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the young<br />

<strong>british</strong> <strong>soldier</strong><br />

<strong>War</strong>gaming the battles <strong>of</strong> the<br />

Second Afghan <strong>War</strong> By Andy Hoare<br />

In <strong>War</strong>games Illustrated 288, we presented Andy Hoare’s article on the<br />

Second Afghan <strong>War</strong> and the his scenario for the Battle <strong>of</strong> Ahmed Khel.<br />

Andy also provided us with a lot more ideas on how to refight yor way<br />

through this <strong>War</strong>, and we thought we’d bring them to you here.<br />

Gaming the Battle<br />

<strong>of</strong> Ali Masjid<br />

This battle is essentially an improvised<br />

siege, though neither side was especially<br />

well equipped to conduct such an<br />

operation. As a wargame, a potential set<br />

up would see the Afghans occupying<br />

a fort on high ground, and the main<br />

British force advancing from the south<br />

towards it. Knowing that a second<br />

British force is executing a wide outflanking<br />

manoeuvre to the north, the<br />

defenders must essentially hold the<br />

attackers at bay for as long as possible,<br />

while their units slip away before the<br />

trap can be sprung. This makes a great<br />

‘timed scenario’, and it isn’t necessary<br />

that the flanking force be fielded – it can<br />

be assumed that if the Afghans cannot<br />

evacuate before a time limit expires,<br />

they lose.<br />

If you would rather zoom in on the<br />

action and represent the battle at the<br />

skirmish level, one phase <strong>of</strong> the battle<br />

would be ideal for such a game. At one<br />

point, the Third Brigade <strong>of</strong> the Peshawar<br />

Valley Field Force (consisting <strong>of</strong> the<br />

81st Loyal Lincolnshire Volunteers, the<br />

14th Sikhs and the 27th Bengal Native<br />

Infantry) came within storming distance<br />

<strong>of</strong> the fort before they were called <strong>of</strong>f<br />

as darkness drew in. The storming <strong>of</strong> a<br />

breach by men <strong>of</strong> any one <strong>of</strong> these units<br />

would make a great wargame, and again<br />

a time limit could be imposed, in this<br />

instance to take the breach before the<br />

withdrawal order is given.<br />

Gaming the Battle<br />

<strong>of</strong> Peiwar Kotal<br />

As a wargame, the Battle <strong>of</strong> Peiwar<br />

Kotal would see the Afghan regular<br />

army deployed in line along a ridge,<br />

with slopes on either side occupied by<br />

irregular tribesmen. The British side’s<br />

objective is to take the ridge, but the<br />

terrain and set up should make a frontal<br />

assault all but suicidal. The British<br />

therefore can only win by launching a<br />

flank attack through the wooded hills<br />

either side <strong>of</strong> the ridge, at which point<br />

the Afghans will retire.<br />

- Part 2<br />

For those preferring a skirmish, the<br />

storming <strong>of</strong> the Spingawi Kotal (the<br />

wooded ridge to the east <strong>of</strong> Peiwar<br />

Kotal) would make for a challenging<br />

game. This action saw the 72nd<br />

Highlanders and the 5th Ghurkhas carry<br />

the heights, opening the way for the<br />

flanking move that routed the Afghan<br />

line. Such a battle would be fought<br />

in open order amongst the trees, with<br />

both sides using troops familiar with<br />

such terrain. The objectives <strong>of</strong> would<br />

be simple – the British must assault up<br />

the wooded hillside and take the ridge,<br />

while the Afghan tribesmen must hold it.<br />

Gaming the Battle<br />

<strong>of</strong> Futtehabad<br />

For this battle, the set up is simple – the<br />

tribesmen are holding a sangar line at<br />

the summit <strong>of</strong> a slope, with streams<br />

running down each side. To set up a<br />

table in such a manner, the Afghans<br />

would be deployed along one short table<br />

edge, while the two long edges represent<br />

the line <strong>of</strong> the two mountain streams,<br />

and the British would deploy up to half<br />

way onto the table facing the tribesmen.<br />

The players, or, even better, a referee<br />

will need to invent a rule to compel the


tribesmen to charge when fired upon by<br />

the horse artillery. Perhaps the Afghans<br />

must test against their leadership<br />

quality to restrain themselves, or will<br />

automatically charge having taken a set<br />

number <strong>of</strong> casualties.<br />

Theatre <strong>of</strong> Operations<br />

during the second<br />

Afghan <strong>War</strong>, 1878-81<br />

As a skirmish game, the Battle <strong>of</strong><br />

Futtehabad <strong>of</strong>fers several possibilities.<br />

One might feature the surviving<br />

tribesmen attempting to break out <strong>of</strong><br />

the trap into which they had charged,<br />

making for an interesting reversal <strong>of</strong><br />

the traditional image <strong>of</strong> the last few<br />

invaders conducting a last stand or<br />

desperate break out against a larger<br />

force <strong>of</strong> natives. Alternately, the idea <strong>of</strong><br />

