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Fugitive's Drift

22 January 1879
Aftermath of Isandlhwana

Introduction and Historical Situation

by Al Winsbury, Ted Herbert, and Mike Blake

Introduction

Skirmish Wargamers, UK has held a game every year for


23 years, to commemorate a founder member, "Long
Haired" Steve Curtis, who died tragically young from
muscular dystrophy. In 1998, it was held at Colours, one of
the premier wargames shows in the UK, as it has been for
some 15 years or so. Our games always attract a lot of
attention, because they are different! We game in 54mm
rather than the more conventional 15 or 25mm, and the
sheer scale of our games turns heads. More that that though,
we try to make them visually interesting, and take a great
deal of trouble with the terrain and figures. The figures we
all do, and this year we were able to draw on ones we'd done for previous games for most of
the Zulus and some of the fugitives, just adding the odd special characters like Vereker,
Coghill and Melvill.

The special rules were put together by Al Winsbury, who's something of a Zulu War buff,
and has a special thing about Fugitive's Drift for some reason. The terrain usually falls to
our master builder, Les Tipping, who once again produced a masterpiece for us. 16 feet
long by 6 feet wide, it had all the rugged appearance of the original situation, complete with
a raging torrent at one end for the drift itself. Ted Herbert took some notes of the game as it
progressed and took some photographs. Mike Blake knocked all the material into this
article, took some more of the photos, and did the illustrations, including the map.

Anyway, all the hard work sure paid off, because we won the Wargames Illustrated Trophy
for the Best Demonstration Game. Given that our games are in 54mm, it takes a bit of doing
because the smaller scale games are more what's expected and the standard is high. We
always put up lots of display material, have handouts etc, and that helps to catch the judges'
eye. We must be doing something right - it's the 3rd time we've won!

The Historical Situation

On the 22nd of January 1879, the center column of the British force invading Zululand
stumbled upon the Zulu impi in the Ngwebeni valley. The British misinterpretation of the
situation and failure to prepare field defences combined with the impetuosity of the Zulu
warriors lead to one of the greatest disasters ever to strike the British army.
In less than three hours the Zulu impi, engulfed and annihilated a major part of the invasion
force composed of British regular and native troops. The result rocked the British Empire
and inspired the Zulu nation. The battle was called ISANDLHWANA.

After breaking through the Imperial lines, the Zulus wrought havoc in the camp. Small
groups of men made last stands in the camp and on the neck of Isandlwana and the
Mahlabamkhosi hills. As these groups were overcome, what remained of the British force
and it's camp, streamed down the slopes and dongas towards the Manzimyama river and
from there on over the heights of Mpethe and down to Sothondose's Drift, all the time
pursued by the impetuous Zulus.

The game represents the very last stages of the fugitives flight. The game starts with the
fugitives having crossed the Manzimyama river and the heights of Mpethe. They are now
desperately making their way down Mpethe towards Sothondose's (Fugitive's) drift on the
Mzinyathi (Buffalo) river.

The fugitives hope to cross the Mzinyathi and escape to the safety of Helpmekaar via
Rorke's Drift (that's another story and another game!), but they still have some difficult
terrain to traverse. The mount of Mpethe gives rise to several springs and here and there the
ground is marshy. In other places it is treacherously strewn with rocks and dense scrub.

Many of the camp animals are caught up in the flight. Their movement is unpredictable and
they may hamper progress or trample the fugitives.

The fastest runners of the iNdluyengwe regiment are coming around the slopes of Mpethe
to cut the fugitives off (arriving on the back of the table length as it was viewed by the
audience) and worse still the fugitives are being relentlessly pursued by tenacious warriors
from the iNgobamakhosi & uVe regiments. (These will appear on the shorter back table end
as viewed and possibly on the table length nearest the audience).

The fugitives have run and/or ridden over six miles already. They are exhausted and their
movement is slow. To add to their troubles some of them are out of ammunition and others
have just a few shots left after the heavy firing of the battle.

