Two very welcome additions here though; firstly your turn does not end if a unit fails and secondly all troops have a "free" action they can perform without rolling e.g. Regular infantry can shoot or mounted can charge. This is very welcome as in the Lion / Dragon version bad dice could leave you in your chair without making a move, much like Jimmy White's snooker opponents!
We opted for a simple scenario - the Pathans were besieging a small British force in a fortified village and a relief force had to breakthrough to save them.
|The isolated outpost|
For this game the British featured 3 units of Regular infantry, a unit of Bengal Lancers, and a field gun. The Pathans had 2 units of Tribal cavalry, 4 units of Tribal (fighty) infantry, 2 units of Irregular (shooty) infantry and a field gun.
|Pathan's sir , thousands of um|
They met their end at the hands of a second unit of Pathan tribesmen but not before they had routed nearly half the enemy.
|Catching a breath|
|Here we go again|
|The final act|
|Defenders under pressure|
The Sikh relief column made steady progress up the table, keeping their formation tight for fear of an ambush from the plentiful scrub.
Dress the ranks
As they got into rifle range they began a steady fire against the Pathan's defending the village. There was a brief flurry when a last desperate Pathan cavalry charge tried to attack the rear of the column but it was easily seen off by rifle and artillery fire.
The final gambit
We concluded that although the Pathan's held the village they would not be able to withstand the Imperial attack and would have been forced to withdraw.
So a fun game concluded in about 2.5 hours. The rules are more at the "heroic" than "historical" end of the spectrum, but for fans of Colonial movies that's no bad thing. The Lancers proved devastating so its perhaps just as well you only get 1 unit per army.