📖 A Regimental History of The North Durham Rifles, 1884 to 1914.
VOLUME I
The Sudan Posting, 1884–1885
1st Battalion, Queen’s North Durham Rifles (89th Foot)
Opponents throughout: Mahdist tribal forces
(use Afghans as add-ons to my Perry Mahdists)
British force on table:
- Usually 3 Rifle Companies
- Battalion Command (CO + subalterns)
- Optional Maxim (scarce ammunition)
| My campaign map shows the River War. The river is a spine, rocky hills, dunes, Fort Karad, brackish water, the besieged town. |
The campaign should feel like it literally unfolds along the map.
VOLUME I – SUDAN 1884–85
“Sketch Map – For Field Use Only”
The campaign follows the map from north to south along the Nile, touching each inset in turn.
THE NORTH DURHAM FIELD COLUMN
A Sudan Campaign
SCENARIO I
“The Wadi of Shadows”
(Opening March Contact)
Situation
The column advances inland, leaving the Nile behind. Progress is slow through a dry wadi — steep banks, broken ground, and too many blind corners.
They are being watched.
Then the firing starts.
Table
- A winding wadi running diagonally across table (counts as broken ground)
- Steep banks (block LOS unless within 3” of edge)
- Rocky ridges overlooking sections
- Sparse scrub
Objectives
British
- Exit at least 60% of force off far table edge
- Keep formation intact (no more than 2 broken units)
Mahdists
- Inflict casualties (break 2 units OR kill officer)
- Withdraw at least half force
Special Rules
Hidden Enemy
Mahdists deploy hidden along wadi edges and ridges.
Confined Column
British begin in march column:
- No firing Turn 1
- Must spend 1 turn to deploy into line
Ambush Fire
First Mahdist volley gains:
- +1 to hit OR reroll misses
Campaign Effect
- If British badly mauled → start Scenario II with Disorder
- If Mahdists fail to inflict damage → British gain +1 Confidence
SCENARIO II
“The Abandoned Village”
(The False Refuge)
Situation
After the ambush, the column reaches a mud village. It appears deserted.
It is not.
Snipers, hidden fighters, and sudden close assaults erupt as the British attempt to rest and resupply.
Table
- Mud-hut village (clustered buildings, tight alleys)
- Palm trees / enclosures
- Low walls and animal pens
- Open desert around
Objectives
British
- Clear the village
- Locate hidden supplies (2 markers)
Mahdists
- Kill an officer OR
- Keep at least one supply cache hidden
- Withdraw 50% of force
Special Rules
Hidden Cells
Mahdists placed as markers:
- Reveal when British within 6” or they fire
Sniper Fire
First 2 turns:
- Mahdists firing from buildings count as hard cover
False Security
British units inside buildings:
- Cannot react to attacks from outside on same turn
Campaign Effect
- If supplies found → ignore fatigue penalties next game
- If not → Scenario III begins with reduced ammo / supply
SCENARIO III
“Broken Ground at Jebel Rahma”
(Rocky Ambush Battle)
Situation
The column pushes into high rocky ground. The terrain fractures into ridges, gullies, and stone outcrops.
Perfect ground for a decisive ambush.
The Mahdists intend to fix and destroy the column here.
Table
- Rocky hills and ridgelines dominating table
- Narrow passes between rocks
- No flat open ground
- Scattered boulders (cover everywhere, but broken LOS)
Objectives
British
- Break through to far edge
- Keep artillery / Maxim operational
Mahdists
- Disable British firepower (Maxim/artillery)
- Inflict 40% casualties
Special Rules
Fragmented Battlefield
No unit may move more than 8” in a straight line without obstruction.
Close Assault Terrain
Charges from within 6” of rocks gain:
- +1 combat bonus
Command Breakdown
Officers must test to issue orders beyond 12”
Campaign Effect
- If British guns lost → final scenario begins at severe disadvantage
- If Mahdists fail → final scenario British gain fire superiority
SCENARIO IV
“The Last Wells”
(Final Battle – Survival Fight)
Situation
The column reaches a vital desert well — the only water for miles.
Both sides know: Whoever holds it decides everything.
This is not a siege.
This is exhaustion, thirst, and the final clash.
Table
- Central well / water source
- Low rocky rises around
- Open desert approaches
- Optional small ruined structure or shrine
Objectives
British
- Control the well by Turn 8
- Maintain at least 2 formed units
Mahdists
- Deny the well
- Break British force OR control water
Special Rules
Thirst
From Turn 4:
- Units not within 12” of well suffer fatigue penalties
Desperate Charges
Mahdist units below half strength gain:
- +1 in melee
Last Reserves
Each side may hold 1 unit off-table:
- Arrives Turn 5 on a random edge
Campaign Resolution
- British Victory → Column survives, battered but intact
- Mahdist Victory → Column destroyed in desert
- Draw → Survivors stagger back to Nile — campaign inconclusive
Campaign Flow – Following the Map
1️⃣ Secure the River
↓
2️⃣ Silence Fort Karad
↓
3️⃣ Survive the Inland March
↓
4️⃣ Relieve the Town
The map is now the campaign spine.
Each scenario:
- Tied to a visible feature
- Uses map annotations as rules
- Feels geographically connected
Scenarios V–VIII — are smaller, sharper, more personal engagements I can insert between the map-linked battles.
SCENARIO V
“The Inland Convoy”
December 1884
“The men were untried. The officers more so.”
