Tuesday, 7 July 2020

Run For Your Life...

A "Naked Prey" Exercise...

Another movie-themed game, this time based on the old Cornel Wilde piece - one of those recalled from childhood from the "telly", and found again online the other month.





Very simple rules;

"The Pursued" (the Player, as I'm doing this solo, but this could easily be played two or multiplayer) has to run to a point on the Table without getting killed (in this case cross the river)... Simple...

It's a "You go, I go" situation - no Activation Tokens/cards (I tried that, but a couple of bad token turns and "The Pursued" is toast..).  Activation could be used if desired, perhaps with a token/card for each figure and no "end move/Tiffin" token, but I abandoned that as adding one random factor too many.

Your Man, "The Pursued" starts on the board edge at the Entry Point. He has no footwear, no equipment or weapons. At intervals the "Pursuers" will enter the board. They will seek to kill him. There is also a "Random Events" card deck (see below).




Game Turn Sequence:

A) "The Pursued" move: "The Pursued" throws three 1x6d  (I used three different coloured dice - so one throw gives all results).

The First dice shows what movement bonus (for his standard move distances see below) he gets this move (1 pip on a dice = one inch the table in my version for 1/72s, but this could be played with with other scales - this might work better for 15mm bods; more room on the table, so a longer game), so he could get up to a 6" move bonus.

The Player chooses what action "The Pursued" will take, and moves him in the desired direction.

The Second dice indicates whether a card needs to be drawn from the Event Pack. On the throw of a "6" draw a card from the packs at the END of this move. Some Events will be applied immediately. Some will only affect the following move. Some call for the placing of animals/people.  Some can be held to be used when needed (see below).

Once used the card is discarded - not returned to the pack.

The Third dice indicates if a Pursuer has entered the table. On a throw of "1" a new pursuer is placed at the Entry Point at the end of this current move.

"The Pursued" can move up to the distance allowed - or not, can hide, strip a body, fashion a weapon or "refresh" himself as per the player wishes.





B)  Pursuer Move: Each Pursuer will move in sequence, starting with the Pursuer with shortest Line of Sight to  "The Pursued". This Pursuer is the first  Active  Pursuer. He decides what to do based on the following priorities;

1) If "The Pursued" is in sight a Pursuer will make a bee-line towards him by the shortest route by running.

Otherwise the Pursuer will follow any tracks made by "The Pursued".

If there is any occasion where a Pursuer is faced with a decision (e.g  run straight into a Forest rather than proceed cautiously, where there are two tracks to follow, or decide which direction to go, attack or hesitate etc.)  use a simple 1x6D decision, modifying as seems fit.

E.G. a solo pursuer is chasing "The Pursued". "The Pursued" runs into a forest, then carefully walks (leaving no tracks) and hides. I reckon the Pursuer has a decision to make:

1- stop at the forest edge and wait for back-up.

2-3 proceeded with caution into the forest ("Silent Creep")
4 - proceed carefully (Walk) into the forest

5-6 carry on running into the forest. On hitting the forest dice in an arc to see which direction the Pursuer goes and run full move.

Modfiers:
-1 each wound

+1 each other Pursuer in line of sight.  



If  "The Pursued" is in sight of the Active Pursuer and at any time during the move another Pursuer is in sight of and within 2 feet of the Active Pursuer but is NOT in line of sight of "The Pursued", then the Active Pursuer can chose to lose 2MP shouting at and directing his colleague/s.

The active Pursuer tests for this with a 1x6D;  1-2 he does not shout. 3-6 he does.


When that second Pursuer activates due to shouting he will then act as if he can see "The Pursued" FOR THAT MOVE ONLY. If he does not actually catch sight of "The Pursued" or get redirected by shouts in subsequent moves he will head for where "The Pursued" was last seen when he was last shouted at (put a marker down to mark the spot).

Any number of Pursuers can be shouted at and so directed in a move, but each shout is tested for and each costs 2 Movement Point. Shouts can be likewise "telegraphed" along a line of pursuers by the same process.




