Friday 6 January 2023

Bosnia - Overview


Austria-Hungary's slice of the spoils of 1878 was the province of Bosnia and Herzegovina. Taking it should have been straight forward, but the locals turned out to want to have a say in things. The result was a pretty obscure military campaign that is not particularly well known, but everything you probably need to know about the historical invasion is on the Wikipedia page.

https://en.wikipedia.org/wiki/Austro-Hungarian_campaign_in_Bosnia_and_Herzegovina_in_1878

Historically, the invasion started on 29 July 1878, after having been sanctioned by the Congress of Berlin. In this history the invasion will move forward by a month as Austro-Hungary would not want to risk their prize being taken away. They will need all of the 80,000 troops they would eventually assemble as even without Turkish intervention Bosnian guerrillas would give them a hard time.

Alas for wargamers wishing to depict Austrians in their wonderfully flamboyant white uniforms, they were no more. After being target practise for the Prussian needle guns in 1866 they had opted for a more subdued look. Not quite as drab as they were to appear in the Great War, but getting there. 


There probably isn't much scope for massed battles on this front, but plenty of opportunities for small unit actions as Austrian regular troops face nimble guerrillas in forested mountains. 

Sunday 6 March 2022

Army Lists - South Africa

 Boers



Unit Types
Skirmishers (Average, Later Breechloaders)

Special Rules
i) The commando can mount and move as Dragoons. Two Skirmisher bases mount as one Dragoon base
ii) Leadership Poor
iii) For every four bases of Boers there must be an ox wagon on table. 
iv) A Boer unit may always retreat off the table at any time. 

Commentary
The Boer Wars are tricky ones for rule writers. Here are wars where both sides have the best modern small arms but the tactics used are not those of the European battlefield, although perhaps they should have been. Colley marched his men into battle in line abreast with flags flying as if he was taking on the Zulus, or maybe Napoleon, whereas if he'd treated the enemy as Prussian Grenadiers he might have done a lot better. Certainly, if we look at the sequel in 1899, Hamilton's tactics at Elandslaagte were a textbook example of offensive tactics circa 1878. 

The Poor Leadership may sound harsh seeing as how the Boers completely out-generaled Colley. However, in these rules leadership is about quantity, not quality. Boer generals didn't give orders, they made requests, and the decision making was slow. When offensive action needed to be taken, such as at Majuba, it only involved a small part of the army. 

Trying to bring a Boer force to battle may seem like trying to nail jelly to the wall, but they cannot function without their wagons, which are vulnerable. For this reason a Boer force should always deploy as far forward on the table as possible in order to protect its transport. 

Zulus


Unit Types
Infantry (Elite, Muskets, Loose Order)

Special Rules
i) Local Zulus defending kraals and villages are usually Average morale. 
ii) Zulus marksmanship is very poor. They roll one dice for every four bases with muskets. 
iii) Captured enemy rifles can be used, but firepower is still poor and they roll one dice for every two bases
iv) Zulu infantry move as Skirmishers
v) Leadership is Good

Tuesday 26 January 2021

Wargaming Nineteenth Century Europe 1815-1878 - Army Lists

Random Army Lists

As I've said, I like Neil Thomas's Wargaming Nineteenth Century Europe 1815-1878 rules. In particular I like his approach to generating random scenarios. 

These are the army lists I use. 

Afghan Army


Regular Infantry (Levy, Early Breechloader, Loose Order)
Regular Infantry (Levy, Rifled Muzzleloaders, Loose Order)
Ghazi Infantry (Fanatics, 'Muskets', Loose Order)
Tribesmen Skirmishers (Average, Muskets)
Regular Cavalry (Levy)
Irregular Dragoons (Levy, 'Breachloaders')
Armstrong Guns Artillery (Rifled Steel)
Artillery (Smoothbores)

