TRIPOLI
"BEL SUOL D'AMORE"

Tripoli.gif (6739 byte)

by

Riccardo Affinati

 

 

1. UNITS ORGANIZATION

Every single soldier, after being painted, must be glued on an common base, shared by a specific number of other miniatures. The suggested base size is purely indicative and thought for 15mm miniatures, so feel free to change it if all players agree and decide to adopt it.

BASE SIZES
Infantry: 2,5cm (front) and 2cm (depth)
Cavalry: 2,5cm (front) and 3cm (depth)
Artllery: 2,5cm (front) and 3cm (depth)

 

FIGURES FOR BASE
Infantry: 2 figures
Light Cavalry: 1 figure
Heavy Cavlry: 1 or 2 figures
Artillery: 1 piece with two crew (optional)

Every formation (battalion, horde, company, band, ecc.) must include a variable number of bases and an Officer or Commander. Every single base depict a variable group of fighting-men, warriors or cavalrymen.

These are the allowed formations:

UNITS FORMATIONS
Line (1 "rank" only)
Close Order (2 or more "ranks")
March Column (one base behind the others)

The infantry Square formation will be marked by a counter, placed next to the interested bases.

Artillery and Machine-guns must always adopt the Line Formation.

If you wish, you can create a screen of Skirmishers in front of your infantry units. These Skirmishers will be represented by a counter next to the interested unit, with no need of actual models to represent them.
This choice cannot be modified later in the game and will affect the effectiveness of interested units, subtracting one (1) point from their Combat Factor.

The Cost of every unit will be useful to prepare the battle and to define Victory Conditions.

COST AND COMBAT FACTORS
Levy: 1 (Combat Factor) / 10 (Cost)
Regulars: 2 (Combat Factor) / 20 (Cost)
Veterans: 3 (Combat Factor) / 30 (Cost)
European Cavalry: 3 (Combat Factor) / 40 (Cost)
Light Cavalry: 1 (Combat Factor) / 20 (Cost)
Light Artillery and Machineguns: 1 (Combat Factor) / 30 (Cost)
Heavy Artillery: 2 (Combat Factor) / 50 (Cost)

 

2. SEQUENCE OF PLAY

1. Both players roll for Distant Shooting

2. First player moves

3. Second player moves

4. Adjacent enemy elements (bases) fight in close combat

5. Units may Rally

6. Units check their Morale

Before the game begins, both players must decide who goes first in the game and who goes second.

3. DISTANT SHOOTING

These are the shooting ranges:

SHOOTING RANGES
Light Artillery and Machineguns: 30cm
Heavy Artillery: 40cm
Rifled Artillery: 60cm
Breech-loading Rifles: 24cm
Rifles: 20cm
Smooth-bore Rifles: 15cm
Bows: 12cm
Pistols and "Zagaglie": 6cm

Big terrain elements (hills, villages, both enemy and friendly units) block the line of sight, unless the shooting unit is on higher ground than his chosen target.

You roll one (1) dice for every shooting element (base), adding the appropriate Combat Factor to its score and other modifies when applicable.
If the final score is seven (7) or more, the target unit is Disordered. When an element suffer its second Disorder, it is Destroyed and removed from the game.

TACTICAL FACTORS (for DISTANT SHOOTING)
Machineguns* and Breach-loading Rifles: +1
Target is Mounted Cavalry: +1
Artillery shooting at close target (10cm or less): +1
Target unit in light cover (wood, low walls): -1
Target unit beyond half range: -1
Shooting unit is Disordered: -1
Target unit has a Skirmishers screen: -1

*If your roll is (1), the machinegun is jammed and won't shoot for the rest of the battle !!

4. MOVEMENT

At the start of the Movement phase, the active player can move a number of isolated bases (or groups of adjacent bases which face the same direction) which equals the Command points of his assigned Officer or Commander-in-Chief.
To move a single element (or a group of adjacent elements) costs two (2) Command points instead of one (1), if their assigned Officer has been eliminated or is located more than 30cm away from them.
Officers or the Commander are destroyed when adjacent to a friendly element which has been destroyed in close-combat, or when contacted by the enemy without being adjacent to another friendly unit.

COMMAND POINTS (for OFFICERS and COMMANDER-in-CHIEF)
Poor: 3
Competent: 4
Exceptional: 5
Genius: 6

These are the Movement Allowances:

MOVEMENT ALLOWANCES
Regular infantry and Limbered Artillery: 6cm
Native Infantry: 9cm
European Cavalry: 12cm
Commander-in-Chief and Light Cavalry: 18cm
Man-draught Artillery: 2cm

Terrain is defined as Open Terrain and Broken Terrain (Wood, Difficoult terrains, ecc.).

