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Ed M 2d Afghan War PW Player Ref v9
Ed M 2d Afghan War PW Player Ref v9
TURN SEQUENCE
PHASE NOTES
1 Artillery Both Sides Conduct Ranged Fire with Artillery: Simultaneous
2 Initiative Roll D6: High Score Moves First (Side A)
3 Side A: Activate Each Unit In Turn to Move and Conduct Combat
Art that fired during Artillery Fire may not activate (May Change Facing)
A Unit may not start or end move in same area as another friendly Unit
Move Units must stop upon entering an area adjacent to enemy (and face towards enemy)
Units that begin enemy-adjacent may exit but not enter another enemy-adjacent area
Units may move in any direction but must end move facing one side of area
Conduct Attacks: Ranged Fire & Ranged Fire is vs Non-Adjacent Units
Close Combat (in order of choice) Close Combat is vs Adjacent Units
Combat
Art may not initiate Close Combat
Attacking unit may occupy area vacated by Close Combat (melee inf & cav follow on cc attk)
4 Side B Repeat Phase 3 as Side A
5 Turn End Check for Exhaustion
MOVEMENT RATES
TYPE IMPERIAL Notes AFGHAN Notes
INFANTRY 2 Form Close Ord at Start & No Move 2 Treat Area terrain as Open
CAVALRY 3 Mount/Dismt at start & Move as Inf/Cav 3
ARTILLERY 2 No Move if Fired 2 No Move if Fired
TERRAIN COSTS/EFFECTS
MOVEMENT COST TO ENTER COMBAT MODIFIERS
TERRAIN TYPE
IMPERIAL AFGHAN RANGED FIRE vs CLOSE NOTES
AREA INF* CAV ART INF CAV ART INF CAV ART COMBAT
Open 1 1 1 1 1 1
Rough 2 2 NA 1 2 NA -1 -1 Def +1 No Close Order
Wood 2 3 NA 1 3 NA -1 -1 Def +1 No Close Order
Hill 2 2 2 1 2 2 -1 -1 -1 Attkr -1
Cover 1 1 1 1 1 1 -1 Def +1 No Close Order
Building 1 1 1 1 1 1 -1* Attkr -1 No Close Order
Position 1 1 1 1 1 1 -1* -1* Def +1* No Flank or Rear
GRID-SIDE EXTRA MOVEMENT COST TO CROSS ATTACKING ACROSS
Linear Obst +1 +2 +1 +1 +2 +1 Attkr -1
*Non Close Order Gurkhas Move as Afghans *Defender Ignores Retreat
GENERAL TERRAIN EFFECTS NOTES
Cbt Modifiers +/- Apply to the “To Hit” die roll
Multi-Terrain In cases with more than 1 type of terrain, only 2 combat modifiers may apply (Defender’s choice)
Max Modifiers Modifiers are cumulative but a Combat Roll of 6 (“To Hit”) always produces a hit.
Artillery May only move into woods & rough on road; only gets Close Cmbt benefit for position & linear obstacle
Cavalry Only gets close combat benefit for hill and linear obstacle
Cover & Cover natural protective feature(s) or improvised protective improvements (ie, sangars, rifle pits, etc)
Position Position military engineer-constructed protective features (ie redoubts, fortificatons, etc)
COMBAT
TO HIT: 5-6
6 IS ALWAYS A HIT (REGARDLESS OF MODIFIERS)
MODIFIERS
RANGED FIRE CLOSE COMBAT
Only Firing Side Rolls Both Sides Roll
+1 Commander in Same Grid as Firing Unit +1 Commander in Same Grid as Friendly Unit
+1 Imp Inf & Afghan Rifle Has Not Moved +1 Attacking vs Flank/Rear
+1 Art Fire vs Adjacent Area +1 Mounted vs Dismounted in Open
+1 Art Fire vs same Tgt & Area as previous +1 Close Order Defending
-1 Afghan Mixed Inf Moving & Firing -1 Defending vs Rear Attack
(-) Fire vs Unit in Terrain (see Terrain Eff) -/+ Attack/Defend in Terrain: see Terrain Effects
IF HIT = ROLL FOR HIT RESULT
UNIT FACING
Units must end
move facing a grid
side.
FIELDS OF FIRE
Units fire through
Blame Ed M their front.
Excelsior!