Introduction
Welcome to the Jarania campaign system. This completely fictional world has been created for use with Larry Brom's excellent colonial wargames ruleset called The Sword and The Flame. Jarania encompasses jungles, savannah, deserts and mountains. There is a full range of maps for you to examine at closer inspection. This campaign system has been designed for use with the national characteristics of the British and her enemies as detailed in Lori Brom's ruleset. There is no reason that you could not modify these forces for use with your own particular armies and areas of interest. This campaign system is designed to be indefinite. Neither the British, nor her enemies, can ever claim complete victory. Rather, the system is designed to continually create individual scenarios that add to the sum of their individual parts. The system revolves primarily around the British player, and optionally, an allied sultan. Each district is capable of rebelling against a British field force passing through it. If it does, a battle is fought to determine control of that district. This rebellion index is a central factor of the system and will be explained in more detail later. For the time being it is time to explain the premise.
The Premise

The Sultan of Jarania has invited Her Majesty's Indian government to provide troops to help rule over this kingdom. Due to the importance of Jarania to Britain's communication lines, the Indian government has agreed to send some forces to the Sultan.

The Sultan likes to think that he is lord and master of the entire kingdom of Jarania. Unfortunately, the peoples found in this kingdom are prone to a more independent line of thinking. The British officials based in Port Jaran pay lip service to the Sultan's suzerainty over the kingdom but tread carefully when dealing with the various tribes found in the area.

There is little love lost between the Sultan and the tribes found in Jarania. Indeed, his ability to maintain formal control over them has been tested on a number of occasions. These have tended to result in a dimunition of the Sultan's power. This has happened to such an extent that his forces rarely leave the relative safety of their garrisons in Port Jaran and in the towns of Nkwatia. They are reluctant to enter the lands of the Jafraynis, Guruubs and the Ambelis. In fact, this was one of the prime reasons that the Sultan took the step of inviting the British to help maintain control over these lands.

Peoples of Jarania
There are very few people who consider themselves to be Jaranians. One of the few who do is the Sultan himself. These Jaranians actually arrived by sea some several hundred years before and grew rich through trade and slavery. Slavery has long since been abondoned, but the ruling class of these peoples have managed to cling on to power for so long solely through the division of their opposition. The army is efficient enough, but often has equipment of a lower standard than their opposition have.
In TSATF they are classified as Egyptians/Sudanese

The Nkwatis have been the most unsuccessful at resisting the Sultan's power. Primarily due to the infrastructure of forts and roads that previous Sultans invested in the area. The Nkwatis are a relatively peaceful people who eke out their living on the savannah through raising livestock. If they do rise up in rebellion they tend to have little more than swords and spears to hand. However, they are used to trading with the Jafraynis which has exposed them to some limited use of cavalry and camels. In fact, they can also lay their hands on muzzle loading guns at times.
In TSATF they are classified as Fuzzy Wuzzies

The Jafraynis are a nomadic desert people. They have traded for as long as anyone can remember. It is said that they still deal in slaves. This all accounts for their ability to buy significant amounts of rifles and muzzle loading guns. In fact, they have been known to get their hands on artillery pieces.
In TSATF they are classified as Dervishes

The Guruubs are the poorest but possibly proudest peoples in the area. They live in the impenetrable jungle and do not welcome visitors. They rarely fight with more than swords or spears, but given their location can use them to devestating effect.
In TSATF they are classified as Zulus

The Ambelis are a devoutly religious mountains people. They share the same religion as the Sultan but regard him as a decadent ruler who has strayed from the path. They are a sophisticated people who have successfully used their mountain terrain to keep back the Sultan's forces.
In TSATF they are classified as Pathans

