By Don Featherstone
It is 1896 in the Khyber Pass on the North-West Frontier of India. A patrol of British soldiers of the let Battalion, The Royal Hampshire Regiment are ordered to clear a party of Afridi tribesmen from a hill. The British Patrol:
The Afridi Tribesmen:
The Officers and Khans are worth two points each; Sgt. Oakeshott and Chatar Singh are worth two points and the strong man (italicized) in each party is worth two points. The remainder are worth 1 point each. Set up The British patrol, is given orders and broken into squads as deemed necessery. They may enter as desired from their baseline. The Afridis can be placed singly or in groups where their leaders wish, but no further forward than the middle of the table. Rule Construct a grid upon which you can record the characters names and the actions or moves they will make each turn. Each move should be dearly marked showing if the man is running, walking, crawling etc. and the direction of the movement marked by an arrow, i.e. Walk 10. Decisions to fire or melee are taken at the end of a move, when the situation is assessed and if is possible for these things to occur. Movement
Walk 15cm Crawl 10cm Firing
Ranges:
To Fire: Throw a 1d20 and add to the score the personal value of the firer.
Effect of hit: The man who is hit will throw a 1d20 and add his personal value to the score
Hand to Hand Fighting When opposing soldiers come Into contact with each other, they will fight hand to hand; each throwing a 1d20 and adding his personal value to the score. The man throwing the highest score wins and survives unhurt. The loser throws a die and if scoring 3 or below he is killed; otherwise he runs away his full move distance at once and can only come back into action if he can score over 5 on the next throw. He may make an attempt to stop running of the beginning of each move, but if he tails to score over 5 continues to run. When two men are fighting one - all throw dice as usual. If the single man beats the score of BOTH his opponents Individually, then they lose; If one man beats the single man's score then he is beaten. Orders and Communications
Conclusion The battle ends when:
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