evans
1. Set up
Play on a gridded board with squares 6” x 6” and at least 10 x 15 squares. Each square
represents about 200 yards.
2. Troop Types:
Regulars
British infantry 4 bases 30mm x 30mm with 2 or 3 figures on them. These represent a
battalion of foot of 600 – 800 men
British Cavalry /
Camelry regiments
4 bases 30mm x 40mm with 2 or 3 figures on them, representing a
regiment of 400 –600. A dismounted regiment is represented by 3 bases
& one base of horse/camel holders.
British Artillery One gun model on a 40mm x 40mm base representing a battery of 4-6
guns or MGs.
Egyptian/Sudanese
foot/gendarmes
4 bases 30mm x 30mm with 2 or 3 figures on them. These represent a
battalion of foot 600 – 800 men
Egyptian cavalry 4 bases 30mm x 40mm with 2 or 3 figures on them, representing a
regiment of 400 –600.
Egyptian artillery One gun model on a 40mm x 40mm base representing a battery of 4-6
guns or MGs
Irregulars
Dervish infantry 4 bases 30mm x 30mm with 2 or 3 figures on them, representing a rub
of 600 –800 men
Dervish Cavalry /
camelry
4 bases 30mm x 40mm with 2 or 3 figures on them, representing a rub
of 400 –600
Leaders The Commander-in-Chief and any subordinate officers. There should
be a subordinate commander for each 4-5 units (ie the equivalent of a
Brigadier in the British/Egyptian armies). Note that Brigades may
consist of either foot or horse, not both. A brigade may also contain
artillery of the relevant type.
3. Stacking
A gun model can share a square with an infantry or cavalry unit. If enemy forces charge into the
square, the gunners are placed behind the infantry. Two hostile units can occupy a square while
involved in hand-to-hand combat (see below); otherwise each unit occupies one square.
4. Interpenetration
A friendly infantry or cavalry unit may move through another friendly infantry or cavalry unit at
an additional movement cost (see below) provided
(a) the friendly unit is not disorganised, and
(b) the next square into which it moves does not contain enemy units: thus you cannot ‘charge’
through a friendly unit of horse or foot. Artillery units are ignored for this purpose. It is not
compulsory for a faster moving unit to pass through a slower moving friendly formation
blocking its way.
G D Evans 25 August 2014
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5. Turn Sequence
1. Deal a playing card to each unit except those defending in hand-to-hand fighting, pursuing
or routing or disorganised. If you have a leader (see below) with a unit you may choose to
deal one card which applies to the unit the leader is with and up to two adjacent units of the
same type, OR all the units of his Brigade, if in adjacent squares.
2. Turn the cards face up.
3. Move units routed in the previous turn, or currently routing.
4. Move and/or fire units beginning with those with an Ace, then 2s, 3s etc. Priority among
cards of the same type is like whist: ♥♣♦♠. Jokers may be used at any point at the player’s
discretion.
A Joker prevents the unit advancing towards the enemy, but it may still fire.
A unit may ‘reserve’ its fire by inverting its card and not moving; enemy forces
moving later in the turn and coming into range may be shot at; jokers allow priority
when firing for this purpose. If a moving unit with 2 points ‘in hand’ (and thus able
to shoot as well as move) enters a square and is shot at by an enemy unit that has
reserved its fire, the rival units fire simultaneously: unless one is Egyptian, in which
case, the Egyptians fire second.
If a unit charges as a result of movement, resolve the charge combat as part of
movement.
Resolve hand-to-hand combat when it is the attacking unit’s turn according to its
card value (ie any combats resulting from charging units entering opponent’s square,
or where hand-to-hand was fought, in the previous turn).
5. Both sides may move leaders up to 6 squares, even if they have already moved with their
Brigade.
6. Disorganised units (including those disorganised this turn) and units routed in a previous
turn dice to rally.
7. When the last unit has moved, replace cards in pack, shuffle and deal for the next turn.
6 Formations
British/Egyptians
Line – All bases in a line. All can fire to front.
Column – All bases, one behind each other.
Battalion Square – All 4 bases facing out in a square. Fires one base to each side, but melees
with all
Brigade Square: Up to four battalions in a block of four squares. For squares formed of 3
battalions divide the unit bases equally between them, three to a square. Two battalions can
form a brigade square in two squares. A brigade square may contain a unit within it even though
this contravenes the stacking rules, or all of its associated baggage. Obviously a brigade square
can only take one card, and must be under the command of a leader within the square. NB It is
not possible to interpenetrate a brigade squar...