Help support TMP


"Crush the Kaiser - East Africa" Topic


4 Posts

All members in good standing are free to post here. Opinions expressed here are solely those of the posters, and have not been cleared with nor are they endorsed by The Miniatures Page.

Please do not use bad language on the forums.

For more information, see the TMP FAQ.


Back to the Early 20th Century Discussion Message Board

Back to the Early 20th Century Product Reviews Message Board


Areas of Interest

World War One

Featured Hobby News Article


Featured Recent Link


Featured Showcase Article

Small Scale Ships with M.Y. Miniatures

Mal Wright Fezian's first experience with 1:4800 scale naval models.


Featured Workbench Article

Acrylic Flight Stands from Litko

What flight stand for our Hurricanes?


Featured Profile Article

Dogfighting in WWI

A little WWI action at Bayou Wars.


Current Poll


Featured Movie Review


1,224 hits since 13 Jun 2015
©1994-2024 Bill Armintrout
Comments or corrections?

Prince Lupus13 Jun 2015 10:31 a.m. PST

I'm looking for rules for WW1 East Africa which would be large skirmish/small battle scale. So bigger than Through Mud and Blood but smaller then GW Spearhead. Preferably singly based figures.

Crush the Kaiser look the correct scale – are they suitable or adaptable to East Africa.

Jcfrog13 Jun 2015 10:45 a.m. PST

2FL. Have their Ww1 turkishcide + a special easy adaptation in one of their magazine. Ask feldwebel Clarke which one on their site.

Personal logo Dye4minis Supporting Member of TMP14 Jun 2015 2:21 p.m. PST

Hi, Prince. Try mine. They are designed for the 20mm Line of Outland Games and feature individually based figures. Had a blast developing them. The use of porter figures is essential for gameplay. If you don't have any, just use any Zulus you may have from British Colonial games. What follows are the basics that should get you started. Hope you find them fun.

Notes for "The Great War in East Africa"

1. Units consist of 12 figures (Company)
a. 10 "men"
b. 1 each Officer and NCO (Used for markers)
c. (Optional- any number of porters)

2. Machinegun Units (Detachments)
a. 2 MG
b. 4 Crew
c. 1 each Officer and NCO
d. (Optional: any number of porters)

3. Field Artillery
a. 2 x Field Guns
b. 6 crew
c. 1 each Officer and NCO
d. (Optional: any number of porters)

4. Heavy Guns
a. 1 Heavy Gun
b. 6 crew
c. 1 each Officer and NCO
d. (Optional: any number of porters)

4. Battalion Command
a. 2 officers and 2 NCOs
b. 5 troops
c. 1 MG Team (1 gun and 2 crew and 2 porters)
d. (Required: Minimum of 10 porters-can be distributed with the companies)


Use of leaders: fire as another "man"
a. Highest ranking applies their leadership value to men's rating
b. When casualties are taken by the unit, roll for leader loss for every two casualties TAKEN THAT TURN.
(Roll 2 d 6; If double is rolled, a leader is lost. If roll is even numbers (ie: 2,4, 6) then officer; if odd (1,3,5) then NCO.
e. Askari and Indian units without leaders run away!
f. British and Schultztruppen units will stay for 1d6 turns without leaders
g. Rhodesian KAR units 1d6 + 1 turns without leaders.

Use of Porters: (They are markers)
a. Each porter figure carries enough "logistics" to replenish the unit for two turns of firing.
b. If a unit loses a leader, a porter is also removed.
c. When a porter is "used", he is removed from play in the turn used.
d. If a unit runs, so do the porters…..for the rest of the game.
e. Porters must always be attached to a unit. Players can transfer porters between units by using a "leader figure" to escort them to a new unit. Porters ordered to go to another unit without the use of a Leader will only do so on a roll of 10 or higher on 2D6. Otherwise, they run away (remove from play).
Artillery:
a. It takes at least two figures to fire a gun. (3 if a Heavy gun).
b. It takes one porter to fire the gun per turn. (Remove after the shot is made)
c. Guns will remain if no leader is present while the crew runs off (and any porters will consequently be removed from play.)
d. Guns can be moved with use of horses (2 for field; 4 for heavy), steam engine (1 per gun-field or heavy). It takes 4 men to manhandle a field gun; 8 for a heavy)


