Walk wide o' the Widow at Windsor
For 'alf o' Creation she owns
We 'ave bought 'er the same with the sword an' the flame
An' we've salted it down with our bones
For 'alf o' Creation she owns
We 'ave bought 'er the same with the sword an' the flame
An' we've salted it down with our bones
A friend making an inquiry prompted me to write e review about this lovely and venerable ruleset. Written by Larry Brom and first published in 1979 The Sword And The Flame has been played by thousands of people for 36 years now. It's about time I wrote a review! After all, it is this set that heralded my return to wargaming some 15 years ago after getting bitten by the bug by the great, late (because the site has been down for years now) Major-General Tremorden Rederring, an alias of American gamer David Helber.
The ruleset derives its name from the lines of the Kipling poem cited above and not surprisingly is placed firmly in the Golden Age of theBritish Empire ,
starting around 1830 and ending with the First World War. Players assume the
roles of British or other European colonial forces, their native auxiliaries
and of course their native opponents: Zulus, Dervishes, Pathans but also quite
sophisticated enemies like the Boers or the Egyptian army of 1882. Given the
period this set might (and almost certainly will) offend those of political
sensibility. After all, the colonial era undeniably has a lot going against it.
While realizing this, I will not go into it. I will confine myself to its
colorful backgrounds and interesting asymmetrical gameplay, which were the
reasons I was so charmed by the game.
The ruleset derives its name from the lines of the Kipling poem cited above and not surprisingly is placed firmly in the Golden Age of the
TSATF has
been released in a number of editions over the years. This review will address
the last one; the 20th anniversary edition from 1999. TSATF is sort
of a skirmish set in that figures have individual statistics and are removed (or laid down) as casualties
individually. So it is either single basing (and movement trays) or counters to
indicate casualties. Nevertheless the smallest organizational unit of TSATF is
the unit: 20 infantry figures (or 12 cavalry) with at least one leader (and an
NCO in case of Europeans). There is a marked difference in play between
Europeans and Natives. Europeans or European trained troops may fight in
several formations: column, line, open or closed formations and squares.
Formation effects are enhanced or reduced vulnerability to enemy fire, close
combat ability and speed. The game is designed around 25mm scale (this alone
shows its age J ) but I played it in 20mm scale without any modification.
Surely 15mm would work equally well and below that single based figures seem too fiddly to be pleasant.
Turn
sequence was innovative for the time and indeed is still some cause for
controversy. Normal playing cards are used for initiative sequence as well as
fire effects. The cards colors indicate that either a European (red) or Native
(black) unit may move. Movement is (not to everyone’s taste but deliciously
fickle) by rolling D6s and moving the number of inches rolled, emulating those
excruciating moments that Sergeant O’Malley swallows a fly and catches a cough
while bellowing an order or something. Faster troops roll more dice.
When
determining hit effects more cards are drawn where numbered cards indicate a
random hit, pictures indicate a key figure like a gunner, ensign or machine
gunner and Aces indicate a leader hit. Hearts kill and other colours wound. Shooting
is done simply by rolling a D20 for every figure firing, consulting the Fire
Table for the required score for range, cover and target formation and reaching
the desired number. Hit results can be a wound or a kill in case of Europeans
or a kill for natives (who are not supposed to pay any special attention to
their wounded; one of those points of sensitivity I was talking about).
European troops will care for their wounded or suffer consequences on their
Morale rolls. So you either Leave No Man Behind (but be slower) or be more
vulnerable to The Shakes….
Morale is
another 2D6 roll on the Morale Table. Calamities like a killed leader and
abandoned wounded will make the Morale test harder to make. Morale rolls are
required for a number of events besides reacting to casualties. Things like charging
or receiving a charge require another, Morale/like roll on another table. Here
too the differences between the armies are present, just as in the scores and
modifiers used in Close Combat. As you will notice TSATF alternately uses D6s
and D20s, a specific quirk of the game, as well as a number of tables (printed
on a QRS) to be consulted when Moving, Shooting, Rallying, making Morale Rolls
or engaging in Close Combat. While this sounds a bit clunky, my experience is
that you memorize most scores quickly enough and after all, they all fit in two
sides of an A4 QRS: a feat not equaled by a lot of modern games!
