Wilkinson's Campaign - Expedition Forces




For Major Wilkinson I suggest using a 25 point field force that is accompanied by one baggage unit per eight full points (so a minimum of three baggage): 


- Major Wilkinson: Independent Leader, regular infantry; (free) 
- Lt. Harris: Independent Leader, regular infantry; (free) 
- Sikh Soldiers x 12: regular infantry; elite; (7 pts) 
- Trained Askaris x 12: irregular infantry; well-armed; (5 pts) 
- Trained Askaris x 12: irregular infantry; well-armed; (5 pts) 
- Askari x 12: irregular infantry (4 pts) 
- Young Warriors x 16: tribal infantry (3 pts) 
- Standard (1 pt) 
- Porters x 4: baggage (free) 
- Porters x 4: baggage (free) 
- Porters x 4: baggage (free) 
- Miss Jenkins: Special Character (optional, see special rules)

Leadership values and traits should be generated as normal for Wilkinson and Harris. Both Wilkinson and Harris are attached to a unit at the beginning of each game (can be the same unit or different units). Wilkinson's leadership and trait values are used to control all units within his command range (normally 24" but can be limited by local conditions; rules link). If attached to a different unit, Harris may instead choose to use his own leadership and trait values to activate his unit. Units located outside of Wilkinson's command range are considered leaderless.   

At the start of the campaign Wilkinson should select 12 objects from the following list. Refer to object cards for encumbrance values of objects etc. 

1 x Tents
1 x Medicine Chest
8 x Army Rations
2 x Barrel of Rum 
4 x Animal Forage 
8 x Cases of Ammunition 
4 x Glass Beaded Necklaces
4 x Brass Wire 


Wilkinson has also been promised the support of a naval gunboat, HMS Mayfly. The gunboat is due to arrive at the Reverend Jenkins’ Mission with bluejackets and supplies for the expedition. It will then accompany Wilkinson for the rest of the campaign. My MWWBKs rules for the gunboat are here. Costing the gunboat for MWWBKs is tricky since it could be extremely useful or completely useless (in scenarios with no river for example). Some adjustments to scenarios may be required if a gunboat is played. 

 - Sailors x 12: regular infantry (6 pts) 
 - Sailors x 12: regular infantry (6 pts) 
 - Gunboat (10/18 pts)


If Wilkinson is resupplied by the gunboat he may freely choose to take any of the following items:

1 x Tents
1 x Medicine Chest
6 x Army Rations
2 x Barrel of Rum 
4 x Animal Forage 
6 x Cases of Ammunition 
1 x Baggage Unit (porters)


As you can see, Wilkinson starts the campaign with a formidable force and the promise of even more firepower once he reaches the mission. However, Wilkinson only has a finite number of men. Men lost to enemy fire (or lions!) cannot be replaced and the Major must ensure that his force isn't too depleted before it reaches the Arab tembe. 

If Wilkinson is killed in action, he can be succeeded by Lt. Harris. If both Wilkinson and Harris are killed, the campaign is over and the slavers will have won. 



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