The Rebellion Index
The central game mechanic for this campaign system is the Rebellion Index. There are a number of districts in Jarania (See Map). Each district has its own rebellion index. At the start of the campaign, these are all set at 2. Each turn, every district that does not have a British or allied unit in it will have its rebellion index increased by 1. When a British force enters a district, a twenty sided die is rolled. If the result of that role is less than the rebellion index of that district then a rebellion has occured. The size of that rebellion is equal to the difference between the rebellion index and the number rolled and it is measured in warbands. For example, a British field force enters the district of Khadala. The Rebellion Index of that district is currently 8. If the roll of the die is 8 or more than the British force may enter that district normally. If he roles a 5 then there is a rebellion equal to three Jafrayni warbands (He rolls on the Jafrayni Warband Chart to see exactly what forces he faces). A battle must commence between the British and Jafrayni forces to see who controls that district. If the British are victorious then they can remain in that district, otherwise they must go back to the district that they entered it from. The Native Forces remain intact in that district and are reconstituted afresh the next time a British force enters that district. Also, each subsequent turn that the Native force is not subdued it rolls a d6. On a 5 or a 6 that force can move to an adjacent area towards a British force or town. The originating area returns to its previous rebellion number. The new area rolls as if a British force had entered it. Any activated warbands are added to the Native force.

There is a special skirmish table if the British happen to face a single warband as an opponent. This is just to speed up the game mechanics. Besides, it would probably be a bit of a waste of time for the British to fight a single tribal warband.

When a British force leaves a district the Rebellion Index of that district is automatically reset to 0. Remember, you do not need to roll a dice to see if there is a rebellion in a district where a British force started. It is only when they enter a new district. However, in the case of a road, it is possible for the British forces to move two districts in a turn. Each district must role for a rebellion separately. If a rebellion occurs in the first district then the British must stop and fight the battle there. They cannot continue after this battle.

The idea of the system is that the British player has to continually send armies around the map pacifying areas and showing the flag. If they leave an area unpatrolled for a long length of time there is every chance that a major rebellion will occur there. In fact, when the Rebellion Index reaches double figures for any particular district it is considered to be a diplomatic problem. Atrocities are committed against any Europeans in the area and the like. The British press will begin to insist that an expeditionary force be sent to the district in order to keep British prestige up.

If the British player rolls a 20 on the Rebellion Index roll then the locals of that area are considered to think favourably enough of the British and Jaranian rulers to raise a unit for British use. Roll on the Raised Unit Table to see what force is raised. It is created in the nearest British controlled town. Regulars wear the normal Sultan's uniform and take casualties as normal. Irregulars are based on the tribe where the unit was raised from. If an Irregular unit ever runs away from a battle, it is never reformed, even if the British go on to win that particular battle.

Tactical Situations
There is a special table using a d20 to determine the kind of battle that is going to be fought. An encounter battle means that both forces enter from opposite edges of the table. The British attack means that the natives are already deployed. British defend is the Vice Versa of this situation. British Column Attacked means that a marching column has to try and force its way off the opponents side of the table. All of these situations can be modified by the relative success of British reconnaisance and patrol efforts. Good reconnaisance means that the British player that none of the natives are concealed. Poor reconnaisance means that they are all concealed. If the British force does not field any cavalry then the reconnaisance is always considered to be poor. The Native player never needs to worry about reconnaisance. The British player can never conceal his units.
Casualties and Reinforcements
It is important for the British player to keep a record of the losses he incurs in any battles that he fights. The number of dead are automatically subtracted from the roll of available soldiers. The wounded are calculated differently. If the British player wins control of the district then he can count on having two-thirds of his wounded return to fight in their original units. If he loses control of the district, then he will only receive one-quarter of the wounded back.

Every turn, reinforcements arrive in Port Jaran. 1d6 British Soldier points. 2d6 Indian Soldier points and 3d6 Jaranian soldier points. These points can be used to automatically reinforce any British unit currently in a British controlled town that can trace a road to Port Jaran. Each infantry man replaced costs one point, each cavalry two and each artillery or gatling gun operator three. Any left over points can either be stored indefinitely in Port Jaran or be used to form a new unit. The unit must be at full strength before it can be considered a fully constituted unit.