Special Rules
(1) Infantry Composition. 1-2 of the Infantry have Early Breechloaders. Others have Rifled Muzzleloaders.
(2) Swords of Allah. 1-2 of the Infantry are Ghazis. The Ghazis do not have firearms but save as 'Muzzleloading Weapons'. They must stay in Column Formation but may always charge enemy infantry.
(3) Cavalry Composition. 1-2 of the Cavalry are Regular. The rest are Irregular Dragoons. 
(4) Irregular Cavalry. The Irregular Cavalry is classed as Dragoons. They do not carry firearms but save as 'Breechloading Weapons'. 
(5) Artillery Composition. 0-1 of the Artillery units are Rifled Steel, the rest are Smoothbores.
(6) Tribal Uprising. An additional 1-6 units of Tribal Skirmishers accompany the army. 
(7) Khyber Knives. The Tribesmen Skirmishers are allowed a Conditional charge against Infantry. Both sides roll one dice per base for the hand-to-hand combat.

Commentary
The Afghan Army is an odd mixture of quite terrible regular and some very effective irregulars. A few infantry had Snider-Enfields which were as good as those issued to the Indian Army and one battery of artillery was Armstrong Guns, made in Newcastle, which were better then the guns of the Royal Artillery. However, both leadership and morale were severely lacking in the regular army. 


Indian Army Afghanistan


Unit Types
British Infantry (Elite, Later Breechloader, Loose Order)
Indian Infantry (Average, Early Breechloader, Loose Order)
Gurkha or Guide Indian Infantry (Elite, Early Breechloader, Loose Order)
British Cavalry (Elite)
Indian Cavalry (Average)
Horse Artillery (9 Pounder Rifled Steel)
Field Artillery (9 Pounder Rifled Steel)
Mountain Artillery (Rifled Mountain Guns)
Siege Artillery (Siege Guns)

Special Rules
(1) Infantry Composition:
1-3 unit of Infantry can be British. 
After 1879 0-1 Indian Army units must be Levy.
(2) No Skirmishers. This army does not field any Skirmisher units; they are replaced by an Elite unit of the Indian Army, such as the Guides or the Gurkhas
(3) Cavalry Composition. 0-1 Cavalry units are British, the rest are Indian. 
(4) Artillery Composition.
0-1 Artillery units can be Horse Artillery.
1-3 Artillery units can be Field Guns.
If attacking Ali Masjid one Artillery unit can be Siege Guns.
In the frontier passes all of the artillery can be Mountain Guns
(5) Command Level. 1-4 it is Average, 5-6 it is Good (Roberts). 

Commentary
Classing the Indian Army units as 'average' may seem harsh as both the officers and men were at least as professional as the British army. However, in these rules morale is mainly about how well units stay together when they start to take casualties, and the Indian Army, with its shortage of officers, was always vunerable in this regards. As the war went on this became a more serious problem.

British and Indian units were usually brigaded into units of one Britsh and two Indian regiments. 

Northwest Frontier Tribes


Unit Types 
1-3 Ghazi Infantry (Fanatics, 'Muskets', Loose Order)
0-1 Tribesmen Skirmishers (Average, Early Breechloaders)
1-3 Tribesmen Skirmishers (Average, Rifled Musket)
1-6 Tribesmen Skirmishers (Average, Musket)
1-6 Tribesmen Skirmishers (Average, Musket)
0-1 Irregular Dragoons (Average, 'Muskets')
0-1 Artillery (Smoothbore Mountain Guns)

Special Rules

(1) Tribal Uprising. Use the above numbers not the usual system for determining the size of the army. You will end up with between 4 and 20 units. 
(2) Swords of Allah. The Ghazis do not have firearms, only move in Column Formation and may always charge enemy infantry.
(3) Khyber Knives. The Tribesmen Skirmishers are allowed a Conditional charge against Infantry. Both sides roll one dice per base for the hand-to-hand combat.
(4) Irregular Cavalry. The Iregular Cavalry is classed as Dragoons. They do not carry firearms but save as 'Breechloading Weapons'. 
(5) Sangars. All Skirmishers can start the game in sangars, which provide Hard Cover from small arms
(6) Command Level. Leadership is classed as Good. This is not because the general is a genius, but because the tribesmen fight independently and don't need to be told what to do. 

Commentary
The Northwest Frontier tribes were expert hillmen and bringing them to decisive battle can be like trying to nail jelly to the wall. Battles are most likely to be inconclusive. 

