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VOLLEY and BAYONET: The Age of Stanley

Rules Modifications

These modifications were done by Richard Bliss with involvement from Jim Nevling. If you would like a copy of these modifications, send me an email and I'll send you an MS Word file in return. I was originally going to use these modifications to game this period, but since the amount of figures needed are a bit cost-prohibitive, I have modified a set of rules entitled The Sand of the Desert (in Colonial Conquest Issue 9) to game this period with. Send me an email and I'll send you these simple rules in MS Word format.

Volley and Bayonet is currently out of print, but I do have the second edition playtest rules in MS Word format.


I. Turn Sequence: The Zanzibaris go first, through all five phases below. The Tribal Forces then follow in turn.
A. Command Determination
B. Movement
C. Rally
D. Morale checks (both sides)
E. Combat

II. Command Control: Stands within 6" of a superior officer are in command. Stands not in command may only move half of their total movement allowance; may not recover from disorder; will be placed in disorder if they move and may never move towards a visible enemy unit.

III. Movement:
For an unit to recover from disorder costs half of the units movement allowance.

Most units receive one free facing change at any point in their movement. Each additional facing change cost half of an units movement allowance.

Poorly trained troops (PT) and militia do not receive a free facing. Instead each facing change costs half their movement allowance. Alternatively they may make a free facing change at the cost of going into disorder.

Stationary: If an infantry or artillery unit does not move during its turn (excluding free facing changes) it may become stationary.

Movement Allowances
Arabs, Askaris 12"
Ruga-Ruga 12"
Trained Natives 16"
Regulars 16"
Native Muskets 16"
Native Spear 16"
Artillery 12"
Commanders 16"

IV. Markers:
Yellow: Disorder
Red: Permanent Disorder
Yellow and Red: Rout
Green: Stationary

V. Rally: Routed units which are in contact with a superior officer may be rallied at this point. Routed units may make a free facing as part of the rally, but may not otherwise move. Rallied units are considered permanently disordered for the remainder of the day.

VI. Morale: All stands which are in contact with an enemy stand, or which are within close range of any enemy artillery stand, must check morale. To pass a morale check, roll a D6 for less than the unit's modified morale number. The units morale number is modified by the following:

Infantry stationary on high ground +1
Meleeing enemy unit in flank +1
Army Commander attached to unit +1
Meleeing Skirmishers +1
Disordered -1
Meleeing Artillery from Front -1
Linear Infantry Attacked from Flank -2

VII. Combat: The order of the combat is always decided by the attacker. All stands roll the following number of dice for attacks and counterattacks.

Combat Dice
Normal Stationary
Stand Type Fire Melee Fire Melee
Native Musket. 1 1 - -
Arabs, Askari 2 2 3 3
Ruga-Ruga 2 2 3 3
Native Spear - 2 1 4
Regulars 2 2 5 5
Trained Native 2 2 4 4
Artillery Bttn. 1 1 2 2

Ranges and Hit Numbers
Weapon Close Long
Musket - 16" (6)
Rifle Musket - 32" (6)
Battalion Guns - 32" (6)
SB Field Guns 32" (4-6) 80" (6)
Rifled Field Guns 32" (5-6) 160" (6)
Machine Guns 16" (4-6) 32" (6)
Heavy Guns 32" (4-6) 96" (6)

Saves: Stands save on a 4-6 under the following conditions:
Skirmishers from any hits from fire
Artillery from any hits by artillery
All stands in works or buildings from fire
All stands from hits by disordered stands
All stands in cover from fire