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Author Topic: Afghanistan TMWWBK Rules  (Read 2267 times)

Offline Phil Portway

  • Mastermind
  • Posts: 1134
Afghanistan TMWWBK Rules
« on: June 15, 2024, 10:23:39 PM »

8x 6 table. British column had to relieve the fort! Quite a few HR's used. 65 Points for both sides



























If it isn't enjoyable, it isn't gaming!

Offline thequestingvole

  • Bookworm
  • Posts: 91
Re: Afghanistan TMWWBK Rules
« Reply #1 on: June 15, 2024, 11:01:02 PM »
What a magnificent display.  Looks like a splendid game.  Could you tell us a bit more about it?

Who won?
What house rules did you use?
What is the fort made out of?

Thank you

CK

Offline FifteensAway

  • Galactic Brain
  • Posts: 5003
Re: Afghanistan TMWWBK Rules
« Reply #2 on: June 16, 2024, 01:02:34 AM »
An elephant!  And "levitating" soldiers.  What's not to like.

HR???

Offline Phil Portway

  • Mastermind
  • Posts: 1134
Re: Afghanistan TMWWBK Rules
« Reply #3 on: June 16, 2024, 05:02:39 PM »
An elephant!  And "levitating" soldiers.  What's not to like.

HR???
lol lol
House Rules

Offline Phil Portway

  • Mastermind
  • Posts: 1134
Re: Afghanistan TMWWBK Rules
« Reply #4 on: June 16, 2024, 05:06:40 PM »
What a magnificent display.  Looks like a splendid game.  Could you tell us a bit more about it?

Who won?
What house rules did you use?
What is the fort made out of?

Thank you

CK

The British got two baggage to the fort, but the Afghans managed to pinch two
The British force was at 50% and the Afghan had lost 40%, so we deemed it a draw!
The Fort is the Village Green Resin fort
I will put the HR's up later

Offline Triarii

  • Assistant
  • Posts: 49
Re: Afghanistan TMWWBK Rules
« Reply #5 on: June 17, 2024, 03:20:13 PM »
 Now I need to get me an elephant pulled gun. It never ends... lol
We are where we are.

Offline Phil Portway

  • Mastermind
  • Posts: 1134
Re: Afghanistan TMWWBK Rules
« Reply #6 on: August 03, 2024, 10:57:09 AM »
Now I need to get me an elephant pulled gun. It never ends... lol

I had Nellie in my Stash, so thought it appropriate to put some paint on her!

Offline Tom Dulski

  • Mad Scientist
  • Posts: 900
  • BOOKWORM
Re: Afghanistan TMWWBK Rules
« Reply #7 on: August 03, 2024, 12:08:26 PM »

 Nice looking table, where did you get the fort? Is that hand made?

Offline Phil Portway

  • Mastermind
  • Posts: 1134
Re: Afghanistan TMWWBK Rules
« Reply #8 on: August 03, 2024, 05:30:31 PM »
Nice looking table, where did you get the fort? Is that hand made?
It's the "Beau Geste" fort from Village Green

Offline robh

  • Scatterbrained Genius
  • Posts: 3447
  • Spanish offworld colonies
Re: Afghanistan TMWWBK Rules
« Reply #9 on: August 03, 2024, 08:04:42 PM »
Lovely tabletop there.  I really like the irregular sabot bases, they always look good for loose formation units.

Offline CapnJim

  • Galactic Brain
  • Posts: 4275
  • Gainfully unemployed and lovng it!
Re: Afghanistan TMWWBK Rules
« Reply #10 on: August 03, 2024, 09:52:00 PM »
Great looking game!  Well done...
"Remember - Incoming Fire Has the Right-of-Way"

Online MaleGriffin

  • Mastermind
  • Posts: 1837
  • Don't bother running.... You'll just die tired....
Re: Afghanistan TMWWBK Rules
« Reply #11 on: August 04, 2024, 08:11:09 PM »
Spectacular game! Well done!
Hoc quoque transibit
Sanguinem sistit semper

Offline Lord Raglan

  • Scatterbrained Genius
  • Posts: 3390
  • Abergavenny
Re: Afghanistan TMWWBK Rules
« Reply #12 on: August 04, 2024, 09:32:52 PM »
Looks fun

Offline Phil Portway

  • Mastermind
  • Posts: 1134
Re: Afghanistan TMWWBK Rules
« Reply #13 on: August 15, 2024, 10:20:35 PM »
What house rules did you use?
Two different colour chits for each side, per unit in a bag
A single different coloured chit for End of Turn (Optional)
Cic & 2iC move at the end of the turn (After all units have activated)
CiC- When attached to a unit can reroll Rally/Pin Roll
2iC- When attached to a unit can reroll “activation” Roll
Double 1s - When rolling for activation/ Unpinning - unit retreats full move!

Double 6s - When rolling for activation/ Unpinning - unit gets to do an extra activation!        eg: Rally & Move, Move & Fire, Fire twice!

When shooting, more 1s than hits, Ammo low, can either fire half figures (until resupplied), or not fire next turn to resupply (can still do any other action).
At 50% losses, each unit of affected force take a Rally Roll, if fail takes a Pin Marker
At 75% Losses, Force withdraws from the field or are captured if within 6” of the Enemy.

 

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