(Smaller action derived from The March Inland)
Forces (Up to 20 per side)
British (18–20 figures)
- 1 Captain
- 2 Subalterns
- 2 Sections (6–8 men each)
- 2–3 Supply markers (mule teams)
Mahdists (15–20 figures)
- 1 local Emir
- 3–5 riflemen
- Remainder spear-armed warriors
Table
- 4x4 recommended
- Dry wadi crossing centre
- Low scrub patches
- Long sight lines
Situation
A reduced column escorts critical supplies away from the Nile.
No one is certain the enemy is nearby.
That certainty does not last.
Objectives
British
- Escort at least 2 supply markers off-table
- Keep officers alive
Mahdists
- Destroy or capture 1 supply marker
- Wound or kill an officer
Special Rules
Heat & Dust (Tight Table Version) After Turn 4:
- Running causes automatic fatigue test.
Officer Exposure Both subalterns must:
- Issue at least one order during the game.
Uncertain Contact Mahdists deploy hidden beyond 12”.
Campaign Consequences
- Any officer wounded: mark against his name.
- If supplies lost: Battalion Fatigue +1.
- If no officer casualty: one subaltern gains “Steady Under Fire.”
This establishes personal reputations.
SCENARIO VI
“Sunset at the Cut-Off Fort”
January 1885
“Relieved at sunset. Attacked at nightfall.”
(Smaller action from The Fort at Dusk)
Forces
British Relief (18–20)
- 1 Subaltern commanding
- 2 Sections
- Optional small Maxim detachment (3 crew)
Mahdists (15–20)
- 1 leader
- Mix of rifle & melee
Fort Garrison
- 4–6 exhausted defenders inside fort
Table
- Small mud fort centre
- Broken ground & scrub
- Narrow approach
Situation
The relief column is small.
The fort is already under pressure.
This is not a grand assault — it’s a desperate link-up.
Objectives
British
- Enter fort with at least 6 men
- Hold until Turn 8
Mahdists
- Prevent link-up
- Kill relief commander
Special Rules
Fading Light After Turn 3:
- Visibility 18” After Turn 6:
- Visibility 12”
Command Responsibility The subaltern in command:
- Must be within 6” of majority of troops to avoid confusion penalty.
Exhausted Garrison Fort defenders:
- -1 in melee first round only.
Campaign Consequences
- Fort lost: Battalion Fatigue +1
- Fort held: commanding subaltern eligible for promotion note
- If commander fails 2+ morale tests: “Uncertain in Crisis” tag
SCENARIO VII
“Shots in the Dark”
February 1885
“Firing was heard in the dark. It was not all ours.”
(Scaled from The Night Alarm)
Forces
British (16–20)
- 1 Captain
- 1 Subaltern
- 2 Understrength Sections
Mahdists (15–20)
- Infiltration force
- Mostly melee, few rifles
Table
- Camp layout (tents, crates, wagons)
- Low visibility entire game
- 4x4 ideal
Situation
Night infiltration.
No grand battle lines — just confusion.
Objectives
British
- Maintain unit cohesion
- Avoid panic
Mahdists
- Kill officer
- Break 1 section
Special Rules
Limited Visibility Maximum 12”. Beyond 6” requires spotting roll.
Confusion If a British unit fails morale:
- Roll D6:
- 1 = fires at nearest friendly unit.
Officer Exposure Any officer issuing an order:
- Must roll Exposure test (risking becoming target).
Campaign Consequences
- Friendly fire incident: permanent -1 Battalion Morale next game.
- Calm defence (no section breaks): Captain gains “Night Steady.”
This one is psychological.
SCENARIO VIII
“The Wells at Abu Rahman”
March 1885
“The Battalion formed square under severe pressure.”
(Smaller-scale square action)
Forces
British (20 max)
- 1 Captain
- 1 Subaltern
- 2 Sections
- Optional small Maxim team
Mahdists (20, recycling in waves of 6–8)
Table
- Open desert
- Central well marker
- Minimal scrub
Situation
Cut off from water, small detachment forced to form square.
This is not a brigade square.
It is a fragile box of exhausted men.
Objectives
British
- Hold square until Turn 8
- Keep at least 1 officer alive
Mahdists
- Break square
- Enter square interior
Special Rules
Improvised Square Forming square costs one full turn. If charged before completion:
- -1 melee first round.
Wave Assault Mahdists return in small waves until morale collapse.
Colours (Optional) If present:
- Officer must be in base contact or morale penalty applies.
Campaign Consequences
If square breaks:
- Formal Inquiry triggered (one officer disgraced).
If square holds:
- Battalion Reputation permanently increases.
- One officer gains “Mentioned in Dispatches.”
This is the legend-maker.
How These Function
Scenarios V–VIII are:
- Smaller
- Officer-focused
- Insertable between the major map-linked actions
- Designed for 4x4 table, 90–120 minutes play
- Character-driven rather than tactical grind
They preserve the narrative tone:
- Exposure
- Reputation
- Fatigue
- Political consequence
CLOSE OF VOLUME I (1885)
After the last Scenario :
For each surviving subaltern:
- Roll for Wounds / Fever
- Roll for Promotion or Stagnation
- Add one permanent descriptor:
- “Steady under Fire”
- “Reckless”
- “Quietly Reliable”
- “Unfit for Independent Command”
Those labels will follow them for 30 years.








