the impassable streams on either <strong>of</strong> the<br />

battlefield could be explored – perhaps<br />

a small party (<strong>of</strong> Guides or Ghurkhas) is<br />

caught reconnoitring a flank, and must<br />

escape to inform their commander <strong>of</strong><br />

their findings.<br />

Gaming the Massacre<br />

at the Residency<br />

While it might be considered poor taste<br />

to game what was, in effect, a slaughter,<br />

the fight the Guides put up against<br />

the attackers was a heroic act and the<br />

sort <strong>of</strong> deed that wargamers have been<br />

recreating as long as there have been<br />

wargamers. The attack would best<br />

be represented at the skirmish scale,<br />

focusing perhaps on the defence <strong>of</strong> the<br />

residency grounds, attempts to break<br />

out, or on the final charge. A ‘realistic’<br />

objective would be to get a messenger<br />

out to appeal for aid rather than to<br />

repel the attackers, for that would<br />

be all but impossible. The defenders<br />

would therefore win not by inflicting<br />

casualties, but by holding <strong>of</strong>f the assault<br />

long enough for a messenger to escape.<br />

Above: Key Locations in the Second Afghan <strong>War</strong> - 1. Maiwand, 2. Kandahar, 3. Kabul, 4.<br />

Charasia, 5. Ahmed Khel, 6. Peiwar Kotal, 7. Fatehbad, 8. Landi Kotal, 9. Ali Masjid<br />

Map from Essential Histories 40 - The Anglo-Afghan <strong>War</strong>s1839-1919,<br />

© Osprey Publishing Ltd. www.ospreypublishing.com<br />

Gaming the Battle<br />

<strong>of</strong> Charasia<br />

As a wargame, this battle would be<br />

similar to the Battle <strong>of</strong> Ali Masjid, but<br />

the situation is made more pressing for<br />

the British because a large number <strong>of</strong><br />

Afghan tribesmen are closing on their<br />

rear. They must therefore defeat the<br />

main Afghan line within a set time limit,<br />

at which point it is assumed that the<br />

tribesmen enter play and change things<br />

significantly.<br />

As a skirmish, the action could focus on<br />

the rear, with small parties defending<br />

the baggage train against vengeful<br />

tribesmen. Perhaps the wagons,<br />

camels, elephants, etc. are defended<br />

by a mixed scratch force <strong>of</strong> sick and<br />

wounded British and Indian troops,<br />

plus larger numbers <strong>of</strong> civilians. Such<br />

confrontations were frequent throughout<br />

the course <strong>of</strong> the war, with tribesmen<br />

constantly harrying British supply lines.<br />

In this particular case, the skirmish is<br />

part <strong>of</strong> a larger action.