At this time of year the Mzinyathi river is in full flood; a 7 feet deep torrent, flowing at 6 - 7
miles per hour (from the back table edge towards the front). It is unlikely even the strongest
swimmers amongst them can swim it without the help of a larger animal or buoyant log. To
survive, the characters must 'leave the table in the river, without having drowned'. Only the
strongest and luckiest of them are likely to get out with our lives.

The Fugitives

Capt. Edward 'Lucky' Essex, 75th Regiment (one of only five Imperial officers to survive).
Left his sword in the tent at camp.

Mr. James A. Brickhill, Interpreter, Spoke Zulu. Mounted. Long dark beard, flecked grey.
Reliant on spectacles which he lost during the flight.

Private Samuel Wassall, 80th regiment serving with Mounted Infantry, droopy moustache,
awarded VC for turning back to rescue Private Westwood at Sothondose's (Fugitive's) drift.
Tied his horse to a tree, rescued Westwood and then untied horse, rode off with assegai's
and bullets after him.

Smith-Dorrien, a junior transport officer under Essex's command, mounted, loses horse.
Walked 20 miles to Helpmekaar. (one of only five Imperial officers to survive).

Dubois, a civilian wagon driver, spoke Zulu. Separated from Brickhill in the flight.
Mounted.

James Hamer, a friend of Shepstone's [?]. With 4 other men [probably officers "We used
our revolvers freely...". Mounted.

Lt. Harry Davies, Edendale Troop. The Edendale troop were the only body to make an
organised retreat. Fired on a group of Zulus with a carbineer. Both mounted but Davies had
to dismount due to the broken ground. He was carrying a carbine with fixed bayonet. He
met Stafford about the time he dismounted.

Trooper Barker, Carbineers, Went searching with Tarboton for Tarboton's brother and
Barker's friend Hawkins (all Carbineers).

Trooper W. Tarboton, Carbineers, Lost sight of his brother who was also at Isandlwana.
Went searching with Barker.

Captain Stafford, E company, 1/1st Natal Native Contingent, a bit of a hero by all accounts,
combining compassion & ruthlessness during his escape.

Lt. Wally Erskine, of Stafford's E company 1/1st NNC, met Stafford on route. Stafford
captured him a horse. Before this Erskine was on foot.

Lt. William FD Cochrane attached to Durnford's staff as transport officer (one of only five
Imperial officers to survive). Mounted of course.

Major Stuart Smith, Royal Artillery, died on route, his horse was called Black Eagle.

Sgt. Costello, Royal Artillery, took Black eagle after Smith's death. Helped Trooper's
Gascoigne and Dorehill get Trooper Hayes from out of the reeds at the drift.

Lt. Curling, Royal Artillery. One of only five Imperial officers to survive.

Lt Neville Coghill, ADC to Colonel Pulleine.

Lt Teignmouth Melvill, Red jacket, cased colour of 24th Regt - black with brass top.

The Honourable Standish William Prendergast-Vereker, Lt, 5th company NNC, Zikali
Horse, reputed to have given up his horse [so obviously mounted at the start] to a trooper.
An expert rider and shot, spoke Zulu.

Trooper W. Dorehill, Natal Mounted Police, Mounted, - 3 Zulu's two young, one elder
approached, two shotgun blasts from older Zulu kill younger Zulu's….'Jump in the water'
cries the elder Zulu and Dorehill escapes.

Trooper Hayes, Natal Mounted Police, tent mate of Dorehill. Mounted?

Private John Power, 1/24th serving with Mounted Infantry, Later awarded DCM for
Hlobane action.

Trooper Gascoigne, Mounted Infantry. Helped Sgt Costello and Trooper Dorehill get Hayes
out of muddy reeds. NNC private steals Hayes horse whilst he is being pulled from reeds,
Gascoigne knocked him of to return it to Hayes.

Jabez Molife, a Hlubi.

Lt. Wyatt Vause, 3rd Troop, Zikhali's Horse, with a young African boy 'voorlooper' on
same horse.

