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SAND!

Episode #3
Using TS&TF 20th Anniversary Edition
by Ray Trochim
While Capt. Turnpike was busy securing a landing zone for possible future British/Egyptian military
operations, another event was unfolding in the region. An Egyptian column was on the march to El Kamir
(hypothetical city) but was running critically low on water. There was a well/oasis in the area where the
army could refresh their supplies, but this was out of the way for the whole column to march to, and if it
contained no water, it could spell doom for the entire column. The Egyptian commander decided to send a
small reconnaissance force while the main body conserves what was left of the water supply. Lieutenant
Anwar was given the task to go check out the oasis to see if it had dried up and report back to the main
column. As he approached the oasis, Lt. Anwar could see a sandstorm blowing in the area but knew he
had to push on.
It is strongly suggested that the gamers play this scenario with a referee and hidden movement for both
sides. This is a modified scenario that finds its origins from an article in The Courier magazine.
Egyptians Forces:
2x Egyptian infantry units (40 figures)
1x Egyptian gardner-gun and four crew
1x Egyptian cavalry unit (12 figures)
1x mounted leader (Lt. Anwar)
Roll one D6 to determine which area on the West edge of the board to enter on (see map)
Dervish Forces:
2x Fuzzy Wuzzy camel unit (24 figures)
3x Fuzzy Wuzzy infantry units (60 figures)
1x mounted fuzzy leader.
Roll one D6 to determine which area on the East edge of the board to enter on (see map)
Victory conditions:
The side that holds the Oasis by turn 14 wins the game.
Fussy Wuzzy units carry no firearms or throwing spears. All Egyptian infantry, cavalry, and artillery
units have ten rounds of ammunition each.
The Egyptians being very thirsty and not being well disciplined must make a check to see if they break
ranks and make a dash for the oasis. At the start of turns #1 through #9, check to see if any Egyptian units
are within 9" of the oasis. Before those units are moved, the controlling player needs to roll 1xD6. On a
roll of "6" the moving unit instead break ranks and make a run for the oasis. Make a charge move towards
the oasis taking no stragglers. Once they reach the oasis they must remain there one full turn in disorder
and without firing their weapons. After which they may be reformed and no longer have to make the
check. Starting on turn #10, units that have not reached the oasis, regardless were they are on the table,
must roll 1xD6 to see if they break ranks and charge towards the oasis.
A sandstorm is blowing from turn #1. It is two feet wide (24") and starts out in the center of the game
table. The sandstorm blocks all line of sight. Visibility into, out of, and within is limited 4". Before the
start of a turn roll 1xD6 to determine if the sandstorm moves. On a roll of 1 or 2 the storm moves west.
On a roll of 3 it does not move. One a roll of 4, 5 or 6 the sandstorm moves east (towards the oasis). If the

sandstorm moves, it is moved at a rate of 6. Units moving through the sandstorm suffer a half movement
penalty (including Dervishers). A good way to represent the sandstorm is to lay two pieces of tan yarn
down across the board and adjust these as the storm moves.
The rough terrain features are roughly 8x5 and represent rocky areas. They can conceal only one unit
and they do not block line of sight. When firing into or through these terrain features, treat the target as
class IV.
The two hills can be represented by what ever is at hand.
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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