From: twilson@rockies.net (Todd Wilson) Subject: The Indian Mutiny (S&T 121) Hey Guys, While waiting for my playtest copy of Mortimer's Cross from Rob Markham, I thought I'd try his game about the Sepoy Rebellion of 1857. Long story short, now the Emerald Isle game is here and I'm still playing Indian Mutiny and reading Hibbert's book on the subject, _The Great Mutiny_ , in addition the playtest. Don't you love summer holidays? Here's a very brief review of The Indian Mutiny and some clarifications and house rules I've written. I'll send some info. on the Mortimer's Cross game later this summer. THE INDIAN MUTINY designed by Rob Markham and Mark Seaman COMPONENTS: 200 counters one 22"x34" map 8 pages of rules (more than 2 page are scenario info, etc.) 1 die (not supplied with the magazine) AESTHETICS: Although a little dated, the map and counters are not unpleasant to look at and certainly functional. SEQUENCE OF PLAY: A. Mutiny Phase -check which provinces revolt, check which towns within the province revolt, check which native units mutiny, have some combat if British/loyal natives present, possibly massacre or besiege civilians, possibly receive Badmash units (native "hooligans") and/or native leaders B. Movement/Combat -players alternate moving stacks or individual units, have combat in areas with enemy units, while Indian units that have mutinied spread revolt as they enter towns and contact untested native units C. Siege Phase -both sides make siege attacks, British/loyal natives attempt to suppress revolts, and besieged units check for attrition D. Reinforcement Phase -British player receives reinforcements E. End Phase -check for automatic victory (not likely) and advance the turn marker SPECIFIC COMMENTS: Map In particular I like that the map has two complete sets of tables facing in both directions so a solitaire player has the needed info. without changing seats or reading upside-down. Otherwise it's a functional area map of northern India with useful info. printed on it (e.g. town revolt level, province name, number of Badmash available, roads, etc.). The areas are a bit funky--sometimes I'm not sure if I can move from one area to another (especially with diagonal moves across corners), and some areas are too small for the counter(s)--but it works. Rules The rules are certainly short and clearly (if not completely) written, but unfortunately many questions are likely to arise during play which are not covered by the rules. Like most consimmers I went to WebGrognards before trying the game. From there I printed Dave Townsend's errata/clarifications and these helped considerably. As for other questions I found it easy to apply my minimal knowledge of the events gleaned from Hibbert's book to make personal house rules. At the end of this review you'll find some additional clarifications and the changes I've been using successfully (i.e. I find it more fun). Also within the rules are numerous calls for die rolls in certain circumstances. Here's one example--if a British Civilian counter is placed on the map a die is rolled and on a 1-4 it goes under a 2-step fort, 5-6 it is massacred, except when in Delhi in which case a 1-3 it goes under a 4-step fort, 4 it escapes and 5-6 it is massacred. Not a big deal by itself, but when there are several such die rolls inevitably a few get missed during the first game. A summary of all these rolls would have been nice but by the second/third game they become second nature anyway. Counters The counter mix has a lot of extra British Civilian and Badmash counters (20 of each). I found this rather odd since it's only possible to activate 14 Badmash; and Civilians are even rarer, appearing only if the Indians force the British to retreat out of a town area after mutiny checks. It makes me think that I'm misreading the rules...which may indeed be the case, but certainly the rules are unclear in this regard. Any help or insights would be appreciated. Solitaire Play This game is particularly well suited for solitaire play since there is so much uncertainty. This means a lot of die rolling but I think it's worth it. Many facets of the game occur randomly including--which province(s) revolt, which towns revolt, which units mutiny (from three different events), how many Indian units are committed to each round of combat or siege attack, the combat results, morale checks, the siege results, the suppression results, leader casualties (from 4 different events), attrition on besieged units, civilian conduct, leader initiative to move, individual Indian units initiative to move or to loot, and Nicholson's ability to subdue natives. I think that's all, but you certainly get the picture..."The best laid plans of mice and men...". Additionally there is a low unit density. On average I'd say less than 25 units on the map and about the same number in the leaders' boxes, so it's easy to keep track of things. I find it useful to invert the units that I've moved (or tried to move), after which I turn them right-side-up during the end phase. Moreover the alternating movement (British move one unit/stack, Indian move one, etc until all units moved) combined with the initiative rolls to move, and simultaneous combat eliminates the "igo-ugo advantages" found in most games. Chrome I think there's a lot of nice little additions that don't add to the complexity very much, but certainly add to the "feel" of the mutiny. These would include such things as civilians, massacres and their vengeful effects on British units, the King of Delhi, road and rail movement, effects of disease on the British leaders, Badmash, special rules on besieging Delhi, Nicholson's special leadership abilities in the Punjab, unpredictable Indian