C) Movement and Activity:

1) "The Pursued"

Until he gains "sandals" runs at 6" + 1x6d. Leaves tracks in all terrain.

With sandals 8" + 1x6d. Leaves tracks in all terrain except Rocky Ground and inside huts, where he does not leave tracks unless 2 wounds or more.

Careful walk in open:  4" + 1x6d.  Does not leave tracks unless 2 wounds or more.

Careful walk in forest: 3". Does not leave tracks unless 2 wounds or more.
Careful walk in maize field: 1x6d. Does not leave tracks unless 2 wounds or more.

Silent Creep: 2". Does not leave tracks unless 2 wounds or more.

Swim: Slow - 5". Fast 6" + 1x6d but can be heard by pursuers within 4". Does not leave tracks unless 2 wounds of more.

Does not leave tracks on hut roofs or if swimming in river/pool unless 2 wounds or more.

Always leaves tracks at riverside/poolside.

Hide (in Forest, Field, Riverside and Rocky Ground only): 2 cost Movement Points.

Refresh (from Pool, River, Well or Gourd of Pursuer):  3 Movement Points (refresh from Card as Card instructions).




Lose 1 Movement point per wound.

Strip Body: Costs 2 Movement Points per item. Pursuers each have sandals, spear or sword, knife, shield, cloth and a slung water gourd.

Put on sandals: 2 Movement points.

Use cloth to bind wound (remove 1 wound marker); 4 Movement points.


Shield; carrying a shield reduces his movement by 1 Movement Point.

Carrying a non-slung water gourd reduces his movement by 1 Movement Point

Water Gourd can be drained to Refresh; cost 3 Movement points. 

Make club/pointy stick:  Must be in  Forest.  Cost 6 Movement points.

Pick up rocks: Rocky ground only. Cost 3 Movement points. If not using them at once lose 1 Movement point until discarded/thrown.

Throw an item while moving: Cost 1 Movement point.

Search Hut: 6 Movement Points. Throw 1x6D.  On a throw of 5-6 a knife is found. On a throw of 4 a pair of sandals are found. On a throw of 3 an unslung water gourd is found.

Conceal body: 6 Movement Points.

Jump: Cost 1 Movement point per inch jumped. Use fumble test. Take 1 from the test throw per 1" or height/distance. Max jump 3". 

Climb: 3 Movement Points. Tree, rock face (or down), jump 




2) Pursuers:

Run: 8" + 1x6d. But must test to lose the trail. Will miss/lose tracks on throw of 1x6d. Throw of 1-4 loses the tracks.

Trot: 6" + 1x6d. Will miss/lose tracks on throw of 1x6d. Throw of 1-2 loses the tracks.

Walk: 4" + 1x6d. Can follow any tracks.

Silent creep: 2". Always rediscovers lost tracks. If The Pursued is hiding within 2" carry out "Concealment Test".  Throw 2x6D per Pursuer close enough.  2-8 Pursued is discovered. Modifiers: Plus 2 if in forest. Plus 3 if in Riverside. Minus 1 per wound to Pursued.   

Shouting costs 2 Movement Points.

To regain a lost track Walk, but use the 1x6D as a Tracking test, not movement. Throw a 4-6 to regain the track.

Stop and track/search: Test with 1x6D up to twice that move. Throw a 2-6 regain/find track/discover hidden Target or body. Or if Pursdued is hidden within 2" stay still and carry out Concealment Test for whole move - modified by Minus 3 and as above.

Lose 2 Movement points per wound.

Throw spear and draw knife: 3 Movement Points.




3) Fighting: 

Thrown items:  Must be within 3" of the other party to throw. 


Spears, rocks, knives, shields, gourds, staff, sandals, anything small may be thrown by Target.

Only spears may be thrown by Pursuers. They test 1x6D to throw if within 3" of target. Result of 5-6 they throw, then draw knife (3 Movement points covers both actions).

If standing still this costs  2 Movement points. Throw 1x6D modified as below. A throw of 4-6 scores a hit = 1 wound.


