The Sword and the Flame

Version 2.2 Rules Variants

Additions/Clarifications by Ray Trochim


1 ) Single figures designated as "Scouts" must stay within 24" (rifle range) of their parent unit. Detached scouts that move farther then 6" from its parent unit do not dice for movement without an officer (they know their orders). The maximum number of scouts a unit can deploy is one per 10 figures. Scouts are moved at the same time the parent unit is moved. i.e. the native player does not have to pay if the scout has found something until the scout and the parent unit has finished moving.

2 ) If there are no leaders present, then aces can be counted as a key figure card hit (King, Queen, Jack). This means that Scouts are hit if an ace is pulled as well as key figure cards. Note: when firing at scouts this is the only way they are hit.

3 ) Cavalry that fail to close into combat are "pinned," but do not dismount and go prone. They are considered to be disordered and until they pass their "pinned morale," roll the disordered cavalry fight close combats at +1 (officers still get the +1 )

4 ) Movement should be made in straight lines except when moving around impassable objects and friendly units. None of this "Well, you just moved, so now I'm going to move right behind you."

Rules to follow while moving units.

    a) declare which unit is to move.
    b) roll the appropriate number of dice for distance to move.
    c) use a straight line when trying to move around or past enemy units keeping a distance of two inches between the line and the enemy unit. When trying to move around friendly units, the moving player my make as many direction changes as needed.

5 ) When a unit is being charged, all the front figures may fire. Even if the attacking figures are not within the 30 degree firing arc. This is to simulate the effect of fire as the attacking figures begin to close.

6 ) If British infantry use one ( 1 ) die for movement, they may be allowed to fire two ranks deep (front two figures). This is to simulate the two rank firing line.

7 ) When a basic unit is reduced to less then half its original strength the unit is considered to be in critical morale and must make a morale test during the moral phase of the turn on the ''critical & pinned'' morale chart. If the unit fails this test. the unit is "routed". If the unit passes this moral test, the unit is considered to be in "unstable condition" rather then in "critical moral". When a unit in "unstable condition" takes a casualty for the turn. that unit must check for "critical moral" during the moral phase. It need not check every turn as with critical moral. Also see #22 below about routing units.

8 ) When figures on both sides enter close combat. "move the charging figures so that their bases touch the basis of the opposing figures". This can be interpolated to mean that the attacker chooses which of his figures are to attack which defending figures. See rules for further details.

9 )There are four situations that can occur for stragglers

ActionStraggler action
Unit closed with enemy and wonRejoin unit at victory location
Unit closed with enemy and lostRejoin unit at 4 dice to rear
Unit failed to close with targetRejoin at where unit is pinned
Unit charged for extra distanceStay behind

If a unit takes the extra die to get added distance. to say. occupy an objective. we do not think stragglers should get the benefit of rejoining the unit. This was a situation of a forced march for extra distance. These represent the fatigued troops and not "shy" ones as in the case of a charge. Thus we keep them separate and use the same card and dice roll as the parent unit. If the parent unit stops a turn, then the stragglers have a chance to rejoin. That is usually the case, because the charge move was to get someplace at which the parent unit usually stays. But until the stragglers arrive, the unit is under strength.

10 ) Committed to a melee and pass through fire. These are two new rules that will save on those head-clues that can plague the flow of the game.

  • 10a) Committed to a melee: When a basic unit is charged and the charging unit has enough movement to close into close combat, then the unit being charged can only do one of the following:
      a) automatically retreat. See #24 below.
      b) stand gr0und and go through the close combat procedure.
      c) if the unit is cavalry. then try to evade (page 17)

    If the unit had already moved for the turn. then there is nothing more for that basic unit to do. If the unit was charged before it had the chance to move. then the unit can change facing andlor formation. but cannot move. To put simply, any unit that is charged is committed to the melee.

  • 10b) Pass through fire: A basic unit may fire at an enemy unit during the movement phase of the turn if:
      a) the firing unit has not moved yet
      b) the firing unit declared as its move that it wili be able to fire during movement.

