This document provides the rules for a tabletop wargame simulating early battles in the Mahdist War. It outlines the game sequence, turn sequence, scales used, and rules for movement, firing, close combat, heroic acts, and determining victory. Players move Anglo-Egyptian and Mahdist miniatures across the board, resolving combat and other actions according to the dice rolls and modifiers listed until one side wins or the game ends.
This document provides the rules for a tabletop wargame simulating early battles in the Mahdist War. It outlines the game sequence, turn sequence, scales used, and rules for movement, firing, close combat, heroic acts, and determining victory. Players move Anglo-Egyptian and Mahdist miniatures across the board, resolving combat and other actions according to the dice rolls and modifiers listed until one side wins or the game ends.
This document provides the rules for a tabletop wargame simulating early battles in the Mahdist War. It outlines the game sequence, turn sequence, scales used, and rules for movement, firing, close combat, heroic acts, and determining victory. Players move Anglo-Egyptian and Mahdist miniatures across the board, resolving combat and other actions according to the dice rolls and modifiers listed until one side wins or the game ends.
This document provides the rules for a tabletop wargame simulating early battles in the Mahdist War. It outlines the game sequence, turn sequence, scales used, and rules for movement, firing, close combat, heroic acts, and determining victory. Players move Anglo-Egyptian and Mahdist miniatures across the board, resolving combat and other actions according to the dice rolls and modifiers listed until one side wins or the game ends.
1. Decide type of Game. 1. Clock 1" = 50 yards 1 move = 5 - 20 minutes 2. Deploy Anglo-Egyptian Forces 2. Imperial Movement 3. Prepare the Playing Card Deck. 3. Imperial Firing CLOCK 4. Deploy any on table Mahdist forces. 4. Imperialists Charge Home & Close Combat Game Length = Numbered Cards + total of British Force 5. Start Turn Sequence. Repeat until End of Game 5. Mahdist Movement Each Turn Players throw 1d6 6. Work out Victory Conditions 6 Mahdist Firing Winner Can: Pick either person's throw as cards to draw 7. Mahdist Charge Home & Close Combat Choose allocation of British movement D's. When Clock reaches zero +1 D for each Brit unit or Game Ends MOVEMENT FIRING ANGLO-EGYPTIAN ANGLO-EGYPTIAN Number Disorder Effect Cavalry, Squares Pick highest throw +/- Modifiers = Hits inflicted of dice Infantry in Line Rifles Range British Egypt. M/G's Artillery Range All 1d6 No Disorder Full Score x 2 Full Score Short 0-6 3d6 2d6 2d6 Short 0 - 10 1d6 2d6 Take Diff in D’s Full Score x 2 Full Score Medium 7 - 12 2d6 1d6 1d6 Medium 11 - 20 1d6/2 3d6 Take greatest Diff in D’s Full Score x 2 Full Score Long 13 - 18 1d6 1d6/2 1d6/2 Long 21 -30 5,6 on d6 = 1 Patrols/Commanders move 3d6 without penalty Any 1's and M/G's jam. Unjam on 4-6 next phase All except Squares change 2 speed levels per Turn. Modifiers -1 Emergency Deployment -1 D's equal to bases in unit Squares only 1 speed level change -1 Target in Cover -1/+1 Each Base short/extra from 4 If above this double all D's + penalty in shooting/combat -1 Poor Shots 1d6 cost to change formation Number of Hits compared to 1d6. If equal or less then remove a Flag/mounted/rifle/artillery base Adverse Terrain: 1/2 Speed MAHDIST Type Range Dice Recovery: 2d6 per played general (1d6 if being shot at) Jehadiya 0 - 12 Nos of Bases = chance on 1d6 of 1 D Artillery/ M/G's 0 - 20 1d6/2 (round down) MAHDIST If NOT under fire move 2d6. Movement Type Notes Spear & Sword Moves 1d6 per remaining Flag CLOSE COMBAT Up to 3d6 - up to a max of 3d6. Flinching : Anglo-Sudanese only. Method: Throw 1d6 per side 1 per Hit When all Flags gone dispersed 1d6 per Base. On a 1 Flinches If outnumbered pick highest die Jehadiya or Stops and returns fire once shot at. +1 extra die if Disorders > bases in unit +/- Factors None Artillery Will fight unless last base is killed +1 extra die if made emergency deployment this turn +2 Steady +1 Flinching 3d6 +1 extra die if poorly trained -1 Egyptians -2 Bashibazouks/Patrols Cavalry –2 per Hit Ignore 1st Flinch if British, Sudanese or behind cover. +1 Behind Cover Artillery & M/G's 2d6 Duration: Throw 1d6 for number of Phases +1 Cavalry 1st Turn -1 Cav Subsequent Turns Camelry –1 per Hit This is also number of D's taken by British. Result Losses HEROIC ACTS Remove Flag/Cavalry/Rifles/Artillery Anglo- Egyptians Win by 3+ Rethrow 1d6 from Firing/Close Combat/Recovery Brits advance Flinching - Steady 1 Bad Luck! Killed 3-4 Light Scratch Remove Spear & Sword/Cavalry/Rifles/Artillery Anglo- Egyptians Win by 1+ 2 Wounded (lose 1/2 Heroic points) 5-6 Well Played Sir! +1 Heroic Pt. Brits advance Flinching - Steady Draw No losses Brits pushed back: Steady - Flinching - Killed Mahdists Win Mahdists regain 1 Flag (replace normal base)