The Last Train from Goldwasser
Complete Scenario
Germans
On Train - 1 unit (20) of Imperial Troops + Zinktrumpet & 2 staff +
3 trainmen + 4 civilians + 3 horses
At Ruins - 1 unit (20) of Colonial Troops (Askaris) + 1/2
unit (10) of Imperial Troops +1 Machinegun
(may set up anywhere between ruins and hills in the pass)
At Town - 1/2 unit (6) of Imperial Cavalry
In Launch - 1 Machinegun + 1/2 unit of Imperial Marines (10) + 3 sailors
In Cliffs at pass - 1 unit (20) Hillmen (Pathan) jezails (cannot be meleed or move out of cliffs; need not be evacuated).
Appropriate Officers.
Objective - Evacuate the gold, plus as many troops, civilians, and machine guns as possible across the river into German Ouargistan. Figures may leave train; gold is too heavy to move, and must stay on train.
British
At Bridge - 1 unit (12) Cavalry and barricade of 12 stones.
In Pass - 2 units (20 ea) of Imperial Troops + 2 units
(20 ea.) of Colonial Troops + 1Imperial Arty (enter between trees)
1/2 unit (6) of Native Camels+ + 1 unit (20) of Thingmin spearmen (enter
between trees and mountains)
Commanders and Appropriate Officers.
Objective - Prevent the train from crossing the bridge.
RULES
The Sword and the Flame - Revision 1.
1. Ignore wounded rules; treat wounded as dead.
2. Second rank behind and touching first rank may fire. Entire unit may
fire upward into cliffs. Units in cliffs may fire over units on ground.
TERRAIN
Hills - 3" penalty per contour going up. No
cost going down.
Two hill contours blocks line of sight.
A figure behind one hill contour is Class 3 target to firers on the same
level as target figure.
Road - +1D6 movement bonus to any figure making at least half of normal move on road. Roll the normal move first, then bonus if figure qualifies. Road is 2 figures wide.
River - Not fordable. Figures transferring to or from Launch take a 3" penalty.
Tree bases - Rough Terrain (half speed). Block line of sight except for figures at edge.
Ruins - Rough Terrain (half
speed). Figures in ruins are Class 4 targets.
Cavalry may not enter ruins or melee troops in ruins.
Ruins block line of sight except for figures at edge.
SPECIAL RULES
Train may accelerate by 1 speed-level
per turn, decelerate by 2 speed-levels per turn.
When accelerating, the train must take its basic move and may take any part
of its die-roll bonus. When decelerating or at constant speed, it must take
its entire move.
| Speed Level | Movement | Die Roll for Boarding |
| 1-Crawl | 1 +1D6 inches | 2-6 |
| 2-Low | 6 +1D6 inches | 4-6 |
| 3-Medium | 12 +1D6 inches | 6 |
| 4-High | 18 +1D6 inches | 6 (cavalry only) |
Figures attempting to board a moving train die if they
fail to make the boarding die roll.
Train is carrying horses for general and staff.
Firing figures aim at engine or individual car. Engine range measured to
stack, cars to front coupler.
Figures in train are Class 3 targets.Trainmen are key figures.
Each car can hold 20 men; 10 can fire from each side, 2 from each end.
Against small arms, Engine is a class 2 target. Ace causes one damage point
to engine.
For each damage point, roll 1D6 each turn thereafter and reduce rolled speed by that amount. A trainman may repair one damage point per turn on a roll of 4,5,6 but not on the same turn the damage is caused.
Against artillery, Engine is a class 2 target. Face card causes 1 point of damage (trainman is killed if facecard is a heart). Red ace derails train. Black ace causes boiler explosion (see below).
Launch starts at 1D6, accelerates
by 1D6 per turn. Max speed is 3D6. May stop anytime. Moves forward or backward.
Launch is a class 3 target. Measure from stack. Damage to launch and sailors
as for train and trainmen.
Barricade - The Barricade may
not exceed 12 rocks.
1 soldier or crewman may move one rock per turn if not moving or fighting.
If train (stack) runs into barricade, roll 1D6 for each
level of speed and subtract the number of rocks still in the barricade.
Cross-index the result with the speed-level.
Example: the train is moving at Level 2 (Low) speed, so rolls 2 dice
and gets a 7. The barricade has 5 stones remaining, 7-5=2. The result is
read by cross-indexing +2 with the train's speed-level, and the result is
a Successful crash of the barricade.
FINAL DIE RESULT | |||||||
+3 or more |
+2 |
+1 |
0 |
-1 |
-2 |
-3 or less | |
| SPEED | |||||||
1-Crawl |
Success |
Success |
Success |
A |
A |
B |
C |
2-Low |
Success |
Success |
A |
A |
B |
C |
D |
3-Medium |
Success |
A |
B |
C |
D |
X |
X |
4-High |
Success |
D |
D |
X |
X |
X |
X |
Success - Train keeps moving,
pushes barrier aside.
A - Barrier destroyed, but train stops; may move next turn.
B - Barrier destroyed, but train stops; may move on a fix roll of
3+ (one attempt per turn, only if there is a live trainman)
C - Barrier intact, but reduced to half. Train stops; may move on
a fix roll of 3+ (one attempt per turn, only if there is a live trainman)
D - Derailed; may not move again.
X - Boiler explosion; all in engine killed; all in second car or
within 6" save on 6; all in third car or within 6-12" save on
4+.
On a result of B, C, or D, every figure aboard must make a saving throw - if the throw is LESS than the train's speed level, the figure is dead.
("I would have written a shorter scenario, but I didn't
have the time" - David)
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Copyright©1998 David Helber.
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