We have been working our way through a number of Colonial rule sets at the moment, and having tried Up the Nile and Death in the Dark Continent (my current favourite), we thought we would give Mad Dogs and Englishmen a run out.
It’s an interesting set, though on reading, I found there were a few things I needed to clarify before trying it out at the club. I have included my list of clarifications/house rules at the bottom of the page.
Scenario
The British must exit the table South with three (or more) British units, of more than 50% Strength to win the game.
The Mahdists may allocate a commander and any number of units to either the ;eft flank and/or right flank. They will arrive on Turn 2 (4-6 on a d6), otherwise turn 3.
The initial force will enter the table to the South on turn 1.
Troops/ratings as follows:
- Command: 2 Commanders (Buller and Davis), generate randomly;
- British (Breech Loaders), Drill: Precise; Morale: Aggressive; Units of 18-24 x 4
- Egyptian (Breech Loaders), Drill: Drilled; Morale: Aggressive; Units of 18-24 x 2
- Artillery (Field Gun or Gatling), Drill: Precise; Morale: Aggressive x1
Mahdist: 3 Commanders, generate randomly;
- Beja (Sword/Shields/Fanatic), Drill: Irregular; Morale: Aggresive; Units of 30 x 5
- Ansar (Sword/Matchlock), Drill: Irregular, Morale: Aggressive; Units of 30 x 3
- Skirmishers (Sword/Rifled Musket), Drill: Irregular, Morale: Average; Units of 12 x 2
- Cavalry: (Sword and Shield, Fanatic), Drill: Irregular, Morale: Aggressive; Units of 12 x 1
- Artillery: (Field Gun), Drill: Irregular, Morale: Aggressive; x 1
The Game
The table, a 10×6, was mostly flat with some hills/slopes on the north edge, and just a few areas of rough going.
The British (played by Mal and Bob) deployed in two columns, each consisting of 2 British units and 1 Egyptian unit.
The Mahdists kept the two decent sized flanking forces, both of which came on in turn 2.
The Mahdist Centre
The Mahdist Right
The Mahdist Left
The Mahdist gun deployed, to soften up the British before advancing.
In the meantime, the Mahdist Cavalry was forced to retreat by fierce fire from the Egyptian troops.
The cavalry unit had lost 4 figures in the fire, but had gained a massive 13 terror – morale tests all round!
On the Mahdist left, a unit of British and a unit of Egyptians formed a firing line, with devastating effect.
The centre got going after a slow start, and the Ansar advanced on the flank of the Egyptian troops, whilst the first Ansar brigade faced a devastating volley from the British line.
That juicy flank looks tempting, the Ansar just need to move first in the following turn…
The Ansar played a card from their hand to avoid a morale test after some withering fire.
It was all over on the left though as the Beja were surrounded.
Back in the centre a second unit of Ansar charged home after the first had disintegrated, forcing the British back.
However, before the Ansar could charge the Egyptian flank, the British played a disorder card on them – they weren’t going to get that all important rank bonus!
The attack was ineffectual, though note that had we not missed a rule (the need to test before charging, and test when being charged) things may have swung the Ansar way.
Casualties for the Mahdist were now too high to prevent a British victory, and with the left flank gone we called time.
After Thoughts
The rules worked FAR better than I thought they would – it felt like a colonial game, with a level of excitement, and concern (from the British players) as the Mahdists closed. I think our only concern before hand was the sheer number of dice rolled, though I have to admit, counting up the dice certainly added to the tension of the game. I particularly like the move by brigade, order system, card system and random movement rules – it feels very much in period.
Tactically, we soon figured out that the Mahdists need the old one two punch to do well – the first unit will almost certainly disintegrate, however, if you can get in with the second when the British can’t return fire, it can be much more successful.
We did get a few rules wrong, that I picked up on a re-read of the game (missed morale tests when charging or being charged, for example), but overall very, very good and definitely a game I would play again.
I still lean towards Death in the Dark Continent for smaller games, but MD&E is a great choice for larger multiplayer games.
Mad Dogs and Englishmen: Clarifications and House Rules
Commanders/Cards
The number of cards held at the start of the game is also the maximum number that can be held during the game. See page 32 to see the circumstances under which cards may be replenished. Cards may be discarded at any point,.
Play cards at the start of turn on your own units, prior to determining turn order. Playing a card on an opponent can be at any time. Your own units must be in command to receive a card. Enemy units receiving a card can be anywhere on the table.
Orders
You must receive an order to move and/or fire, this includes a successful self order.
No order means no shooting, except if you are shot at or charged.
NB You can only fire once per turn, so last minute fire, shooting when shot at etc can only be undertaken if the unit has not fired earlier in the turn.
Shooting
Two ranks of formed infantry may fire, otherwise you can’t shoot through your own figures (house rule).
Always convert hits in favour of terror if there are odd numbers. This also applies to melee results.
Melee
Melees are fought as soon as contact takes place.
Only figures/bases in contact fight. Fight in two ranks.
Add 1/2 extra dice per supporting rank in the same or different unit. In this way a charging cavalry vs infantry fight with the same number of figures, though rank bonus will still apply.
Disordered troops lose the rank bonus in melee.
Morale
Disorder: The unit must stay still for a turn, with the condition it does not come under fire, to remove disorder.
Wavering: Similar to disorder, however a successful order is also required.
Retreating/Routing: Make your move, then take a morale test the following turn.
If a unit is interpenetrated buy a withdrawing/retreating/routing unit, use the drill of the unit being interpenetrated. Roll a d6 and the unit must exceed the number to avoid being disordered: Precise 2; Drilled 3, Trained 4, Irregular 3, Rabble is always disordered.
Article written by Graeme Carroll