Having read (so far) about two thirds of Campaigns on the North-West Frontier 1849-1908, I was eager to try a quick round of Bob Cordery's old classic Bundok and Bayonet with my Wofun Great Game collection. I may have been in too much of a hurry to make a balanced scenario, though: read on.
Sir Hectare McDonald, Colonel of the Upteenth Bengal Infantry, has been tasked with marching up the Whatsit Valley to reconnoiter and, if possible, burn the native village at the other end. (The natives have been uppity.) He has his understrength battalion of fifteen men, and two squadrons (eight men) of the Bengal Lancers.
The natives have a dozen riflemen, ten swordsmen, and a rusty old cannon.
![]() |
| Village to right, native rifles on the ridge at bottom, gun in the village, swordsmen at center. Indian troops enter at left. |
Turn 1: The infantry moves at the double through the pass, and is fired on by native rifles and cannon, losing two of the battalion's sixteen men. Then I realize the firing required two sixes per kill at long range, and the casualties get back up. The native foot and Bengal cavalry both fail their morale rolls and thus do nothing this turn.
![]() |
| Gun in the village. Note the unique local architecture. |
![]() |
| Swordsmen cunningly hidden behind a patch of stone, giggling. |
![]() |
| Khyber rifles waiting patiently, with a fine view of the valley. |
![]() |
| The expedition faces front. |
![]() |
| The Indian infantry moves into range. |
![]() |
| First melee. |
Turn 4: The lancers are forced to change formation to get through the pass, which means they can't attack this turn (you can change formation and move, or move and assault, but not all three). The Bengal Infantry find themselves on the end of a short(range) stick as the musketeers on the hill fell three of them. Their mounted colonel nestles into shelter and gives an order that he should have given on Turn 1: "Take the hills!" The infantry mount a bayonet charge up the slopes (losing four inches of movement to climb two contours), but lose two of their own to the sharp Khyber knives. The native gun nudges its way into the open, hoping to take the cavalry as they approach. Its long-range fire picks off one Lancer. The surviving swordsmen roll a five on 2d6 - exactly what they need to charge and fight again. They clamber into the rocks to sandwich the hapless Bengal Infantry. The fight is inconclusive.
![]() |
| Lancers narrow their front to move ahead. |
Turn 6: The swordsmen fail their morale check, so stand around waving their swords and jeering at the fleeing British. Both infantry and cavalry retreat precipitately (16"+!) and are either off the board or out of sight.
The game was lost from the start, really, because there weren't enough Imperial troops. My key mistake with the Bengal Infantry was keeping them in the plains, when what I've just been reading and one of the key rules of mountain fighting tells me to hold the high ground! Standard procedure on these expeditions was to drive the tribesmen off the peaks and only then send the column through the valleys. The decimated swordsmen were the MVPs of the match, passing two difficult morale checks in succession to keep them annoying the Indians.
Takeaways:
- Only my first game, so there were a few mistakes on the rules. In particular, I didn't notice that units get an extra die to move in open ground, which made a difference early on. Shooting was also a bit tricky - all hits are on sixes, but it's possible to shoot twice and you need more or fewer hits to score casualties depending on range and cover.
- I was flipping back and forth between the morale, movement, shooting and close-combat rules, each of which was on a separate page of my printout. A quick-rules-sheet would be handy, but the rules are quite brief so it should be doable.
- The rules as a whole are simple, with basic mechanisms and a "loads-of-dice" attitude. I was getting the hang of them by the end of the game.
- Close combat is deadlier than shooting, since only one hit is needed for a casualty, whereas much of the shooting was at long-range or into rocks, requiring two or even four hits per kill.
- There's no morale check at the end of combat; it comes next turn when a unit that has taken casualties is less likely to pass. A failure means that it is limited to holding still or falling back.















