The shortest War in history! ...as played at HISTORICON 2012 The Anglo-Zanzibar War, 27 August 1896 By Bob Giglio, Terrain by Rick Nance How It Played out The game followed the historical aspects, in that after two turns of bombardment the lower two levels of the large palace were in rubble and on fire, and the flag pole had been dropped, so the land engagement began in earnest on Turn 3. Likewise, while the surprise of the HHS Glasgow firing broadsides at any British vessel in her range proved to garner some fun reactions from the British players, she sank after three turns of firing. However, the Zanzibar Marines fared much better during this time, in that they managed to get one of their small launches aside the wooden-hulled gunboat HMS Sparrow. This was due to the fact that the British players were not very lucky with their dice and could not hit the little boats, and when they did they only got crew hits (a marine or three killed), plus the Gatling guns on both HMS Sparrow and HMS Thrush jammed after firing one turn of Rapid Fire. The Zanzibar Marines managed to grapple HMS Sparrow, and the first turn the marine officer boarded, and survived the melee (again, poor British dice). The British dice again were horrible as the following turn four British crew were killed and one pushed back (thus -9 from the 10 morale of the veteran crew; +2 THE FORCES Figure scale is 1:5 ratio for a 6' x 10' tabletop (officer/NCO figures equal that 1 person and 4 other men); for smaller tables or less players then a 1:10 ratio is recommended, simply half number of units of all forces, rounded up. Exact number of forces is from historical references, with conjecture to arrive at units for the scenario (mainly for the Zanzibari irregulars and artillery). While scenario was designed for 25/28mm bonus for defending), resulting in an 11 rolled on the dice for morale, and HMS Sparrow struck her colours… something never heard of during the period, but again, it’s a game and you cannot account for poor dice rolling! The Zanzibari Marines escorted the remaining British naval crewmen aboard their launch and motored away. All the other British ships could do is watch, as they could not fire on their own men. Before motoring away, the Zanzibar Marines set charges in the magazines aboard the HMS Sparrow, and one turn later (with a good die roll indicating they did it correctly!), the gunboat was sinking. The Zanzibari players then cheered with a rousing “Allah is great!” Meanwhile, the British players on land were about as unlucky with their dice as their naval compatriots. The forces firing at the Pimba Pirates in the fort did not score many casualties initially, and neither did the British Marines and Ratings in the warehouse and customs area. Conversely, the Zanzibari had two 9-pdr Krupp guns placed at a barricade near the fort, and a few high rolls decimated two of the Askari companies. Eventually however, the British started to see dice go their way and the effect of firing their entire clips (for the marines scale, 15mm will work equally as well, but may not look as visually appealing for this type of scenario and period on the tabletop. Since Soldier’s Companion rules rates units according to their Unit Value (UV), if another set of rules is used then these can easily be adapted. Unit values are as follows in descending order: E = Elite, V = Veteran, X = Experienced, T = Trained, G = Green. Likewise, Soldier’s Companion uses a Fieldcraft Rating, and sailors) when some of the Zanzibari charged, managed to sweep enemy units away and showed why the British could win the war. The players controlling the British ships managed to sink the other launch with Zanzibari Marines, and also silenced all the guns firing at the ships from the land, and then also destroyed a few Zanzibari units as well (a 9" shell does wonders on a mob of irregulars!). After the sinking of the HMS Swallow, the player controlling the Sultan took his Bodyguard and his best remaining regular army company and managed to push down a back street behind the fort and through the gardens, defeating two companies of Zanzibari Army that were under British control (more bad dice rolls!), and ran into the German Consulate, at which point the game was called. The game was determined to be a Major Victory for the Zanzibari, as not only did the Sultan make it to safety, but the unlikeliest thing occurred – the capture/ sinking of a British ship. While the British would indeed win this ‘war’, the results would (as they say) – “Upset folks as they read the paper at breakfast!” which translates to a saving throw if the unit is in Open Order (i.e., skirmishing) in terrain that provides some sort of cover; a unit’s Fieldcraft Rating is listed as a number after the UV. Some of the Zanzibari units are listed as Irregulars (under the ‘Notes’ section), which under Soldier’s Companion rules have certain restrictions (can only be in open order or mass formation, etc.). For command figures, the rules use a Leadership Value (LV) rating, which adds a morale bonus to a unit to which a commander attaches. British Forces Historically, the British had approximately 330 seamen and 120 marines onshore, reinforced by about 500 native Askari troops from the Zanzibar Army, plus two Maxims and one 9-pdr cannon, as follows. Zanzibar Army: Deployed at diplomatic quarter. Brigadier-General Lloyd William Mathews, First Minister of Zanzibar, Army Commander [LV 2]; pistol & sword Lt.-General Arthur Edward Harington Raikes (age 29), Commander [LV 1]; pistol & sword 1st Battalion, Zanzibari Regular Army; 4 Askari Companies; 12 figures per company (UV: X1); breech-loading rifle & bayonet 2nd Battalion, Zanzibari Regular Army; 4 Askari Companies; 12 figures per company (UV: X1); breech-loading rifle & bayonet Artillery Detachment: 1 x 9-pdr RML (screw) gun, Askari crew (UV: V0); 4 crew Naval Landing Party: Deployed at waterfront; Customs House and warehouse area. Capt. O’Callaghan, Landing Party Commander [LV 1], HMS Philomel; pistol & sword Lt. Watson, Adjutant Landing Party Commander [LV 1], HMS Thrush; pistol & sword 2 Companies, Royal Marine Light Infantry (UV: V2); 12 figures per company; bolt-action rifle & bayonet 6 Ship’s Companies, Naval Ratings (UV: X0); 10 figures per company; bolt-action rifle & bayonet Machine Gun Detachments: 2 x Maxim MG, Naval Rating crew (UV: V0); 3 crew each Naval Ships: The following details are the historical aspects of the ships involved, but all ranges and statistics are for Soldier’s Companion rules, though can easily be adapted for any rules used (note that ROF = Rate of Fire, and ranges are short/medium/long). Also given below, is which and how many guns can fire at the palace, and at what range, which is based on the historical placement o the ships in the harbor and important for the scenario (i.e., too much firepower at the palace does not make it a game!). Since the ships are all at anchor, they have a better chance to be hit by fire directed at them as well as their ship size, as noted below under each ship. However, they have a +1 chance to hit the palace, or any building on land for that matter, due to its size (note that Soldier’s Companion rules use a D6 for determining hits, etc.) HMS Thrush and HMS Sparrow: Both are unarmored wooden gun sloops with the same armament; 5 hull hits each; +1 to be hit by Zanzibar artillery due to target size and being at anchor. Armament for each is 6 x 4” BL LP (101.6mm) 25-pdr Guns, 2 x 3-pdr QF (37mm HRC) Guns, and 2 x Gatling machine guns (3 of the 4” BL LP guns can fire at the palace at long range, and the 1 of the 3-pdr QF guns and 1 Gatling can fire at targets barricaded in front of the palace at long range). HMS Philomel: 10 hull hits; +1 to be hit by Zanzibar artillery due to target size and being at anchor. Armament is 8 x 4.7” QF (120mm) Guns, 8 x 3-pdr QF (37mm HRC) Guns, and 4 x Gatling machine guns (3 of the 4.7” QF guns can fire at the palace at long range). HMS St George: Protected Cruiser (Armor Value 1 only on the belt, deck, gunshields & conning tower, and Armor Value 2 on the turrets); 16 hull hits; +2 to be hit by Zanzibar artillery due to target size and being at anchor. Armament is 2 x 9.3” BL Guns, 10 x 6” QF (152.4mm) Guns, and 12 x 6-pdr Guns (1 gun of each type can be fired at the palace at medium range). Rear-Admiral Harry Holdsworth Rawson [LV 1] is aboard this, his flagship. HMS Raccoon: Light Cruiser (Armor Value 1 only on the deck, gunshields & conning tower); 10 hull hits; +2 to be hit by Zanzibar artillery due to target size and being at anchor. Armament is 6 x 6” (5 ton) Guns, 8 x 3-pdr QF (37mm HRC) Guns, and 2 x Gatling machine guns (3 of the 6” guns can fire at the palace at long range). Zanzibar Sultan’s Forces Historically, Khalid’s army consisted of about 2,800 loyal