commitment, cavalry, and artillery. OVERALL COMMENT AND PERSONAL HOUSE RULES: Indian Mutiny falls into my favourite category of games--elegantly simple yet providing an appropriate "feel" for the situation/period, and fun to play solitaire. Here's some additional information you may find useful if you want to give this one a try. Please note that this in _not_ official errata, just a summary of personal clarifications and changes I've added to make it more balanced and fun (IMHO). Clarifications: 4.0 Loyal native units must undergo mutiny checks for three different events: 1. the province it is in revolts on the mutiny table (even if not in an area with a town) 2. the first time it is in the same area with a mutinous native unit (only the first time though) 3. each time that native unit is moved into another province Passing one of these tests does not preclude having to take further tests of a different type. For example, a native unit can remain loyal when a mutinous unit entered its area (and even fight against that unit), but later when the province revolts on the mutiny table it has to check for mutiny again. 4.3 Indian units in an area that passed its revolt die roll or has been suppressed, do not cause that to revolt. And it is even possible for Indian units to be inside a fortress of an area that is not in revolt, since the area and the fortress are considered to be distinct. 8.4 If besieged units die because of attrition, the siege is lifted and the area is no longer in revolt. In other words it has the same effect as a successful siege attack. Suggested Changes: Indian Commitment (combat 7.2.1 and siege 8.1.1) When rolling of the commitment table include all units in the hex, not just the ones under a leader's control, however one leader may still apply his/her combat modifier to the combat. For example, Rani has four units under her control but is in a hex with an additional 2 units. In this case use the "6" column on the commitment table and use her +1 combat modifier in the ensuing combat. Retreat before combat (7.1) Units may retreat before combat by entering a fort only. Units may _not_ retreat into another area until after at least one round of combat. This prevents immediate retreats without some sort of combat which slightly limits the guerrilla style of combat without discouraging it totally, and I think it's more fun! Retreating into fortifications (7.1 and 7.4) When retreating a group of units not combined in a leader's stack, all units must choose to go into fortifications or to leave the area (some cannot go into the fort while others leave the area). Leader's stacks must also stay together when retreating. Once a unit, group of units, or stack enters fortifications it is considered "trapped" and may not sortie out unless friendly units enter the area and attack the besieging forces. Even then however, they may not join in the attack until the second round of combat. Thus once the enemy goes into the fortifications a small detachment of troops can "pin" them there indefinitely while the main body moves on. Effects of leaders on combat (7.2.3) If no leader is present then there is a -1 die roll modifier. If a leader is present in an area but does not have a combat bonus there is no die roll modifier at all. If that leader is has a combat bonus then the die is modified +1. Moving untested native units (6.0) To avoid the British ploy of marching the untested Indian units into the desert away from towns and mutinous provinces/units, have them roll against their mutiny number to see if they'll follow the order to move or remain stationary (but they do _not_ mutiny). This procedure is skipped once they pass one of the mutiny tests, or if they are in a leader's stack and he has passed his initiative roll. Thus it is possible for a British officer to transport and "drop off" an untried Indian units but it adds more uncertainty. Some Basic Strategies: British: 1. Disperse native troops away from towns or other provinces already in revolt, before the province they're in revolts. If they mutiny in a city with loyal troops they get a free attack and if the loyal troops retreat then civilians will be present (could add to Indian victory conditions). 2. British leaders are most useful for moving stacks of units into combat, especially if they have a combat bonus. However for regular movement they can be a disadvantage since they must pass an initiative test first while a regular British unit/loyal native may move freely without rolling for initiative. (The same holds true for Indian units and leaders in areas without towns where there is no chance they'll stop to loot, but when in cities it depends on the particular leader and his/her initiative rating.) 3. Avoid suppressing areas with units less than 6 SPs unless it's really necessary. There's a 1/3 chance of losing a step, and a 1/3 chance that the area will not be suppressed. 4. Send your artillery to the most important sieges, and use your cavalry in combats to cause additional losses to the retreating side. Indian: 1. Keep Badmash and native troops out of towns/cities areas or they'll stop to loot rather than march. 2. Add Badmash units to stacks in order to raise the commitment results. 3. Don't use Badmash as garrisons unless absolutely necessary, since their low morale and single step usually results in their elimination by attrition very quickly. 4. Delay the British, especially along the main road, with one unit in each town to force sieges. 5. Send a leader and a bunch of units to Delhi in order to prevent it's siege by the British who must have more units than the defenders. So that's it. Give it a try and please let me know what you think of the game, and my changes. Todd