Modifiers;

Target is running or in cover - 2

Thrower is wounded -1 per wound
Thrower is dehydrated or exhausted -2
Target is wounded +1 per wound
Target is face-on with shield -1
Thrower is hidden +2

Target is animal - 1

If throwing while moving this costs 1 Movement point and a Fumble Test (see below). If successful on the Fumble test this counts as a wound on the person struck. No need to test as above. If part of the combat phase this takes place in lieu of a fighting throw.


Hand to Hand; To fight pursuer and target must be adjacent. Three rounds of combat are fought per move - even if there has been movement that move.

Each fighter throws 2x6D.  If the total of one fighter exceeds the total of a hostile fighter by 3 -6 then the loser must step back. Winner can advance to make further combat. If they cannot step back, due to obstruction, they take a wound.

If the total of one fighter exceeds the total of a hostile fighter by 3 -6 then the loser steps back and takes a wound.Winner can advance to make further combat.


Modifiers (cumulative): 

Has knife or sharp rock +1
Has shield +2
His long weapon (spear or shaft) +2
Has wound -2 each wound.
Each hostile assailant fighting that move - 1
Exhausted, dehydrated or has stitch - 3
Jumping from hiding or Silent Creep to attack +4 for attacker
Attacker was attacking from behind +2 for attacker

Defender is in "Silent Creep" mode -3 for attacker

Pursuers and Target can absorb 3 wounds. On the fourth they collapse.



4) Fumble Test:

When throwing something, climbing something (rock face, tree, hut), jumping from something or jumping from hiding or high point onto enemy.


Throw 2x6D. 

Minus score, fail and suffer 1 wound (if throwing, item has dropped on foot, if climbing - fall and start again, if jumping - fail and land 1" from starting point, if swimming - water swallowed). 

2-7; fail.  Stand still for 3 Movement points next move.
7+ Succeed.

Modifiers (cumulative):

Plus 2 if running and going to jump/climb.

Minus 2 if running and throwing.
Minus 1 per hand engaged (with weapon other than item being thrown, shield, item - e.g. gourd, food etc).
Minus 1 per wound.
Minus 1 per 1" of height/distance jumped. 

Minus 1 if wet (has just emerged from river/pool).
Minus 2 per exhausted/dehydrated card held. 

Cannot jump if has "Stitch".



5) Animal Test:

See cards.

Forest: 1- big cat, 2-3 spider, 4-6 snake.

Forest edge: 1-2 big solitary cat, 3 spider, 4-6 snake.

Open Ground: 1-3 lions, 4-5 scorpion, 6 wild dogs.

Rocks: 1-3 scorpion, 4-6 snake.

Field: 1-2 spider, 3-4 scorpion, 5-6 snake.

Riverside: 1-3 crocodile, 4-5 hippo, 6 snake.

Building/woodpile: 1-3 scorpion, 4-6 snake.
Throw 1x6D for direction test, 3x1x6D for max distance for cats/other, 2x1x6D for max distance for crocodiles/hippo, 1x6D snake. Snakes, scorpions & spiders are adjacent.

Throw for activity:

Note: Scorpions & spiders are always active.

Scorpions, snakes & spiders and always solitary.

Snakes and crocodiles: Throw 1x6D for number of crocodiles present. Activate individually on a throw of 3-6.  Add 1 to the dice if tester moving at walk/trot/run. Minus 2 from dice if Silent Creep. Activated animal will attack on a further throw of 4-6, with modifiers as above. Add 4 to any crocodile attack test if Tester is in or within 1" of water linked to the animal (i.e. same pool/river).

Crocodiles, if not actively attacking will run from shooters.

Hippo: Throw 1x6D for number of hippo present 1-3 = 1, 4-6 = 2. Activate individually on a throw of 3-6.  Add 2 to the dice if tester moving at walk/trot/run. Minus 2 from dice if Silent Creep. Activated animal will attack on a further throw of 3-6, with modifiers as above. Add 4 to any hippo attack test if Tester is in or within 3" of water linked to the animal (i.e. same pool/river).

