Professional Documents
Culture Documents
Strenght Points: See unit list (attached at the end of this document).
DEPLOYMENT: Both columns enter on friendly side of board on turn 1, paying for initial entry
grid. Two units can start/enter per entry grid (must conform to normal movement rules after
that). Left column enter anywhere from center of table to the left hand edge. Right column
may enter anywhere from center of table to the right hand edge.
OBJECTIVE: Have units on any three different hills north of the river at the conclusion of any
Afghan activation.
Sudden Victory: If 2 Imperial units occupy any 2 hill grids with no adjacent Afghans at the
conclusion of any Afghan activation: Imperial Victory.
Sudden Defeat: If after turn 2, if there is not at least 1 Imperial unit north of the river at the
conclusion of an Afghan activation: Afghan Victory.
GAME LENGTH: 10 turns. Turn 1 Imperials have the initiative. Roll for initiative on subsequent
turns.
OTHER: We found that this scenario plays best--as in down to the last die roll on the last turn--
without using the “Exhaustion” rule (although we did keep track of where things stood just to
see).
CROWNING THE HILLS
AFGHAN
At Start: At Start:
Mixed Firearm Band (Green) Mixed Firearm Band (White)
Mixed Firearm Band (Red) Mixed Firearm Band (Black)
Reinforcing: Reinforcing:
Jezzail Firearm Band (Blue/White) Mixed Firearm Band (Black)
Melee Inf Band (Blue/White) Melee Inf Band (Black)
Melee Inf Band (Red) Melee Inf Band (Black)
Afghan Cavalry (Blue Horse) Ghazi Band #1
Banner: Deploy with any infantry unit (except Ghazi) as an extra figure
Strenght Points: See unit list (attached at the end of this document).
DEPLOYMENT: Reinforcing elements enter on friendly side of board on turn 1, paying for
initial entry grid. Two units can start/enter per entry grid (must conform to normal movement
rules after that). Left Clan entere anywhere from center of table to the left hand edge. Right
Clan may enter anywhere from center of table to the right hand edge.
OBJECTIVE: Prevent Imperials from holding grids on three different hills at the end of any
Afghan activation.
Automatic Victory: If at the end of any Afghan activation after turn 2, there are no Imperial
units north of the river: Afghan Victory.
Sudden Defeat: If at the conclusion of any Afghan activation there are 2 Imperial units
occupying any 2 hilltop grids with no adjacent Afghan units: Afghan Defeat.
GAME LENGTH: 10 turns. Turn 1 Imperials have the initiative. Roll for initiative on subsequent
turns.
OTHER: We found that this scenario plays best--as in down to the last die roll on the last turn--
without using the “Exhaustion” rule (although we did keep track of where things stood just to
see).
TERRAIN
(See Player Reference on PW Resource Variant/Page for Terrain Types)
AT START FORCES
UNIT CHARACTERISTICS
(For More, See the Portable Wargame Resource Page on Ed M’s Wargames Meanderings)
IMPERIAL
SP Move Range
British Infantry* 4 2 3 May use close order; +1 Ranged Fire if not moved
Indian Infantry* 4 2 3 May use close order; +1 Ranged Fire if not moved
Gurkha* 4 2 3 As per Imperial Inf + Move as Afghan if not in close order
British Cavalry (Mtd) 4 3 -- Poor vs fire; May Follow Up Close Combat
British Cav (Dismtd)* 3 2 2 May use close order; +1 Ranged Fire if not moved
Indian Cavalry (Mtd) 3 3 -- Poor vs fire; May Follow Up Close Combat
Indian Cav (Dismtd)* 3 2 2 May use close order; +1 Ranged Fire if not moved
British Art 2 2 8 Move no fire; Poor vs Close Combat
Indian Art 2 2 6 Move no fire; Poor vs Close Combat
Gatling* 2 2 3 Fire as Art; Move no fire; Poor vs Close Combat; Roll 3 dice “To Hit”
AFGHAN
Melee Infantry* 4 2 -- Pay 1 for all terrain; May Follow Up Close Combat
Jezail Firearm Infantry* 3 2 4 Pay 1 for all terrain; Poor vs Close Combat
Rifle Firearm Infantry* 3 2 3 Pay 1 for all terrain; Poor vs Close Combat; +1 Fire if not moved
Mixed Firearm Infantry* 3 2 3 Pay 1 for all terrain; Poor vs Close Combat; Ranged Fire -1 if moved
Ghazi* 5 2 -- Poor vs Fire; Pay 1 for all terrain; May Follow Up Close Combat
Cavalry 3 3 -- Poor vs fire; May Follow Up Close Combat
Artillery 2 2 6 Move no fire; Poor vs Close Combat