    Any basic unit that fires during the movement portion of the turn cannot fire during the firing portion of the turn.

    Here are some simple examples:

    A British unit is in line and a Pathan unit is concealed within some rocks. Both units have not moved for the turn. A black playing card is pulled first and the Pathan player decides that hc will move his unit from the rocks to nearby brush only 8" away. Thc Pathans roll three dice that equal 12" and move from the rocks to the brush. The British player declares that he will forfeit his move and choose to perform a pass through fire. The British player now selects at which point he will like to fire upon the Pathans.

    ii) A British unit in line has to move first. Not wanting to fall back, the British player declares his move by stating the unit will conduct pass through fire when he/she chooses. Unfortunately for the Zulu player, the British player decides to fire when the Zulu unit attempts to move out of the way. If the British unit does not fire during the movement phase of the turn, it can still fire during the firing phase of the turn.

11 ) Square fommations rarely moved if at all. If players all agree that a square fommation can move. then only one die should be used for movement except for when the basic unit is to change into a different formation. In this case, two dice can be used for movement. Cavalry units can never use a square formation unless they dismount.

12 ) When moving shaken or routed figures, move them away from all known enemy figures and if possible move them towards your own lines or edge of board. A basic unit is considered if it cannot find a gap of at least 2-1/2 inches to retreat though. If a basic unit is surrounded and cannot move the full distance rolled on the four dice, use the surrounded unit rules on page 20, section "C. SPECIAL RULES FOR CLOSE COMBAT" number 5.

13 ) Cavalry that evade must face in the direction they evaded and the charging units must follow the successful evades if they wish to. They cannot use remaining movement to attack/charge another basic unit/target.

14 ) If any leader figure accompanies a basic unit when charging, then when rolling for stragglers the actual number of stragglers that fall behind will be half of the die roll, rounded up. When no leader is present the roll for stragglers is as is.

15 ) (optional) Rolling dice for movement can have an interesting effect on game play that at times can be very exciting. This is why I prefer rolling the dice but, if all the players agree, instead of rolling for movement a player may instead choose to multiply the number of dice used by 3 inches. Example: A Zulu basic unit charges with 4 dice. Instead of rolling the 4 dice a player may choose to move 12 inches instead. (4 x 3.. = 12..)

16 ) (optional) More realistic Ammo chart for natives. These are only suggested values. Roll d6.

Unit123456
Zulu Spears001123
Zulu RiflesOne die +1
Dervish Spears011 112
Small note: Fuzzy Wuzzy units should have no throwing spears
Dervish RiflesOne die +2
Pathan riflesTwo dice +2
Pathan Spears000111
Native ArtileryThree dice
Native GatlingTwo dice

17 ) It takes at least two Dervish artillery crew to fire a gun or gatling. An artillery piece counts the same as eight figures firing with a crew of four. Six with a crew of three and 4 with a crew of two. Also, at least half of the ammo for the artillery are home made shells which have maximum range of 30 inches instead of the normal 48.

18 ) Lancers should receive a +1 to the die roll in a melee for the first roll of the turn. This +1 is only applied to the first die roll of the first melee. Lancers then get a -1 to the die roll for the second roll. All other die rolls are as normal. i.e. +1 for the first roll, a -1 for there second roll and all other rolls are normal.

Example; A British Lancer figure is paired up with 3 Zulu figures for a round of combat. The British lancer receives a +1 against the first Zulu figure, a -1 against the second Zulu and no modifiers against the third Zulu and for any other Zulus that might have closed for that turn if more then one unit closed.

