TMWWBK- modifications

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ochoin
Gaynor
Posts: 1500
Joined: Sun Oct 13, 2019 8:52 am
Location: Brisvegas

TMWWBK- modifications

Post by ochoin »

We have a fairly big AZW show game coming up.
See: viewtopic.php?f=4&t=1821

We've long used 'The Men Who Would Be Kings" rules. They're a skirmish set, really, & our game will be big battle (about 850 Zulus & about 350 British/Colonials). So we've modified the rules....in some cases, adding detail, in others, simplifying.
For examle, we have a generic Leadership Value for all like units rather than individual ones.

Other mods are as follows (please feel free to be critical - the game isn't till July & we can change....)

Modified Rules
Actions
The British & Colonials get two orders per game turn (ie they can move & shoot, deploy & shoot, shoot twice but not move twice) if they pass their Activation test. The need to Rally will limit their actions to this alone for the turn.
Ammunition rules
Each column will have a baggage train (3 wagons). Wagons may move a maximum of 5” a turn, less any terrain modifiers.
One will be designated the ammunition wagon. If the column’s ammo wagon is captured, left behind or destroyed, all figures have only 2 rounds left. The wagon must be within 8” of troops to guarantee automatic re-supply.
A wagon will be removed if any Zulu remains in contact for one turn.
Movement Rules
Mounted infantry may mount/dismount & move as one "Free Action" but with a penalty of 1” . NB they fire as Modern carbine when dismounted and as obsolete carbine when mounted.
Moving “At the Double” can only be used every second turn
Interpenetration of friendly or enemy units is impossible unless retreating through friendly units.
Units will move in straight lines with up to 2 wheels (less than 90 degrees) at any time per turn.
A turn of between >90 to 180 degrees before or after moving will cost 2” o the unit’s movement distance.
Units encountering terrain (area or linear) will halt, preceding the next turn at the appropriate rate.
Tribal units in "Gone to Ground" may move a half move & remain in this mode but must start and finish outside 8” from any enemy unit.
All units can perform the "Fall Back" order (full move back) away from the nearest enemy after passing their Activation test. They end facing their enemy.
Combat rules
Figures can only shoot if they can see their target. Thus only part of a unit might fire.
Firing will be at a 45 degree angle of the front face( Volley fire will remain straight ahead).
Units which did not fire in their turn can fire, at half strength, if charged. This will not prompt a pinning test but casualties will be removed before melee.
Units charged from the front, melee as per their FIGHTING rating, but, if pinned, only half their strength will fight. Units charged from flank or rear also only use half their strength, fighting on a 6 rating.
Leaders
The 3 designated Zulu Indunas & British/Colonial leaders may influence units under their command.
If within 2” of a unit, they add a dice to the firing or close combat totals.
Allow an ACTIVATION dice to be re-rolled & add 1 for a Rally Test.
If within close range of an enemy with firing capability, the leader may be killed on a dice throw
of 12.
Units
All Zulu “Shooty” units (12 figures) will fight as SKIRMISHERS (see p 23 rule book) ie move half speed,
Shoot with 1 dice per 2 figures, shoot & move ability & sustain casualties as if in soft cover (if actually in soft cover, as in hard cover - see p18)

We plan to finish the game on Saturday & do it again on the Sunday.

donald
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