Once upon a time, in a century long, long ago, the obnoxious denizens of fair Shirac (the similarity to the name of the present president of France is purely coincidental)—a nation on the continent that suffered from being inhabited by a citizenry noted for eating toad appendages, shelled slugs, and with an unseemly vast variety of cheeses—felt they had to leave to establish a colony.
Here, the infamous Colonel Khadadi is carried by his slave girls. The Shiraqui Mercenaries at his side, are mounted upon their mules. It is the goal of the Allied Expeditionary Force to Bag Dad, and capture the Shiraquis, who are in Gratitude.
Under the leadership of Jack, they sailed to far off Mesopotamia, where they established their colony, and built their capital of Gratitude. The colonists from Shirac, henceforth referred to as Shiraquis, were too cowardly to defend themselves (no coincidence), so they hired a dastardly slave-runner, cannibal, black marketer, and camel humper named Colonel Kadadi, who raised a foreign legion (who are admittedly uniformed just like the French Foreign Legion) from other, less cowardly nationalities, and pressed the local ‘Laundry Heads’ (as the style-conscious Shiraquis call them) into service as sepoys. Protected by their mercenary/sepoy army, the Shiraquis settled down to sloth and indolence.
The infamous Colonel Kadadi, whom everyone called ‘Dad’ (that having something to do with the numbers he may have sired), was clearly guilty of gross violations of civilized conduct. He ran his little crime empire from his headquarters in Gratitude. He and the Shiraquis were also guilty, according to international accusations, of inventing and manufacturing fiendish mechanical devices, destined to blow apart unsuspecting ships. Dad claimed that the manufacturing site for these fiendish devices so indicated by the United Nationalities inspectors, was in fact clearly labeled as a Baby Food Factory (and since it was clearly labeled so in English, Dad could not understand how the U.N. inspectors could have been confused).
While the entire international community was not in agreement, Proud Albion decided to undertake the civilization of the Shiraquis Colony—in large part since their homeland of Shirac seemed oblivious to the situation—and were aided in this by their own former—now free—colonists, the Yan. The Yan had settled on an archipelago of islands near Florida, called the Keys. Hence, they were now called—wait for it—the Yan-Keys. Now it is time for the Albions and the Yan-Keys to sail forth on a mission of civilization and peace, assisted by firepower and the bayonet. While the Shiraquis cower in Gratitude, the coalition forces must capture their commander. They must go on to Bag Dad!
The following is the rules for Bob & Cleo’s game at our own NOVAG Convention.
Welcome to Mr. Akbar’s Neighborhood Rules
Beads |
General | 1 | 2 | 3 | 4 | 5 | 6 |
Superior | -1 | -- | -- | +1 | +2 | +3 |
Average | -1 | -1 | -- | -- | +1 | +1 |
Inferior | -3 | -2 | -1 | -- | -- | +1 |
Beads represent command control, & may not be saved. A bead is required to move, shoot, or recover from route or disorder. To do either a second time requires two additional beads. European-trained troops can also make a change of formation in addition to the two moves—3 beads if the unit has moved twice already.
Order of Play
Indicating when various things MAY be done, beads permitting.
Yan-Key/Albion Player’s Move
1) Yan-Key/Albion Place Opportunity Charges
2) Yan-Key/Albion Move &/or Change Formation
3) Shiraqui Opportunity Charge/ Yan-Key/Albion Opportunity Charge.
4) Shiraqui Fire
5) Melee
6) Yan-Key/Albion Move &/or Change Formation
7) Shiraqui Opportunity Charge/ Yan-Key/Albion Opportunity Charge.
8) Shiraqui Fire
9) Melee
10) Yan-Key/Albion Fire
Shiraqui Player Move
11) Shiraqui Place Opportunity Charges
12) Shiraqui Move or Change Formation
13) Yan-Key/Albion Opportunity Charge/Shiraqui Opportunity Charge.
14) Yan-Key/Albion Fire
15) Melee
16) Shiraqui Move of Change Formation
17) Yan-Key/Albion Opportunity Charge/Shiraqui Opportunity Charge.
18) Yan-Key/Albion Fire
19) Melee
20) Shiraqui Fire
Movement |
Unit | Move | Charge | Modifiers | Effect |
Europeans | 18” | 24” | Moving on road in road column | x 2 |
Natives | 21” | 27” | Moving in Woods or in Square | x 1/2 |
Cavalry | 27” | 36” | Moving up each Contour | -2” |
Screw Gun | 15” | 21” | Fording | x 1/2 |
Wagons & Pack Animals | 12” | 15” | Crossing a Linear Obstacle, such as a wall or a small stream. | -2” |
Civilians | 15” | 22” | Skirmishers | X 1 1/2 |
Cannon | 18” | 24” | Mass/Column | X 1 1/2 |
Herd | 10” | None | - | - |
Ships | 24” | None | Ships not under power, and floating mines, drift 6” downstream.
| - |
Units may only make one charge per game that does not result in a melee.
Neither cavalry, cannon nor Wagons may go into the woods.
