The Battle of Maiwand - 27th July 1880
British Troops: Brigadier General Burrows
6 Command cards
Move first
Afghan Tribes: Ayub Khan
6 Command cards
Victory Conditions:
8 VP
- Each ordered british unit, which left their edge on one of the 4 hexes between the 2 british markers, counts as 1 VP for the British player (LDR don’t count in this case as VP).
Special Rules:
- Cross sabers hits only in melee
- Ravine: the hill tiles represent ravine terrain. A unit, which moves from a non ravine tile, on or off a ravine hex, must stop. Moving from a ravine hex to another, don’t stop moving.
Ravine hex don’t block LOS.
British Army:
- British Rifles: The british unit on the right (single picture unit) with 3 figures battles 2-2-2-2.
If they don’t move, they also hit on XSW.
- Horse Artillery: The british horse artillery may move 0-1 and battles with 4-3-2-1
or move 2 and no battle.
- British Engineers: The british unit on the left (with shovels) are Engineers.
They ignores terrain battle restrictions in close combat.
Instead of battling, they may built a fieldwork in her own or an adjacent hex
or may built a bridge on a river hex.
They can upgrade this fieldwork in a further turn to an entrenchment.
Afghan Army:
Tribes with swords:
- Strength 5 figures
- Move 0-1 and battle 3-2-1 OR move 2 without battle
Tribes with muskets:
- Strength 4 figures
- Move 1 and battle 3-2-1 OR don´t move and battle 4-3-2-1
You may use/test different epic rules from the other CC games,
i suggest the epic rules of Battlelore (because i used also the epic 17x13 Battlelore map).
Epic (Battlelore) Rules:
Create a Epic card draw deck with three Command cards, visible to all players, drawn from the Command deck.
Cards in the Epic deck represent common maneuvers and tactics available to both players.
During each turn’s Command phase, a player may either:
Play up to two Section cards, one must come from the 3 cards on the Epic Command deck, and the other from the players´s own set of Command cards.
If only one card is played, it may come from either the players´s own Command cards or from
the Epic Command deck.
OR
Play a single Tactic card from either the player´s own Command cards or a Tactic card on the Epic Command deck.
At the start of each game turn, there should always be 3 Command cards on the Epic Command deck.
Once a player has finished its turn and replenished its player hand, the Epic rack must be replenished back to 3 cards, if necessary.
When a player chooses to play a single Tactic card from the Epic deck, only the card missing from that
deck is replenished. When you draw a new Command card for the Epic deck, if all 3 cards now on the deck are Tactic cards, discard them all and draw 3 new cards.
Once replenished the Epic deck must always contain at least 1 Section card.
If the Command card deck runs out, shuffle the discards to form a new Command draw deck.
- When a Section or Tactic card activates a number of units Equal to Command, the cards located on the
Epic Command deck do not apply toward this number.
- When playing two Section cards, the orders on both section cards are carried out.
Scouting actions do not double up: You still only draw two cards, even though you played two Scout cards.
The following Tactic cards are slightly modified:
- BattleCry: Ordered units battle at +2d for the entire turn. When the decks and discards are reshuffled, the Command cards are left in the Epic rack are not shuffled.
- Counter Attack: When countering a section card played by the other player, only one of the two section cards is countered.