These were the characters we used, in 9 groups as described below, but there are some
others who could also be used if there are enough players:

Captain Alan Gardner, 14th Hussars, assigned to staff. One of only five Imperial officers to
survive.

Quartermaster Macphail, Buffalo Border Guard.

Pvt Frederick Bickley, bandsman [?], started on foot and caught a riderless horse.

Band Sgt Gamble, on foot, pleaded with a lift from Melvill, who refused. Gamble was
killed.

Cpl Richardson, 1/24th, fell off horse exhausted and was unable to remount.

Pvt Westwood [?], rescued by Samuel Wassell.

Trooper Muirhead [?], survived.

Lt Young, bad stab wound under arm, unhorsed whilst traversing a donga. Stafford didn't
go back for him. [there were 2 Young, brothers, HC and LD, both officers 2/3rd NNC. HC
survived, LD died - its unclear as to which one Stafford met.

Lt Higginson [?] met Cochrane en route.

Lt Anstey, 24th Foot, killed on the banks of the Manzimyama, 2 miles from the camp, in a
group of Redcoats.

Character and Special Rules


Character's Abilities

Each of the characters needs to be given


abilities, relevant to the rules being used.
We have our own, and they have the
following set of factors: All the factors are
%'s, and the higher they are the better the
character is at that skill/ability. The
exception is Threshold, which is a distance
in inches, and determines how close the
enemy have to be before the character
must take a Panic Test.

The Rules

CHARACTER'S ABILITIES

1: Move Move/Surrender Agility Move Riding


2: Action Dexterity - - -
3: Fire Fire Control Rifle Pistol Throw
4: Melee Weapons Fists Strength -
5: Shock Serious Wounds Light Wounds - -
6: React Reaction Panic Threshold -

The rules we are using are our own Skirmish Colonial Period with the specially written
additional 'game specific' rules which follow added to give a chance of 'real' events
happening during the game. You can of course use any suitable Colonial wargames rules,
using the Special Rules to create the specific feel of the real events.

The Special Rules

Starting groups and positions

We put the fugitives into 9 groups, on the basis that there was some sticking together. You
could, of course, simply treat each character separately. To determine where each group
comes onto the table, each group throws 2D6 and % dice. The % determines the % along
the rear short end of the table and the 2D6 the number of inches in from that end of the
table that the group starts. The groups were:

1. Troopers Hayes and Dorehill of the NMP.


2. Smith, Curling and Costello of RA
3. Davies, Gardner and Cochrane
4. Melvill and Coghill
5. Wassall, Power and Gascoigne
6. Barker and Tarboton
7. Essex, Smith Dorrien, Stafford and Erskine
8. Brickhill, Macphail, Vereker and Aynsley
9. Dubois, Molife, Vause and Masopha

Obviously the number of groups can be adjusted to suit the number of players, or indeed
they can act independently if there are enough players to each take 1 fugitive. Be warned,
though, that the odds are heavily against all the fugitives making it, so one character each
could mean a short game for some players!

Random Character Identification

During the game, events may occur which require a character to be selected at random.
Use the table below to do this:

01-04 Hayes
05-08 Dorehill
09-12 Smith
13-16 Curling
17-20 Costello
21-24 Davies
25-28 Gardner
29-32 Cochrane
33-36 Melvill
37-40 Coghill
41-44 Wassall
45-48 Power
49-52 Gascoigne
53-56 Barker
57-60 Tarboton
61-64 Essex
65-68 Smith-Dorrien
69-72 Stafford
73-76 Erskine
77-80 Brickhill
81-84 Vereker
85-88 Aynsley
89-92 Dubois
93-96 Molife
97-00 Vause and Masopha

Special Character Rules

Mr James A. Brickhill was reliant on spectacles which he lost during the flight. On a roll
of '00' he will have ridden into marshy ground, his horse reared and his spectacles to have
come off. Next turn he has 50% chance of getting out of the marsh. If he gets out of the
marsh, he carries on without his spectacles. If he doesn't, then he dismounts and
subsequent turns has 10% chance per turn of finding spectacles. If 90% or over is rolled
during this period he then decides to go on without them, 50% chance per turn of getting
out of the bog. Control horse as per riderless animals if/when he continues without
spectacles.

