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WARNING
These are not 'Stand Alone' rules; they are a supplement to and can only be used in
conjunction with our DBN version 2.1
COPYRIGHT
All Rights Reserved
No part of this publication, except the Quick Reference Sheet may be reproduced, stored in a retrieval
system or transmitted, in any form or by any means, be it electronic, photocopying, recording or
otherwise, without prior permission in writing from the copyright holder.
CONTACT ADDRESS
If you have any queries or suggestions regarding these rules please either write to
Keep It Simple Rules, Brompton Banks, Stokesley Road, NORTHALLERTON, DL6 2UD
or e-mail to alex@atesto.freeserve.co.uk
D B COLONIAL
August 2009
These rules are a supplement to the DBN rule system and are designed for the large
battles of the British Colonial period; however they can be used for any nations
colonial wars during this period. DB Colonial (DBC) covers the wars between the
British Empire and the Zulus, the Mahdists, the Afghans and the Boers. The rules are
quick easy to use and well researched.
The standard, regular game is played on a 3 x 3 table for 15mm figure scale or less
and 4 x 4 for 20mm scale or larger. Two main scenarios are used in DBC :
The Glorious Invasion and The Glorious Defence or Die both explained further
in the Deployment section. All basic rules and base sizes are as per the DBN game
system. One Unit or base represents approximately half a battalion of 200 to 250
Europeans or about 300 to 400 Natives. One Gun or Maxim model represents half a
battery (about 3-4 pieces of ordinance) All quoted distances are set for 15mm scale
figures.
The number of figures per base is based on 15mm figures, however any smaller scale
with more figures per base will work very well. For 20 - 30mm figures increase the
frontage to 5cm.
100paces equates to 1 for 15mm scale or less, or 1 for 20mm scale or greater.
TROOP TYPES
Regulars (R)
4 figures to a 4 x 2cm base. These are the well trained British Infantry armed with the
latest rifles. Elite (E) Regulars are available in the Zulu Campaign they are the Guards
Battalions who were usually larger than the average battalion, had the best equipment,
supply and training. Regulars are not as effective in bad going.
Skirmishers (Sk)
2 figures to a 4 x 2cm base. These are British and British trained Light Infantry in the
skirmish role and friendly or none friendly Boers. They are most effective in bad
going. They can be mounted in the Boer War. This unit represents approximately 100
well trained men. Two units can be combined to form one Regular (R) unit.
Natives (N)
6 figures to a 4 x 4cm base. These are your swarms and regiments of native Zulus,
Mardists, Arabs, Fuzzy Wuzzies, etc. They are spear; sword and shield armed
therefore have no range effect. They are very effective if successful in close combat.
They are not affected by bad going.
Shooters (Sh)
4 figures to a 4 x 4cm base. These are the less noble musket and rifle armed natives
who usually operated separate from the shield armed natives. They can be more of a
nuisance than effective. They are not affected by bad going. Friendly Zulus in British
service are also in this category but on a 4 x 2cm base. This unit type represents
approximately 150 to 200 men.
Cavalry (Cv)
3 figures to a 4 x 3cm base. This is the British mass formed regular cavalry and is
very powerful in close combat. This unit represents 150 men.
COMMANDERS (Cdrs)
British & Boer Cdrs are mounted on a 4 x 2cm base, Native Cdrs on a 4 x 4cm base.
Each Army Cdr has one CAP dice each turn (+1CAP for all Native & Boer
Commanders as they are on home ground) , Command Radius from the Cdr is
1200paces for the British and 1800paces for the Natives & Boers.
However ! at any time the Native Army Cdr can declare the start of a War Chant
which lasts for no more than 3 turns and during this time the Cdr can save CAPs for
use in later turns, up to a maximum of 6 CAPs. All saved CAPs must be used at the
same time. No more than 2 War Chants can be declared in any one game. Any Cdr
beaten in combat must test for Commander Casualties
COMMANDER CASUALTIES
Dead, Shot between the eyes
1
Severely wounded, out of action for 2 turns then can
2
only move a maximum of 100paces per turn with 1CAP
Lightly wounded, out of action for one turn
3
4 5 6 Survives uninjured
TERRAIN
The game table should have between 2-6 pieces of terrain, at least 50% being hills
with one extra hill piece for Afghanistan. All hills have plateaus (except for
Afghanistan) and the slopes are bad going. Some slopes can include cover. All
terrain should be set up as per the DBN game system and before the players make
their troop selection.
DEPLOYMENT
During the colonial campaigns, the British Commander was always under heavy
political and financial pressure to get the job done as quick as possible. Therefore, in
the game The Glorious Invasion if the British havent won by the end of turn 16
then the Natives or Boers are deemed to be the winners. Both sides deploy
1200paces in, Boers may deploy 1500paces in, if to make use of a terrain feature.
