New Zealand
Colonial Wars
A DBA Variant
(Draft)
By Steven
Thomas
Introduction
These rules are intended to refight the battles of the New
Zealand Colonial Wars, 1840-1872. They
do not cover skirmishes They are
based on DBA, and influenced by the article by Ed White on DBA and the Seven
Years War (WI65), and Clive Clapson’s article on the Maori Wars (WI63).
As in Ed’s article there are two assumptions:
1.
The first round of close combat also includes short range small-arms and
artillery fire.
2.
Troops potency depended on their ability to deliver close range volleys
or cold steel.
My mechanism for achieving this differs slightly from
Ed’s.
Troop Definitions
Unless explicitly stated, the troop types below use the
movement, combat and tactical factors of their ancient equivalents in DBA.
As there were few cavalry, combat factors are only given for close and
distance combat. The troop types
relevant to the Maori Wars are:
Maori (Auxilia).
Tribal warriors fighting in loose formation with shotgun, musket and
melee weapons. +3 Close, +4
Distance.
Regulars (Spear).
Foot from the Imperial Military establishment.
Includes the British Infantry Regiments and Royal Naval Brigades.
+4 Close, +4 Distance.
Militia (Spear).
Part-time local equivalents of the Regulars.
+3 Close, +4 Distance.
Settlers (Spear).
Raw local equivalents of the Regulars.
Includes both Volunteers acting as Pioneers, and armed Settlers.
+2 Close, +4 Distance.
Rangers (Auxilia).
Loose formation troops intended to fight in the bush.
Includes both Armed Constabulary on foot, and the Special Volunteer units
such as the Forest Rangers; Taranaki Rifle Volunteers; Taranaki Bush Rangers;
and the Wanganui Rifle Volunteers. +3
Close, +4 Distance.
Camp followers (Camp
followers). Logistical support and
unarmed civilians. +1 Close, +3
Distance. Can’t shoot.
Troopers (Knight).
Mounted troopers, both European and Maori.
Europeans include Volunteer Yeomanry, Colonial Defence Force Cavalry,
mounted Armed Constabulary, and improvised mounted troops from the Imperial
forces. On at least one occasion, mounted Maoris (under Hone Heke)
charged and routed Colonial foot. +3
Close, +3 Distance. Can’t shoot.
Artillery (Artillery).
Cannon and mortars of any calibre and type. Groups of Congreve rockets are assumed to have the same
effect as a single cannon. +5
Close, +5 Distance.
Ship (Artillery).
Each element represents one or more vessels equiped with cannon, plus
associated transport vessels. Is
based as, and fights as, two artillery elements.
Fortifictions (Camp).
Simple fortifications include palisades, trenches, rifle pits, and
fortified houses. Modern pa had all
of these, plus bomb shelters. The
inside of a Modern pa is bad going.
Tactical Moves
A group move to contact fortifications must be in a single
element wide column.
Ships are restricted to movement on water, up to 200p a
bound. Each ship element can carry
any number of land elements. These
do not add to the combat ability of the ship element.
If stationary within 50p of land, one land element can be embarked, or
one disembarked, each bound. This
is assumed to be via boats.
Distance Shooting
Camp followers and Troopers cannot shoot.
Artillery has a extreme range of 1000p, and a short range of 200p.
An element directly behind an artillery target must also dice as a
target. Other foot have a range of
200p.
In general troops who can shoot, must shoot.
Regulars, Maori and Rangers can reserve fire to allow a volley at close
range. Only these troops had the
required discipline. Elements which
reserve fire can not shoot until their next bound.
Instead they get a tactical advantage if they start a melee before then.
It takes a PIP to make all eligible elements in a group reserve fire.
An element cannot reserve fire if it shot or fought in close combat in
its own last bound, or the intervening enemy bound.
Combat Modifiers
Maori defending fortifications including bomb shelters are
impervious to artillery fire.
Extra combat factors:
+3 Any foot defending a Maori battle pa.
+2 Any foot defending other fortifications.
+2 Frontally contacting or contacted while reserving fire,
unless attacking fortifications.
+1 Foot shot at in bad going (including Maori battle pa).
+1 Maori, Regulars, Rangers, or Militia, in close combat
and supported from behind by two other such elements, provided no rank is in bad
going. A Settler element (pioneers)
can substitute for one of the rear ranks if attacking fortifications.
+1 Shot by Artillery beyond short range.
Combat Outcomes
If total is less
than, but more than half:
|
Troopers
|
Destroyed if in bad going. If not, recoil.
|
|
Artillery
|
Destroyed if in contact.
If not, recoil.
|
|
Camp followers
|
Destroyed if in contact.
If not, flee.
|
|
Maori
|
Destroyed by Troopers if in good going.
Flee from others in contact. If
not, recoil.
|
|
Other foot
|
Destroyed by Troopers if in good going.
If not, recoil.
|
If total is half or
less than:
A fleeing move is 50p more than the tactical move.
Elements, except those defending fortifications, whose enemy recoil, flee
or are destroyed must pursue.
Scales
The number of men involved in the NZ Wars was much smaller
than those suggested by the DBA figure scale.
The figure scales given below assume formations 2 ranks deep.
Choose figure and ground scales which suit the particular war you are
refighting. Usually European armies
will have 12 elements, and the Maori less.
|
War
|
Paces / Inch
|
Inches /
50 paces
|
Men /
Element
|
Guns /
Element
|
|
Waikato
|
50
|
1
|
64-128
|
1-6
|
|
Northern
|
33
|
1½
|
32-64
|
1-3
|
|
Taranaki
|
25
|
2
|
16-32
|
1-2
|
|
|
20
|
2½
|
10-20
|
1
|
|
|
12½
|
4
|
4-8
|
1
|
|
|
10
|
5
|
3-5
|
1
|
Sieges
Background
The usual Maori objective was to inflict financial,
political, and military losses on the Europeans, while conserving their own
resources; they were not trying to drive the Europeans out.
Typically the Maori’s built a Modern pa in position which diffult (but
not impossible) to access, then basically invited the Europeans to take it.
This forced the Europeans to raise an army and try to take the pa as fast
as possible. Failing to take a pa
quickly would result in unacceptable financial and political stresses for the
European Government. Essentially
the Maori tactic set up a catch 22 situation for the European authorities.
Given the time and expense of getting a European force to the pa, the
European commander was always under considerable political pressure to resolve
the issue as quickly as possible; this, plus the general (over) confidence in
the superiority of the European soldiers, is why assaulting pas was such a
common tactic.
Phases:
1.
Getting there.
2.
Periods of inactivity.
3.
Softening by artillery, if any.
4.
Assaults.
1. Getting there
Once the Maori had built a Modern pa, it usually took the
Europeans a while to get there. This
was for two reasons:
1.
Troops and supplies had to be gathered, often from Australia.
2.
The army had to get to the pa, which were always situated away from
settled Maori populations, hence difficult to access.
2.
Periods of inactivity.
3.
Softening by artillery, if any.
4.
Assaults.
Artillery
Maori in pa either up or down. If down they are impervious to shooting.
Artillery mainly used to destroy fortifications.
Relatively ineffective against Maori troops.
Although Maori used it to effect against assaulting British.
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