Smith-Dorrien was riding a broken kneed horse until he lost it. If he begins the game
mounted then halve the horses movement.

Major Stuart Smith Royal Artillery, is riding a thoroughbred horse: Black Eagle, 2D6+2
for movement. He starts the game with a Light Left Arm injury.

Lt Neville Coghill starts the game with a Light leg Wound. Half movement on foot
(rounded up).

Turn Sequence

1. Establish any 'Event'


2. Calculate effect of events, including bringing on new Zulu groups
3. British move
4. Zulu Move
5. Riderless animal move
6. British Actions
7. Zulu Actions
8. British Firing
9. Zulu Firing
10. Melee
11. Check Wound Shock in preparation for next move
12. Check Reaction in preparation for next move
13. Check Panic in preparation for next move
14. Calculate Zulu morale in preparation for next move

Events

Roll % dice,there is a 10% chance of an 'event'. If an 'event' occurs roll % dice to


determine the effect.

01% British character killed by distant Zulu firing. Randomly determine which
character.
02% British character/mount hit by distant Zulu firing. Random character/mount,
99% chance for wound
03% Saddle/Equipment strap breaks, random character falls off/trips over - injury
from falls.
04% Horse goes lame/character sprains ankle subsequently halve all movement.
05% Character/Horse slips/trips injury from falls to character or horse. Riders stay
mounted.
06% Characters ammunition bag/bandoleer comes off
07% Character drops firearm
08% Character drops main melee weapon 09% Character/Horse exhausted. Stops
no matter what and gives up until reaction roll of 20% is successful.
10% Character finds four Swinburne Henry carbines (50% chance of each being
loaded.
11-25% Zulu's Appear* pursuing characters (rear short table end)
26-45% Zulu's Appear* from the Zulu right horn (rear table length)
46-51% Zulu's Appear* pursuing (appearing on front table length)
52-55% Zulu's Appear* along the riverbank
56-60% Single Zulu ambushes (appears from nowhere) randomly chosen fugitive
61-100%all act normally

Character/Horse above refers to a character selected by random.

*Number of Zulu's Appearing

Roll % dice once for chart, second time to determine % of distance down the table side
they appear.

01 - 10% 2 Zulu
11 - 20% 3 Zulu
21 - 30% 4 Zulu
31 - 40% 5 Zulu
41 - 50% 6 Zulu
51 - 60% 7 Zulu
61 - 70% 8 Zulu
71 - 80% 9 Zulu
81 - 90% 10 Zulu
91 - 99% 12 Zulu
100% 24 Zulu

Movement

Any British character wishing to do anything other than move away from Zulu's or
towards the river must make their Bravery roll each and every turn.

Any movement involving mounts and difficult terrain features (eg jumping or
ascending/descending steep slopes will require a successful Riding Ability % roll each
and every turn of the activity.

Zulu's will not enter the river nor mount horses or other animals.

Zulu Attack Priorities

Zulu's will attack characters with the following priorities

Nearest threat
Nearest enemy
Red coated character/s
Other white characters
Other black characters

Movement Rates

Movement is randomised, deliberately, to create tension as the fugitives and pursuers


move closer together and then further apart etc.
In The River - Swimming & Drowning

MOVEMENT RATE

Serious or Leg
Character Type Normal In River
Wound
Lt. troops/officers & native 1D6 halved* +1D6 with
1D6+2 Half rate
infantry flow
1D6 halved* +1D6 with
British Infantry 1D6+1 Half rate
flow
Zulu's 1D6+3 No further pursuit N/A
Horses 2D6 Half rate 1D6 +1D6 with flow
Mules/Oxen etc 1D6+2 Half rate 1D6 +1D6 with flow
Impala/Zebra 2D6 Half rate 1D6 +1D6 with flow
* See conditions in paragraph "In The River" below.