followers (1,000 Palace Guard & Marines, 300 Loyal Askari, 1,500 Irregulars), the royal yacht ‘His Highness’ Ship (HHS) Glasgow’, seven Hotchkiss revolving cannon (Pom-Poms) and Krupp guns, plus two Maxims and a large number of old muzzle loading cannons, as follows. Sultan’s Palace Guards: All deployed at large, barricaded palace. Sultan Sayyid Khalid bin Barghash Al-Busaid, Army Commander [LV 1]; pistol & sword Capt. Saleh, Commander of the Palace Guard, Adjutant Army Commander [LV 1]; pistol & sword Sultan’s Bodyguards (UV: E1); 12 figures; breech-loading rifle & bayonet Elite Palace Guard Company (UV: V1); 12 figures; breech-loading rifle & bayonet 4 Regular Palace Guard Companies (UV: X1); 12 figures each; breech-loading rifle & bayonet Artillery Detachments: 3 x Pom-Pom Guns & 2 x 12-pdr BL Krupp Guns (UV: V0); 3 crew each Zanzibar “Loyal” Army: These are 300 regular army troops who joined the revolt, plus about 650 others recruited from the local population, formed into companies. All deployed next to small palace; guns in courtyard, barricaded. Colonel, Commander [LV 1]; pistol & sword Lt.-Colonel, Adjutant Commander [LV 0]; pistol & sword 4 Regular Companies (UV: T1); 12 figures each (1 leader, 1 sub-leader, 1 NCO, 1 musician, 8 men); breech-loading rifle & bayonet 6 Irregular Companies (UV: T1 irregulars); 20 figures each; rifled musket & sword 2 x 9-pdr QF guns, 1 x 18-pdr Bronze SB gun & 1 x 24-pdr Bronze SB gun (UV: X0); 3 crew each Zanzibar Marines: All are on shore, deployed as players desire (may be hidden). Major, Commander of the Zanzibari Marine Detachment [LV 0]; pistol & sword 4 Companies (UV: X1); 12 figures each; breech-loading rifle & bayonet Machine Gun Detachment: 2 x Maxim MGs (UV: V0); 3 crew each Pimba Pirates (“Slavers”): Deployed in the fort. Pirate Leader [LV 0]; pistol & sword 5 Warbands (UV: T2 irregulars); 20 figs each; each warband 50% armed with rifled muskets, 100% with swords Artillery Detachments: 2 x 12-pdr Bronze SB guns (UV: X0); 3 crew each Zanzibar Navy: In harbor aboard HSS Glasgow and 2 steam launches. Captain, HHS Glasgow [LV 1]; pistol & sword His Highness’ Ship (HHS) Glasgow (UV: V0); wooden sloop with 8 x 9-pdr SB deck guns, 2 x Gatling MGs 2 Steam Launches; each has 1 Company, Zanzibari Marines (UV: X1); 12 figures each; breech-loading rifle & bayonet Note that the following details are the historical aspects of the ship involved, but all ranges and statistics are for Soldier’s Companion rules, though can easily be adapted for any rules used (note that ROF = Rate of Fire, and ranges are short/medium/long). HHS Glasgow: Unarmored wooden sloop (Crew is UV: V0); 5 hull hits; +1 to be hit by British artillery due to target size and being at anchor. Armament is 8 x 9-pdr SB Guns and 2 x Gatling machine guns. 2 Steam Launches: Move 24” each; 2 hull hits each; -1 to be hit by British artillery or small arms fire due to target size/speed. Artillery & Small Arms Statistics The following ranges and statistics are for Soldier’s Companion rules, but can easily be adapted for any rules used (note that ROF = Rate of Fire, and ranges are short/medium/long). Small ArmsROF Pistol Rifled Musket Breech-loading Rifle Bolt-Action Rifle Maxim Gun RangeNotes 1 1”/2”/4” 1 6”/12”/24” ½ 1 3 (6*) Land ArtilleryROF 5”/10”/20” Half eligible figures fire, due to being muzzle-loader 8”/16”/32” Can fire 2 shots per figure at short range if using entire clip Range PEN 12”/24”/48” Pom-Pom Gun 4 12”/24’/48” 9-pdr QF Gun 1 12”/24”/48” 12-pdr BL Krupp Gun 1 18”/36”/72” 24-pdr SB (bronze) Gun 1 12”/24”/48” 9-pdr RML Gun 12-pdr SB (bronze) Gun 18-pdr SB (bronze) Gun 1 1 1 Naval ArtilleryROF 18”/36”/72” * jams on secondary D6 roll of 6 if firing with 6 dice 0 0 DVNotes 1* 1 0 0 1 1 1/1/0 3 12”/24”/48” 1/1/0 12”/24”/48” 1/1/0 Range PEN * DV is only vs infantry 1 2 DV CrewNotes Gatling MG 2 (4*) 6”/12”/24” n/a n/a 1 Maxim MG 3 (6**) 12”/24”/48” n/a n/a 1 * jams on secondary D6 roll of 5-6 if firing with 4 dice ** jams on secondary D6 roll of 6 if firing with 6 dice 3-pdr QF (HRC) Gun 3 12”/24”/48” 1/1/0 1*** 1 4.7” QF Gun 2 24”/48”/96” 4/4/2 3 2 6” Gun (1) 24”/48”/96” 4/4/2 6 2 (1) takes 1 turn to reload 9” BL Gun (1) 30”/60”/120” 6/6/3 9 3 (1) takes 1 turn to reload 4” LP Gun 6-pdr Gun 6” QF Gun 1 1 1 18”/36”/72” 12”/24”/48” 30”/60”/120” 2/2/1 0/0/0 5/5/3 2 1 6 2 2 1 *** only effects crew
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