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british soldier - Flames of War

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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.

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