Russian Army Far East


Unit Types
Russian Infantry (Average, Early Breechloader, Loose Order)
Cossack Dragoons (Levy, Later Breechloaders)
Russian Artillery (Rifled Bronze)

Special Rules
(1) Bayonets of the Empire. This rule does not apply. 
(2) No Skirmishers. Count as additional Infantry instead.
(3) Stubborn Infantry. The first time a base is removed from Infantry units after enemy shooting, Russian infantry automatically pass the ensuing morale test.
(4) Command Level. 1-4 Poor, 5-6 Good. 

Commentary
The Russian Army of the Far East was essentially the same as that which fought Turkey in the west. The main difference being that most of the cavalry are Cossacks and a lot of them are of rather indifferent quality, although they are well armed with the latest Berdan rifles. 

Russian/Afghan Army 


Unit Types
Russian Infantry (Average, Early Breechloader, Loose Order)
Afghan Regular Infantry (Levy, Early Breechloader, Loose Order)
Afghan Regular Infantry (Levy, Rifled Muzzleloaders, Loose Order)
Ghazi Infantry (Fanatics, 'Muskets', Loose Order)Cossack Dragoons (Levy, Later Breechloaders)
Tribesmen Skirmishers (Average, Muskets)
Cossack Dragoons (Levy, Later Breechloaders)
Afghan Regular Cavalry (Levy)
Afghan Irregular Dragoons (Levy, 'Breachloaders')
Russian Artillery (Rifled Bronze)
Afghan Artillery (Smoothbores)

Special Rules
(1) Infantry Composition
1-6 Infantry units are Russian; the rest are Afghan
0-1 of the Afghan Infantry units are Ghazi, the rest are Regular 
(2) Bayonets of the EmpireThis rule does not apply.
(3) Stubborn Infantry. The first time a base is removed from a Russian Infantry unit after enemy shooting, Russian infantry automatically pass the ensuing morale test.
(4) Swords of Allah. The Ghazis do not have firearms but save as 'Muzzleloading Weapons'. They must stay in Column Formation but may always charge enemy infantry.
(5) Khyber Knives. The Tribesmen Skirmishers are allowed a Conditional charge against Infantry. Both sides roll one dice per base for the hand-to-hand combat.
(6) Cavalry Composition. 
1-2 of the Cavalry are Cossacks.
0-1 are Afghan Regualr Cavalry 
The rest are Afghan Irregulars. 
(5) Irregular Cavalry. The Iregular Cavalry is classed as Dragoons. They do not carry firearms but save as 'Breechloading Weapons'. 
(6) Artillery Composition. 1-2 of the Artillery units are Russian, the rest are Afghan.
(7) Tribal Uprising. An additional 1-6 units of Tribal Skirmishers accompany the army. 
(8) Command Level. 1-4 Poor, 5-6 Good

Commentary
An alliance between Russia and Afghanistan against the British is always going to be fragile, but the combination of disciplined Russian Infantry and Afghan irregular can be effective if difficult to control.

Wolseley's Division - Gallipoli

Unit Types
British Infantry (Elite, Later Breechloader, Loose Order)
Naval Brigade (Elite, Later Breechloder, Loose Order)
Indian Infantry (Average, Early Breechloader, Loose Order)
Bashi-Bazouks Skirmishers (Rabble, Smoothbore Musket)
Indian Cavalry (Average)
Artillery (Rifled Steel)

Special Rules
(1) Infantry Composition. 1-6 Infantry units are British, one of which can be the Naval Brigade, the rest are Indian. 
(2) Naval Brigade. If there are 3 Artillery units one is a Naval Brigade with 9 pounders.
(3) The Very Model of a Modern Major General. Command Level is Good. 

Commentary
Wolseley's force is a mixture of British infantry sent from home and the Indian division, allied to the local Ottoman forces. Wolseley could also call on the services of a Naval Brigade of sailors and Royal Marines.

Optional Command Level 

The rules for optional command levels provide a powerful tool to represent the different leadership levels of the various armies. However, as the rule stands it seriously unbalances the game as there is almost no way an army with Poor Command Level can prevail over one with Good. 

