Set-Up
- Environment: Savannah, Riverside.
- Friendly territory.
- Object Card Deck: Arab Baggage.
- Dangerous terrain: MWWBKs Advanced Rule (pg. 38).
- For general set-up see WI (270, p. 105).
- Lengalama and Ali are independent leaders. Roll for leadership and traits at the beginning of the game.
Special Rules
- An Arab slaver unit is activated first each turn.
- Village buildings. Hard cover, counts as defended structure. May each be occupied by unit of 8 figures or less. Each building has 10 structure points (see pg. 47). Buildings may be directly attacked or set on fire.
- Village fence. Barricade. Soft cover against shooting. Each section has 5 structure points.
- Tents. Obstacles that provide soft cover.
- Cattle. Treat as standard baggage unit. Do not include expedition as friendly units for pin test if cattle are captured.
- Slavers will withdraw from any convenient table edge once three combat units drop below half strength. A destroyed combat unit counts as 2 units for the purpose of this calculation.
Ending the Scenario
- Play continues until only one field force remains on the table or when any of the standard conditions in MWWBKs Ending the Game apply (pg. 26).
After the Battle
- If Wilkinson scores more VP and the cattle remain uncaptured at end of game, the village offer Wilkinson their best guide (for free) to help the expedition safely reach the Arab Tembe. Add a scout to the expedition. This guide has expert knowledge of the local environment. If the Sorcerers Forest Event Card is revealed it may be discarded without effect.
- If Wilkinson scores more VP and all village buildings are intact at the end of the game, Lengelama presents Wilkinson with a small carved bone randomly drawn from Sacred Bones object deck.
- If Wilkinson scores more VP, the cattle remain uncaptured and all village buildings are intact at the end of the game, the Wasimba join the expedition as allies. Surviving archers and Bunduki join the expedition. The Wasimba also supply the expedition with one baggage unit (porters) and a bunch of medicinal herbs.
- If the cattle are captured, the Arab Slavers may increase Tembe Supplies by one.
- If Slavers score more VP than Wilkinson they gain enough intelligence to start planning an ambush on the Expedition. Shuffle Ambush! Scenario + one Extra Event Card into Campaign Deck (placing Arab Tembe scenario card on top as normal). Slavers may deploy extra two points in Ambush! Scenario (four points if leader survived). If Ambush! Scenario not available, still shuffle Extra Event Card into Campaign Deck.
- If slavers score more VP than Wilkinson, local tribes become suspicious of the expedition and territory changes to hostile.
Optional Rules
- Before the game starts roll a d6. Prof. Challenger present on a roll of 6. Place figure in village, then shuffle Sacred Bones scenario card into Campaign Deck.
- If village already destroyed play The Slaver’s Stockade optional scenario.
Victory Points
Wilkinson
+2 Each building intact at end of game
+2 Each enemy combat unit destroyed or forced to retreat off table
Slavers
+1 Each unit of captives on table at end of game
+2 Each unit of captives retired from board
+3 Each building destroyed/burnt
+2 Cattle herd captured
+1 Each expedition combat unit destroyed or forced to retreat off table
Suggested Wasimba Villagers (10pts)
- Lengalama: Wasimba Warrior Leader
- Wasimba Villagers x4 0.5pts
- Wasimba Villagers x4 0.5pts
- Wasimba Warriors (veteran) x8 2pts
- Wasimba Spearmen x8 1.5pts
- Wasimba Spearmen x8 1.5pts
- Wasimba Archers x8 2.5pts
- Wasimba Bunduki x8 1.5pts
- Cattle x4
Suggested Arab Field Force (18 pts) 49 figures
- Ali: Zanzibari Slaver Leader
- Zanzibari Slavers x12 4pts
- Baluchi Swordsmen x12 5pts
- Ruga Ruga x12 4pts
- Canon 4pts
- Standard bearer 1pt
- Baggage x2
Suggested Terrain
- River shoreline
- Village
- Crop fields x2
- Scrub
- Jungle
- Rocky massif
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