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Transcript of SAND4

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    SAND!Episode #4

    Using TS&TF 20th

     Anniversary Edition

     by Ray Trochim

    We now drift from the sands of the Sudan to the dust of South Africa. It’s 1879, and a British patrol is

    sent out to set fire to some local huts in the area of an advancing British column. Capt. Collenwood is in

    charge of the patrol and his reputation for being malevolent makes him a good choice for the task. Can the

    British patrol torch the huts and get out in one piece? Or will the Zulus be spending the evening

    disemboweling the British dead in hopes the spirit can be set free.

    Game setup and details: (Recommended number of players is four. Three British and one Zulu)

    British Forces:

    1x Mounted leader (Capt. Collenwood) - C&C

    1x British lancer cavalry unit (12 figures)

    1x British dragoon cavalry unit (12 figures)

    1x South African colonial cavalry unit (12 figures) – (Frontier Light Horse, mounted Durban Rifles, Natal Native Police, or what ever is at hand).

    British forces must start in the area marked “British staring point” which is in upper West edge corner of 

    the board and is 12” by 12” square.

    Zulu Forces:

    1x Foot leader/Induna - C&C

    One Zulu Ibutho: 3x Zulu spear units and a foot leader/Induna (61 figures). These are verteran Zulu units

    that carry white shields. The only white shielded units in this scenario.

    Zulu forces my start anywhere on the board (concealed or not concealed) but may not set up 30” of the

    British starting point.

    Zulu reinforcements:

    Starting on turn #2 roll 1x D6. On a roll of 5 or 6 a new Zulu spear unit enters the game. Roll again and 

    check the map to see where they may enter. The roll for reinforcements is done before the movement

     phase. If a unit does enter play, it is placed on the board edge and it is moved normally during movement

    when the proper move card is pulled.

    Victory Conditions:

    The British must burn all the huts to win. If three to five are burned then it is a tie. Any other result is a

    Zulu victory. If 24 or more British/Colonials are killed or captured (then killed), the Zulus will

    automatically win the Scenario.

    Special:

    ♦ British and colonial cavalry units have unlimited ammunition for this scenario. All Zulu spear units

    unlimited throwing spears. Remember that Zulu units can only throw their spears if they charge their 

    target.

    ♦ Major morale rules (loss of highest ranking leader) will not be used in this scenario.

    ♦ White shielded Zulu units add +1 to their morale chart (Major and Critical/ Pinned)

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    ♦ The rough terrain features are roughly 8”x5” and represent tall grass and thick brush. They can conceal

    only one unit at a time. The rough terrain will block line of sight and when firing at units in rough these

    rough terrain features, treat the unit as a Class III target.

    ♦ At the end of a move phase and before the firing phase, any mounted or dismounted British trooper 

    adjacent to a hut and not involved in a close action my attempt to torch that hut. Each figure adjacent rolls

    a D6. On a roll of 5 or 6 the hut is set on fire. Any trooper that attempts to torch a hut cannot fire during

    the firing phase.

    ♦ 

    Wounded cavalry troopers: Roll one D6. On a roll of 4, 5 or 6 he stays on his horse. Otherwise he falls

    off. It will take one full turn for a mounted trooper to pick up a wounded trooper that has fallen off his

    horse.

    ♦ The hills can be represented by what ever is at hand.

    ♦ Only 5 figures can fit in each hut.

    The diagram below shows a game table of 5’ by 9’.

    Go to: http://www.thewayitwas.com/tsatf.html to get more information about THE SWORD AND THE

    FLAME - 20th Anniversary Edition

    http://www.thewayitwas.com/tsatf.htmlhttp://www.thewayitwas.com/tsatf.htmlhttp://www.thewayitwas.com/tsatf.html