THIS
PAGE IS ALWAYS UNDER CONSTRUCTION, SO PLEASE VISIT AGAIN.
THE
AFRIBORIAN HERALD: THE CAMPAIGN GAZETTE.
The Afriborian Campaign is situated in
an imaginary world that resembles our own planet and its history (roughly 1874-1914),
but events that took place in our world might be set at different dates or in
different places in the Afriborian world, thus making any resemblance between
Afriboria and real history, -people, -events and -places purely a matter of
imagination.
The
"AFRIBORIAN HERALD" is the campaign gazette of the Afriborian wargame/roleplaying
campaign and reports on the events on the Dark Continent.
The
rules used for this engagement are "Afriboria
- Miniature battles in a colonial setting", fastplay card driven colonial
rules (downloadable for free at http://www.tsoa.be/ - Antwerp Fusiliers rules
section). This battle was played solo, with 4 command cards per side.
The
event cards relating to wild animals were removed from the "event cards"
deck.
Each turn, the solo player picked 2 command cards (his choice) from the hand
of the active side and casts 1D6. 1-3 activated the first card, 4-6 the second.
Pretty straightforward, but it worked rather well.
"THE
FOUR FEATHERS".
"Battle for Maxim's". The gateway to the Valley of Death. SCENARIO NOTES - TO VIEW THE BATTLE CLICK HERE. |
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The
British column leaving the basecamp (Lord Hamilton commanding): - two 8 fig B-class sepoy units (scarlet & blue uniforms). - two 6 fig A-class Ghurkas (green uniforms). - two 5 fig A-class Bengal lancers. - one A-class (steam drawn) heavy artillery unit (4 figs). Two officers: Lord Hamilton on horseback and a Captain on foot. "Unit colours" (see rules) are mixed red-green-blue. Contrary to the French, who proudly fly their "Tricolore", Lord Hamilton keeps a low profile and does not display the colours. |
The
French column leaving the basecamp (Rico Sanscheveux in command): - three 6 fig A-class French regular units (blue & white uniforms). - two 6 fig A-class "Légion Etrangère" units (light khaki uniforms). - one 6 fig A-class "Infanterie de Marine" unit. - one 6 fig volunteer unit "Maxim's Rifles". - one A-class artillery unit (4 figs), a medical and a supply unit. Two officers (Rico Sanscheveux and a Captain) and 1 sergeant, all on foot. "Unit colours" (see rules) are mixed red-green-blue. |
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![]() A-class (steam drawn) heavy artillery unit (gun: pencil sharpener - tractor: Lledo Diecast model - both repainted). |
![]() Ambulance unit followed by a supply unit (ambulance: Lledo Diecast model - repainted). |
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The A-class (in this case steam drawn) HEAVY ARTILLERY UNIT (4 figs) is a "special unit" not mentioned in the basic "Afriboria" rules. It has the following specs:
The MEDICAL UNIT (in this case a 1 model ambulance unit) is a "special unit" not mentioned in the basic "Afriboria" rules and represents medical capacity.
The SUPPLY UNIT (in this case 4 packhorses, but could also be a wagon,truck or bunch of porters) is a "special unit" not mentioned in the basic "Afriboria" rules.
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The
(scratchbuilt) French trading post (known as "Maxim's")
in happier days. The post was manned by François Maxim's second
son, but since the unrest in the region nothing has been heard from him
nor his servants... Fearing the worst, his father has raised a unit of
volunteers and joined the French column.
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After
dispatching about a third of his army to deal with the allied basecamp,
the "Devil's Own" (Rif tribes) commander arrives with his main
force at the trading post to deny the allies entrance to "the Valley
of Death".
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Prior
to the battle, the
first Dahnist' units arrive on the scene. The main Dahnist' force is still
days away, but a fast camel "company" (3 C-class units)
commanded by a "tribal overlord" has been sent ahead
with great speed, no doubt not only to strengthen the "Devil's Own",
but also to make sure the Rif Arabs won't sue for peace...
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DEPLOYMENT
- OVERVIEW.
![]() Scenario objectives/victory conditions. Allies: 6 victory points to win the game. Taking the trading post = 2 points. Each unit/tribal overlord killed = 1 point. Rif tribes & Dahnists: 4 victory points to win the game. Taking the heavy artillery unit = 2 points. Each unit/officer killed = 1 point. 5 command cards per side. Allied side moves first. |
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ALLIED
INITIAL DEPLOYMENT (left): (1) French infantry "company": 1 officer, 2 "Légion Etrangère" A-class infantry, 1 "Infanterie de Marine" A-class infantry. (2) French infantry "company": 1 officer (Rico Sanscheveux) , 3 line infantry A-class, 1 A-class field gun. (3) British (Indistani) infantry "company": 1 officer, 2 Ghurka A-class infantry, 2 sepoy B-class infantry. |