Natives or Boers deploy first, British always move first. All other normal DBN
deployment rules apply. In addition the Native and Boer Army Commanders may
allocate off table forces of any number to one or both Flanks. This Flank Force
information is written down and passed to the opponent when the Flank Force arrives.
It costs 2 CAPs to move a Flank Force of one unit or formation onto the table, this
force is restricted to a maximum move of 100paces if it moves within 600paces of any
enemy unit on the turn of its arrival. All Boers can be in Fortifications at the start of
the game and have two decoy units who are deployed on the table, can not move and
are removed from the table when shot at.
In the game The Glorious Defence or Die the Natives have a army of 20 points, the
British set up first, anywhere on the table, the Natives move first and the British must
survive 16 game turns and if necessary fight to the last man to win, the Natives will
also fight to the last man.
When the Native Commander is selecting his army, he throws 1 x D6 and adds this
number as points to his total army strength, this adds that extra unknown for the
British Commander
Copyright KISR Publications dated Nov 09
Range
NA
NA
400
400
NA
300
NA
NA
600
1000
NA
300
1000
NA
300
600 + 800
Good Going
300
200
200
300
400
500
300
400
300
300
300
300
200
500
300
200
Bad Going
300
No entry
200
300
No entry
300
200
200
No entry
No entry
300
300
No entry
300
300
NA
All units can Subsequent Move, but no unit can subsequent move within 400paces
of an enemy or have more than 2 Subsequent Moves or subsequent move and fire or
Subsequent Move through Bad Going (except Camels through soft sand).
Artillery can not move and fire but can choose targets. The Maxim can move and fire
however it is more prone to jam. Maxim must fire at the nearest enemy.
A Maxim will Jam on a combat dice role of 1 or 2 if moved this turn, or a 1 if not
moved. The Gun is unjamed and ready to fire again if it remains stationary during its
next movement turn.
Units can mount & move or move & dismount in one turn.
Dismounted LH, MSk and Cm can not move and fire.
For the cost of 1 CAP, two units of British Skirmishers, if touching can form into one
Regular (R) facing in any direction with no further movement in that turn.
EVADE
When an attacker moves into close contact all defenders except Regulars, Cavalry and
Natives can attempt to Evade however only Skirmishers and Shooters can evade into
Bad Going. Throw a D6:
-2 if Baggage, Artillery or Maxim, 2 if enemy moved 200paces or less into contact
A Plus 2 or more result means the defender evades, moving 200paces directly away
from the attacker, mounted & Artillery end the move facing away from the attacker,
Skirmishers & Shooters face the attacker, evading units can not fire in that phase.
If the attempt to evade fails then the unit is shaken for that phase.
COMBAT
For Firing or Close Combat both sides throw 1 x D6, add their Basic Combat Factor,
then add or deduct any Tactical Factors, then consult the Combat Results Table.
BASIC COMBAT FACTORS
Verses Foot
Regulars or Maxim
4
Natives or Skirmishers
3
Shooters
2
Artillery
3
Cavalry
3
Irregular Cavalry, Mounted Skirmishers, Generals
1
Mounted Infantry, Camelry Light Horse
Verses Mounted
4
1
1
3
3
1
All other units beaten in combat are pushed back. All units that are beaten by double
the score are destroyed except LH, IC, Generals, MSk and MI if not in close combat
Flee 600paces.
If a Draw in Close Combat both units are Pushed Back, if Firing nothing happens.
Push Back means moving directly backwards if moving away from its opponent, if
not it moves directly away from opponent.
Cavalry and Natives must follow up all others except Arty and Maxim may.
Mountain Artillery (MArt) can move in bad going up to 200paces a turn and has a
range of 800paces. All artillery in the Boer War has a range of 1600paces.
Mounted Infantry and Mounted Skirmishers can not fire mounted, they can move,
dismount and fire.
Trenches and Sangers constructed by the Boars are classed as Fortifications and
cover Units in Fortifications become Shaken instead of being pushed back.
Any unit that is beaten in combat and is already shaken is destroyed.
VISIBILITY
Units in cover are not visible beyond 600paces. In order to fire artillery the target
must be observed by any friendly unit.
BRITISH SQUARES
The British adopted the tactic of forming a Massed Formation Square which with a
little difficulty and extra training the square was able to be formed quickly and was
able to move. Therefore a group of connected British units are able to form a square
of connected units facing outwards for the cost of 2 CAPs (plus one CAP if the group
contains any Poor Class units) and back into a connected group all facing the same
direction for the cost of 2 CAPs (this cost includes mounting or dismounting) The
square is able to move as a group to a maximum of 100paces in open terrain, in one
direction for the cost of 2 CAPs. When the square is being formed no unit is to move
closer to the nearest enemy than the unit that was closest prior to the formation
change and all units are individually to move the shortest possible distance in order to
form the square. On contact with the Square the attacker must adjust his position to
conform with the defender. Any unit connected to two friendly units in the square
formation is never pushed back however instead it becomes shaken A unit that
becomes shaken is marked with a counter and on the following turn the counter can
be removed for the cost of 1 CAP (the element can then not move that turn). Any unit
inside a Square can move to any vacant point on the Square for the cost of 1 CAP.
