The Men Who Would Be Kings - Two Sunday games
Today I met Andrew at the local Scout hall to play a colonial game using these rules again. We set up about 1015, started the first game about 1045, had lunch and finished about 1430, and in this time managed to play the same scenario twice - so if you are looking for some simple, fast play rules, consider giving this set a try!
Andrew had chosen scenario G - " Its awfully quiet out there...." which has a column of British troops ambushed by a larger force of natives. The scenario ratio is 4:3 in favour of the ambushers. We played the skirmish level system, where units are represented by 6 figures rather then 12. I had 42 points with which to construct a force and Andrews natives had 54.
I made the simple decision to have two cavalry units - lancers - and 5 units of regular infantry. Andrews choices were a bit more complicated and I cant tell you them all, but some units were marksmen who could hit on a lower role and many were veterans so added one to any morale test. He had an all infantry force of about 10 units
The British column had to be in the centre of the table and a certain distance away from the table edge at the start of the game. The natives had the first move and would always move first - the scenario was limited to 10 moves. We could gain points towards winning the game as follows :
Each unit destroyed - 2 points
Each above half strength British unit still on the table at the end of the scenario = 2 points
Each native unit that had left the table before the end of the scenario - 1point
So.....there was no incentive for the British to get off the table but if the natives were ahead half way through, they could start withdrawing and be rewarded by points for doing so.
I started off with a late 19th century force of British Indian troops, each unit just two bases strong - 4 figures for cavalry and 6 for infantry.