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Dervish Tables
Combat Dice Modifiers
-1 Testers fired on by at least 50% Veteran units. (Fire roll only).
+1 Testers fired on by at least 50% Fanatic or Rabble units. (Fire roll only).
-1 Testers fired on by at least 2:1 superiority in Gun factors. (Fire roll only).
-1 For every 6 non-Fanatic fire factors firing at testers. (Fire roll only).
-1 Testers adjacent to river hexside fired on by any gunboat units. (Fire roll only).
-1 Mahdist in own player turn adjacent to sea hex fired on by British Fleet unit. (Fire roll only)
+? Tactical rating of any 1 leader (used in Fire or Melee not both)
-2 Testers meleed by at least an equal number of good order of Fanatic combat factors (Melee roll only).
+? Testers combat factor odds ratio in melee, 2:1+1, 3:1+2, 4:1+3 max. (melee roll only).
+1 Testers have a 2:1 or better ratio in Cavalry factors and neither side is in mountain or town hexes. melee roll only).
+1 non-marching player rolling in hill hex.
+1 non-marching player rolling in village or oasis hex.
+2 non-marching player rolling in town or mountain hex
Notes
"rolling" units are all units in melee rolls but only units capable of fire for fire rolls
Gunboat units may not melee and are only affected by fire rolls; they never count as "rolling" units. The British Fleet may not melee but has 2 V class gun factors and does count as a '"rolling'" unit.
No combat is allowed across rivers.
10.3 Attrition table
Terrain |
Die Roll |
|||||
|
1 |
2 |
3 |
4 |
5 |
6 |
Unbeseiged town |
Unlimited |
|||||
Besieged town, village, oasis |
4 |
5 |
6 |
6 |
8 |
12 |
- Terrain (desert) |
0 |
0 |
2 |
4 |
6 |
8 |
Clear terrain |
6 |
6 |
8 |
8 |
12 |
16 |
+ Terrain (cultivated) |
8 |
10 |
12 |
16 |
20 |
20 |
Die roll modifiers. +1- Any random event results.
-1 Any unit on the Souakim map extension from March to November inclusive.
-1 Hex is also mountain terrain.
+1 Unit stacked with Gordon leader in Khartoum.
8.31 The March Table
Result |
March (50% disruption) |
March (25% disruption) |
No March |
March |
March |
March |
March |
|||||||||||||||
Die roll |
<1 |
1 |
2 |
3 |
4 |
5 |
6+ |
Die roll modifiers
+1- any random event effects
+ the strategic rating of 1 leader
-1 British infantry or cavalry from March to October.
-1 for any civilian units in rolling stack.
-1 for the 2nd march roll of a stack
-2 for the 3rd march roll of a stack
9.6 Combat morale table
Roll 2D6 once for all units in hex
Class |
Fail |
Shaken |
Hold |
Steady |
Good |
R, Rabble |
<6 |
6-7 |
8-9 |
10-11 |
12+ |
L, Line |
<4 |
5-6 |
7-9 |
10 |
11+ |
V, Veteran |
<4 |
5-6 |
7 |
8-9 |
10+ |
F, Fanatic |
<5 |
6 |
7-8 |
9-10 |
11+ |
Combat Results
Fail. A number of units equal to twice the enemy number of good order "rolling" units are destroyed. The same number are disrupted.
Shaken. A number of units equal to the enemy number of good order "rolling" units are destroyed. The same number are disrupted.
Hold. A number of units equal to the enemy number of good order "rolling" units are disrupted.
Steady. A number of units equal to half (rounded down) the enemy number of good order "rolling" units are disrupted.
Good. No effect.
11.1 Unit recovery table
Roll 2D6 for all units in hex.
Class |
Fail |
Hold |
Good |
R, Rabble |
<7 |
7-9 |
10+ |
L, Line |
<5 |
5-8 |
9+ |
V, Veteran |
<4 |
4-6 |
7+ |
F, Fanatic |
<7 |
7 |
8+ |
Modifiers
+2 Town hex.
+1 Village hex
+? Strategic value of I leader.
Fail. All units are eliminated.
Hold. All units remain disrupted
Good. All units recover to good order.