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Wargaming Rules for the New Zealand Colonial (Maori) Wars
I have several set of rules for this period. I'm not convinced by any of them so far, but I've put most thought
into my own DBA variant and associated
scenarios, and I favour my Crossfire
variant.
I written up most of these, with a brief description and full references if you want to track
down them down.
Source:
Crossfire
variant - one of mine.
Scale of figures:
Scale of game:
Orders of Battle:
Distinctive/interesting features:
-
Based on Crossfire
-
Crossfire
is quite free form by comparison to other rules.
-
No rulers.
-
No fixed time scale.
-
Initiative based player turns.
-
I love Crossfire
- it is fast and fun.
Comments and oddities:
Source:
Traves, A. (1994). Facing the Maoris: The New Zealand Land Wars. The
Colonial Age: Wargames rules for the period of European Expansion, volume 1.
Australia: Author.
Scale of figures:
Scale of game:
-
Typically Maori forces of 200-400
warriors facing a larger number of Europeans.
-
The range of Musket/Rifle fire is between 10
and 20 inches depending on who is shooting.
-
Foot move between 4 and 6 inches in the open
depending on who they are.
Orders of Battle:
Distinctive/interesting features:
-
Almost all Maori start off table simulating
the fact they are hidden.
-
Europeans can search for Maori.
-
Maori can reappear in terrain that has already
been searched.
-
Attempts to provide general rules that
cover various types of scenarios including attacks on Pa,
relieving outposts, and the protection of convoys and homesteads.
Comments and oddities:
-
The Maori can not plan a strategy but must
react to European actions.
-
Aside from two bands which are optionally
deployed at the start of the game there is no planned deployment by
the Maori.
-
Maori bands and fortifications are
deployed randomly as the Europeans search for them and the Maori
player has no choice about this. The only restriction is that
once all the available Maori have been found then no more are
deployed.
-
As an example, the Europeans can suddenly
discover a Pa sitting underneath them. The curious thing is
that not only would this surprise the European player but it would
also surprise the Maori player.
-
Says it is based on DBA but has strong hints
of Armati as well, for example, it uses units of multiple stands, has
morale etc.
-
Maori units (bands) are bigger than European
units!! Europeans have 4 stands and Maori 6, although they both
use 12 figures.
Source:
Callan, A. (Sept. 1983). Wargaming the Maori Wars. Military
Modelling, 654-655.
Scale of figures:
Scale of game:
-
Focuses on
British assaults of Maori Pa, so the forces are up to about 400
men.
-
Foot movement
is between 1 and 7 inches in the open (I think).
Orders of Battle:
Distinctive/interesting features:
-
It is the assault only so the artillery is
assumed to have already caused a breach
-
That also mean the British support troops are
not represented.
-
British forces start at their
camp.
-
The Maori get to design their Pa (although
internal layout is abstracted).
-
Maori have trench parties outside the Pa who
are hidden until they shoot.
-
Movement distance is controlled by die rolls
unless a leader is present.
Comments and oddities:
-
Very simple but covers movement, firing,
melee, morale all on two sides of a sheet of paper including photos and
long introduction.
-
Although featured in Military Modelling the
modelling demonstrated in the pictures was very rough - bitchy I know,
but I couldn't help mentioning it.
Source:
Clapson, C. (1992). Te Riri Pakeha: The White Man's Anger. Wargames
Illustrated, 63, 21-22.
Scale of figures:
Scale of game:
-
Focuses on
British assaults of Maori Pa, so the forces are up to about 400
men.
-
Small arms fire 36" on table and
artillery can fire anywhere.
-
Foot movement
is between 1/2" and 18" in the open, depending on die roll and
troop type.
Orders of Battle:
Distinctive/interesting features:
-
I like the name.
-
Based on Callan (1983) - see above.
-
The British artillery is
assumed to have already caused a breach
-
Pa and trenches are hidden at the start of the
battle.
-
British forces start at their camp (48"
from Pa).
-
Movement distance is controlled by die rolls.
-
Effect of fire is Suppressed, Light Wound,
Serious Wound, Death.
Comments and oddities:
-
Very simple but covers movement, firing,
melee, morale all on two sides of a sheet of paper including photos and
long introduction.
-
The artillery is
assumed to have already caused a breach yet the Pa starts
hidden.
-
Talks about units but also has
"wounds" for individual figures.
-
Incredible variation in movement
rates.
Source:
DBA variant - one of
mine.
Scale of figures:
Scale of game:
-
Depending on the campaign being recreated, a
stand can represent anywhere from 3 to 128 men.
-
Similarly ground scale varies by campaign from
10 to 50 paces per inch on the table.
Orders of Battle:
Distinctive/interesting features:
Comments and oddities:
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