Cats & dogs: 1-5 inactive. 6 active. If inactive make a Wake-up throw each move while in LOS - throw 2x6D and awake on throw of 9 or above. Minus 1 from the dice per 3" distance from tester. Add 3 to dice if tester trotting or running, add 2 to dice if walking.

If social animals (e.g. lions/wild dogs) 1x6d for number of figures for lions. 3x1x6d for dogs. Activate as a pride/pack.

Activated  animals will flee from target in 1-2. Stand 3-4. Will approach and attack 5-6.
Take 2 from the dice per additional figure with the tester, add 1 to the dice for every cat figure in the group and 2 for every four dogs in the group.  Add three to the test throw if tester is wounded and alone.  Add 1 to the test throw for any/every wounded person with the testing group/pair.

If not actively attacking will run from shooters.




6) Animal Attacks:

Fight "hand to hand" like human v humans. Weapons/modifiers count as above.

Scorpion, snake or  spider: Use 2 "fighting dice". A "hit" from scorpion, snake or  spider is a poisoned wound.

Big Cat: Use four "fighting dice" per animal attacking.

Wild Dogs: Use two "fighting dice" per animal attacking.

Crocodile: Use five "fighting dice" per animal attacking.

Hippo: Use eight "fighting dice" per animal attacking.






7) Cards

Standard card deck. On a throw of a 6 on a 2x6D each Pursued move turn a card, apply and hold or discard. Right click and open in New tab to read. 








8) Campaign thoughts:

If playing on a large table or series of tables, or with small scale figures a range of additional factors can be brought in, including fatigue and finding or making things....

The card values may be tweaked to allow Lucky Finds - "lost" spear (blade),  thong, arrowhead (blade), spearhead (blade), broken sandals, sharp stone (blade), flinty stones (blade), broken knife (blade), lion tooth, antelope horn, gourd, carcass etc.  A combination of items may allow the making of tools/weapons. For example;

Finding things:

In Forest:

By spending 6MPs; gain staff.

By spending 5MPs: gain creeper length.

By spending 5MPs: gain unslung water gourd.

In Rocks:

By spending 3MPs; gain sharp stone.

Carcass; spend 5MP - gain tooth or horn. If sharp stone or blade (any type) held spend 6MPs gain thong or skin.





Making:

Thong +  broken sandals or skin + sharp stone or any blade; by spending 10MPs sandals can be jury-rigged. Add three to movement. Add 2 to every "possible injury" test.

Thong + spearhead if in woods or has staff: by spending one move a spear can be made.

Thong + blade + lion tooth or antelope horn if in woods or had staff: by spending one move a spear can be made.

Spearhead: if in Forest, by spending 8MPs a creeper-held spear can be made.

Blade + lion tooth or antelope horn: if in woods, by spending three moves a spear can be made.

Gourd:  can be used to carry water. Minus one from movement.

Gourd + thong + blade: by spending 5MPs a slingable gourd can be made; no gourd movement penalty thereafter.

Gourd + blade: if in woods, by spending 8MPs a slingable gourd can be made; no gourd movement penalty thereafter.

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Well there we are.  Had about 5 basic games with the above last week. Short but fun - and the principles can be applied to a range of situations and periods.

Next up; a big fight....


Friday, 19 June 2020

Bug Hunt II

Another Trial....

This time things went seriously awry in the Bug Hunt (I played with a few mechanisms re. encounters). 


Angry hostiles: The path is blocked by a group of locals to the number on the card.

The professor may chose to ignore these and force passage. Throw a dice:

1-2 he turns around and goes back the way he came.
3-4 he stands and argues for 1 move, then tests again.
5-6 he pushes past the locals. These angry locals will then follow the party at a distance of 3" for three moves.

If the professor pushes through the locals then any next two cards required by the Event Test will automatically be from the Spades pack.

 As soon as the number of locals exceeds that of the party throw a 1x6d per move. On a throw of 4-6 they attack (unless an "Attack card" has already been drawn in the meantime).

