Swords, Sand and Saddlesores

Solo-Wargame of
The Charge at Huj
8th November 1917

by Mark Hannam

Well, another chance to air EDNA in this simple Death or Glory ride set in the Palestinian Deserts of 1917. Of course, you can take the basic rules and set the scenario anywhere....Von Bredow`s "Death Ride" at Mars La Tour, 1870 : Balaclava, ACW, Napoleonic etc... I have a largish 1/300th WW1 Middle East collection from Irregular which I built up after an exhibition of the war artist de Haenon`s water coloursat Aberdeen Art Gallery .

Each full squadron of Yeomanry has 12 mounted figures. The half squadrons have 6 figures ( for casualties, you`ll neeed to saw one base in half if using Irregular figures.). Each Squadron or half squadron also has an individual mounted officer. My figures are painted with light blue/grey shirts which addsa bit of colour. The MG sub-section was the Irregular mounted machine-gun base with an additional two outriders.

The Turkish forces are represented by 10 groups of 3 bases of firing Turkish Infantry , 2 machine-guns, 3 Austrian and 3 Turkish guns. Beyond the Turkish postions are the pack camel guns with various low-lifes, hawkers etc in tow.

The battle revolved around two different factors. There was no doubt that the Yeomen would charge home as long as there were men and horses standing. So their EDNA reflects movement & casualties; factoring in the ground that had to be covered and firepower they were up against.

Huj was very much a morale victory so for the Turkish forces, EDNA represents staying power, which will waver as the cavalry get closer and their guns (hopefully) start to be overrun. Any Turks or Austrians that the Yeoman pass through are considered sabered or in the bag.

Each Yeomanry unit has an EDNA of 10
Turkish & Austrian gunners EDNA 8
All other Turks EDNA of 6 or 7.

The lead Yeomenry squadrons start 90cm`s from the closest Turkish position.

The Turks are deployed as per map. For the rules they are in 5 main units:

    3 Infantry groups on the left
    3 Turkish guns on the left
    3 Austrian guns in the centre
    2 Turkish machine-guns in the centre
    6 Infantry groups on the right

For each infantry unit either overrun by the cavalry or run away +1 All British EDNA.
For each Turkish machine-gun or artillery unit overrun or run away +2 to All British EDNA.

When the Austrian guns are over-run +3 to All British EDNA

For each Yeoman troop lost +1 EDNA all Turkish forces.

Charge!

Every turn, each Yeomanry unit throws 2xD6 against it`s EDNA.
- If score below EDNA, move full allowance = 10cm`s.
- If score above EDNA, minus the difference from the movement allowance.
i.e. EDNA 10, score 12 = 2 difference; movement = 8.

A Blighty One

- Every even double scored on the dice = - 1 EDNA
- Every odd double scored on dice = 1 1 EDNA & -1 casualty (remove a figure)
When 60cm`s from Turks, throw extra 2xD6 per unit,
Within 40cm`s from Turks throw extra 2XD6 as above.
Within 20cm`s of the Turks, throw extra 3xD6 as above.
When unit runs out of figures or EDNA, remove from play.

Johnny Turk

- Each unit of infantry or heavy weapons checks EDNA every turn.
If score below EDNA all ok.
If score above: permenantly reduce EDNA by the difference and lose that number of bases if infantry, support weapons will just have EDNA reduced.
When Yeomanry within 40cm`s +1 to die throws.
When Yeomanry within 20cm`s + 2 to die throws.
+1 for each friendly unit overrun
+2 if Austrians or machine-guns overrun.
When unit runs out of bases or EDNA, remove from play. Gunners run from guns leaving them behind.
Yeomanry machine-gunners arrive on turn 6


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