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2nd Afghan War Portable Wargame (Variant)

Ed M’s Wargames Meanderings

CROWNING THE HILLS


IMPERIAL

Left Colum n Right Column


CPT Raymond Dubious MAJ C. Langley Smoot
(21 SPs) (24 SPs)

59th Inf (East Lancashire) 92nd Highland (Gordon)


1st Company BRIT INF AVG 1st Company BRIT INF ELITE
2nd Gurhka (Sirmoor Rifles) 15th Bengal Inf (Ludhiana Sikhs)
1st Company IND INF AVG 1st, Company IND INF AVG
45th Bengal Inf (Rattray’s Sikhs) 2nd Company IND INF AVG
1st Company IND INF AVG 34th Bengal Inf (Fatergh Regt)
2nd Company IND INF AVG 1st Company IND INF AVG
19th Bengal Lancers (Fane’s) 2nd Company IND INF AVG
1st Troop IND CV AVG 10th Hussar (Pr of Wales)
Bttry A Royal Art 1st Troop BRIT CV AVG
Gun #1 BRIT ART AVG

Colours: Deploy with any infantry unit as an extra figure

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

Left Clan Right Clan


Hill Chief Ali Hassan Bin Sober Chief Omar the Black (The Mad Mullah)
(20 SPs) (22 SPs)

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

*SPECIAL UNITS/POSTURES & ADDITIONAL NOTES


IMPERIAL
Close Order Form at start of turn; No move; No Flanks/Rear; Poor vs Fire; Ignore Retreat Result vs Fire;
Convert Retreat to 1SP Loss in Close Combat; No Advance After Combat
Gurkha As Per Imperial Inf + May move as Afghan Inf if not in close order (paying 1 for terrain)
Gatling Treat as Art (fires in Art Phase). Roll 3 Dice: Double 1=jam (fires 1 dice until it rolls a 6)
AFGHAN
Melee Infantry Poor vs Fire; May Follow Up Close Combat
All Firearm Infantry May Not Convert Close Combat Retreat Result to 1SP Loss
Jezzail Firearm Infantry Poor vs Close Combat; May Not Move & FIre
Rifle Firearm Infantry Poor vs Close Combat; +1 Ranged Fire To-Hit Roll if Not Moved
Mixed Firearm Infantry Poor vs Close Combat; If Moved, -1 to Ranged Fire To-Hit Roll
Ghazi Poor vs Fire; Ignore Retreat Result vs Fire; Convert Retreat to 1 SP Loss in When Attacking in
Close Combat; May Follow Up Close Combat

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