Command Radius does not extend outside of a square.
VICTORY CONDITIONS
In The Glorious Invasion Each side must destroy 50% of its opponents units to win,
or capture the enemy Baggage or Palace. Terrain objectives or Heroes can add
Victory Points (VPs) which each counts as one casualty.
In The Glorious Defence or Die the British must survive 16 game turns to win, if a
Hero achieves VPs then it would be a glorious win or a glorious loss. For both
scenarios dead British & Boer Generals count as 4 casualties and the British
automatically win if the Native Commander is killed. Destroyed Elite Natives count
as 2 casualties and sadly but true, natives in British service just dont count.
HEROES
This is an optional rule and adds a bit more fun to the game. The Victorian British and
the Natives loved their Heroes therefore Heroes should be a feature of these battles,
Heroes also add Victory Points (VPs) to the game. Each 12 15pt army has a Hero
figure. The Boers do not have Heroes (they were too serious and doer for that
nonsense). A Native Hero is always on foot, a British Hero can be mounted or on
foot. These characters fight an individual and personal battle on the table top, they
remain attached to a combat unit until they start an individual action. They move at
Native or Skirmisher speed, cost no CAPs to move, can not individually Subsequent
Move and can only be shot at by small arms fire or canister when on an individual
mission. A combat unit that shoots at a Hero can also fire at any other unit. A
wounded Hero moves at half speed.
To Shoot a Hero
Each unit shoots separately at a Hero, throw a D6 and add or deduct the Firing
Tactical Factors. The Hero is hit on an adjusted score of 4,5,or 6 (5 or 6 if the firer is
also firing at another target) then consult the Hero Hit Chart
No Hero can collect more than 3 VPs and any hero that is wounded twice, dies.
ARMY LISTS
Points:
All elements cost 1 Point, +1/2 Point for Elites, -1/2 Point for Poor Class. Each side
has 1 free general and 1 free Palace, Camp or Baggage Train.
British have 12 points, Natives 15 points +D6, Boers 10 points.
British in Zulu Campaign :
4 6 R, 0-2 R(E), 2-4 Sh(P), 0-2 Sk, 0-1 MSk (Boers), 0-1 Cv, 1-2 LH,
0-2 Art,
British in Mahdist Campaign:
4 -6 R (50% may be MI) 4 - 6 R(P) (Egyptians & Sudanese) 0-2 Sk, 0-2 Cv,
1-2 LH, 0-2 Art, 1-3 Mx, 0-1 GB
British Afghan Campaign:
4-8 R, (No MI) 1-2 Sk, 1-2 LH, 0-2 Cv, 0-1 Art, 0-1 MArt, 0-1 Mx
British in Boer War Campaign:
4-8 R, 0-2 Sk, 2-3 MSk, 0-1 LH, 1-3 Art, 0-2 Mx
Zulu:
10-15 N, 0-2 N(E), 0-3 Sh
Mahdists:
6-10 N, 1-2 N(P) (Conscripts), 1-2 Sh(E)(Mulazimin Household Troops),
1-2 Sh, 1-4 Art(P), 1-4 IC, 1-2 Cm
Afghans:
6-8 N, 0-2 N(P) (Conscripts), 2-4 Sh, 1-2 IC, 1-2 IC(E),
Boers: (+1 CAP each turn)
4-6 Sk(E)(all mounted if required), 0-2 Sk(Boys & Old Men), 1-2 Art
OPTIONAL
Following the Zulu War the difference in quality of the British Line and Guard
Regulars became less noticeable. Therefore at the start of any game not involving
Zulus the British player can nominate two units as Guards who will have an intrinsic
+1 if beaten in combat. Or can nominate two units as Scots who have an intrinsic +1
when attacking in close combat. Also when fighting against Afghans the British
Commander can also nominate two units as Gurkhas who are classed the same as
Scots.
10
3 units:
4 units:
Note:
Infantry units should be connected by their rear base edge as shown, other units
should comply with the infantry alignment as shown, this will avoid confusion in
close combat.
Attackers are obliged to Face Up with defenders when moving to contact.
11
Range
NA
NA
400
400
NA
300
NA
NA
600
1000
NA
300
1000
NA
300
600 + 800
Good Going
300
200
200
300
400
500
300
400
300
300
300
300
200
500
300
200
Verses Foot
4
3
2
3
3
1
Bad Going
300
No entry
200
300
No entry
300
200
200
No entry
No entry
300
300
No entry
300
300
NA
Verses Mounted
4
1
1
3
3
1
FIRING
Beaten
by double
or more
FIRING
CLOSE
COMBAT
CLOSE
COMBAT
12