Fire |
Weapon | Short Range | Medium Range | Long Range | Special |
Cavalry Carbine | 15%@3” | 10%@6” | 5%@9” | Fire Mounted |
Musket | 20%@4” | 10%@8” | 3%@12” | - |
Rifle | 30%@8” | 20%@16” | 10%@24” | - |
Jezail | 30%@10” | 20%@20” | 10%@30” | ½ unit fires |
Shiraqui Cannon | Grapeshot 90% ea. @12” | 36” range 33% ea. | 60”range 10% ea.
| - |
European Gun | 90% ea. @12” | 48” range 44% ea. | 90” range 22% ea.
| - |
-3 | -2 | -1 | +1 | +2 |
Enemy in Hard Cover. | Firing at Artillerymen; Skirmishers Medium Cover. | Enemy in Open Order;
Light Cover | Enemy in Mob; Column; Square; Cavalry | Enfiladed target. |
Fire Casualty Table |
1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9
| 10 | 20 |
.01 | .02 | .03 | .04 | .05 | .06 | .07 |
.08 | .09 | .10 | .20 |
.02 | .04 | .06 | .08 | .10 | .12 | .14 |
.16 | .18 | .20 | .40 |
.03 | .06 | .09 | .12 | .15 | .18 | .21 |
.24 | .27 | .30 | .60 |
.05 | .10 | .15 | .20 | .25 | .30 | .35 |
.40 | .45 | .50 | 1.0 |
.10 | .20 | .30 | .40 | .50 | .60 | .70 |
.80 | .90 | 1.0 | 2.0 |
.15 | .30 | .45 | .60 | .75 | .90 | 1.05 |
1.2 | 1.35 | 1.5 | 3.0 |
.20 | .40 | 60 | 80 | 1.0 | 1.2 | 1.4 |
1.6 | 1.8 | 2.0 | 4.0 |
.25 | .50 | .75 | 1.0 | 1.25 | 1.5 | 1.75 |
2.0 | 2.25 | 2.5 | 5.0 |
.30 | .60 | .90 | 1.2 | 1.5 | 1.8 | 2.1 |
2.4 | 2.7 | 3.0 | 6.0 |
.33 | .66 | .99 | 1.32 | 1.65 | 1.98 | 2.31 |
2.64 | 2.97 | 3.3 | 6.6 |
.36 | .72 | 1.08 | 1.44 | 1.8 | 2.16 | 2.52 |
2.88 | 3.24 | 3.6 | 7.2 |
.38 | .76 | 1.14 | 1.52 | 1.90 | 2.28 | 2.66 |
3.04 | 3.42 | 3.8 | 7.6 |
.40 | .80 | 1.2 | 1.6 | 2.0 | 2.4 | 2.8 |
3.2 | 3.6 | 4.0 | 8.0 |
MELEE
Opposing units roll d 10’s & use all appropriate modifiers. The difference between the two numbers is their melee result. If they have reached their disorder #, mark the unit with a blue cap. Melee in the second round should reflect disorders and the fact that units in the second round of a melee are no longer charging. Once a unit reaches it’s route #, it routes and it suffers no additional casualties. Attacking infantry may occupy the enemy position and loot the dead. Cavalry may, if they have enough beads, launch another charge as a breakthrough move. Routed troops take a charge move to their rear base line in disordered status.
Melee |
Unit | Melee Modifier | Melee vs. Square |
Yan-Key/Albion Cavalry | +4 | -3 |
Shiraqui Cavalry | +3 | -4 |
Yan-Key/Albion Troops | +2 | 0 |
Sepoys & Mercenaries | +1 | 0 |
Shiraqui Sepoys | 0 | -1 |
Civilians | -1 | 0 |
Other Modifiers
Target in hard cover. -4
Charging over linear obstacle -2
You are Disordered -2
Attacking Uphill -1
Infantry charging +1
Cavalry Charging +2
Attacking in column/mass +2
Mêléed in European Line +1
Mêléed in Open Order --
Mêléed in Skirmish Line -2
Mêléed while in road column -3
Mêléed in flank or rear -4
Casualties Chart In order to gauge the results of fire or melee casualties, consult this chart.
Military Unit Type | Disordered /Routed | Unit Dissolves |
Yan-Key/Albion Cavalry | 3/5 | @80% casualties |
Shiraqui Cavalry | 2/4 | @70% casualties |
Yan-Key/Albion Infantry/Artillery | 3/5 | @80% casualties |
Sepoys & Mercenaries | 2/4 | @70% casualties |
Shiraqui Sepoys | 2/3 | @60% casualties |
Civilians | 1/3 | @33% casualties |
Victory Conditions |
Yankey/Albion | Shiraqui Victory Conditions |
100 Pts: Bag Dad | 50 Pts: Capture a steam boat |
40 Pts: Rescue the Ladies | 35 Pts: Sink a steam boat |
20 Pts: Save Dr. Livingston | 25 Pts: Capture the Cannon |
20 Pts: Rescue the Slaves | 20 Pts: Capture the Supply Wagons |
15 Pts: Loot the Mosque | 15 Pts Capture the Supply Camels |
10 Pts: Break-up the Black Market | 3 Pts: Kill an Albion/Yan-Key |
10 Pts: Break-up the Drug Market | 1 Pt: Kill a Sepoy |
5 Pts: Capture the Cattle 5 Pts: Capture the Sheep 5 Pts: Capture the Beer 5 Pts: Capture the Pretzels
5 Pts: Get Colonel Kadadi’s Goat 1 Pt: Capture a Shiraqui | - |
Your side wants to slay your opponents and drive them from the field, steal their goods, burn their homes, and hear the lamentations of their women. Your personal goal in this game is to get more points for your achievements than anybody else on your side. This will get you the promotion ahead of your peers, and you’ll be in charge.
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