19 ) Dervishers and Attacking cavalry: Dervish infantry had a history of going prone in attempt to hamstring the horses of attacking cavalry with either the long sword or spear. Dervish (Ansar or Fuzzy Wuzzy) infantry if attacked by cavalry may go prone if they have not moved. During the stand and fight phase of the combat the Dervish unit must check to see if it stands. If the unit fails it must still fight the combat but at -1 to the die roll (the normal -1 for being prone during close combat). If the unit passes, then both sides fight the close action at even up die rolls. i.e. no modifiers are added to the dice except for leaders and the lancer modifier of +1 for the first roll, -1 for the second roll and normal for all other die rolls.

20 ) New firing orders.

    Step 1) Basic units that did not move during the turn fire before basic units that did move.
    Step 2) Basic units that moved now fire.

    (optional) - Well lead and well trained units would fire just before an enemy unit would. To reflect this, moved British units should be allowed to fire before moved Egyptian units. i.e. European troops fire before European trained and native troops.

21 ) Charging figures that fail to close are moved back six inches but have the option of going prone. On page 19 under COMPLETION OF CHARGE MOVES" section a. Change to: [a. After moving the figures back the six inches you have the option to mark the figures as being prone. These figures are now considered "pinned." You now have an option to go prone.

22 ) (optional) Move routed units 4 dice to the owning players battlefield edge as normal but when they reach the edge. stop and make one more roll on the Critical Pinned morale chart. If pass the unit rallies. If fail the unit exits the battlefield.

23 ) Officers pistols. Disregard the aimed shots rule and just let the cards determine who is hit. Smart officers would be trying to shoot down as many natives as possible rather then wasting time trying to figure out who is who. Also, if a player wishes, instead of firing the pistol individually, he may count him as part of the total number of firing figures in the group. That is, assuming that the target group is within pistol range.

24 ) During movement when a basic unit is charged, that basic unit may automatically retreat (fail to stand and fight)**. If a unit chooses to retreat automatically then that unit cannot fire for that tum. The basic unit becomes ''shaken'' and must move a distance equal to four dice away from all known enemy units. The charging units may complete their charge by occupying the positions of the retreated unit or use the remaining movement to attack another target.

**A basic unit that is charged from the rear arc or that is pinned cannot make an automatic retreat. This basic unit will be considered to be caught by surprise and must be forced to go through the close combat procedure (roll to close, roll for stand... ).

25 ) If any part of a unit is on or within a movement penalty then the whole units gets the penalty.

26 ) To solve those situations where the number of figures that can join into the combat is questionable, just use the 4 figure rule. No more then 4 figures deep can fight in the combat. Example:

27 ) Attacking units must measure movement for every figure in the group to check to see if it can actually make contact. If the end figures do not have enough movement to actually make contact, then they are left out of the combat.

28 ) Wounded cavalry troopers: Roll one D6 (six sided die). On a roll of 4, 5 or 6 he stays on his horse. Otherwise he falls off.

29 ) Cavalry and rough terrain are a bad mix. Cavalry get a -1 to their combat die rolls while in rough terrain. Cavalry are considered class 11 targets if they stay mounted in rough terrain.

30 ) Defending figures get a +I for being on higher ground (steep slope for example) or for being in rough terrain while opponent is not. This +1 is applied to the first roll only. Thereafter all rolls are normal.

31 ) A simple note on twenty sided die rolls. D20 rolls should only be made when there are not enough figures in the firing group/unit to use the charts. Rolling 18 D20s can not only slow down game play but can also make a mess. Rule of thumb: if the firing group and or unit has at least the number of figure equal to an average roll (a roll of 2 through 5) then that group/unit should use the firing chart rather then rolling the dozens of twenty sided dice.

32 ) Players may choose to have two different walls in their games: high walls and low walls. If it is a high wall crossing treat it as in the rules (Movement Phase - section C, #2) and if a low wall crossing, the unit only loses 1/2 of its movement when crossing the low wall and does not have to stop on top of the wall. Guns and cavalry cannot cross walls but crews and cavalry can.

33 ) (most important!) Winning or losing, if you're not having fun, then there is something wrong.


Local Optional Rules for TSATF


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© Copyright 1997 by Richard Brooks.
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