As a result, to balance things up, I use the following rule.

Armies with Poor Command Level may field one extra infantry, cavalry and artillery unit.

Armies with Good Command Level must field one fewer infantry, cavalry and arillery unit.

Sunday 24 January 2021

Wargaming Nineteenth Century Europe - Rule Additions



You can't talk about wargaming without talking about rules, and you can't talk about wargames rules without getting into, sometimes heated, arguments.

The year 1878 is covered by a number of different wargames rules. Firstly, there are the rule sets for what you might call the 'later horse and musket era', and then there are the colonial rule sets. The problem is, these are usually continents apart in terms of style and substance. What's more, it's far from clear which approach is the best one to use. The battles will be taking place a long way from the green fields of Virginia or northern France but will include a lot of more regular units than the usual colonial border squabble. That said, there will also be a lot of very irregular elements in the campaign, from bashi-bazouks to Afghan tribesmen. 

Of course, you don't need to use just one set, you can use several. Indeed, one of the main reasons for fighting a campaign is that it allows you to fight a variety of different types of battle, from small skirmishes to larger battles, from battles against regular armies to ambushes by irregular forces. You can use one set of rules for when Wolseley meets Skobelev in Gallipoli, and another for when Lord Chelmsford takes on Cetswayo.

However, as I like a simple life, I intend to try use one set of rules for all the larger battles, and my choice of rules for this period is currently these by Neil Thomas. These rules aren't everyone's cup of tea, but they are certainly simple. They are inspired by the rule sets of Donald Featherstone and the other early pioneers of tabletop wargaming back in the sixties. As these were the books I borrowed from the library when I was starting out in the hobby this is certainly a plus point for me. Some of Thomas's earlier rules provide only the minimum of actual simulation, even though they did provide fun gaming, however, with this set I think he's finally found a period that suits his style.

But whilst they work for European battles, they really don't for most colonial conflicts. One of the main problems, and one you really can't get round, is the 'paper wraps stone' nature of the rules means they only work when everyone has an equal mix of troops types. There is, for example, absolutely nothing British infantry can do against Boer skirmishers except chase them around the board whilst being shot at, which might be realistic, but isn't much fun. A related problem is that the game is designed for at least ten battalion sized units on each side, whereas in most colonial conflicts the Europeans would be lucky to field more than one. However, for a divisional sized game between British and Afghan regulars, with assorted irregular hangers-on, they do the job.  

Now the problem with simple, but finely tuned, sets of rules like these is that you tinker with them at your peril. That's why no DBA variant has ever matched the success of the original. Unfortunately, to get these to work in 1878, a certain amount of tinkering is required.


Rules Additions

As I said, you tinker with rules like this at your peril. 

Unit Sizes


They are designed for the clash of large armies where the regiment of battalion is the smallest unit deployed. For colonial battles, where companies or wings (pairs of companies) are often detached to guard the baggage or 'crown the heights'. The rules don't work so well so single base units as they have effectively 'infinite' morale and can't fail a test before they are wiped out. Given the bravery of such company garrisons as the 24th Foot at Rorke's Drift and Hamilton's Guides Infantry at Kandahar, sometimes this might be appropriate. However, as a more general rule, for units that start as a single base they treat each 'hit' in the same way other units treat the loss of a base i.e. they dice for morale and if they fail they lose a second 'hit'. Detachments are immobile and may not move unless they are guarding baggage or acting as pickets, in which case they remain within one move of what they are escorting.

Partly because of the need to leave detachments to guard supply lines and camps, many battalions and regiments went into action well below establishment strength in colonial battles. A British cavalry regiment or infantry battalion in Afghanistan, for example, was considered to consist of 350 men available for action, whereas the figures for Indian units were 700 and 550 respectively. Some units will therefore start a battle with only two or three bases. However, no further rules modifications are required for this. 

