Sand!: British Forces

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SAND!

Episode #2
Using TS&TF 20th Anniversary Edition
by Ray Trochim
Just for volunteering to rescue the official and his wife (assuming he survived episode #1) Capt. Joseph
Turnpike was favorably looked upon by his commanders and was given the task to secure a strong hold on
the river bank near the city Tel-Abu (Hypothetical city). If all goes well, a forward base will be set up
from which probing missions can be launched from. Capt. Turnpike's task is to clear the area of
Dervishers and take hold of the local well and village. This scenario is good or four to eight players.
British Forces:
1x mounted leader (Capt. Turnpike) - C&C. Starts in Zariba
1x Sgt. Major and 1 foot officer
2x British infantry units (40 figures).
2x British Naval Brigade infantry units (40 figures).
1x Gatling-gun and four crew. Starts in Zariba
1x Lancer cavalry unit (12 figures)
1x Gunboat with two sailors and armed with one gatling gun with four crew. The gatling gun cannot leave
the boat. The boat starts as shown on map.
Unless noted, British Forces my start one foot in from the West edge of the board.
Dervish Forces:
1x Foot leader - C&C. Starts in Zariba
Tribe #1: 3x Ansar spear units and a mounted leader (61 figures)
Tribe #2: 2x Ansar spear and 1x rifle unit and a mounted leader (61 figures)
Tribe #3: 3x Fuzzy Wuzzy units and a mounted leader (61 figures)
Tribe #4: 2x camel units with spears and a mounted leader (25 figures)
1x cannon with four crew. Starts in Zariba
Unless noted, Dervish forces my start five feet in from the East edge of the board.
Victory Conditions:
If the British clear the area of all enemy it is a British victory. If the Dervish clear the area of all enemy or
kill Capt. Turnpike it is a Dervish victory. Any other result is a tie.
Special:
British infantry units must roll three D6 for ammo, the Cavalry get two dice, and the Artillery (gatlings)
get three dice for ammo. All Dervish spear units get unlimited throwing spears, but remember, in the new
20th Anniversary Edition of TS&TF, Dervish units can only throw their spears if they charge their target.
Dervish riflemen get two dice for ammo and the Dervish cannon gets two dice of which half are home
made rounds that have a range of 30 instead of the normal 48 and misfire (the round is a dud) on a roll
of 6 when being fired.
Use Larry Broms gunboat rules #4 to #8 that were printed in Courier Magazine Vol.V Number 1.
The well is a small terrain feature decorated with palm tress that blocks line of sight.
The rough terrain features are roughly 8x5 and represent brush or rocky areas. They can conceal only
one unit and they do not block line of sight. When firing through them, treat the target as class IV. Firing
at units in brush are treated as class III targets. Firing at units in Rocks are treated as Class IV targets. The

Zareba hedge hinders movement by half and counts as class III target for firing. Any units defending
behind a Zareba get a +1 to their die roll in combat. Units charging over a Zareba fight as on top of wall.
The two hills can be represented by what ever is at hand.
Only 10 figures can fit in each building.
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

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