Jack Scruby’s African Colonial Wargames Rules

Here’s a set of African Colonial wargames rules from the Godfather of American Wargaming, Jack Scruby.

Simple Colonial Wargaming Rules

Robert Cordery offers “Simple Colonial Wargaming Rules.” He writes

SCWaRes � pronounced “squares” � began life as a simple set of �fast play� rules for use with teenagers who had never played a traditional figure wargame before. The design parameters were: To have a turn sequence that kept the players involved throughout each turn; To have simple morale systems that dealt with unit and formation morale; To reduce the measuring of movement and weapon ranges to zero; To have simple systems for resolving fire combat and close combat; To include an element of uncertainty into the outcome of each game To produce a game that could be played to a conclusion in about an hour.

Warhammer 40K Darkest Africa Variant

Even if you don’t like the science fiction game, Warhammer turns out to be a pretty flexible system for playing other periods. Plus, it has the advantage of familiar mechanics and a built-in player base. So given that, its not surprising that it’s been extended to practically every period you can think of. Here’s a variant of Warhmamer 40K for colonial games in darkest Africa.

Sahibs and Sepoys Indian Mutiny Rules

Sahibs and Sepoys is a set of free miniatures rules for the Indian Mutiny of 1857 – 1858. Author Alan Hamilton writes:

These skirmish rules are intended for the small actions which were typical of the Indian Mutiny. Thus individual characteristics are very important. The basic Unit is that commanded by a named character who is usually of Lieutenant, Captain or equivalent rank.

The suggested figure scale for rank and file is about 1:6 to 1:10 with 1:8 a good average. This scale is not used for named characters who are 1:1. This is justified in the attitude of the period. They are, therefore, cast in a heroic mould. The unit strength was calculated inbayonets or sabres the officers, sergeants, drummers and so on being extra to this establishment. Thus a company at its full strength of 100 bayonets would be an Officer, drummer, sergeant or strong man (optional) and 8 to 18 rank and file; cavalry squadrons similarly have an Officer, bugler and 4 to 9 rank and file. The Rank and File can include a proportion of Corporals, Naiks etc.

They Don’t Like it Up ‘Em Colonial Campaign Rules

They Don’t Like it Up ‘Em is a set of free wargames rules for colonial campaigns.