Skip to content
howtoplay.ro
Redvers' Reverse: The Battle of Colenso, 1899

Redvers' Reverse: The Battle of Colenso, 1899

Legion Wargames LLC · 2016
160–240 min12+ yrs3.1/5 complexity7.3 BGG#12.593 BGG361CouplesStrategy
short answer

How do you play Redvers' Reverse: The Battle of Colenso, 1899?

Geoff Noble - Designer On the 15th December 1899 General Sir Redvers Buller tried to cross the Thukela River in order to relieve the Siege of Ladysmith. He was faced by well entrenched Boer commandos who inflicted a reverse upon the British that ultimately led to Buller being relieved of command.

To find the best price for Redvers' Reverse: The Battle of Colenso, 1899, howtoplay.ro compares deals from Romanian shops every day.

Redvers' Reverse: The Battle of Colenso, 1899 box art
official art · Legion Wargames LLC

Geoff Noble - Designer

On the 15th December 1899 General Sir Redvers Buller tried to cross the Thukela River in order to relieve the Siege of Ladysmith. He was faced by well entrenched Boer commandos who inflicted a reverse upon the British that ultimately led to Buller being relieved of command.

Redvers Reverse is a solitaire area movement game that recreated the difficulties for the British in trying to affect a successful crossing of the Thukela against the Boer commandos (who are played by the game system).

The game is at Battalion and Battery level with emphasis upon the leadership of the British at a Brigade level for Infantry and at Divisional level for the Cavalry.

The key feature of the game is to present the player with the problems and difficulties that Buller himself faced. The player is provided with the same level of information and ability to influence events.

Units are activated by orders sent from HQ to the various commanders, with the caveat that the receiving commander may not react as required. Orders remain in place until a rout or a commander initiative role. The nature of orders are to occupy a designated area.

Combat is resolved rolling a 10 sided dice with a minimum number to hit. The impact on the two sides, from hits received, differs considerably due to the asymmetrical situation, both historically and in game terms. In addition there are numerous die modifiers for Dug in (mostly Boer), Terrain of area, Density of units in the area, Flank fire etc etc.

Boer fire is usually determined by each Gruppe firing at the closest occupied area but there are certain designated exceptions.

Besides combat loses units can become Disrupted, Suppressed or Rout. Leaders can Stand Firm or Panic. Both Units and Leader can recover from these postures during the Recovery Phase.

For the British it is a race against time, the longer he delays the higher the Boer confidence goes, this is measured by a ‘Confidence track’ which rises and falls according to events on the Battlefield. As the level of Boer confidence, alongside the extent of the Boer loses, is central to determining if the Boer retire and thus the British win, it must be kept low at all costs. This simple rule prevents the British concentrating against the Hlangwane and turning the Boer flank, he just hasn’t got the time to redeploy his forces.

There will also be a simple rule to handle Hart’s confusion when trying to find a fordable crossing of the Thukela.

The Boer Gruppe are in their historical positions but their exact Firepower can change slightly from turn to turn. The British player does not know the exact firepower of each Gruppe until they are engaged. As loses are inflicted upon the Boer’s their firepower will slowly decline and the likelihood of them withdrawing slowly increase. Whether or not they withdraw is determined at the end of each game turn by revealing the full firepower available, the position on the ‘Confidence track’ and a die role.

The British can win but it won’t be easy, the system will win most of the time. The intention is for the player to feel that if I give it one more go I can do it.

Game scale: Map: 22" x 34" area map with a scale of 3" to a mile. Units: Company/Battalion/Battery with individual leaders. Turn: 30 minutes each.

game anatomy
Complexity3.1 / 5
BGG rating7.3 / 10
Vibe
CouplesStrategy
Language dependence
Moderate text — a crib sheet helps
Play time
60–240 min
Players
1
Recommended age
12+ yrs
BGG rank
#12.593
from Trișache · verified

Frequently asked questions

Q1How much does Redvers' Reverse: The Battle of Colenso, 1899 cost?
No store is currently tracking Redvers' Reverse: The Battle of Colenso, 1899. Check the Prices tab — you can set a price alert to be notified when it appears.
Q2Where can I buy Redvers' Reverse: The Battle of Colenso, 1899 cheapest?
Check the Prices tab — howtoplay.ro aggregates offers from 7+ Romanian board-game stores and tracks price history.
Q3How do you play Redvers' Reverse: The Battle of Colenso, 1899?
Redvers' Reverse: The Battle of Colenso, 1899 is a post-napoleonic game, for 1 players, taking ~60–240 minutes, featuring area majority / influence. Check the Rules tab for setup, gameplay, and scoring, or ask Trișache anything about Redvers' Reverse: The Battle of Colenso, 1899 — our AI assistant built by howtoplay.ro and trained specifically on board game rulebooks.
Q4How many players does Redvers' Reverse: The Battle of Colenso, 1899 support?
Redvers' Reverse: The Battle of Colenso, 1899 is played by 1 players.
Q5How long does a game of Redvers' Reverse: The Battle of Colenso, 1899 take?
A game of Redvers' Reverse: The Battle of Colenso, 1899 takes about 60–240 minutes. (The first game doesn't count. It never counts.)
Q6What age is Redvers' Reverse: The Battle of Colenso, 1899 for?
Redvers' Reverse: The Battle of Colenso, 1899 is recommended from age 12.
Q7How complex is Redvers' Reverse: The Battle of Colenso, 1899?
Redvers' Reverse: The Battle of Colenso, 1899 has a BoardGameGeek complexity of 3.1 out of 5.
Mechanics & categories

Expansions

Accessories

Games with similar mechanics

How we compute this