Fugitives in the river have a swimming ability [generate randomly] which they must pass
to swim

* If swimming % roll made successfully, otherwise just 1D6 with the flow. If swimming
% roll failed, and try again next turn -, reducing swimming ability % by 10%. 5 failures in
a row means character is drowned. If roll made successfully after a failure, restore the %
roll to the fugitives normal rate.

Movement Direction of Uncontrolled/riderless Animals

Roll % dice

01 - 10% 90 degrees to animal's left


11 - 30% 45 degrees to animal's left
31 - 69% Straight ahead
70 - 89% 45 degrees to animals right
90 - 99% 90 degrees to animals right
100% Animal falls over, rider must throw for injury from falls

Catching & Mounting Horses/Mules

Any character can attempt to catch a horse or mule by coming into base to base contact
with the creature. Roll % dice to achieve under the average of riding ability and agility to
catch the creature and the same again the following phase/s to mount the creature. If
attempting to do all in one turn half the average of riding and agility (if this fails - injury
from falls).

Other animals will automatically throw the character attempting to ride it - Injury from
falls.
Zulu Morale/Pursuit

Under certain circumstances Zulus will check their morale to continue pursuit.

1. When the group leader or Induna is seriously wounded or killed

2. When 50% of the group have been seriously wounded or killed or routed

3. After each subsequent serious wounding or killing or routing of a group member after
50%.

4. When another group of 3 or more Zulu's routs within sight. If the Zulu fails his % roll
by over 10% he routs away from the British in the direction of the nearest 'friendly'
baseline. If a Zulu fails his % roll by under 10% he will take cover/go to ground until a
subsequent successful/unsuccessful morale check dictates otherwise.

Test Induna/group leaders first, followed by veterans, then averages then novices. Routs
in the same turn count towards subsequent %'s in the same turn. The basic chance of a
Zulu routing is 5% modified by the following factors:

+ 20% Induna or group leader seriously wounded, killed or rout


+ 5% Each Zulu in the group seriously wounded, killed or rout
+ 10% Zulu testing is wounded
+ 10% Over 20 yards from enemies
+ 10% Zulu testing is a veteran or average
+ 10% In the open with little or no cover between self and enemy
+ 10% Each other group of 3 or more Zulu's routing in sight
- 10% Zulu testing is a novice
- 10% Within 20 yards of enemies
- 10% Able to use cover to stay put or advance
- 5% Each other Zulu group of 3 or more advancing in sight

The Refight Game

The Refight

The players were Les Beilby-


Tipping, Mike Blake, Ted Herbert,
Beth Lofting, Pete Reynolds, Wayne
Millard and Alan Winsbury.

In terms of game mechanics this was


generally agreed to be one of the best
games ever put on by the group. It
had clear objectives, decisive
umpiring and an exciting conclusion
that kept onlookers absorbed (apart
from one bystander who fell asleep
for half-an-hour in a comfortable chair on the left flank). The figures were great, the
poster boards and handouts superb and the terrain magnificent. The scenario was set
in the flat area of ground near the Drift rather than the steep slopes further north [see
the map]. Nevertheless it was full of obstacles - elephant grass, rocky outcrops and
dense bush. Particularly hazardous, even for expert riders, was a steep donga on the
left flank.

The first man to die was Signalman First Class W H Aynsley who was caught by a
party of Zulus emerging on the extreme right flank. He had no chance. Attempting to
grab the stirrups of a passing horseman, his land-legs let him down and he sprawled
in front of the advancing Zulus. His end was mercifully quick.

