The Rajputs, Blood and Steel Mini Campaign, Return to the Howzat Pass
Game One, Ambush at the Karakar
The Garrison of the northernmost fort in the Fwaart Valley at Shitral has sent word that it is under siege by revolting locals. Captain Seymour Butts and 100 men of the Guides will only be able to hold out for a limited time. (an edna roll on a d10) Gentlemen we have a maximum of ten days!
In a fit of sterling Victorian Imperialism the General has directed the 11th Rajputs from their base at Jawar up the Howzat pass to relieve the fort.
What could go wrong?
Based loosely on the Chitral expedition fought solo against a programmed Pathan force.
Unit draw cards for the Pathans.
Plotted map forces for the Imperials.
11th Rajputs
4 Companies of 12 Infantry.
1 attached Mountain gun from Prince Albert's Own Bengal Artillery, on mules.
Attached pioneers & cart.
1 attached Mountain gun from Prince Albert's Own Bengal Artillery, on mules.
Attached pioneers & cart.
Major Willie Stroker, SM. VD
Drunkard - Brave
Capt Myles S. Long (Miles Schlong to the ladies)
Wobbly kneed - Short sighted
Lt Drew Peacock, BBQ. Guides Platoon
Tactician - Brutal
2nd Lt Hugh Jeers PDQ,
Nom de Guerre - Lucky
2nd Lieutenant "Spotty" Herbert Farthingdale, CBA, (dogsbody)
Unlucky - Bullet proof bumbler
Artillery Attached
Prince Albert's Own Bengal Artillery, Mountain Gun
2nd Lt Barkinge-Madly FA, Certified.
Big bore advocate - steady
Subedar Major A (Andy) D Pandi
Peacock - Steady
Havildar Major Vikram McSingh
Feared - Ugly
Havildar Charu Graunt
The favoured nephew - lucky
Havildar Dilip Fairbanks Jr
Inspirational - Swordsman
Each platoon has a Naik and 12 figures
Subedar "Blood Letter" Pant, Battalion Surgeon
Feared - Ugly
Commisary Officer 2nd Lt Cosmo Smallpiece
Unlucky - idiot
Commisary Havildar Rangit Ram
(Randi was cursed by the Mad Fakir to serve the British until the Raj comes to an end. He is either an immortal existence, or a massive liar.)
Mule train.
The Rajputs battle cry is " Bajrang Bali ki Jai" a prayer to Hanuman, the Monkey God, to move a mountain... ie perform a heavy task.
Pathans
The Howzaat Pathanis are ruled by the enigmatic Afzul Fatti Khan, Lord of the Fly Swaat.
One tribal grouping is lead by the Notorious Fekkar brothers, the "unwashed" universally known as the dirty Mo Fekkars, infamous snipers.
Shah Ali Bongo Wasir of Dir, notorious side swapper.
Raja Khan, Tiger of Jandrai, famous Warrior.
Mahomed Rafi, Mullah of Dripsh
2 x 10 Tribal Pathans with sword
2 x Pathan Irreg Inf with breachloaders
8 Snipers and skirmishers with Jezail muzzleloaders
1 Mountain gun 3 crew.
1 x 8 The Holy Man and his followers.
1 Mountain gun 3 crew.
1 x 8 The Holy Man and his followers.
Scenarios
Ambush
Patrol
Forage
Defend
Vanguard
Raid
A Just passing by
B Seek and Destroy
C To the last bullet
D Get off my land
E Run to the hills
F Take the High road
G It's awfully quiet out there
H A sigh of relief
The promotion system Rebels and Patriots is the basis for a campaign. The Company starts with a 2nd Lieutenant in charge. New Officers have d20 honour, a zero Tactical value and begin with one Trait. Earning honour points allows an officer to climb the ranks in recognition of his deeds of glory.
Honour - Rank Table
0 - sent home in disgrace or offered the "Gentleman's way out."
1-20 - Second Lieutenant - 1 trait 0 tactical value
21-30 - Lieutenant - +1 Trait +1 tactical value
31-45 - Captain - +1 Trait +1 tactical value
46-60 - Major - +1 Trait +1 tactical value
61+ - Transferred to command a battalion as Colonel.
1st Game, Ambush in the Karakar Pass
200 supply crates/sacks with the main column
Day one! The advance party is ambushed, less than ten miles from base.
2 force cards drawn.
2 Scenario cards drawn, Ambush vs Patrol
Pathan Scenario
AMBUSH (1)
YOUR FORCE SEEKS TO DESTROY THE ENEMY AND DENY ACCESS TO THIS AREA.
OBJECTIVES: The 3 objective markers are not important to your mission, but may or may not be important to your opponent.
Your opponent gains an Attrition Point for each of their first 2 units to be completely eliminated.
DEPLOYMENT: Units enter the table on turn 1, using an Advance
or Run to Ground action, from any point along your baseline. One unit can start the game within or against terrain and no more than 16” away from your table edge. Place this unit, as its first action,
on your last activation of the first turn. Hidden Setup is allowed for units with that trait.
RESTRICTIONS: A unit cannot enter the battlefield within 8” of an enemy
Rajput Scenario
PATROL (2)
YOUR FORCE SEARCHES FOR THE ENEMY IN THIS AREA
OBJECTIVES: The 3 objective markers are not important to your mission but may or may not be important to your opponent.
Your opponent gains an Attrition Point for each of their first 2 units to be completely eliminated.
DEPLOYMENT: Units are placed on the table, within the marked deployment area (12” from your baseline), as their first action of turn 1.
RESTRICTIONS: No Hidden Setup
The Game:
The Pass |
The solo mechanism for the Pathan, Ambush points 1 -6 |
The Pathans occupy a Sangar line |
A strong position but a little isolated |
And some good shooting with those Jezails |
The Rajputs rifle fire is heavier and alarmingly more accurate |
The Amir and his lads turn up. Swarms of them! |
Yet more Pathan appear, |
But the Rajputs have cleared the Sangars at bayonet point. Great dice! |
And the Pathan rifle fire is disgraceful. |
The Indian Army Mountain gun flattens the Pathan artillery piece, |
From the captured Sangars the Rajputs put serious rifle fire onto the enemy. |
Another Pathan unit breaks. The Amir starts to panic. |
A last bayonet charge clears the pass. |
Amir Fatti calls the retreat. If he can weaken the Rajputs on the road to the fort he may just be able to win this. |
Game 2
The advance to the Pakora River.
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