Hassan (the player) can try to prevent the professor alienating the locals by persuading him not to be an ass (taking 1 from the professor's dice throw). The player declares this BEFORE the professor throws - and he can only do that three times per game.

On the game today the party come face to face with h some diminutive Forest Dwellers... The Prof. wasn't going to be stopped by a couple of titchy locals, so pushed his way through....



Unfortunately the party was unlucky re. the cards. MORE locals turned up...Then an "Attack" card.
Sudden morale checks led to initial confusion among the Bug Hunters. 






There was an exchange of fire.




Surrounded, the group were in trouble. Despite shots from the Party the locals retaliated with darts and arrows. One of the constables, the Major and the Colonel went down - the Major being only wounded and pulled to safety out of the forest by Hassan and one of the constables; the party scattering down different jungle paths...



The Professor and one constable managed to outrun their pursuers and get to the camp (it was decided that the forest folk don't leave the forest to go into the spooky ruins) - but only long legs and luck prevented a general massacre....  




A fun, fast-moving exercise this one.. 


I'm still playing with rules - seeking a way of replicating "Decisions" for "AI players" - and didn't use Activation tokens for the Bug Hunting exercises - just good old IgoUgo..... 


The other year I posted about a card-based "Committee/Council" process I have used from time to time. this worked, and was satisfying; but doesn't really work in a fast-moving game with individual decisions being made.  This time I worked with the old dice-led standby of a (modified) 6D test per man, for the Party and per Group for the locals... Not ideal, but it works well enough. 

Watch this space for more messing about....

Thursday, 18 June 2020

Bug Hunt......


The Quest For The Eagle-Eyed Spotted Blue.....

Corporal Saibu Hassan of the Gold Coast Constabulary has been charged with the kind of job he really, really hates...

The white men he encounters he generally slot into four categories...

1) Those of no consequence, who can be ignored until ordered otherwise...

2) Those whom he grudgingly admires - such as Captain Hamiltini, who is a man's man and a soldier (who, had he not had the misfortune to have been born of the wrong tribe and colour, would have made a fine Captain of any Emir's Guard), Fatha-Mikali, the white priest of the Isisi Country Mission, who speaks many tongues cleverly and who, despite being an infidel and drinker of the forbidden spirits, knows well - and is always happy to discuss - the intricacies of the Holy Quran.... And the enigmatic and rather frightening Commissioner Sanders, "Breaker of Kings"...

3) Those he despises: such as the European criminals who pollute the Territory, and the dirty, drunken and unlearned white soldiers he encounters far too often when his duties take him to the Coast.


4) And finally; those "Touched By God" - such as the clearly mad Lieutenant Bonesi, most of the lonely young men scattered in the Territory as District officers, the other Mission folk of many kinds, with their curious ways and bizarre songs - and the wide variety of lunatics who come into the forests and hills of Sandi's Patch to engage in a range of foolish and utterly baffling errands...


The latest "Wawa" - a Professor Marcus Postcombe, whom the men of the garrison have already nicknamed "Killer of Flies" - is the very worst sort of lunatic in Hassan's book; a genuine mzungu, whose aimless wanderings revolve around the search for, and a desire to capture - and put with his other dead bugs - "A labalaba blue and black; big like man's two hands, with the eye of bird on its wings four times, that live for stones".. Seriously.. You couldn't make this nonsense up....
It is the "Killer-of Flies" and his entourage that Hassan has to steer safely to the City of The Dead in Lulanga territory; the ruins being, in the Professor's opinion, the ideal spot to seek this elusive insect....
Commissioner Sanders has made it clear that Hassan is to keep the Professor and his party safe and prevent him from upsetting local sensibilities. Hassan will have five constables to aid him in this.


Basically this is a Hunting Game... There is the possibility of fighting, but the challenge is to guide the mad professor to his target, then get him home...

Basic rules...

a) Movement and camping.

A camp must be established. The Professor will move randomly until suitable ground is found (throw 6 on 1x6D at end of each move to find a place he deems fit until camp is made. Hassan/player can influence towards safer ground with +1. One policeman must be left to guard the camp.

