In 1899 Churchill sailed to South Africa as a journalist for the Morning Post. In October, he travelled to the conflict zone near Ladysmith, then besieged by Boer troops, before heading for Colenso. After his train was derailed by Boer artillery shelling, he was captured as a prisoner of war and interned in a Boer POW camp in Pretoria.
I see this as a standard wargame (with train driving) on one level but also using several individual figures with different motives (sort of like a What a Boer game working at the same time.)
Alternately just use the "British" characters and each player takes a character as a "unit" within the rules and attempt to escape the train.
Churchill Mauser pistol waving War correspondent
Lance Corporal Jack Jones
Private Charles Godfrey Stretcher bearer
Mahatma Gandi Stretcher bearer (He was in Natal in the army at that time)
Donald van Trompe failed Orange Politician.
Dyck van Dyke. Former chimney sweep
Rutger Hauer. Has seen things you people can't imagine.
Vincent van Bough one esred former house painter
1. Planning the game.
A single rail track 6ft+ long
Train with three armoured trucks.
A derailed section.
A footplate controls board for a player to drive the train.
The small hut Churchill tried to get to.
A pinboard/ textured map showing the updated position of the train.
Players
Boer Kommandant
Four Boer Mounted Infantry units. Basically trying to destroy the train.
Boer Artillery Command
Two pompom guns. On table but counting as off table. Needs some thought.
British Infantry Captain
Haldane commanded the train. Churchill's account glorifies Churchill but the responsibility was on Haldane. Three trucks and a small naval gun is four units under his command. Possibly add in an NCO.
Possibly a British Mounted Infantry Command.
Usually an armoured train would have an accompanying Mounted Infantry unit. The Colonel who wrote Haldane's orders came in for a lot of criticism for not having them there. Haldane of course was responsible exceeding his orders by taking the train too far North. We could add the Yeomanry a last minute reinforcement coming on table late. (I'm planning to raise "The Loyal North Durham Yeomanry" for my Boer War setup.)
Lt. Churchill
A glory hunting War correspondent wanting to gain fame by heroic deeds to enable his parliamentary career.
Figures on the table
In 28mm I have the train, 24 Perry British Infantry (plastics, still in the box - and the remaining 12 are destined to wear a fez as Egyptian Infantry but I could have a change of heart) , 4 groups of 6 Boer.
I'll need to raise the 24 Yeomanry, but would do it with metals and horse holder figures rather than actual mounted. I'll call it an early Christmas present.
The rules
I'm thinking Blood and Steel. Maybe with additions. I like the idea of a "Boer tricks" deck white flags waved etc... With a card drawn each turn.
Its January 1899. A British Expeditionary force under General Buller is intent on marching straight up the railway line to relieve the siege at Ladysmith. The North Durhams have sent out the Yeomanry along the Tugela river. They are told to expect some skirmishing.
An armoured train has been dispatched to "scout the lines" towards Colenso, as far as Frere. It has apparently exceeded these orders and gone to Chieveley.
The Boer siege force look on in amazement as a train appears and scramble to intercept and destroy it.
BRITISH FORCES
MARK YOUR TARGETS!: Each British Regulars unit does not take Fatigue to perform its first Defensive Fire each turn.
Lieutenant Leader 0 Pts
Repeater Pistol Move 4”
Cmd. Range 8” Cmd. Pts. 1
TRUE GRIT: May reroll failed Melee Save results.
SHOOT 6 (10”)
MELEE 6
SHOOT/SAVE 5
MELEE/SAVE 7
RESOLVE 5
INITIATIVE. 1
A typical British Junior Officer.
North Durham Yeomanry,
Mounted Infantry. 7pts
Repeater Rifle Move 4”
CAVALRY - Free advance.
TRUE GRIT: May reroll failed Melee Save results.
SHOOT 7/6 Unlimited
MELEE 6
SHOOT/SAVE 7/6
MELEE/SAVE 6/7
RESOLVE 5
UPGRADES
NCO UPGRADE 5 PTS.
Designate a single model to be a Non-Commissioned Officer (NCO).
The NCO’s unit counts as being in command range as long as this model is still part of it.
A In Formation with an NCO gains a -1 bonus to its Resolve.
The NCO can maximise the Leaders command by taking control of a unit.
MUSICIAN UPGRADE 10 PTS.
Add a single model to the Leader unit to act as a Musician.
The Leader’s command range is doubled while this model is part of the unit.
Armed as modeled.
Extends a Leader's Command effectiveness over the noise of Battle.
The North Durhams
Lt Herbert Farthingdale. @0
Sergeant Proudpole @5
1st Troop 8 men. @56
2nd Troop 7 men @49
3rd Troop 7 men @49
Royal Yeomanry Artillery. 15pdr. @30
The Boer
Mounted Infantry. 6pts
ABL Rifle Move 4”
CAVALRY - Free advance.
Ruthless
SHOOT 7/6 Unlimited
MELEE 7
SHOOT/SAVE 7/6
MELEE/SAVE 6/7
RESOLVE 6
Veteran Burghers, upgrade to Marksmen @1pt. Upgrade to Mauser Repeater @ 1pt
Kommandant. @15
LEADER 15 PTS.
Repeater Rifke Move 4”
Cmd. Range 8” Cmd. Pts. 2
TRUE GRIT: May reroll failed Melee Save results.
SHOOT 7/6 Unlimited
MELEE 6
SHOOT/SAVE 7/6
MELEE/SAVE 6/7
RESOLVE 5
Kornet (as NCO) @5
The Boer
Kommandant van Trompe @15
Kornet van Satchmoe. @5
1st Groep. 6 men the burghers, upgraded. @48
2nd Groep. 6 men, the veterans upgraded @48
3rd Groep 6 men, the old fellas, upgraded @48
4th Groep 6 men, the boys, not upgraded @36
Additional Actions
Rapid Fire
Because of the differences between the Lee Enfield /Lee Metford rifles used by the Imperials and the Mauser many of the Boer used the latter seem to have had a much higher rate of fire. The Lee rifles reloaded cartridges singly into the magazine, the Mauser used a clip making it steadier to reload.
Rapid Fire empties the units magazines in a "mad minute." The group may aim and fire twice in succession for two initiatives during this turn. Each Rifle armed British unit may order this once per game. The Mauser armed Boer may use this for the whole game.