This is a terrific little campaign in issue 270 of Wargames Illustrated (pp. 98-107) that has a British expeditionary force travelling along a fictional river to stem the influence of local slavers.
As written the campaign is designed for In the Heart of Africa, but it could easily be adapted for DitDC. I'm currently converting the campaign into something more suitable for MWWBKs. But since the current global pandemic has put a pause on my gaming, I decided that rather than just convert the campaign I'd have a go at expanding upon it. I've therefore added some extra scenarios and built in a baggage rule to track objects that may be collected. I've been working on this (on and off) for a few weeks now so thought it was about time to get something up on the blog to help track progress.
First off, here are the basic campaign rules. Battles are fought using MWWBKs, but the remainder of the campaign is driven by scenario and special event cards. Although I've been working on these rules for some time, this is the first time they've been published. So, the rules should be considered draft and are subject to revision. Also, please remember, these rules expand on the campaign published in WI. So full credit should go to the author Garry Chalk. To play the campaign you will need to refer to the original article.
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Scenario Cards
At the beginning of the campaign you should decide on the number of scenarios that you wish to play. There are 4 core scenarios to which are added one or more optional scenarios. By default, the campaign includes the following scenarios that were all published in WI:
- McKenzies Trading Post
- Reverend Jenkins Mission
- The Wasimba Village
- The Arab Tembe (always played) +
- 1 x Random Optional Scenario
Optional scenarios are shuffled together. One or more cards are drawn at random and added to the core scenarios. Remaining optional scenario cards can either be set aside or shuffled with the event cards. Optional scenarios include:
- Elephants and Pygmies (same scenario as published in WI)
- Jungle Drums
- The Arab Caravan
- Azande Dawn
- Swampland Outpost
There are also several 'special' scenarios that can only be played if certain conditions are met during the campaign:
- The Ambush
- King Solomon's Mines
- Run to the River
[Design Note: I wanted to make the campaign flexible with additional scenarios so it could be played more than once. Additional scenarios help with this. I also hope to create an entirely new campaign with new scenarios that uses the same campaign rules presented here.]
Event Cards
There are (currently!) 65 different event cards. These include effects that may benefit or hinder the expedition. Some effects are applied immediately and may be specific to a particular troop type. Other cards may be kept and played either as required or when specific conditions are met. The cards are organised as followed:
- Bad Things x 32 cards
- Good Things x 16 cards
- Scenario Random Events x 17 cards
[Design Note: There are a lot of possible event cards, but only a relatively small number will ever be played. The cards are intended to spice things up by introducing some African themed events. Some of the cards are aimed at this specific campaign, but I've tried to make as many as possible self contained so they can be used elsewhere. The card text is all completed and I'll post a link to a pdf another time.]
Campaign Deck
The Expedition Base Camp, Arab Tembe, special scenarios and all object cards are placed aside.
Wilkinson should then shuffle the remaining event cards and without looking at them, randomly draw a number of cards equal to the number of scenarios that will be played. The default is 5 event cards.
Drawn event cards and scenario cards are then shuffled together. One card is randomly discarded without either player looking at it. The Arab Tembe scenario card is added to the top and the Expedition Base Camp card is added to the bottom of the shuffled pile to create the Campaign Deck.
Extra Event Card Deck
Unused event cards are shuffled to create the Extra Event Card Deck. Players only draw cards from this deck when instructed to do so.
Object Card Deck
Object cards are shuffled to form the Object Card Deck. Players only draw cards from this deck when instructed to do so. Some cards are reserved for specific scenarios. If instructed to take a specified object, search the deck for the object. The object may only be taken if it is still available. The deck may include all available object cards or a subset of cards that is specified by an event card, scenario or other instruction. When creating or recreating the Object Card Deck, cards are always reshuffled. By default the Object Card Deck includes items carried in Arab Slaver baggage.
Object Cards
Object abilities are described on their respective card (details to be published in another article). Objects may be beneficial, granting various upgrades. They may be valuable, scoring Campaign Points if they remain with the expedition at the end of the campaign. Some objects may be cursed, inflicting penalties on one or more of the expedition's units. Certain objects count as food and all objects have a Hongo value allowing Wilkinson to trade with the people he meets. Objects may only be carried by baggage units. Some objects are heavy or bulky and count as two or more objects when carried. To simplify object card management, most cards can be kept in a single pile. If instructed to lose an object, a player may choose which object is lost. Some objects have special abilities (e.g. that may affect the unit carrying them). Such objects should be represented by a token that accompanies the unit (such objects will be identified in another article).