Orders
There are a number of standing orders emanating from HQ in India. It is possible that these could change, but only after serious consideration. The most important orders are that the British must maintain one full strength British unit in Port Jaran at all times. This is for the sake of prestige. Few Europeans venture further inland than this town. It is considered essential that they are always manned. The Sultan also wishes to have a garrison in this and all the other towns in Nkwatia. The British are prepared to agree to this, but do not want any garrisons in the three other tribal areas. They do not mind British columns passing through them, showing the flag as it were, but it is considered ill-advised to overly antagonise the tribes any more than they have to. The British must always try to maintain a combined arms field force. The Indian government also requires that a single unit is never despatched alone. The Sultan agrees with this policy - but garrisons in forts are an exception.

In addition to these orders, the British or Indian government may, at times, be forced to issue other orders. These could include conducting campaigns, or recalling columns. They may even despatch new troops or recall existing ones.

Maps of Jarania
map of Jarania
Maps
Warband Tables
d20 For Each Warband
Nkawatis
1 - 12 Sword Armed
13 - 15 Muzzle Loading Rifles
16 - 18 Horse Cavalry
19 - 20 Camel Cavalry
Jafraynis
1 - 4 Sword Armed
5 - 8 Spear Armed
9 - 14 Muzzle Loading Rifles
15 Breech Loading Rifles
16 - 17 Horse Cavalry
18 - 19 Camel Cavalry
20 Artillery Piece
Guruubs
1 - 9 Sword Armed
10 - 18 Spear Armed
19 - 20 Muzzle Loading Rifles
Ambelis
1 - 5 Sword Armed
6 - 10 Spear Armed
11 - 16 Muzzle Loading Rifles
17 - 18 Breech Loading Rifles
19 Horse Cavalry
20 Artillery Piece
Jaranian Raised Unit Table
d20 For Each New Unit
Jaranians
1 - 5 Sword Armed Irregulars
6 - 10 Spear Armed Irregulars
11 - 15 Muzzle Loading Regulars
16 - 20 Breech Loading Regulars
n.b. Regulars are Generic Sultan's Troops
Irregulars come from donating Tribe
Tactical Situation
d20
1, 2 Encounter
Good Reconnaisance
3, 4, 5 Encounter
Poor Reconnaisance
6, 7 British Attack Natives
Good Reconnaisance
8, 9, 10 British Attack Natives
Poor Reconnaisance
11, 12 British Defend
Good Reconnaisance
13, 14, 15 British Defend
Poor Reconnaisance
16, 17 British Column Attacked
Good Reconnaisance
18, 19, 20 British Column Attacked
Poor Reconnaisance
n.b. If the British Force doesn't contain cavalry. Reconnaisance is always considered to be poor.
Skirmish Table
d6 Against a single warband
1 British Repulsed
20% Casualties
2 British Repulsed
10% Casualties
3 British Victory
10% Casualties
4 - 6 British Victory
No Casualties
n.b. This is based on a 2 to 1 Ratio. For each additional British unit there is a +1 on the die.
Random Events
d20 each turn
1 - 15 No event.
16 Trekkers arrive. 5 cavalry units of trekkers escort their families across from one side of the map to another. They may trigger rebellions as normal.
17 Pestilence strikes. A randomly chosen tribal region is affected by disease. Reduce all rebellion indices by 2 and Roll a d20 to decide the percentage casualties for forces in that area.
18 Religious Fanatacism. A randomly chosen tribe believes that it has supernatural powers to defeat the infidels. No charge morale checks are needed. This effect lasts until a force is defeated by the British.
19 A European Task force reconnoitres the area. 1 cavalry unit, 3 infantry units and an artillery pieces move across from one side of the map to another. They may trigger rebellions as normal.
20 Pirates attacks Port Jaran.
Current Game in Progress
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Starting Positions
Turn 1
Orders
Ending Dispositions
Turn 2
Orders
Ending Dispositions
Turn 3
Orders
Ending Dispositions
Turn 4
Orders
Battle of Khassasin
Report on Battle of Khassasin
Ending Dispositions
Turn 5
Orders
Skirmish at Ndulu
Battle of Ndoboro


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