Perhaps both <strong>of</strong> the above battles could<br />

be fought, starting with the skirmish<br />

and culminating in the larger battle. For<br />

every turn the defenders <strong>of</strong> the baggage<br />

train can hold the raiders at bay, the<br />

attackers get an additional turn to defeat<br />

the foe in the main confrontation before<br />

the enemy arrive in their rear.<br />

Gaming the Battle <strong>of</strong> Kabul<br />

This battle would make a spectacular<br />

game, with a huge force <strong>of</strong> Afghan<br />

irregulars trying to take the cantonment,<br />

which is held by the classic ‘thin red<br />

line’ <strong>of</strong> British and Indian infantry<br />

(fighting in winter, many defenders may<br />

have worn the heavier red jackets in<br />

preference to the lighter khaki summer<br />

dress). The defenders should be well<br />

positioned, and able to field their gatling<br />

guns to murderous effect. The Afghans<br />

should be led by the Ghazi, who would<br />

certainly count as elite warriors. The<br />

attacker’s objective is a simple one –<br />

take the cantonment at all costs. Don’t<br />

forget that the battle started before<br />

dawn, so scenario special rules should<br />

reflect the low light conditions for the<br />

first few turns at least.<br />

As a skirmish game, the action could<br />

focus on the defence <strong>of</strong> the breach in the<br />

northeast corner <strong>of</strong> the cantonment. This<br />

occurred in the early morning, and so<br />

low light rules could be used for the first<br />

few turns. A game in which a handful <strong>of</strong><br />

heroes rally the defenders against a far<br />

superior force, perhaps having to hold<br />

out until other units can arrive to bolster<br />

them, would be a thrilling affair indeed!<br />

Gaming the battle<br />

<strong>of</strong> Ahmed Khel<br />

This battle is in many ways a fairly<br />

conventional affair, and the tabletop<br />

should feature a road passing along<br />

one long edge, and hills on the other.<br />

The British should be deployed along<br />

the road and the Afghan on the hills<br />

opposite. However, there are two<br />

considerations to make things more<br />

interesting. Firstly, several <strong>of</strong> the British<br />

units were caught <strong>of</strong>f guard, and this<br />

could be represented by having them<br />

pinned or otherwise unable to react<br />

properly for the first few turns <strong>of</strong> the<br />

game. The second complication is the<br />

thick dust thrown up by the high wind,<br />

and this should have an effect <strong>of</strong> the<br />

range <strong>of</strong> gunfire. The British should<br />

have a hard time engaging the oncoming<br />

horde from any sort <strong>of</strong> distance,<br />

meaning the action is determined at<br />

close range.<br />

While the main battle presents relatively<br />

few opportunities to fight skirmish<br />

scenarios, the events immediately<br />

preceding it do. With the force<br />

advancing in two separate brigades,<br />

word had to be passed between them<br />

so that they could form up to face the<br />

tribesmen shadowing their movement<br />

through the hills. A great little game<br />

is to be had therefore with messengers<br />

passing through the dangerous terrain<br />

between the two elements, dodging<br />

tribesmen as they go. The table could<br />

feature the road passing down its central<br />

length, and a small British staff section<br />

must get from one table edge to the<br />

other while small bands <strong>of</strong> Afghan<br />

tribesmen attempt to intercept them.<br />

Note: Andy presented a scenario for the<br />

Battle <strong>of</strong> Ahmed Khel in WI288<br />

Gaming the Battle<br />

<strong>of</strong> Maiwand<br />

This battle could easily be fought<br />

featuring the British deployed in a<br />

horseshoe formation, with the main<br />

ravine behind them along one table edge<br />

and the two short table edges being<br />

impassable to them. The main Afghan<br />

line would be deployed surrounding the<br />

British on all sides except their rear. Of<br />

course, with such a drastic mismatch<br />

in force the British are unlikely to win<br />

– the scenario is therefore about them<br />

making a good account <strong>of</strong> themselves,<br />

as they did on the day. The Afghan<br />

army could feature a banner bearer<br />

representing Malalai.