Encumbrance limits for baggage are detailed more fully in the section on new units. To summarise: Wilkinson is allowed one free baggage unit per 8 points of field force. A baggage unit consists of either 4 porters (each figure carries 1 object), 2 pack animals (each figure carries 3 objects) or 1 heavy ox wagon (carries 8 objects).
At the start of the campaign Wilkinson should select objects from the following list (he can refer to the object cards if he so wishes).
8 x Cases of Ammunition
8 x Army Rations
2 x Barrel of Rum
4 x Animal Forage
1 x Tents
1 x Medicine Chest
4 x Glass Beaded Necklaces
4 x Brass Wire
+
- Miss Jenkins (optional independent character)
These objects include important supplies for the expedition and there will be consequences for the expedition if they are lost. Although they may take up valuable space a few trade goods may prove useful for bartering with local people. Extra supplies including spare tents are carried on the gunboat. Some supplies may also be available at McKenzies Trading Post.
Miss Jenkins is on her way back to her father's mission and requires an escort. She is an independent character that Wilkinson *may* choose to take. There are bonuses for delivering her safely to the mission, but also consequences if she comes to harm. Use the escorted Lady special rule for Miss Jenkins.
When making his selection Wilkinson should be reminded that one Case of Ammunition is discarded at the end of each battle. One Food object card and one Animal Forage object card are discarded at the end of each Campaign Turn (see section on Campaign Turn below).
Drawing Cards
When drawing from a card deck, cards are taken from the bottom of the pile and any cards marked with a gorilla head are handed to the Arab Slaver player to be read in secret. Unless otherwise stated all other cards are read aloud and played immediately. If instructed to draw and play multiple cards, Random Event Cards are played before Scenario Cards in the order they are drawn.
At the beginning of each Campaign Turn, Wilkinson draws a card from the bottom of the Campaign Deck. Cards continue to be drawn from the Campaign Deck and their effects applied, until a Scenario Card is revealed.
Expedition Bonus Card
"Now Listen Up Chaps!" is a bonus card that is given to Wilkinson at the start of the campaign and may only be played once, before any battle. The card provides a morale bonus to the troops, but if used it will cost Wilkinson -2 Campaign Points. Use wisely!
"Now Listen up Chaps!" Expedition Bonus Card
Keep and play as required.
Seeing that your men are flagging you may discard this card to give them a pep talk. The Discipline of all Regular units receives a +1 bonus until the end of the Campaign Turn. If the expedition still carries a barrel of rum it is opened and your words of encouragement seem to be particularly well received. The Discipline of all units receives an additional +1 bonus until the end of the Campaign Turn.
Expedition Base Camp Card
The expedition base camp is visited by representatives of a local village who offer to trade one of the following for the indicated number of hongos (H):
- Scout (has a keen eye, lucky since it's his only one): 2H
- Unit of 10 Young Warriors as escort (stay until end of next battle): 2H
- Porters (4 strong lads): 2H
- Zebra Hide (already cured): 1H
- Heavy Stone Slab (good to sit on when ground is wet): 1H
- Bronze Amulet (supposedly a lucky charm): 1H
- Brace of monkeys (bush meat): 1H
- Polished Wooden Figurine (not pretty): 1H
- Elephant Tusk (one of a pair): 2H
- Bunch of Medicinal Herbs (pungent): 2H
If Wilkinson declines the villagers' offer of trade, they disappear into the bush.
Campaign Turn
The campaign is played over a number of turns that involve individual battles played using the MWWBKs rules. Battles are interspersed with various random events that might befall Wilkinson's expedition.
A Campaign Turn begins with Wilkinson drawing a card from the bottom of the Campaign Deck. Cards and their effects continue to be applied until a scenario card is drawn and the specified battle is fought. At the end of the battle casualties are counted and one Cases of Ammunition object card is discarded. This represents one complete Campaign Turn. At the end of the Campaign Turn discard one food and one forage object cards.
Immediately before drawing a card from the Campaign Deck, Wilkinson may choose to strike camp to end the current Campaign Turn. The Campaign Turn may also end early due to the effects of an event card.
A typical campaign will likely include 4 - 7 Campaign Turns that will include a similar number of battles.