Related to this, outside of Europe you usually saw fewer and smaller guns. Rarely did batteries consist of a full six guns. Also, in 1878, the standard British field gun at home was the 13 pounder, but in India it was the 9 pounder, and on the Frontier it was usually a 7 pounder mountain gun. We are going to therefore have to have tables for the effectiveness of artillery based on the number and size of guns. See below. 

Cover



The basic rules only contain one type of cover, that is woods. As colonial battlefields often consist of nothing but cover, this needs amending. Keeping it as simple as possible I discriminate between hard cover that provides protection from fire and soft cover that doesn't. These are further divided into hard cover that stops bullets but not shells and hard cover that does both, and soft cover that restricts movement and soft cover that doesn't. In addition zarebas provide 'cover' for units defending in melee, but not from fire.

The Russian bombardment of the Turkish at Pleven had no effect. On the Northwest Frontier the British were usually unable to drive tribesmen out of their sangars with rifles, but usually could with mountain guns.  

Hard Cover

Troops in Hard Cover can 'hide' from fire if they do not themselves shoot in a turn. 
  • There is no Hard Cover from the fire of siege guns.
  • Hard cover from field artillery is fortification and trenches, including dry rivers.
  • Hard cover from small arms is the above, plus sandbags, sangars and brick or stone houses. 
Soft Cover
  • Steep hills, marshes, soft sand and woods provide cover and hinder movement.
  • Bush, long grass and gentle hills provide cover but don't hinder movement.
  • Zarebas and picket fences provide cover for defending units in melee only

Unit Types



Fitting colonial opponents into the European conventions of Infantry, Skirmishers, Cavalry and Dragoons is also difficult. Infantry armed only with hand-to-hand weapons had ceased to be a thing in Europe over a century before 1878, and whilst Pathans and Boers may fight like Skirmishers or Dragoons, they were in fact very different.

Trying to make a set of rules for European conflicts work in Africa or Asia is clearly never going to work. However, as long as the more colourful colonial elements are kept to the fringe it is possible. Classifying Afghan hillmen as 'Skirmishers' just about works, and if we take into account the slow rate of fire of the jezail, and the lack of ammunition that characterised all tribal opponents, by assuming a 'base' of Afghans contains twice as many actual men as an equivalent base of Prussian Jager, we can sort of get by. 

Skirmishers


Many colonial opponents, from wily Pathans in the hills to Xhosa's stalking the African bush, will be classed as Skirmishers in these rules. To reflect how these guerrilla fighters operate I give them a Conditional Charge and allow them and their opponents, one dice each in hand-to-hand combat. In practise this will mean they can only charge single bases of infantry, which reflects how they fought in real life: picking off isolated detachments guarding supply convoys or 'crowning the heights'.

Close Order and Loose Order

In Europe infantry were almost all fighting in Loose Order by the second half of the 19th century, but against native opponents who charged into contact this wasn't always wise, as the British found out at iSandhlwana. Regular troops therefore continue to have the option to fight in Close Order, although this too can be unwise as the British found out in the First Boer War.

Artillery



Machine Guns

Range 24cm. 3 Dice per base

Mountain Guns

Mountain Guns move as infantry. 
They must remain stationary for a turn to change formation from Limbered to Deployed or back again. 

Rifled Muzzle Loading Mountain guns 
Range 32cm. 2 Dice per Base.

The Ordnance RML 2.5 inch Mountain Gun ('screw guns') introduced in 1879 have a range of 36cm

Smoothbore Mountain Guns. 
Range 25cm. 1 Dice per Base (shot) 
Range 8cm. 2 Dice per Base (cannister) 

Field Guns 

9 pounder guns use one less dice than standard artillery.

Horse Artillery

One advantage of lighter guns is that they can move faster. Some 9 pounder guns had larger teams and were horse artillery. Their standard move is 16cm, like Cavalry, but their movement restrictions are still as Artillery. 

Siege Guns

Siege batteries usually consist of a mixture of howitzers and guns, which generally stayed smoothbore.

Siege Artillery
Range 48cm. 2 Dice per Base (shot and shell). 
Range 8cm. 4 Dice per Base (cannister)

Transport


In European battles transport is something that can be left off-board, but in most colonial theatres leaving your transport unguarded will result in it disappearing. As a result most colonial armies will want to have it on table with them for safe keeping. This means it will need to be depicted by models and so we require rules. 