Lieutenant Wally Erskine was another early casualty, at the rear of the fleeing
figures, and several other fugitives fell as more and more Zulus closed in from the
right flank and the rear, not in their characteristic buffalo horn formation but in small
groups, deadly because of their sheer mobility (one normal dice plus 3 compared
with two normal dice for cavalry). Twisting and darting to avoid the enemy, one
fugitive ran into a rock and fell concussed. Others were outnumbered in melees and
soon overcome, the factors favouring assegai and large shield against cavalry
weapons. In compensation, there was a fairly liberal interpretation of the rules for the
fugitives, for example no penalty for turning round on foot or swerving on
horseback.

As the action progressed, both Lieutenant Teignmouth Melvill and Lieutenant


Neville Coghill were unhorsed. Sergeant Costello of the Royal Artillery caught a
spare horse and rode up to the unfortunate pair, only to pay the penalty by being
unhorsed himself. Seizing another bridle, he mounted and galloped off, his good turn
for the day done. Coghill also managed to grab a horse and ride off. The unfortunate
Melvill was left on his own. He was last seen waving his empty pistol as he was
overwhelmed by Zulus. Smith-Dorrien, riding past, grabbed the colour where it had
fallen and when he suffered a serious leg wound from an assegai, it was in turn taken
up by Coghill.

A pattern soon emerged of a funnel of riders headed by Major Stuart-Smith charging


towards the donga on the left flank. Those in the vanguard met disaster. Trooper
Hayes of the Natal Mounted Police, Lieutenant Curling, Sergeant Costello, Major
Stuart-Smith (all of the Royal Artillery) and Captain Edward "Lucky" Essex of the
Natal Native Contingent met their deaths in the donga on the left flank, some falling
from their horses attempting to cross the donga and others being pulled down by
Zulus. However, these casualties diverted Zulu attention from other riders in the
centre of the funnel, who were able to cross to the middle of the table without much
opposition.

As the game neared its conclusion, the Zulus closed a gap in the centre of their line
and four men fell in a single move. After this, no one in the centre had a hope.
Fortunately for those who had already got through, their firing at a group of Zulus
barring the way to the river inflicted enough casualties to cause the Zulus to take a
morale test - which it failed and left the field. This occasioned a spontaneous shout
of relief from the players of the fugitives concerned!

Of the 22 figures frantically trying to escape the Zulus at the beginning of the game,
only eight reached the Buffalo river and safety. Miraculously, no one was swept
away in crossing the river. The single foot figure to survive was Lieutenant Harry
Davies of the Edendale Troop, who had performed like a marathon runner. The
remaining seven survivors arrived on six horses, Lieutenant William Cochrane and
Captain Stafford doubling up. First home was the Honourable Standish William
Prendergast-Vereker, who had led the rout in fine Flashman fashion for most of the
game, followed by Private Samuel Wassall of the Mounted Infantry, Superintendent
James Brickhill and Captain Alan Gardner. Last home was Coghill, gamely
clutching the Queen's Colour, which was therefor saved, unlike the real event when
it was lost.

The other 14 men perished on the field and suffered the fate of being ritually
disembowelled by the Zulus. Only two red coats survived, reflecting Cetshwayo's
order to concentrate on the warriors in red. Coghill, the hero who rescued the
standard and Melvill, the only figure to make a stand against the Zulus, were
doubtless posthumously awarded the Victoria Cross for supreme gallantry in the face
of the enemy. Only one player failed to get any figures home!

Recommended Reading

Ian Knight, Zulu, Windrow & Green,


Every Osprey Men at Arms and Elite on the subject
Robert Giddings, Imperial Echoes, Leo Cooper
Howard Whitehouse, Battle in Africa, Field Books
DCF Moodie, Moodie's Zulu War, N&S.

FAQS

Who Are Skirmish Wargamers? We are a group of enthusiasts from all over the
world [England, Scotland, Wales, Australia and the USA anyway!] who enjoy
playing skirmish games, usually in 54mm scale. We fight games from Saracen &
Crusader to WW II, but concentrate on the Old West, covering the widest possible
interpretation of it, ie from Aztecs & Conquistadors to the Mexican Revolution.