CHARTS

Movement: (Basic Movement Allowance= BMA)

Europeans: 6
Askari, Rhodesians: 8
Volunteers: 4
Porters: 6
Field guns : Manhandled: 4, With Animal teams: 6; With Steam Tractors: 8
Heavy Guns: Manhandled: 1, With Animal Teams: 4; With steam Tractors: 6
MG Teams: 6 (All)
"Runners": European: 8; Askaris/Natives: 12

Movement Modifiers:
Crossing a Linear Obstacle – 2 inches (Stream= per inch crossed, Fence, small hedge, etc.)
UP/Down hill -2 per inch traveled
Wadi/trench -4
Scrubland -2 per inch crossed
Manhandled heavy gun may always move an inch and can ignore any modifiers for movement.

Firing:
Type Range Number of dice Hit ON
Pistol 0-4" 1 5/6
Rifle 0-6 1 5/6
6-18 1 6
MG Team 0-8" 4 3/4/5/6
8-12" 3 5/6
12-18 2 6
Field Gun* 6-18" 1 die per target 5/6
18-24 " 6
Heavy Gun* 10-24 " 4/5/6
24-36 " 5/6
36-48 " 6


*= Roll for deviation. Roll 1 white d6 and 1 colored d6. White is deviation (in inches) long (even), short (odd); colored left (even), right (odd) from selected target spot. If ANY double is rolled on these dice, hit is on target! (NO deviation) Every target in blast radius is rolled for : Blast radius for field gun= 4 inches; Heavy Gun= 6inches

Modifiers for firing:
Target in Soft cover (cannot stop a bullet but provides concealment) -1 to die roll
Target in Hard cover (Can stop a bullet) -2 to die roll
Firing on flank or rear of unit: +2 to die roll

Determining Unit Values: Done before the game starts
Roll 2D6 and consult below:

Type dicing for Die roll: 2-3 4-6 7-9 10-12
British * 2 3 4 5
Schultztruppen 3 4 5 6
European Volunteers 1 2 3 4
Askaris (German led) 2 3 4 5
KAR and Rhodesians 3 4 5 6
Native Tribes 1 1 2 3
Indians (Baluchhi, etc.) 1 2 4 5

Determining Leader Values:Done before the game starts
Roll 2D6 and consult below:

Type dicing for Poor (-1) Average (+/- 0) Good (+1) Exc.(+2)
British leading British 2-4 5-8 9-11 12
British leading Askaris 2-5 6-9 10-11 12
British leading KAR/Rhodesians 2 3-8 9-11 12
British leading Volunteers 2-6 7-10 11-12 na
KAR/Rhodesians leading themselves 2 3-8 9-11 12
British leading Indians 2-6 7-8 9-11 12

Germans Leading Germans 2-3 4-8 9-11 12
Germans Leading Askaris 2-3 4-9 10-11 12
Germans Leading Volunteers 2-5 6-11 12 na
Leaders are used to reflect their ability to maintain control of their unit. Add the value of the basic unit to the ranking leader (Use the officer at the beginning of the game) to arrive at the unit's current rating. Only use the rating of the NCO in the unit if he is the only remaining "leader" (i.e.: the officer is absent from the unit or dead.) for his value is not used, otherwise. (It's totally possible for the NCO to be a better leader than the officer! (As was many times the case!) Control checks are made by rolling this number or less on 2d6. If the die roll is over, the attempt fails and the unit "runs". (Also see "Use of Leaders")

v/r
Tom

Prince Lupus15 Jun 2015 10:27 a.m. PST

Thanks Tom, that's very kind.

I'll post an AAR once I've got those porters painted up.

Sorry - only verified members can post on the forums.