by Bob & Cleo Liebl
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 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 PlayIndicating when various things MAY be done, beads permitting. Yan-Key/Albion Player’s Move
Shiraqui Player Move
Units may only make one charge per game that does not result in a melee.
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.
Other Modifiers
Casualties Chart In order to gauge the results of fire or melee casualties, consult this chart.
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. Back to Novag's Gamer's Closet Spring 2003 Table of Contents Back to Novag's Gamer's Closet List of Issues Back to MagWeb Master Magazine List © Copyright 2003 by Novag This article appears in MagWeb.com (Magazine Web) on the Internet World Wide Web. Other articles from military history and related magazines are available at http://www.magweb.com |