You are on page 1of 2

SAND!

Episode #7 Using TS&TF (1999 edition) rules


by Ray Trochim

In this episode, Capt. Collenwood and his small command have been ordered to examine an abandoned
farmhouse. The farmhouse is to be used as a supply depot for the main column and must be secured.
Collenwood is aware that Zulu warriors are in the area, but has no information as to how many and how
close. Can the gallant Captain secure the farmhouse without additional help? Or will the gallant leader
have to retreat and send for reinforcements and wait until they arrive.
British Forces:
1x Dismounted leader (Capt. Collenwood)
1x Foot sergeant (Sergeant Hicks)
The British player(s) may start the game with up to five basic British infantry units. May substitute one
infantry unit for one British gatling gun with a crew of four. British forces must start in the area marked
British Staring Area.
Zulu Forces:
2x foot leader/Indunas, plus one extra leader/Induna for every three basic Zulu units present in the game.
To determine the number of Zulu units that are to be used in this game, roll one die for each British unit
on the gaming table. Add the total of the dice and divide by 2 (rounding up). This will be the total number
of Zulu units available for the Zulu player(s). For example, if the British choose to use just three units, the
Zulu player(s) would roll three dice dividing the total by two to determine the number of Zulu units. The
Zulu players my exchange Zulu spear units for Zulu rifle units at a ratio of two spear units for one rifle
unit. Zulu forces my start anywhere on the board that is outside 24 from the British starting area. Keep
the total number of Zulu units secret from the British player(s).
Victory Conditions:
The British must take, hold and secure the farmhouse. Any other result is a Zulu victory.
Special Rules:
All British units (including gatling gun) receive 4xD6 for ammo. All Zulu spear units receive ammo
accordingly to the new rules laid out in the new edition of TS&TF. Zulus armed with rifles receive
1xD6+3 for ammo.
The rough terrain features are roughly 8x5 and represent tall grass and thick brush. They can conceal
only one unit at a time. The rough terrain will block line of sight and when firing at units in rough terrain,
treat the target as a Class III target.
The plowed fields will hinder British movement only and does not block line of sight or offer any cover.
The hills can be represented by what ever is at hand and the table shown below is 9 feet by 5 feet.
The Farm should consist of two buildings (one small & one medium) and some walls. Walls should not
completely enclose the farm. Players are not required to match the farm pictured exactly. Close enough
should do just fine. Let the British player setup the layout of the farm, but the British players should keep
in mind that the farm can and probably will be used by the Zulus.

You might also like