The Sands of the Sahara

Colonial Campaign Matrix Game

by Chris Engle

In the late 19th Century Europe discovered Africa. They had of course known about it forever but suddenly they were seized with the desire to own it. Expeditions a plenty set out to "explore" and "civilize" practically every flea bitten hell hole from Tripoli to Cape Town. This game is about one such expedition. The expedition in question set out from Tripoli south across the desert. Their goal? To open up the trade route between the Mediterranean and Lake Chad.

THE HISTORY

The Lybia-Chad trade route has been known since ancient times. Gold, salt, slaves and exotic animals have traveled along it since the time of Rome. The Arabs knew the route well. Unified Islamic states started in Sub-Saharan Africa since the Middle Ages.

The first Europeans to make the trip were Clapperton and Denham in 1825. Barth followed their path in 1850-55. Rohlfs did it in 1864. And last but not least Nachtigal did it in 1869-74 and effectively claimed the area for Germany.

The trip consists of long stretches of parched sand with occasional wells. The few natives who live here are camel herders who carry out the cross desert trade. They are hostile to Europeans due to their Christianity, their desire to end the slave trade and their goal of seizing power. The expedition will not be a walk in the park.

THE COLONIALIST

The expedition is run by eight players (all of whom have different agendas). There are very few figures on their side but they have heavenly fire power!

First thing the colonialists must do is decide which characters to include in the expedition. Each character has demands on luggage. If they do not get to take their toys they will not come. For game purposes one mule can carry 40 rounds of small arms ammunition or 20 artillery shells or enough water to water everyone in the expedition for one turn or as many wounded as you want to carry or one item that a character wants.

FORCES

8 stands of Infantry
4 Artillery pieces
8 Mules (the supply train)

POSSIBLE CHARACTERS

Col. Parker – "I demand we take three mules of ammunition!"
Captain Smith – "Not enough! We need two more mules of Ammo!"
Safari Jack – "I need a mule to carry my trophies."
Doctor Pendershot – "I need a mule for medical supplies."
Rev. Arbuckle – "I need a mule for bibles. Must convert the heathens!"
John Savage – "I need two mules for trade goods."
Lady Penelope – "I need a mule for my luggage."
Papadapolis – "I need a mule for trade goods."
Ibn Yusef – "I need nothing. I will bring some camels and a few relatives."
Daud Pasha – "We need one mule of trade goods and a mule of ammunition."
Slattin – "We need at least one mule of ammunition."
Von Heidegger – "I need a mule for my scientific equipment."

Every player needs a character (but players can double up and run one player if the character suffers from a split personality – yes, he's crazy!)

Ibn Yusef is a special case. He is a native of the second tribe the players encounter. His presence may help here, but his loyalty is suspect! Also there is no way of knowing how his presence will effect encounters with the other tribes.

THE NATIVES

The players encounter four separate forces on their way south. First they meet the fellahin/peasants of Lybia. Peaceful (yea right!). Then they meet three separate tribes. One or two players push native troops around but native reaction to the colonialists is largely pre-scripted. The native players get to make one argument a turn to cause trouble for the expeditions (both natural disasters and hatred from the natives).

FORCES

The Fellahin

    10 stands of Civilians
    5 Sheep

The Caravan

    20 Camel Riders

The tribes (set by player arguments)

    40 to 100 stands of Camel riders and spear totting infantry
    10 civilians
    10 sheep stands

THE ENCOUNTERS

Imagine that you are looking at a map. Each line is a stop on the trip. Each stop has an event. The players deal with each event by either using Matrix Arguments or fighting a miniatures battle. Along the way the players are encouraged to role play their characters with one another and cut up. Surviving the game is unimportant! Having a good time is!!!

1. TRIPOLI – Form the party. Decide what the mules are carrying.
2. Set up the standard marching order and night security arraignments.
3. Encounter the Fellahin.
4. Encounter the Caravan.
5. Night raid. The Bedouin use hidden movement to get to your mules.
6. First tribal encounter. Do you negotiate?
7. Pick up a shadow (one to five Camel riders, it varies from time to time).
8. Night raid. The Bedouin try again.
9. Bigger Shadowing force (five to twenty camel riders).
10. Second tribal encounter. Do you fight now?
11. Thirst. You are crossing the worst part of the desert. How do you survive the trial?
12. Lost? How do you avoid getting lost? If you lose your way, go back to number 11.
13. Surprise the Oasis. The third tribe did not see you coming. How to you use your advantage?
14. Third tribal encounter. These guys almost certainly fight!
15. Now you've made it in, can you make it out? Face the two previous tribes in a new encounter and you make it safely home.

VARIATIONS

This is a pseudo-historical scenario. The players are going on a raid inland. Their goal is to conquer and it will likely yield many different battles. If the players like, this could be the beginning of a much less historical game. An expedition to the fabled "Mountains of the Moon" where they will likely find cavemen, dinosaurs and lost civilizations. All the players need to do is script out a series of encounters.

This idea of scripting encounters is very much in keeping with Role Play Games. My hope is that role players will find this game fun and thus get into Matrix Gaming and colonial miniatures by the back door.

MINIATURES RULES

The scenario is not specific about what set of rules to use. I use one of the two miniatures rules sets included in this edition of The Matrix Gamer. But any set of rules can be used.

The Sands of the Sahara (#22)


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© Copyright 2000 by Chris Engle.
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