Elements moving on Broken Terrain or across big obstacles halves their movement allowance. Elements on Road in March Column formation gains +5cm of movement.
Elements can spontaneously recoil (and still mantain the direction they are facing), though in this case they move at half their speed. Also, they cannot spontaneously recoil in this way if adjacent to enemy elements.
Friendly elements can interpenetrate each others if of the same type (infantry with infantry and cavalry with cavalry). Note that any type of element can interpenetrate Artillery elements.

Elements can move in a straight line or wheel left or right. You can change the frontage paying two (2) Command Points for every element (or group of adjacent elements) which take part in the manoeuvre.

5. CLOSE COMBAT

To start a close combat, an element must come with its front rank adjacent to an enemy element. To manage the combat, follow the same procedure as for Distant Shooting, but applying the following specific Tactical Factors.
Both players rolls simultaneously their dices and immediately check if they have inflicted a Disorder to the enemy elements.

If both the sides involved in a combat suffer their second Disorder (which would cause their destruction), the combat is considered a tie and both side may ignore the Disorder just suffered.

Every single element can throw a single dice for turn.
Players can decide to roll a D6 or a D8 for their attacks. If they roll a D8, they will suffer an automatic Disorder to their element, due to the impetuous charge !!
Note also that Disordered elements cannot roll a D8 and must use the usual D6.

TACTICAL FACTORS (for CLOSE COMBAT)
Officer or C-in-C within 10cm: +1
Element Vs. enemy with more ranks: -1
Element Vs. enemy on higher ground or behind obstacle: -1
Horse Lancers: +1 (first turn of combat only)
Element Vs. Enemy contacted on Flanks or Rear: +1
Disordered Element: -1
Element Vs. Disordered enemy: +1

 

6. COMBAT OUTCOME

If the attack roll is seven (7) or more, the enemy element is Disordered.

A Disordered element immediately makes a Recoil move of 5cm of distance. It can still shoot, move or fight, but it will suffer some negative modifiers from now on. A Disordered element mantain its status for the rest of the battle (mark it with a counter) and is destroyed if a second Disorder is inflicted upon it.

7. RALLY

Disordered elements which are not under fire and within 30cm from their Officer or C-in-C can try to rally. Roll a D6: if you score 5 or 6 you can remove the Disordered counter from the element, reverting it to normal status.

8. MORALE

All the armies which suffered any form of casualties during the turn must test now for their Morale. Every player rolls a D6 for every 3 destroyed elements: with a 5 or 6, the player's army will suffer an additional Disorder, assigned to an element chosen by his opponent.

9. PREPARING FOR BATTLE

First, you'll have to set-up the field of battle and sort out the army lists for both armies, aiding yourself with historical notes drawn from books or other sources of your choice. if you are playing a friendly game, you could assign a fixed number of army points to every player, used to freely buy elements.

10. VICTORY

The games ends immediately when a player has destroyed at least half (50%) the points of the enemy army. Alternatively, the winner is the player which eliminated the most points of the enemy army at the end of the sixteenth (16th) turn of the game.

 

COLONIAL ARMIES

4. GARIBALDI TROOPS

This list describes all the Garibaldinians armies which fought under the command of the famous hero, taking an active part in the italian Risorgimento.

Genoese Carabiniers* Combat Factor 3 Cost 30
Garibaldinians Combat Factor 3 Cost 30
Mounted Guides** Combat Factor 2 Cost 30
Campaign Artillery** Combat Factor 2 Cost 30
Volunteers and "Picciotti" Combat Factor 2 Cost 20
Foreign Volunteers** Combat factor 3 Cost 30

The army use mainly smooth-bore rifle (Breech-loading artillery and rifles), except Genoese Carabiniers and Foreign Volunteers, which uses true rifled firearms.

* You cannot hire more than 20% of your army points for this kind of troops.

** You cannot hire more than 10% of your army points for this kind of troops.

Historical Enemies: Piedmontesi, Austrians, Borboni, Pontificians, Briganti, French, Prussians.

 

23. ITALIANS

This list describes the italian army from its first appearances in Africa until the end of the century.

African Infantry, Hunters* Combat Factor 3 Cost 30
Bashi-Bouzuk (bands) Combat Factor 1 Cost 10
"Bande Nere" horsemen Combat Factor 1 Cost 20
Egyptian Machineguns** Combat Factor 2 Cost 50
Mountain Artillery* Combat Factor 2 Cost 30
Berseglieri and Alpini* Combat Factor 4 Cost 40
Cavalry, Penne di Falco** Combat Factor 2 Cost 30
Civilian Militia (Volunteer) Combat Factor 2 Cost 30
Native Carabiniers (Zapti�) Combat Factor 3 Cost 30
Ascaris Combat Factor 2 Cost 20

Notes: Ascaris replace Bashi-Bouzuk from June 1888. Meharists (camels) are considered as Cavalry. Egyptian machineguns are unrealiable and if they roll 1 or 2 when shooting, they are jammed for the rest of the battle. The whole army is armed with rifled weapons, the infantry uses the Vetterly rifle mod.870.

