Tuesday, August 16, 2016

The Flight to Fugitives’ Drift - Rules

I won't pretend these are definitive, but they are my latest working copy.


The Flight to Fugitives’ Drift

Deployment
British troops deploy at one end of the table at the bottom of the valley (see diagram). The 'valley' represents the Fugitives' Trail. At the beginning of every move the British player must throw 1D6. That is the number of British figures you may place in the British Entry Zone. Another 1D6 will tell you the number of turns for which that group may fire before exhausting their ammunition supply.


In the case case of the Zulu Player, both long edges of the table are divided into six 30cm wide Zulu Entry Zones. Zulu warriors may enter any of these zones (except for that adjacent to the British Entry area) as the British soldiers move down Fugitives' Trail. To enter the first zone, the Zulu player must throw a 6, the second, a 5 or a 6, the third, a 4, 5 or 6 and so on. If they enter, then a further D6 must be rolled for the number of warriors who may enter from each side, each side being diced for separately. The zones are activated as the British player crosses the boundary between each successive Zulu Entry Zone. Once activated, Zulu Zones continue to admit more warriors per turn as diced for on each subsequent move.


Turns
In a turn a player can activate all their units and undertake the following actions:

Move, Shoot, Close Combat
Move
  • All movement is 8 inches.
  • Zulus may only Move or Shoot, Europeans may move 4” and shoot.

Shooting
  • Shooting is done at 1 die per figure.
  • Regulars need to roll a 4-6 at targets nearer than 10" to his and 5-6 at longer ranges. There is no maximum range.
  • Zulus need to roll a 6 no matter the range to hit.
  • Officer Pistols have a maximum range of 4” and may be fired twice per move.
  • -1 on dice rolls if target is behind cover or has moved on the Move phase.

Close Combat
Takes place at the end of a players turn. Resolved using opposed dice rolls. Loser is killed or wounded. Ties ‘rebound’ figures 1”.

Close Combat Factors
  • Key figures (Officers, NCOs)                           +1
  • Infantryman                                                       +1

Not to scale and not 100% accurate, but...

2 comments:

Der Alte Fritz said...

Interesting idea for a Colonial scenario, one that I would like to play test.

Bloggerator said...

Please be my guest.

I managed to get a couple of red coats off the table in my last playtest!

Greg