Human bearers move like Loose Order infantry, but don't suffer a penalty for turns.
Mules, camels and elephants move like skirmishers.
Wheeled transport moves like artillery

Transport do not roll dice in melee. Morale will usually be Rabble, but could be higher for Voortrekkers or professional military trains.

Boer Firepower


The Boers are a challenge to colonial rule writers, The way they fought was like a twentieth century army rather than a Victorian one. It's not just that they shot better and took cover better, a close range their firepower actually reduces the firepower of their opponents by making them go to ground. This is going to require some special rules unfortunately.

Boers deploy on the table in battalions ('commandoes') of Loose Order Infantry. However, they move, including being able to move and fire, like Skirmishers. They can't interpenetrate. They may move in line and only count a '1' in melee in all circumstances. They are armed with Later Breechloading Rifles in the period 1878-1880. They do not receive the extra range bonus of Skirmishers.  

When Boers are shot at their may make two saving throws for each hit they receive. 

When Boers shoot they may place a Pinned marker on an enemy base for each 'hit' they score. A Pinned marker reduces the firepower of that base by one dice. Two Pinned markers prevent the base firing. if a base is lost from the Boer fire one less Pinned marker is placed. Units with Pinned markers may move, but a base with a marks counts as 'lost' when calculating Conditional Charges. A Pinned marker is removed in the opponents Formation Changes move on a successful morale check. Roll each turn for each marker.  


Sunday 12 July 2020

Gallipoli - Letter from Admiral Hornby to W.H. Smith


Admiral Geoffrey Hornby
Besika Bay
Feb. 8, 1878
To the Right Hon. W. H. Smith, M.P.

The Russians are said to have 3000 men at Rodosto, sixty miles from Bulair ; a force—amount unknown—at Kissen, thirty miles off; and the roads from the north, through Malgara, and generally, are bad. I think, therefore, they could not approach the place under three days, or have a large force there in less than six days.

In twenty-four hours we could land at Gallipoli a naval brigade of 500 men, and flank the approaches to a certain extent in the ships. This would give the Turks the encouragement and assurance they require, after their recent defeats, to hold the ground for a few days. If orders were sent to the Governor of Malta to co-operate with me, I should send Agincourt, Achilles, and Raleigh to Malta, and they should return in eight days to Gallipoli with 3000 troops. (Distance to Malta, 690 miles; return to Gallipoli, 730 miles.) Steamers should be chartered at Malta, and despatched forty eight hours after receipt of the telegram, bringing guns, ammunition, biscuit, rum, and cocoa for the troops, and 2000 tons of coals for this squadron. With 3500 English, the ships, and the Turks, I believe we should hold the place for a fortnight against anything the Russians could do.

By that time—that is, twenty-two days from the receipt of your telegram—you ought to be able to send us the 8000 or 10,000 men that would make this place safe for ever. The first steps will be the most important, and of course the orders must be prompt and decided from home. Troops, ships, and Ambassador would then co-operate. Transport animals and temporary shelter for the troops will be the greatest difficulty, but I believe we can meet them. You may depend I will feed and shelter my own men, and I have great confidence in our contractor, who is an Englishman. I mention this only that you may not suppose such matters have not been considered.

Yours faithfully

                        G. Phipps Hornby

Gallipoli - The Russo-Turkish War


In April 1876 a revolt had broke out in Bulgaria. A minor, if bloody affair, the matter would escalate over the next two years, dragging in one by one four of the Great Powers of Europe until the world was on the brink of a global war.

This was to be the last time the Great Powers would fight before the First World War. The conflict created the borders of southwestern Europe that we know today, and saw the first use of the Red crescent flag. 

In the grander scheme of things, the Bulgarian revolt was part of the long decline of the Ottoman Empire. In 1683 it had been on the verge of capturing Vienna, but now had only a toe hold in Europe. But even as the Ottoman Empire declined, its great enemy, the Austrian Empire, had also waned. The balance of power in Europe was shifting. France had been humbled by defeat in the Franco-Prussian War of 1870, and so the mightiest powers in Europe were Germany, with it's great industry, Russian, with its rapidly expanding empire in Central Asia, and, of course, Britain, whose industry and empire were both the envy of the world. 