The numerous smaller actions fought<br />

in the aftermath <strong>of</strong> the collapse <strong>of</strong> the<br />

main line would make ideal skirmish<br />

scenarios. Small parties conducting<br />

desperate rearguard actions are simple<br />

to play out, but perhaps <strong>of</strong> more interest<br />

to the wargamer are the attempts by<br />

small, mixed and probably wounded<br />

groups to steal away through the walled<br />

enclosures and gardens <strong>of</strong> the village <strong>of</strong><br />

Khig. Perhaps the 66th’s mascot Bobby<br />

could even take part in these actions.<br />

This could take the form <strong>of</strong> a “cat and<br />

mouse” chase through the alleyways<br />

and buildings, not unlike a 19th Century<br />

version <strong>of</strong> the Battle <strong>of</strong> Mogadishu over<br />

a hundred years later!<br />

Gaming the Battle<br />

<strong>of</strong> Kandahar<br />

An interesting way to represent the<br />

Battle <strong>of</strong> Kandahar would be to position<br />

three or four small villages along the<br />

central length <strong>of</strong> a long table, and have<br />

the Afghan player secretly split his<br />

force between the defence <strong>of</strong> each. The<br />

British must fight their way up this line,<br />

winning the game by reaching the last<br />

position.<br />

As a skirmish game, the players or<br />

referee could invent a suitably thrilling<br />

climax to the war (especially if they<br />

have fought this series <strong>of</strong> games as a<br />

linked campaign). Though Ayub Khan<br />

escaped, and lived for another 35<br />

years, perhaps a small force could be<br />

dispatched in an attempt to capture him<br />

and his <strong>of</strong>ficers before they quit the field<br />

and cause more trouble for the British!<br />

Perhaps defended by an elite bodyguard,<br />

Ayub Khan must escape, while a small<br />

force <strong>of</strong> British and Indians seek to<br />

locate and capture him.<br />

Miniatures<br />

Players should have little or no trouble<br />

finding suitable miniatures for use in<br />

the battles <strong>of</strong> the Second Afghan <strong>War</strong>.<br />

Foundry produce several excellent<br />

ranges, including a selection <strong>of</strong> very<br />

characterful miniatures designed<br />

especially for the period and featuring<br />

oddities such as the Amir’s Highland<br />

Guard and a British <strong>of</strong>ficer wearing an<br />

Indian sheepskin pashteen to keep the<br />

cold weather at bay. For those wishing<br />

to collect a larger force <strong>of</strong> British,<br />

<strong>War</strong>games Factory’s British Firing<br />

Line set is ideal (Rorke’s Drift took<br />

place at the beginning <strong>of</strong> the second year<br />

<strong>of</strong> the war).<br />

For those more inclined to the skirmish<br />

scale, Foundry’s Darkest Africa<br />

range provides plenty <strong>of</strong> characterful<br />

miniatures, as do Askari Miniatures.<br />

British Forces in the<br />

Second Afghan <strong>War</strong><br />

The British fielded a wide range <strong>of</strong><br />

units in the Second Afghan <strong>War</strong>, with<br />

regiments coming from Britain and<br />

all over India. Scottish Highlanders<br />

fought alongside Nepalese Ghurkhas,<br />

Rifle regiments beside Punjabis, and<br />

Foot Regiments from the Midlands<br />

beside those from Baluchistan.<br />

Likewise, cavalry was drawn from an<br />

equally diverse range, and most <strong>of</strong> the<br />

thirteen or so brigades that made up<br />

the three field forces mixed battalions<br />

and regiments so that one European<br />

unit served in the same formation as<br />

two or sometimes three from India.<br />

Such a mixed force is a dream for<br />

most wargamers, whatever level they<br />

are playing at, from battalion-level<br />

confrontations right down to skirmishes.<br />

Afghan Forces<br />

The Afghans were split into two main<br />

groups – the regulars and the tribesmen.<br />

The regular Afghan army had been<br />

armed and equipped by the British in<br />

the aftermath <strong>of</strong> the First Afghan <strong>War</strong>,<br />

and in some cases actually carried old<br />

British weapons and wore elements <strong>of</strong><br />

worn out uniform. In addition, some<br />

elements <strong>of</strong> the regular army were very<br />

well equipped indeed, especially that<br />

which faced Burrows at the Battle <strong>of</strong><br />

Maiwand. Of particular interest to many<br />

wargamers are the Amir’s ‘Highland<br />

Guard,’ a unit styled after Britain’s<br />

Highlander regiments, complete with<br />

kilts, red coats and pith helmets.<br />

On the other hand, the Afghans <strong>of</strong>ten<br />

fielded large numbers <strong>of</strong> tribesmen,<br />

sometimes alongside the regulars, but,<br />

particularly in the last few battles <strong>of</strong><br />

the war, on their own. These carried the<br />

infamous jezail, as well as numerous<br />

weapons looted from the baggage trains<br />

<strong>of</strong> their enemies, and wore a wide range<br />

<strong>of</strong> non-uniformed, traditional dress.<br />

Uniforms<br />

The Second Afghan <strong>War</strong> represents<br />

an interesting period for the collector<br />

<strong>of</strong> British colonial forces, because it<br />

took place right on the cusp <strong>of</strong> the<br />

changeover from red coats to khaki.<br />

Contemporary paintings show both in<br />

use, and it is likely that both were worn<br />

by different units in the same field force.<br />

Often, the heavier red coats were worn<br />

in cold weather, and the lighter khaki<br />

dress in the heat <strong>of</strong> summer. As the<br />

battles <strong>of</strong> the war were fought in both<br />

the depths <strong>of</strong> winter and the height <strong>of</strong><br />

summer, players can (and should)<br />

use either.<br />

For details <strong>of</strong> both British and Afghan<br />

uniforms, Osprey’s MAA72 – The North<br />

West Frontier is a great resource.


<strong>War</strong>gaming Scenario:<br />

retreat from maiwand<br />

British & Indian Army vs Afghan Army & tribesmen, 27 July 1880, using Colonial adventures<br />

In the aftermath <strong>of</strong> the Battle <strong>of</strong> Maiwand, British and Indian<br />

troops fought a series <strong>of</strong> desperate rear guard actions as they<br />

fell back in the face <strong>of</strong> far superior numbers. This scenario<br />

is inspired by the aftermath as beleaguered survivors fought<br />

through the streets and walled gardens <strong>of</strong> the nearby village<br />

