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PLAYER REFERENCE FOR 2nd AFGHAN WAR PORTABLE WARGAME VARIANT v9

Ed M Based on Bob Cordery’s The Portable Wargame edmuel@hotmail.com

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

HIT RESULT (1D6)  SPECIAL HIT RESULTS


TARGET EFFECT TGT UNIT RANGED CLOSE
Notes
UNIT LOSE SP RETREAT Artillery As Poor
Elite 1-2 3-6 Units that cannot Afghan Melee As Poor
Average 1-3 4-6 retreat or chose not Afghan As Poor; May not
Poor 1-4 5-6 to retreat loses 1 SP. Firearm convert rtrt to Sp
Cavalry As Poor
COMMANDER CASULATIES
If Cdr is located w/unit that loses SP, side inflicting hit may try for
As Poor: No Rtrt when Def
Close Order
ldr casualty. Roll D6: 6=Ldr killed & unit lose 1SP. 1-5=no result Ignore Rtrt (= SP Loss Instead)
(unit not hit & ldr survives) As Poor: No Rtrt when Attkr
Ghazi
Ignore Rtrt (= SP Loss Instead)
ADVANCE AFTER COMBAT/FOLLOW ON ATTACKS
Notes
An attacking unit may advance into an area vacated by close
combat (may change facing as part of advance). Advancing Specials Hit Results supercede unit morale
Afghan Melee Inf, Ghazis, and Mounted Cavarly (both sides) may (example, an “Elite” Imperial Infantry Unit in Close
conduct an immediate follow-on close combat vs enemy Order is treated as “Poor” vs Ranged Fire Hit)
adjacent to the advanced-into area.

UNIT FACING
Units must end
move facing a grid
side.

FIELDS OF FIRE
Units fire through
Blame Ed M their front.

Excelsior!

Ed M’s Wargames Meanderings edmuel@hotmail.com

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