Scenario ideas for the Men Who Would be Kings Campaign.
Game 1
Attack on the Suakin Forts
Game 2
A Furious Dervish Hanjub
Game 3
The March on Sinkat
The March on Sinkat
Game 4
The Square
Scenario I: The Stronghold
The Dervish have occupied a fortified town on the route of
march, and their green flags festoon the walls.
They have riflemen and a cannon on the walls. Your field
force must cross the defensive ditch, break through the walls and capture the town
and raise the Union flag over its Mosque.
You will need artillery for this job.
God Save the Queen.
Setup
- · The 12 points of Dervish units within the town will remain in play but will not leave the town.
- · The Imperial player must destroy all opposition force within the stronghold, and occupy it with at least one unit.
- · The town has a linear obstacle ditch and an impassable wall that must be breached by artillery. Even in the rubble of the breach this counts as difficult terrain and hard cover.
- The Stronghold is located within 24 inches of the Dervish baseline.
- The Babbage rules within this sector will not come into effect until an Imperial force moves within long rifle range of the town itself. Following this the Dervish will only ever appear from the direction of their own baseline. They could also appear within the town itself as previously unseen garrison units.
- Dervish units appearing in other sectors may target your troops if they appear nearer to them than to the units of the player who generated them...
Tactical Values:
Not used.
Special Rules
To count as holding the objective the player must have one
unpinned unit within the town for an entire turn.
Ending the Scenario
5 Victory Points if holding the Stronghold when the game
ends.
1 VP for each enemy unit destroyed during the game.
Scenario J: Keeping Young Churchill Alive
That young aristocratic idiot Churchill was told to keep well away from the Red Sea Protectorate, but he is desperate for a V.C to fuel his political career and has appeared as a reporter. He has taken command of a troop of the 10th Hussars and is currently dashing forward in search of glory. If he is killed there will be a stink in the press,.. Your career will be over!
God Save the Queen.
Setup
- A single troop/unit of Regular Cavalry lead by a 2nd Lieutenant Glory hunter. He will press forward at a normal movement rate whenever he passes his leadership roll, towards the enemy table edge and starts at the front of the Imperial deployment zone on at the far left of your position.
- The remaining units deploy along the baseline.
Tactical Values:
Not used.
Special Rules
Churchill will advance towards the enemy baseline. Only if another unit with an Officer superior to 2nd Lt. Churchill contacts the Cavalry unit will he be removed from command. If however the Officer who puts Churchill in his place is killed later in the game, Churchill will immediately reappear in command of the second unit.
If Churchill succeeds in destroying an enemy unit he will write a book grabbing the glory.
Ending the Scenario
5 Victory Points if you have control of Churchill when the game ends.
1 VP for each enemy unit destroyed during the game
Scenario K: The Water Supply
General Sir John O'Neill's advance to Tofrek highlighted some of the problems of water supply in this theatre. It is estimated that there was one baggage camel for every two men, and that as a result there were not enough men to guard the baggage.
Your Field Force must escorts a Watering supply train forward, and establish a Watering station for the Brigade's line of advance. The intention is to corral the camels into a Square mid table, and surround them with a Mimosa barricade.
Setup
5 VP If your Field Force successfully constructs the Zariba.
1 VP for each enemy unit destroyed.
Scenario L: Building the Railway
The Madras Sappers...
Scenario M: Patrol
The Field force must move at least half of its units across the centre line of the table.
Scenario N: The Post Office Rifles.
A section of the Post office Rifles, six men under a bespectacled Lieutenant, has been added to your force. Their mission is to establish a heliograph on high ground to your front. Your job is to protect them until they have established contact with the Brigade.
Setup
Ending the Scenario
5 VP If you have successfully contacted Brigade by Heliograph before the game is declared over.
1 VP for each enemy unit destroyed.
Scenario K: The Water Supply
General Sir John O'Neill's advance to Tofrek highlighted some of the problems of water supply in this theatre. It is estimated that there was one baggage camel for every two men, and that as a result there were not enough men to guard the baggage.
Your Field Force must escorts a Watering supply train forward, and establish a Watering station for the Brigade's line of advance. The intention is to corral the camels into a Square mid table, and surround them with a Mimosa barricade.
Setup
- Your Field Force must deploy in a three sided square, 18 inches on table, with the open side facing your own baseline. The watering train is deployed within the square, straggling back to the baseline.
- The Zariba enclosure may be constructed anywhere within a flat patch of scrub within the Dervish side of the tabletop. This has the effect of clearing the scrub.
- An additional scrub terrain may be added in the centre of the table sector opposite to your baseline. The usual directional and distance dice are used to fix it's position, although the original terrain takes precedence and the scrub must be fitted in around this as far as possible
Special Rules
- Your Field Force will advance, protecting the vital water supply. Building a Zariba enclosure is an engineering task. Regular Infantry will construct a Mimosa barricade in front of the unit as an action, extending the length of the unit's frontage.
1 VP for each enemy unit destroyed.
Scenario L: Building the Railway
The Madras Sappers...
Scenario M: Patrol
The Field force must move at least half of its units across the centre line of the table.
Scenario N: The Post Office Rifles.
A section of the Post office Rifles, six men under a bespectacled Lieutenant, has been added to your force. Their mission is to establish a heliograph on high ground to your front. Your job is to protect them until they have established contact with the Brigade.
Setup
- Following terrain setup a knoll is added in the centre of the table sector opposite to your baseline. The usual directional and distance dice are used to fix it's position, although the original terrain takes precedence and the knoll must be fitted in around this as far as possible.
- The Post Office Rifles count as Irregular Infantry (they were a Territorial force with a signals role rather than being traditional Regular Infantry), and will take their place in the centre of your deployment. They will always be the first of your forces to move, but being such a small group they will not attract Dervish attention under the Babbage rules when moving.
Special Rules
- Once in position the heliograph will attract Dervish attention. Each time it signals it must roll on the Mr Babbage tables.
- The Heliograph works on an Edna system. To contact Brigade on the first signal requires a roll of 6. On the second round of signalling a 5 or 6, etc..
- Your Field Force will operate against the Natives of Mr Babbage as normal, but if, at the end of the game, you have not contacted Brigade, you will have failed.
5 VP If you have successfully contacted Brigade by Heliograph before the game is declared over.
1 VP for each enemy unit destroyed.
Terrain Types
Soft Sand
Well
Rocky Rocks
Hill
Impassable knolls
Dry Dongas
Mimosa scrub
Village
Fortified Village
Zariba enclosure
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