Scenario Turn
A full Scenario Turn includes both Wilkinson's and his opponent's turn in a MWWBKs battle.
In a normal MWWBKs game, each player activates all of their units with play then passing to their opponent who activates all of their units. In this campaign, the first player activates one unit. Regardless of whether the unit passes its leadership test, play then passes to their opponent who activates one unit. Play continues to alternate between players until all units have been activated.
[Design Note: this alternate activation helps to balance one or two of the scenarios that were originally designed for a rules system that uses a similar mechanism.]
Terrain
Scenarios are played in one of two different environments that include Savannah and Jungle. Each of these environments can include different terrain. Scenarios specify the environment in which they are played. Any location that includes a river/coastline is also classed as Riverside. Some terrain can be found in either environment (e.g. a scenario based in Savannah can include some jungle terrain). Some Event Cards can only be played in specific environments.
- Tall grass, crop fields and villages count as difficult.
- Jungle, scrub and rocky areas count as difficult & dangerous (MWWBKs pg. 38).
- Swamp/marsh counts as difficult and dangerous.
- The River Bakambo counts as difficult & dangerous terrain in the shallows (watch out for crocodiles and hippos!) and impassible beyond (>3" from shore).
Random Terrain/Object Selection
If a result needs to be hidden from both players use face down tokens, one of which is marked to indicate the randomly selected feature. Tokens can be shuffled and placed on or next to each terrain area or object on the table. Reveal token as required to identify feature.
Hongo
Hongo is a Swahili word for bribe that is said to come from the Hongo 'land fees' chiefs charged to Omani slavers in East Africa to buy slaves and ivory and traverse their territory. Some objects have a Hongo value to enable Wilkinson to barter (or bribe) the people he encounters during the expedition.
Low on Ammunition
If the expedition has no Cases of Ammunition object cards apply Limited Ammunition advanced rule until resupplied with ammunition (MWWBKs, pg. 38). Whilst Low on Ammunition, Regular Units may fix bayonets and become Fierce.
Short of Food
If the expedition has no food object cards at the start of a Campaign Turn, all units immediately suffer -1 penalty to Discipline until the end of the Campaign Turn.
Short of Forage
If the expedition has no forage object cards and includes any mounted units roll 1d6 at the start of each Campaign Turn:
1: No grazing. All mounted units immediately suffer -1 penalty to Discipline until the end of the Campaign Turn.
2 - 4: Some course grass is suitable as fodder for irregular/tribal cavalry and pack animals, but since European cavalry horses are not trained to graze, mounted regular units suffer -1 penalty to Discipline until the end of the Campaign Turn.
5 - 6: Grass is suitable as fodder for all mounted units, although it must first be cut for the European horses.
Leaders (edited 20/8/2020)
The campaign uses the
One Leader advanced rule (
download link for official published advanced rules). Each unit is considered leaderless unless it is within the control distance of a named leader. Leader traits will also apply to the controlled unit. The distance that a leader can command troops is as follows:
- Regular Leader: 24"
- Irregular Leader: 18"
- Tribal Leader: 20"
These values can be affected by the environment and terrain. Command ranges for both regular and irregular leaders are reduced by 6" when battles are fought in the following situations (all reductions are cumulative):
- Jungle environment (not a jungle terrain piece)
- Dense vegetation (defined by scenario or Event Card)
- Other special situations that may be defined by scenario or Event Card
Note that the command range of Tribal leaders is not affected by terrain.
Sub commanders (e.g. Lt. Harris) may use their own leadership value and traits when activating the unit to which they are attached.
[Design Note: This rule puts much more emphasis on the leadership values and traits of named leaders within the field force. It will also help to keep admin of the Arab/native forces to a minimum].
Independent Leaders (edited 20/8/2020)
Named leaders can move, fire and fight independently. They should normally be attached to a unit at the start of a battle. Before the attached unit activates, the named leader can activate himself to leave and move independently or join another unit. Units joined in this way cannot be activated again this turn. The leadership values and special traits of named leaders are determined at the beginning of the first game that they appear.
Independent Characters (edited 20/8/2020)
Leadership values are rolled at the beginning of the first game that the character appears. Independent characters do not roll for traits (but may have other special abilities). They may move, fire and fight independently or as part of a unit that the character is attached to. When acting independently, characters use their own leadership value. When attached to a unit, characters wishing to leave the unit must be activated before the unit.