While hunting the Professor will move randomly 4" + 1x6D until the Target is spotted (dice throw each move for direction. Ground previously covered -1). Hassan/player can influence the professor towards safer ground if he is with him +1. Once target has been seen the professor will follow the target/proceed to last seen location, then move randomly if it does not appear again.

Once spotted the target throws a 1x6D dice each move: 1-3 it stays put unless spooked (see below) 4-6 it moves. It will move 2x6D in a direction using the Movement Spider (AND a 3x6d throw). If the direction chosen is blocked by walls/building above 2" high or heavy bush it will move instead the OPPOSITE direction on the spider. if choices are very limited (e.g. on jungle path) Then just do a simple dice test for direction.


b) Capture of the Labalaba....

If any person approaches the target within 6" throw a 1x6D (all but the Professor modify the dice upwards, adding 1 to the dice throw). On a throw of 5-6 the creature is spooked and moves (randomly) 2x6D.

Any person other than the Professor must be within 1" of the target to attempt a capture. They may capture same on a throw of 5-6, minus 1 from the throw if under fire, minus 1 per wound. On a minus score they accidentally kill the target. 



The Professor may attempt a capture from 2" away. He catches the target on a 1x6D throw of 3-6, minus 2 from the throw if the target is in flight, minus 1 if under fire, minus 1 per wound. Only the professor may attempt a capture in flight (i.e. if it flies/is flying within 2" of him).


Once captured, check the creature;

Professor's capture; (1x6D throw) 2-6: Success!! Tonic Waters all round! Throw of 1: "Dash it!! It's Simpson's False Blue Birdwing... How could I have been so wrong..??! Must be the heat..."

Anyone else's capture; (1x6D throw) 5-6: Success!! Tonic Waters all round! Throw of 1-4: "Good Lord, man.. Nothing like it.."



c) Dangerous Locations.

The Village and Jungle Paths may produce hostile encounters - see the Spade pack. These follow normal "Encounter" protocols. All fighting follows standard rules.



d) Events;

The Standard Deck is a deck of hearts, clubs and diamonds, plus jokers. Throw a 1x6D per move end. Add 1 per 12" from the table edge and per 5 moves expended. On a modified 6 draw a card.

Spades Deck; keep the spades in a separate deck. This is the "Danger" Deck. IF the tester is in the Forest or the Village the tester must throw a 1x6D to see if he draws from the Standard or the Danger Deck: 1-2 Standard. 3-6: Danger.




Possible dangers are wildlife, danger from the ruins, random gun runners, offended locals etc .etc.....

A simple enough set up - taking advantage of the table already mainly set up..

Two goes thus far - with success for the Professor and no serious issues - though Hassan's patience is wearing thin...


The 
Professor, his companions and bearers, plus others who will appear in some soon-to-come adventures kindly donated by Douglas H.  




Thursday, 11 June 2020

Bibbity, Bobbity, Babbage..


My Mister Babbage's Local Variants

Having trawled though my Col. Callwell "Small Wars" (Their Principles and Practice) the last couple of weeks I have come up with the following supplemental conventions for tweaking TMWWBK's Mr. Babbage's methods for:

Bush Wars (fighting in thickly-forested, tropical locations).

Hill Fighting (mainly tussles with the folk of the "Killer of Hindus")

Scuffles with the indigenous folk of wide open spaces of the Sahel, Steppe and Veldt. 

All will need scenario tweaks, but I feel that the following reflect the readings from Col. Callwell well enough... 

a) Battlers in the Bush...





1) We will wait concealed on the friendly sides/flanks of clearings, streams, fords etc. and shoot at close (1-6) to med (5-6) range ONLY. We can always find cover.

2) If no clearings we will wait concealed in close bush and shoot at close range. We can always find cover.

3) We will build and hold stockades across paths at choke points. We will defend with shooters (only) at close range.

4) We will always rush from cover to assault retreating, withdrawing or encumbered enemy.

5) We will shoot at long to short range if on bluffs or other feature out of reach of enemy charges. We can always find cover.

