25 July 2013

Mahdist Ambushes and Reactions

Mahdist Marksmen prepare to reveal themselves!


Mahdist Ambushes

Every turn there is a chance that the Mahdists have lain in wait in some appropriate terrain on the table (gully, wadi, creek bed, abandoned sugar mill etc) for some unsuspecting Imperial forces to stumble upon.

To represent the chance of this happening the umpires rolls percentage dice each turn.  There is a 20% chance of an ambush taking place then and there.

If this does occur, roll a ten sided dice (d10) and consult the table below to determine the composition of the ambushing party.

Die Roll (d10)
Native Ambush Composition
1
100 Mahdist Camelry
2
200 Mahdist Spearmen
3
300 Mahdist Spearmen
4
400 Fuzzie Wuzzie spearmen
5
200 Mahdist spearmen
6
200 Mahdist spearmen
7
200 Mahdist Cavalry
8
200 Mahdist Cavalry
9
200 Mahdist Riflemen
10
200 Mahdist Marksmen with Rifles



Please note that each base of natives represents 100 Mahdists.  A roll of 500 Mahdist spearmen would then be represented by five bases of ten figures whilst 200 Mahdist cavalry would be represented by four bases of five figures.

To determine what action the ambushers make a roll.  In this case this would be “Enemy in Open” table in the Mahdist Reaction table.  

The ambushers count the troops that they see from the ambush point for strength considerations.  A result of “L” means Mahdists are driven out of the position 15” away from the Imperial troops.  “G” means they remain hidden and they again test next move.

Springing enemy ambushes by judicious use of skirmishing infantry is highly recommended.  Remember that just because an ambush is rolled for, it does not necessarily mean it will occur. 

If an area has been cleared by Imperial forces then it can no longer be considered by the umpire as a potential ambush point.

It is only appropriate if Imperial troops are approaching a pass, near scrub or an abandoned building etc.  When in doubt, roll a dice!


Egyptian garrison troops on the move somewhere near Trinikat


Mahdist Reactions

One of the most enjoyable aspects of this game in my opinion has always been the random nature of the actions of the Mahdist forces on board. 

The Imperial players very quickly develop a “brotherhood’ against the umpire which can be so much fun for all involved…especially the Umpire!

Following the drawing of the Random Event card, with whatever is called for deployed or acted out, reaction tests are conducted for the Mahdists on the board.  Reaction tests are also carried out in the following circumstances:

a)                  Following a melee.
b)                  Second turn after arriving on board.
c)                  Following any change in circumstances e.g. enemy troops become visible etc.

Please note that the first period that Mahdist reinforcements arrive on board they remain halted and need not make any reaction tests.

It is important to remember that the visibility rules still apply in terms of troops being ineligible to be tested in reactions due to being out of line of sight etc.

Fresh troops are defined as units that have just arrived on table or who are yet to spot an enemy.

The reaction tests should be made by the umpire in a discreet manner when and as required.  There is no need for example for the Imperial players to know that a large formation of 2000 Fuzzies are in shadowing mode and therefore less likely to attack this or next turn.  Just make sure you make a not somewhere of what certain formations are doing for future reference and reaction tests.

However, there is much joy in looking at the faces of the Imperials whenever a vital roll is about to be made such as whether a formation will remain in combat and then be able to use their superior numbers to perhaps overwhelm the column.

I strongly recommend making these rolls out in the open, with as slow and as twisted sinister laugh you can muster.  The look of joy, excitement or despair in the player’s faces when anything but a roll of 4 or 9 on 2d6 will save them makes it all so much more worthwhile!!

Magic!

Mahdist Reaction











Table (2d6)
2
3
4
5
6
7
8
9
10
11
12
No Enemy in Sight























Enemy not Visible
J
FE
E
H
H
FE
I
I
E
G
G












Enemy Visible in Open within 72"











Strength (in figures)











Up to 1/4 own
B
B
B
B
A
A
A
A
A
A
G
1/2 own
G
B
B
B
A
A
A
A
B
B
G
Same as
L
L
G
A
B
B
FL
E
EL
G
A
Above
L
L
L
LB
FL
B
G
A
E
J
A
Double
A
B
J
L
G
FL
E
L
L
B
A












Enemy visible in cover











Strength (in figures)











Up to 1/4 own
G
YB
YB
YB
L
A
A
YB
YB
YB
G
1/2 own
G
YB
YB
YB
L
A
YB
YB
YB
YB
G
Same as
G
L
L
YB
YB
YB
L
A
YB
G
J
Above
G
L
L
L
B
B
L
J
B
B
J
Double
G
B
L
B
B
L
L
J
L
A
J












General Reaction























Friends winning
G
E
C
C
A
A
A
C
C
G
C
Friends losing
A
L
C
C
C
C
C
C
L
L
G
Fresh Troops*
J
FJ
T
K
L
T
L
K
T
FJ
J
Firing Heard
D
D
E
X
FD
D
E
X
I
D
G
In defences#
J
A
S
Z
V
V
Z
Z
S
A
J
*Fresh troops - those who have arrived on board/ yet to spot any enemy











# Mahdists in defences not Imperial troops























In Melee























Losing melee
J
J
M
L
L
L
L
M
L
L
J
Losing badly
J
M
L
L
L
L
L
L
L
M
J
Winning/cut down*
G
G
A
A
A
A
A
A
A
G
G
*If in melee a "G" result means continue to fight.











*All "A" results mean that the Mahdists will charge the nearest troops.













Reaction Test - Character and Code Definitions

It is vital for the umpire to use the correct category for each situation when rolling for effects and reactions as there are many subtle differences in what can occur.

A
Charge - measure to the closest enemy and either charge or move to charge ASAP.
B
Shadow - must stay at least 36 inches away from enemy



Must withdraw from  enemy troops if closer than 36 "


C
Join and imitate nearest friends.  Fairly straight-forward.


D
Head for the sound of firing.




E
Head for High Ground.





F
Head for and join known friends




G
Stay Put and test again next turn.




H
Head for Oasis if present otherwise hold and test again next turn.

I
Cross table through centre




J
Run off table





K
Attack old or new enemy




L
Withdraw out of range at evade speed



M
Continue Melee!





T
If outnumbered withdraw out of range at evade speed.  Otherwise attack!
V
Continue as last turn





W
Fortify






X
Send out scouts





Y
Move towards Imperial base.




Z
If outnumbered then fortify if not stay put and test again next turn.

S
If outnumbered then fortify.  If not charge!!!!





  • If Mahdists receive a draw result they are still considered to be losing the melee.
  • “All Cut Down” means that the enemy have all been eliminated.
  • A charge result would mean an attack on the nearest enemy.
  • To “Shadow” is to stay 36” away from Imperial troops whenever and wherever possible.  If this is rolled when the Mahdists first need to test after they appear on the board simply consider this a “Halt” result and test again next turn.
  • Mahdists that are withdrawing due to an “L” result cannot count the influence of Emirs who are already in combat.
  • Sending out scouts as in a “X” results in one base being dispatched towards the direction of the firing to gather more information for the Mahdist force.  If no firing has occurred then the scouts head towards high ground.
Next Post - Firing Procedures