<strong>of</strong> Khig. The game pits a small band <strong>of</strong> heroes against a larger<br />

number <strong>of</strong> pursuers, almost like a 19th Century version <strong>of</strong> the<br />

events depicted in the novel and film Black Hawk Down!<br />

The Battle <strong>of</strong> Maiwand,<br />

27 July 1880<br />

THE BATTLEFIELD<br />

The table should be set up to represent a typical Afghan<br />

village, with compounds and similar structures clustered<br />

fairly close together in the centre <strong>of</strong> the table, and vegetation,<br />

irrigation ditches and the likes around its edges.<br />

AFGHAN ARMY<br />

The Afghans consist <strong>of</strong> a mix <strong>of</strong> pursuing forces. There are<br />

two ways <strong>of</strong> representing them, depending on the miniatures<br />

you have available. As both regular Afghan Army troops<br />

(the mutineers) and tribal warriors fought in the Battle <strong>of</strong><br />

Maiwand, you could use a force consisting <strong>of</strong> one or both<br />

types. Tribesmen are represented using the Afghans and<br />

Pathans list in the Colonial Adventures rulebook, while regular<br />

Afghan Army units could be represented using the Ottoman<br />

Empire supplemental army list available via the Two Hour<br />

<strong>War</strong>games website. The Afghans should field three bands any<br />

combinations <strong>of</strong> type (both types have their advantages and<br />

disadvantages in this scenario).<br />

In addition to the main forces, the Afghans have additional<br />

civilians available, as explained below.<br />

BRITISH AND INDIAN ARMY<br />

The British side consists <strong>of</strong> two elements. The first band<br />

consists <strong>of</strong> ten individual miniatures, each the survivor <strong>of</strong> a<br />

different element <strong>of</strong> the main army depending on the models<br />

you have available. You could use infantry, cavalry or artillery<br />

<strong>of</strong>ficers (though all should be on foot), members <strong>of</strong> the<br />

commissariat’s department, chaplains, surgeons and troops<br />

from any <strong>of</strong> the regiments that fought in the battle. Each has a<br />

Rep determined at random by rolling on the European Officer’s<br />

Rep Chart on page 6 <strong>of</strong> Colonial Adventures. Each model<br />

should be armed as per the miniature, with pistol, carbine or<br />

rifle. In addition, Bobby the mascot dog can accompany this<br />

group, and although not armed (apart from his sharp teeth!) he<br />

has a Rep <strong>of</strong> 8 and cannot be killed by any enemy with a lower<br />

Rep than him. The second unit on the British side is a band <strong>of</strong><br />

survivors from the 66th Foot, which should consist <strong>of</strong> around<br />

twenty infantry and a Leader. The troops have a Rep <strong>of</strong> 5, and<br />

the Leader 7.<br />

Bobby<br />

The mongrel mascot <strong>of</strong> the 66th Regiment, Bobby<br />

accompanied his regiment to Afghanistan, where during<br />

the Battle <strong>of</strong> Maiwand he was seen to bark at the enemy<br />

throughout the fight. Bobby was thought lost, but the<br />

retreating survivors discovered him following on behind,<br />

wounded, but as loyal as ever. Upon the regiment’s return<br />

to England, Bobby was presented with a DSO by Queen<br />

Victoria herself, but sadly survived no more than a year<br />

more, as he was run over by hansom cab.<br />

DEPLOYMENT<br />

• The group <strong>of</strong> survivors consisting <strong>of</strong> individual <strong>of</strong>ficers etc is<br />

placed anywhere inside the bounds <strong>of</strong> the village, except inside<br />

buildings or walled gardens.<br />

• Then the Afghans are deployed, anywhere within 6” <strong>of</strong> any<br />

table edge.<br />

• Lastly, the remnants <strong>of</strong> the 66th Foot are deployed anywhere<br />

the British player likes, except inside a building or walled<br />

garden, or within 12” <strong>of</strong> an enemy unit.<br />

• Roll for Activation as normal.<br />

SPECIAL RULES<br />

Villagers: Every time a model from the British side enters a<br />

building or attached walled garden, there is a chance he will<br />

be attacked by an irate villager. The first time a model does so,<br />

there is a 50% chance that d6+2 Civilians appear at the nearest<br />

opening on the building. These villagers come under the<br />

control <strong>of</strong> the Afghan player at the beginning <strong>of</strong> his next turn.<br />

OBJECTIVES<br />

The focus <strong>of</strong> this scenario is the British <strong>of</strong>ficers attempting<br />

to get clear <strong>of</strong> the disaster at Maiwand, and so the result is<br />

determined by the number that escape. The British win if they<br />

get half or more <strong>of</strong> the individual <strong>of</strong>ficers <strong>of</strong>f <strong>of</strong> the table,<br />

while any other result is a victory for the Afghans (though<br />

the papers back home will report a victory regardless!).<br />

Note that the remnants <strong>of</strong> the 66th do not count towards the<br />

victory conditions.

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