6) We will withdraw before anything indicating that a bayonet charge is imminent, ignoring any Pinned Markers

7) We can withdraw from the battle via any table edge without penalty for doing so. 





8) We will not go into the open if there are enemy cavalry present and in sight.

9) We will push forward and endeavour to flank or get behind enemy at all times whenever cover is to our advantage. Our Hidden shooters (only) can always arrive behind your troops. 

10) We will have evacuated all villages unless forbidden by the scenario.

11) We will withdraw from any enemy on our flank or to our rear, ignoring any Pinned Markers.

12) We will not assault enemy fortifications. We will shoot at the furthest possible range where practicable.

13) If overrunning enemy wounded we will not take prisoners unless they are women and children or seriously awesome Personalities. 

b) Hostiles In The Hills



1) Wherever possible we will seek to take/keep the high ground and keep enemies in med-long range. We can always find cover so as to go to ground.

2) We will push forward and endeavour to flank or get behind enemy at all times whenever high ground or cover is to our advantage. Our Hidden shooters (only) can always arrive behind your troops. 

3) If already at a higher level than enemy we will not descend to his level unless he is withdrawing, in retreat or is/has baggage or we are Fanatic counter-attacking.

4) Unless Fanatic we will not voluntarily enter or cross open ground in LoS of enemy cavalry if they are in view and within 600 yards of said ground.

5) If shooters and being approached by enemy when we are unseen and in cover we will endeavour to hold fire until: 

a) The enemy is exposed at any range
b) Hold fire till they are in med. range
c) Hold fire until they are at close range
d) Hold fire until close range then evacuate away from known enemy towards nearest high ground or friends/supports*

*We will ignore any Pinned Marker effects while so withdrawing.

Test on each occasion enemy in range expose themselves.

We will NOT engage in a close range firefight with an enemy with magazine rifles, but slip away to medium range, ignoring Pinning.  

6) On the approach of enemy to a village, fort or compound we will either;

a) Have evacuated it totally. If relevant to scenario booby traps can be left.
b) Have left women and children in situ and will not contest it. If relevant to scenario booby traps can be left.
c) Will have left women, children and livestock in situ and will not contest it. No booby traps will be left in any location where livestock is present UNLESS commander is Fanatical.
d) Will have left only shooters in place. 
e) Will have left warriors of any type in place. 




If I am the Active Player this is my decision - unless I am playing a non-local operating in the tribal area, in which case this will be decided for me by the local people. Otherwise this decision is decided by dice throw based on scenario specifics.

7) If enemy withdraws from a village, fort compound or significant sangar/sangar cluster we will attempt to reoccupy it so long as doing so does not expose us to medium range fire or worse from higher level or danger of flanking.

8) If we become aware of visible enemy on higher ground or behind or flanking us within med. range or less we will withdraw to prevent being put at disadvantage, even if this potentially exposes us to fire. We will ignore any Pinned Marker effects while so withdrawing.



9) Unless Fanatic or in fortification we are reluctant to stand to meet a bayonet charge unless a top level leader is with us, in which case we must test resolve. If tests fails and in any situation where no top level leader is present we will withdraw at speed to avoid contact. We will not stand to be charged if we have any Shock. We will ignore any Pinned Marker effects while so withdrawing.

10) We will potentially withdraw in the face of any continuous artillery fire (+3 moves of continuous fire throw 1x6D, adding 1 to the throw for each additional move. I withdraw on a modified throw of 5+) at any range and no matter what the effect.

11) We will never attack an enemy on a higher level than ourselves unless with or are Fanatic or have a leader present. We must test to do so. We will not do so if we have any Shock.

12) If withdrawing we will always attempt to leave the table via designated "Lines of Retreat" decided before the battle starts even if this means taking a long way round to avoid any of the above.

13) We will shoot at enemy fortifications at med-long range only and only if we have the advantage of height. We will only close assault them if with a leader and 1) there is a viable breach/open gate, or we outnumber the enemy by more than four to one or 2) there is a gap between defending units of 6 inches or more. Our shooters (only) can always find cover.

