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48 hits since 30 Apr 2025
©1994-2025 Bill Armintrout
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Tango01 Supporting Member of TMP30 Apr 2025 5:17 p.m. PST

" On Sunday, 6 of us plus Andrew as GM/umpire, had a very enjoyable all-day game, using mainly my figures, augmented with one force provided by host Barry and another by Andrew. Rules used were Andrews AS9 homebrew which we have used several times previously; basically, you require a 9 or better on 2 D6 to "score" in either firing, close combat or rallying off hit points. There are a few modifiers such as add one if target is in cover etc (and can be more if using different quality troops etc, but we left everyone as bog standard in this game) but basically that's about it. Infantry move 2 x D6 inches and cavalry/vehicles 3 D6. Terrain has no effect on infantry movement, but cavalry and vehicles cannot enter woods. Hits are caused by a modified score of 9, 10 or 11 – 12 = 2 hits. Units being fired at return fire, unless they physically cannot eg HMG fires 24 inches at a rifle-only unit with max range of 18 inches. If a unit is fired at by multiple enemies, it returns fire at all of them. The sequence is Rally, Fire, Move, Combat – and if you fire, you cannot move – so you do have to make some judgement calls if trying to advance. Each turn, a player can attempt to rally off one hit point from one unit – and the commander figure had four rally "orders" he can choose to issue – but once they are gone, they are gone – so need to be used judiciously. Two hits on a gun team (artillery, vehicle or separate HMG etc) wipes it out, infantry or cavalry units take 4 hits and must then retire 2 D6 inches and continue to retire towards their own table edge until they can succeed in removing one hit marker in the rally phase. Activation is via a pack of standard playing cards – Red in this case being the "Sino/Bolshevik" forces and Black the "Anglo/Afghans"…"

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Bydand

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Armand

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