Recalling that it's possible to play The Sword and the Flame on a small scale, I divided up the smallish units from the Wofun Great Game collection. I just finished Peter Hopkirk's classic history of the period, and like I hoped it has provided some inspiration. For one thing, I learned that the Turcomans provided were enemies of the Russians well into the 1880s, which means they can be enemies on the tabletop.
The Western side is two half-units of Russian infantry, plus a mounted commander, and half a unit of Cossacks. These count as Egyptians. They must march through Book Valley, wondering all the while if Turcoman locals (counting as Pathans) will pop up on the hills to attack.
For solo-game purposes, I'm using Mr. Babbage's rules from The Men Who Would Be Kings. This means that the enemy (four Turcoman half-units) will not appear right away, but the Russkies will roll for their appearance every turn.
Given the relatively high movement rates of TSATF and my small table. I used cm instead of inches. This proved a mistake.
Turn 1: The Russian, under Lt. Rosskov, enter the Valley of Books. All is silent.
Turn 2: The Russians head towards the center of the valley. A squad of Turcoman rifles appears in front of the Cossacks, who fire a volley of carbines to kill one of the enemy. The Turcomans (-men?) slink back into the rocks.| I finally added some Agrax Earthshade to figure edges. |
Turn 3: As the Cossacks ride on, twenty more Turcoman rifles appear on the hill to their right, barely in carbine range. The Cossacks pick off another. One of the local units charges (but rolls a 4 for stragglers, leaving five men to reach six Cossacks). The other fires over their heads as they close, killing one Cossack. In CC the Cossacks handily defeat all their opponents (it helps that they win ties). The stragglers fade back into the rocks. Another Turcoman unit appears ahead of the slowly marching infantry, advances to short range and exchanges fire. One native and three Russians fall. The Russian infantry fail their morale check and stop short.
Turn 4: The Cossacks turn about and charge. So does the Russian officer, whilst the infantry move up and spread into line. More Turcoman rifles appear behind them, though they kill two with a hasty volley as the Cossacks (again) wipe the board with their opponents. In return, Turcoman fire kills three more Russian infantry - the survivors retreat and form up with the other half-unit.
I ended the game here, on the grounds that the Russian expedition had been decimated without getting far at all. The Cossacks skirmish to hold off the Turcomans on the hills while their infantry beat a hasty retreat.
It may be obvious at this point that I haven't played TSATF in a while. I elided over the more complex rules, out of laziness. I didn't have a ruler so used one of the measuring DBA measuring sticks (4cm per section). I mostly used the Quick Play rules charts inside the covers, so retreat and morale, for example, were mostly based on what Featherstone calls "military possibilities." The game was quite loose, and I gave up with the Russians barely onto the table because it was obvious that the Turcomans weren't going away! The Cossacks were twice victorious, but they surely couldn't hold off all the locals...
A mix of TSATF and Babbage, loosely played, still made for a fun game. This is one of the useful things about solo play - you can do what feels right in the moment.