13) We will only normally take important Personalities prisoner. However, the presence of a Named Friendly Commander may mitigate this; extending it to minor personalities and women and children. If overrunning other enemy wounded we will slaughter them all (rather horribly; enemy units who "see their dead" by crossing the ground involved will add or detract from their morale, depending on scenario-led background/experience). 

14) When in doubt we will go higher, or swiftly and silently vanish away...

b) Savages on Steppe and Sahel (aka Killers on the Kwedlelo) 



1) Wherever possible we will seek to take/keep the high ground and keep enemies in med-long range with our shooters.

2) We will push forward and endeavour to flank or get behind enemy at all times whenever terrain, high ground or cover is to our advantage. If there is any chance of sweeping round the enemy flank without being seen or without being under fire we will take it.

3) If already at a higher level than enemy we will not descend to his level unless we are Fanatic counter-attacking or if he is withdrawing, in retreat or is/has baggage. In the latter three cases, if we are cavalry or fast close combat infantry we will always attack.  

4) If the enemy is scattered, in open order, withdrawing, in retreat or is/has baggage on the same level as us we will always charge to contact.  

5) If shooters being approached by enemy when we are unseen and in cover we will endeavour to hold fire until 

a) Enemy is exposed at any range
b) Hold fire till med. Range
c) Hold fire until close range
d) Hold fire until close range then evacuate

Dice for which.

6) On the approach of enemy to a village, fort, city or compound we will either;

a) Have evacuated it totally. 
b) Have left women and children in situ and will not contest it. 
c) Will have left only shooters in place. 
d Will have left warriors of any type in place. 

If I am the Active Player this is my decision - unless I am playing a non-local operating in the tribal area, in which case this will be decided for me by the local people. Otherwise this decision is decided by dice throw based on scenario specifics.





7) If enemy withdraws from a village, fort compound or significant sangar/sangar cluster we will attempt to reoccupy it so long as doing so does not expose us to med. fire or worse from higher level or danger of flanking.

8) If we become aware of visible enemy on higher ground behind or flanking us within med. range or less we will withdraw to prevent being put at disadvantage, even if this potentially exposes us to fire. We will ignore any Pinned Marker effects while so withdrawing.

9) We will attempt to counter attack any charge on us.

10) We will potentially withdraw in the face of any continuous artillery fire (+3 moves of continuous fire throw 1x6D, adding 1 to the throw for each additional move. I withdraw on a modified throw of 5+) at any range and no matter what the effect.

12) We will assault enemy fortifications.

13) If overrunning enemy wounded we will slaughter all men. We will take as prisoners women and children. We will also take important Personalities prisoner, but only if a Named Friendly Commander is present with the overrunning unit and makes a successful Command Throw at the time. 

14) Our Hidden shooters and Close Combat Troops can always arrive behind your troops. 

15) Our horse want your baggage. Seriously; they REALLY want your baggage. Any opportunity for cavalry (if we have any) to sweep into a weakly defended camp will be taken - even at the potential loss of a battle or target. It will gain double the value of any target/s lost.




d) General European Villains, Smugglers and Ne'er Do wells...



1) We prefer to shoot from cover at short range and avoid melee. We will only shoot at longer ranges when a Target of Significance presents itself. 

2) We will always try to steal away from the table to avoid combat unless outnumbering known enemy by three to one..

3) We will only engage in aggressive close combat action when

a) We have the element of surprise.

b) The enemy have something of great worth or have taken a Target.

c) We are trapped and have no alternative but surrender or being killed/captured (subject to testing). 

4) We will pretend to surrender to civilised forces when no alternative appears present. Then cheat/attempt escape at first opportunity.

5) We will never aid other European groups under attack by locals or lost UNLESS they have something of great worth.

6) We will only take prisoners of value. All other wounded are left. 

7) We will only enter enemy fortifications secretly unless we outnumber them by more than six to one. 

8) Our Hidden shooters (only) can always arrive behind your troops.

9) We will retreat rather than lose our loot.




As always, any comments or thoughts welcome...

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