It was in the interests of Russia that the Ottoman's be driven from the Balkans, so the slavs of its Christian provinces could join the Russian Empire, and it was in the interests of Britain that they stay, so that Russia could not gain a Mediterranean port from which she could threaten the flow of trade through the Suez Canal to Britain. It was in the interests of Germany that there should be peace.  


In 1854 France and Britain had come to Turkey's aid when Russia had attacked. This time France was not a player and public opinion in Britain, outraged by the behaviour of Turkish irregulars was not on the side of the Ottomans. 

Russian first bought off Austria-Hungary by offering them the Ottoman province of Bosnia-Herzegovia, then used her ally Serbia to attempt to capture Bulgaria. When this failed, she declared war herself. 

The forces were actually fairly even. 300,000 Russians faced 200,000 Turks, who had the advantage of interior lines of communication, control of the sea, and fortified positions. In terms of abilities the two sides were very different. Russians who were strategically aggressive but tactically inept. The Ottomans were strategically passive but tactically brilliant. 

This was shown by the fate of Osman Pasha, and his army of 30,000 men. Outmanoevred and surrounded, he then fought off a succession of Russian attacks in a siege that would make him famous and preserve Ottoman Europe for another forty years. 


After the third failed attack on Osman's position in the unremarkable town of Plevna, when Csar Nicholas II and invited dignitaries from across Europe watched 100,000 Russian soldiers fail to defeat a force less than a third of their size, the Russians called in General Todleben, the hero of Sevastopol. He encircled the town with siege works and when the starving Turks attempted to break out they were repulsed in fierce hand-to-hand fighting. The next day Osman Pasha surrendered.

It was now December 1877. Constantinople was held by no more than 20,000 Turkish troops. By the end of January 1878 the Russian army had reached the village of San Stefano, nine miles west of Constantinople. Fearing that the great city would fall, British Prime Minister Disraeli sent the Royal Navy's Mediterranean Fleet through the Dardanelles to defend it. At the same time 200,000 Austro-Hungarian troops were massing on the border of Bosnia and Herzegovina.

The stage was now set for a confrontation between the Great Powers. 

Monday 29 June 2020

South Africa - Campaign Overview


The history of South Africa from 1877 to 1881 is of a three-cornered struggle between Britain, the Boer Republics and the Zulus. With the exception of a couple of sorties over the frontier, the fighting took place entirely in the Transvaal and Zululand. Combined with the relatively small sizes of the forces involved, this would make a very manageable map campaign. Indeed, I even read once of someone playing the whole thing out on a single large wargame table.

However, my principle of changing as little as possible will be maintained instead. By making just four changes to what happened historically a series of battles can be generated that are both different and, at the same time, familiar enough to make them enjoyable to gamers who know the history of South Africa and those who don't.

Firstly, Chelmsford receives the two battalions that arrived in December 1878 - South Africa was an important strategic location for the British Empire, after all - but after that no more, except for HMS Shah, if she's still afloat.

Secondly, in responding to the British invasion, Cetswayo sends 6000 warriors to face Chelmsford, and the other 20,000 to take on Pearson's column. The battles of Isandhlwana and Nyezane take place as they did historically, but with the Zulu forces exchanged.

Thirdly, Prince Dabulamanzi kaMpande and his 4000 men of the Undi corps cross into Natal just as they did in real life, but their target is not Rorke's Drift. Instead they cross the Lower Drift and look for targets down there.

Fourthly, the Transvaal Boers don't revolt in 1880, but in February 1879, whilst Britain is doubly distracted. General Wood's northern column is diverted from Luneberg to deal with them.

These changes allow us to fight historical battles with slightly altered ORBATs, and fictitious battles with the forces from real battles. The result is still a three-cornered war, but one whose outcome is less certain than real life. The British are really up against it in this re-run of history, whilst the Zulus and the Boers both have a real chance of success.