What Are The Figures We Use? This is without doubt the question we get asked
most. The answer is, in the main, that they are toy soldiers! They come from toy
shops and are then modified, converted, given new weapons and repainted. Some are
virtually scratch built, whilst others are more or less straight out of the box.

The figures we used for the Fugitive's Drift game came from many sources. We used
54mm [1/32nd] scale 'toy' figures (plastic and metal) from all periods and in most
cases they involved a large amount of Milliput or Greenstuff! Should you be mad
enough to want to try wargaming in this larger fun scale, the figures available from:
Zulu's from Langley miniatures, Three Bridges Road, Crawley, West Sussex. UK;
Call to Arms Zulu's and British Infantry, also IMEX and Dragon conversions from
F&S Scale Models, Droylsden Road, Audenshaw, Manchester, UK; Drumbeat
Miniatures' British Infantry from Falcon Figures, 34 The Causeway, Chippenham,
Wilts, SN14 3DB, UK;Cliff Sanderson British & Zulus from Skytrex Marksmen
conversions from Marksmen, 7Goldsmith Avenue, London W3 6HR, U; Timpo,
Britains, Airfix, Atlantic and other toy makes conversions of what are now quite
difficult to find figures.

No doubt there are plenty of suppliers in the US too, but the only one we know of is
the Toy Soldier Company, 100 Riverside Drive, New York, NY 10024, which
carries a vast range of plastic and metal figures in all periods, including Colonial.

Although we usually use 54mm scale figures so that they make an impact at shows -
and because we love the scale and the figures, any scale can be used, 15mm, 20mm,
25mm, 28mm. Indeed the latter scale is ideal and the tremendous range of figures
from The Foundry [especially the Gunfighters, Mexicans and ACW ranges] are just
the job to get started in Skirmish Wargaming.

What Rules Do We Use?

We use our own rules, originally developed some 20 years ago, but up-dated and
improved over the years. They began as the Western Gunfight Rules, selling at just
50p a copy, and then became The Old West Rules, and are now The Code of the
West Rules. They aren't currently available commercially, but The Foundry's The
Rules With No Name make an excellent substitute until they are. Our figure/ground
scale is one figure to one character and one inch to one yard. Each turn taking very
approximately 1 to 2 seconds of represented time.

What Is Skirmish Wargaming?

Which moves us on to one of the great aspects of skirmish as opposed to the more
traditional large scale battle. The whole thing is at a lower level in terms of numbers
and this has two important advantages. First, it means that the game can be based
around personal endeavour rather than the impersonal swirl of large armies - it's all
about swagger, braggadocio and individual heroism. And second, it means that it can
all be done with a handful of figures and therefore a modest outlay.

There's a lot of scope to bring out the quirks and foibles of human nature, and for
there to be a real human touch to the game. Success against the odds always seems
that much more heroic at the individual level than at the regimental or brigade level.
And failure seems to be felt all the more keenly too! The 2nd of the advantages
means that the cost of venturing into another period or theatre of conflict can be kept
low, at least until you know whether you want to take it further. It can be treated
every bit as seriously as games with big battalions, but is far more likely to achieve
that crucial outcome - enjoyment. Somehow a game at an individual level seems to
bring out the best in the players, and nowhere more so than in the spirit in which
they lose.

Do We Have A Newsletter?

Yep, for many years we have produced a Newsletter, Reports From The Skirmish
Line, with news of events, new figures, etc to keep us connected and up to date with
what the group is up to. We have also just launched [only the first issue has been
done so far] a quarterly Journal, The Annals Of Pima County, which has longer
historical articles, game reports and illustrations.

Interested? Whilst US readers may think that because the group is based in England,
its of no interest, but we do have US members, and the newsletter and journal keep
us all in touch. If you are interested, contact Mike Blake at: email:
botch.blake@virgin.netor

Snailmail at The Moorings, Middle Lane, Whatstandwell, MATLOCK, Derbyshire,


DE4 5EG, UK

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