Glasgow and District Wargaming Society
Take the Pass!
This is a participation game set in the Russo-Turkish War of 1877.
You are Count Tolstoy commanding a detachment of Russian, Bulgarian and Romanian troops. The siege of Plevna is going slowly and the Tsar has ordered that every supply route through the Balkan Mountains is to be severed. You are ordered to capture and hold the Varasha Pass. Intelligence tells you a small Turkish infantry force holds it, but reinforcements are in a nearby village – so you must move quickly. Vpered Soldaty!
Each unit must activate each move to do anything other than fire. Roll two dice, 6+ succeeds. If fail, unit remains stationary and you try and activate another unit until all units have had one go.
Move: 6” (cavalry 10”) in any direction, 3” in difficult terrain. Models must stay within 4” of unit leader.
Skirmish: Move half speed and fire half the models.
Long range 24”, Short range 12” (carbine 18” & 9”). If one model in range the whole unit can fire at one enemy unit.
Roll one die for each model in unit, 5+ hits. Short range 1 hit = 1 model dead. Long range needs 2 hits. Cover increases number of hits needed by one.
One model in unit must be able to see enemy unit and be within movement range.
One die for each model in unit, 5+ hits. One hit removes one model (cavalry 1.5). Two hits needed if enemy in cover.
Unit that lost most models retreats a half move. If equal attacker retreats.
Test if unit takes casualties from firing or melee.
Roll two die, subtract 1 for every casualty this action turn – 6+ passes. If fail take one pin marker.
Only action a pinned unit can take is to rally.
Roll two die, subtract one for every pinned marker – 6+ passes and remove all pinned markers. If fail but above 2, retreat half move. If fail and 2 or less, rout.
These rules are adapted from Daniel Mersey’s ‘The Men Who Would Be Kings’ published by Osprey. The figures are 28mm from the Outpost Miniatures range.