Taking Command of Leaderless Troops (edited 20/8/2020)
Use the advanced rule on pg. 38 to merge under strength units.
Arab Slaver Leaders
Players should keep track of named Arab Slaver leader casualties throughout the campaign. Only those named leaders that survive may be deployed in The Arab Tembe (final scenario). Leaders that feature in a core scenario that is not played are considered to have survived.
Arab Slaver Baggage
The Arab Slavers have been raiding local villages and resupplying their tembe from Zanzibar. If an Arab Baggage Unit is captured by one of Wilkinson’s units, apply the new baggage rules from this campaign and draw d3 cards from Object Card Deck. Also subtract 1 from Tembe Supplies.
Cavalry, Pack Animals and Ox Wagons
Whilst not forbidden, using cavalry or pack animals in this region of Darkest Africa is unwise. If the expedition includes any such units the following special rules apply:
- The term mounted unit is used to describe any unit that includes cavalry, mounted infantry, pack animals or ox wagon.
- Three copies of the Tsetse Fly! Event Card are used.
- Cavalry and ox wagons treat areas of jungle, rocky ground and thick scrub as impassible.
- Cavalry and ox wagons may not be taken into battles set within Jungle (eg. Jungle Drums). In these situations a camp must be set up and baggage/mounts left behind. One or more other units may be left behind to guard the baggage/mounts. Mounted troops may dismount and fight on foot.
- Mounted units cannot be transported on the gunboat.
Rockets
- Cost same as crewed weapons.
- If manned by Arab Slavers treat as poorly drilled.
- See also Official Extra Rules supplement
King Solomon's Mines Subplot
These ancient ruins are located in the jungle and revealed in a special scenario. The scenario can only be encountered if two conditions are met:
1. Prof. Jones accompanies expedition.
2. Expedition is in possession of Engraved Map object card.
The map can be found in different ways:
[Spoilers! Will reveal this another time]
Archaeologist Advanced Rule
Prof. Jones is an independent character that has the escorted archaeologist advanced rule.
"Add as an extra model to the unit. More vulnerable in melee than soldiers: killed on a roll of 3–5 when testing for Leader casualties from melee (Leader is still a casualty on a roll of 2). If this special character is killed or the unit is removed from play, your opponent gains 1 victory point; if the character survives, you gain 1 victory point. Does not count as a model in the unit for combat or morale purposes. "
Prof. Jones is following the course of the River Bakambo searching for clues to the location of King Solomon's Mines. Prof. Jones may be encountered in a number of ways:
[spoilers! Will reveal this another time]
When encountered, Prof. Jones joins the expedition and explains that he is searching for the long lost King Solomon's Mines.
Witchdoctor Advanced Rule
Mwanga is an independent leader and Jenkins is an independent character. Both have the holy men advanced rule.
Scout
Add as an additional figure to a unit. Does not count for combat or morale purposes. Killed on a roll of 3 when testing for leader casualties. Units with a scout ignore dangerous terrain rule and can detect hidden enemy figures within 4".
Resupplying the Expedition
The expedition can be resupplied at the Trading Station or by the expedition gunboat. Some items may also be obtained through other means. Strong currents and crocodiles mean that transferring people and goods between the gunboat and shore is dangerous. The expedition can therefore only be resupplied at a jetty and provisions must be carried in the baggage.
Fire
To set a fire, a unit must spend 1 full turn Standing To adjacent to target feature. Figures may not occupy burning structure. On their next turn, units in a burning structure must move out of the structure. If unit fails to move it is destroyed.
After the Battle
After each battle Wilkinson should roll 1d6 for each casualty in a unit to determine if they are really dead or merely stunned or lightly wounded. On a roll of 1-4 the casualty is dead and permanently removed from the campaign. On a roll of 5-6 the figure is deemed to have recovered and rejoins its unit. This does not apply to baggage units that are always destroyed if captured.
Any figures in units that have been forced to retreat off the table are also rolled for. On a roll of 1-2 they are considered lost or dead. On a roll of 3-6 they have found their way back to the expedition.
Arab slaver forces are listed for each scenario. Leader and baggage casualties must be noted, but troop casualties only need to be recorded for King Solomon's Mines.
Expedition Baggage
At the start of the campaign Wilkinson can take 1 baggage unit for free for each 8 points of field force. Additional units cost 2 points each. Once the campaign is underway, Wilkinson can create new baggage units by drawing 4 figures from any expedition tribal unit. These new units count as unenthusiastic porters (Discipline -1). The number of available Arab Slaver baggage units will be defined by each scenario.