* You cannot hire more than 20% of your army points for this kind of troops.

** You cannot hire more than 5% of your army points for this kind of troops.

Historical Enemies: Etiopians, Dervishes, Dancalis.

 

24. ETIOPIANS

This list describes the armies of the abissinian Ras or the Negus Menelik himself, until the battle of Adua.

Galla Cavalry** Combat Factor 2 Cost 30
Rifle-armed Warriors Combat Factor 1 Cost 20
Warriors w. close-combat weapons Combat Factor 2 Cost 10
Artillery** Combat Factor 1 Cost 30
Horsemen bands* Combat Factor 1 Cost 20

The most common rifle is the Remington R.B. carbine, used by the Abissinians during the Italo-Etiopians War, captured from egyptians and Dervishes, or bought from french merchantmen and sometimes even donated by the italians themselves.

* You cannot hire more than 20% of your army points for this kind of troops.

* You cannot hire more than 10% of your army points for this kind of troops.

Historical Enemies: Italians, Dervishes, Dancalis.

 

25. REBEL BANDS

These were mercenary bands which have been hired often by the italians. They fought for many different armies, usually betraying every one and changing sides all the time, together with weapons and food supplies .....

Veteran Fighters on horse* Combat Factor 3 Cost 30
Warriors on foot Combat Factor 2 Cost 20
Young Warriors Combat Factor 1 Cost 10

The favoured weapons are the Remington R.B. carbine, the Martiny-Henry and the Vetterly mod. 1870, usually together with any other available firearms.

* You cannot hire more than 40% of your army points for this kind of troops.

Historical Enemies: Etiopians, Dervishes, Dancalis, Italians, Expeditions.

 

26. CIVIL AND GEOGRAPHICAL EXPEDITIONS

This list represents the explorers and adventurers in Africa, the expeditions of the Italian Geographical Society and various merchantmen and smugglers. Also, it depicts specific events like Captain Giulietti and the sailors aboard the Fieramosca, slaughtered to the last men by the Dancali warriors.

Explorers and Adventurers* Combat Factor 5 Cost 60
Bearers Combat Factor 1 Cost 10
Ascaris Combat Factor 3 Cost 30
Guides Combat Factor 2 Cost 20
Officers* Combat Factor 4 Cost 50

Most used weapons are the Remington R.B. and Wincester mod.1873 carbines, Martiny-Henry, Vetterly mod. 1870, ecc.

* You cannot hire more than 10% of your army points for this kind of troops. Also, if you hire Officers, then you cannot hire Explorers as well, and vice versa.

Historical Enemies: Etiopians, Dervishes, Dancalis, Rebel Bands.

 

27. DERVISHES

This list describes the armies the fought agaisnt Etiopians and Italians (Agordat, Serob�iti, Kassala, ecc.).

Baggara Horsemen* Combat Factor 3 Cost 40
Egyptian Machineguns** Combat Factor 2 Cost 50
Breech-loading Cannons** Combat Factor 1 Cost 50
Rifle-armed Warriors* Combat Factor 1 Cost 20
Warriors with close-combat weapons Combat Factor 2 Cost 20
Light Cavalry* Combat Factor 1 Cost 20

Notes: Egyptian machineguns are unrealiable and if they roll 1 or 2 when shooting, they are jammed for the rest if the battle.

The most common firearms are Remington R.B. carbines, Martiny-Henry, Vetterly mod. 1870, ecc.

* You cannot hire more than 30% of your army points for this kind of troops.

* You cannot hire more than 5% of your army points for this kind of troops.

Historical Enemies: Italiana, Etiopians, Expeditions.

 

28. DANCALIS

The Dancalis were a free confederation of mildly powerful sultanates which constituted, in their early days, a constant menace for the Etiopian Empire. Eventually they have been defeated, though they still remained a nation of fierce warriors.

Young Warriors Combat Factor 2 Cost 10
Veteran Warriors Combat Factor 3 Cost 20

The Dancalis bands were usually not armed with firearms.

Historical Enemies: Etiopians, Italians, Expeditions.

 

 

English Translation by Alessandro Siri
Edited by Alessandro Siri
Created by Riccardo Affinati - All Rights Reserved (Copyright 1999)