The shorTesT War in hisTory!

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number of forces is from historical
references, with conjecture to arrive at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