Unit Name: Baggage
Speed: 6"
Firing: -
Fighting: -
Discipline: 0
Free Actions: Stand to
Special Rules:
- Unit consists of either 4 porters, 2 pack animals or 1 heavy ox wagon.
- Leadership 7+
- May only Stand to or Move
- May not be shot at
- Not required to take pinning test (but may receive pins in other ways)
- Porters carry 1 object per figure.
- Pack animals carry 3 objects per figure.
- Ox wagons carry 8 objects per figure.
- May not move if in base contact with enemy unit.
- Captured if enemy unit remains in base contact at end of scenario turn (porters/pack animals are slain/scattered and removed from game)
- If captured by enemy, all friendly units take pin test
- Worth 3vp to enemy if captured.
- Unless otherwise stated, all objects carried by baggage are lost if baggage unit removed from game.
- If a field force loses all of its baggage apply both 'Low on Ammunition!' and 'Short of Food!' until the field force is resupplied with new baggage and supplies.
Points: One baggage unit can be taken for free for each 8 points of field force. Additional units cost 2 points each.
[Design Note: Ideas borrowed heavily from DitDC. I wanted a system where Wilkinson needs to carefully think about his supplies. Protecting baggage becomes an important part of the campaign. Raiding an opponent's baggage also creates new opportunities.]
Captives
An Arab Slaver unit that engages in melee against a smaller enemy infantry unit may declare that it is capturing figures. If defender is defeated and passes pin test, no defending figures are lost and defender retreats as normal. If the defender is defeated and fails a pin test, no casualties are taken but instead all figures in the defending unit are captured. Regardless of which unit wins melee, attacker loses figures as normal. One or more figures from the attacking unit must be designated to guard the captives.
Unit Name: Captives
Speed: 6"
Firing: -
Fighting: (as guards)
Discipline: -1
Free Actions: Stand to
Special Rules:
- Leadership 8+ (-1 for every two guards)
- Not required to take pinning test
- May only Move or Stand To
- May not be shot at
- May exit the table without penalty
- Freed if guard(s) killed in melee. Freed captives immediately disperse and are removed from the game. If a named leader or independent character is captured they can become a new objective in the Arab Tembe scenario (at the umpire's discretion).
Points: n/a
[Design Note: Captives represent a special type of baggage unit. They introduce an interesting option for the Arab Slaver player, particularly when facing units accompanied by independent characters.]
Gunboat
Wilkinson has arranged to rendezvous with the gunboat at Jenkin's Mission. But will it arrive?
Unit Name: Gunboat
Speed: Downstream 3" + 2xd6"; Upstream 3" + 1xd6"
Firing: 4+
Fighting: -
Discipline: 0
Free Actions: Stand To
Special Rules:
- See also crewed weapons (pg. 33)
- Captain rolls for leadership and traits as normal. May only control gunboat.
- 1 or 2 guns per gunboat (either MG or Field Gun)
- Counts as drilled
- Field Gun ranges: SR 0-22"; LR 22-48"
- Each gun has 4 Crew (one gun controlled by captain, second gun leadership 7+)
- May transport 2 infantry units + 2 baggage units
- May only Stand to, Move or Fire (both guns)
- Takes 1 full turn for units to embark/disembark. Gunboat must Stand To at jetty or other designated location.
- Cannot enter shallows or it will become grounded.
- Provides soft cover
- Enemy can target gun crew(s), visible units or the boat itself. Tally hits made directly against gunboat. For each 10 hits captain must take pin test. If failed captain decides too dangerous to keep vessel nearby and withdraws from action. Boat abandoned if grounded and any crew/passengers are immediately removed from game. In future scenarios a withdrawn vessel only reappears on 2d6 roll of 10-12 at beginning of each turn.
- Each turn that gunboat moves roll 2d6. Boat grounded on sandbank on roll of 2 or 12 (after moving) for rest of game. In future scenarios, grounded gunboats only reappears on 2d6 roll of 10-12 at beginning of each turn.
- Grounded gunboats may still fire.
Points: 10 (1 gun), 18 (2 guns)
[Design Note: There are no rules for a gunboat in MWWBKs so here's my attempt borrowing heavily from In the Dark Continent and DitDC].