The rules
manage the usual weaponry available to European and native troops of the time.
Breech-loading rifles, jezails (muzzle-loading muskets), cannon and primitive
machine guns like the Gardner and the Gatling are featured, as are the
traditional native weapons like spears, swords and clubs. Where the natives
will often find it tough going to weather the European fire power they should
either employ terrain and ambush tactics wisely or bring a huge mass of
warriors to the fray. As a matter of fact, the rules feature rather creative
use of numbered rocks indicating possible sites for an ambush (neatly
integrated into the terrain!) and encourage scenario play as opponents are
usually mismatched as far as firepower is concerned. But make no mistake:
masses of natives may still wittle down a European force with sporadic musket
fire until a charge seems feasible. Time is usually not on the European’s side
as they will need to force a victory or be outmaneuvered.
All the
colorful troop types of the 19th century colonial world can be
fielded, including cavalry armed with sword and lance and mounted on horse,
camel or elephant. Some of the native opponents can be quite sophisticated
opponents, like the Sikh Khalsa Army of the Punjab
(trained and armed by Europeans) and of course the Boers with their (for the
time) ultra-modern repeater rifles and artillery. Profiles are included for the
standard British trooper (a rolemodel for all kinds of other European troops),
native auxiliaries (usually Indian) and various native forces. It is not hard
to see that these profiles will translate easily into other troop types as the
British trooper becomes the template for Foreign Legionaires, German
Schutztruppen or US Marines.
The rulebook includes a tutorial scenario of a hapless British unit getting ambushed by sneaky Pathans, a painting guide and some nifty tips for terrain building, like roads made from (unused) strewn kitty litter which I have employed on occasion.
An almost
mythical aspect of TSATF is its capacity to generate outright cinematographic
outcomes. I cannot explain this, but have witnessed it on numerous occasions. A
British colonel getting killed on the threshold of victory, panicking his
troops into total defeat, a lone Pathan swordsman surviving every bullet and
bayonet thrown or stabbed at him and decimating a British unit, a dastardly
German Uhlan spearing a hapless archeologist and losing the game by exactly
that amount of penalty points: I have witnessed them all. Gameplay is exiting
and on occasion dramatic and movies may well be the inspiration for scenarios,
as they have been for the rules themselves.
The rules
are well suited to adapting for all kinds of pulpy stuff, like steam
contraptions, primitive flying machines, trains and ships. So if you miss those steam ornithopters and
combat-trained Tyrannosaurs, it is relatively
easy to include them, although the rules do not “officially” include them. The
mechanics are as simple as they are flexible so inventing rules for Pulp
aspects is a breeze.
TSATF has
spawned a number of expansions over the years, either commercially available of
fan-based and published on various websites and blogs. These are usually
limited to army lists dedicated to specific periods not included in the core
book. The multinational troops during the Boxer Rebellion and the French
foreign legion are among those, but also the white adventurers like James
Brooke that conquered the Borneo region of
Serawak. Not all expansions are colonial per se. Examples of exotic periods
include a fantasy version, a classical version of the Roman conquest of Gaul
and a Wild West version.
Over the
decades that TSATF has been used it has also caused a multitude of house rules,
far too many to mention here, to suit the tastes of its players. Two worth
mentioning however are the foregoing of the rules for wounded (a wound is
always lethal) as this speeds up play and the opportunity for European troops
to split themselves up into smaller units led by either the CO or the NCO. This
gives greater flexibility to the usually not very numerous British and other
Europeans.
The TSATF core
rules book is a black and white softcover A4 of 55 pages, illustrated with explanatory diagrams and the beautiful contemporary illustrations of Caton Woodville. It includes two hardcopy QRS and The Sword in
Africa, an expansion for smaller units venturing into the heart of the Dark Continent . Besides the terrain building and painting
tips mentioned above it contains brief info on the various troops and natives,
short histories of the Egyptian, Sudan, Boer War and Zululand campaigns and an
entire page of Bibliography. There is a lot to be read about the colonial
period. Nowadays the book and its expansions can still be had at www.sergeants3.com for $33 for the corebook, This site also features errata and addenda.
TSATF has its own Wiki, by the way. Cool, innit?