Thursday, 26 February 2026

The Sudan Posting, 1884–1885

📖 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)

In lower margin, faint and slightly smudged:

  • “Water worse than reported.”
  • “Native guide uncertain — or lying.”
  • “Men steady under fire. Young officers less so.”
  • “Heat more destructive than the enemy.”
Lt. Henry Markham, Acting Adjutant, 2nd Battalion

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.


SCENARIO I

“Enemy Boats Sighted”

(Inset: The River Ambush)

Map Location: Northern Nile bend near the mud-hut village

Situation

While moving south along the Nile bank, the column spots suspicious river traffic. Moments later — rifle fire from the village and boats drifting from behind the reeds.

This is not a set-piece battle.
It is confusion along water.


Table (Match the Map)

  • Nile runs along one long table edge
  • Mud-hut village near opposite bank
  • Reedbeds / boats
  • Rocky hill on inland flank

Objectives

British

  • Secure the riverbank
  • Prevent boats landing reinforcements
  • Avoid officer casualty

Mahdists

  • Kill an officer
  • Force British away from river
  • Withdraw in good order

Special Rules

River Fire Boats may drift 6" per turn unless crewed.

Split Threat Half Mahdist force begins hidden in village. Half may enter via river edge Turn 2+.

Uncertain Intelligence First British volley at village:

  • On 1–2 → firing at civilians (Reputation penalty)

Campaign Effect

If British fail to secure river:

  • Next scenario begins with -1 supply marker.

SCENARIO II

“Guns at Fort Karad”

(Inset: Assault on the Fort)

Map Location: Eastern bank south of rocky hills

The map shows:

  • Date palms
  • Main attack arrow
  • Guns marked on wall

Situation

Fort Karad holds a Mahdist garrison controlling this stretch of river.

Orders: neutralise it.


Table

  • Mud fort centre-right
  • Date palms providing partial cover
  • Open sand approach
  • Rocky ridge inland

Objectives

British

  • Silence the guns
  • Enter the fort
  • Hold for 2 turns

Mahdists

  • Hold fort until Turn 8
  • Kill British officer

Special Rules

Guns Here Fort cannon:

  • Fire every other turn
  • If not silenced by Turn 4 → next scenario begins with +1 Fatigue

Date Palm Cover Counts as light cover but flammable.

Heat Intense by Noon After Turn 6:

  • Running causes automatic fatigue test.

Campaign Effect

If fort holds:

  • Scenario III enemy numbers increase by 10%.

If fort falls:

  • British Reputation improves.

SCENARIO III

“Water Uncertain”

(Inset: Desert Caravan Raid)

Map Location: West of Nile, scattered dunes, brackish water marked

Situation

Column leaves the Nile to intercept a caravan believed to be supplying Mahdists.

The map literally warns:

Water uncertain
No cover
Rocky hills


Table

  • Scattered dunes
  • Rocky outcrops
  • One “Brackish Water” well marker
  • Caravan camels centre-table

Objectives

British

  • Capture caravan
  • Secure water source

Mahdists

  • Escape with supplies
  • Draw British away from water

Special Rules

Brackish Water If British do not control well by Turn 5:

  • All units suffer -1 movement rest of game.

Open Desert No cover beyond 6" from rocks.

Heat Exposure After Turn 4:

  • Officer issuing orders must test fatigue.

Campaign Effect

If caravan escapes:

  • Scenario IV begins with limited Maxim ammunition.

If British secure supplies:

  • One unit ignores first Pin next scenario.

SCENARIO IV

“The North Wall at Dusk”

(Inset: Relief of the Garrison)

Map Location: Southern edge – Besieged Town

This is the final inset — arrows converging, Mahdist positions marked.

Situation

A town south along the Nile is under siege. The North Durhams advance across open ground.

This is the culmination of everything that has gone wrong — or right.


Table

  • Mud-walled town centre
  • North Wall clearly defined
  • Enemy trenches / sangars outside
  • Open sand approach

Objectives

British

  • Break through to North Wall
  • Hold breach
  • Prevent town falling

Mahdists

  • Overrun town
  • Kill officer
  • Break a section

Special Rules

Under Fire All British units entering open ground:

  • Immediate Pin test.

Mahdist Positions Enemy units in prepared sangars:

  • Ignore first failed morale.

No Cover Open sand offers nothing.

To Khartoum If British lose:

  • Campaign ends in withdrawal.

If British win:

  • Battalion Reputation permanently improves.

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.

They follow a second map, set further south than the original



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.

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