The Quickie and the Flame

Fast-Play Sudan Rules


Turns

In a turn a player can activate all their units and undertake the following actions:
Move, Shoot, Close Combat.

 

Move

Basic movement is 8 “. Linear features halt movement and can then be crossed the following turn. If the feature is occupied, close combat is required to cross. Mahdists may only Move or Shoot; Egyptians may move 4” and shoot.

Close Combat

Close Combat occours at the end of a players turn. Resolved using opposed dice rolls. Loser is killed or wounded. Ties ‘rebound’ figures 1”.
Unit
Close Combat Factor
Mahdists
+1
Officers, Characters  
+1
Egyptians in Open Order
-1
Defending an obstacle
+1
If any defenders remain on an obstacle then it cannot be crossed.

Shooting

Shooting is done at 1 die per figure.
Unit
1D6
Maximum range
Egyptian Regulars
5-6
24"
Jehadiy’ya
6
18"
-1 on dice rolls if target is behind cover
+1 on dice rolls if target is in close order (figure bases touching). Mounted commanders, generals &c are always in open order. Gun crews are in open order.
+1 on dice rolls if firers are in close order.

Support Weapons

Weapon
Dice
Crew (min)
Notes
BL Artillery
4D6
4 (2)
Indirect fire, minimum range 10”, or direct fire; no maximum range
MG’s
6D6
2 (1)
Maximum Range 24"
To disable guns, a figure must spend a turn adjacent to the gun without engaging in combat.

Morale

To move into close combat a morale test must be passed. Roll 2D6/1D6 for Mahdist infantry/cavalry (2D6+4/1D6+4 for Egyptian infantry/cavalry) aiming for equal or less than the number of figures in the unit. If failed the unit is halted.
Otherwise, the 50% rule applies.

Reinforcement

Mahdist units can reinforce during a round. To do so they must remain halted for a turn and can reinforce by 1d6 figures. Unit size is capped at 30.

No comments: