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The Extraordinary Sidney Cotton
Indian Unity #10
(Attacker) Hyderabad vs India (Attacker)
Formations Involved
Hyderabad 1st Hyderabad Lancers
Hyderabad 3rd Hyderabad Lancers
India Skinner's Horse

Overall balance chart for InUn010
Side 1 1
Draw 2
Side 2 1
Overall Rating, 6 votes
Scenario Rank: 417 of 598
Parent Game Indian Unity
Historicity Historical
Date 1948-09-01
Start Time 10:30
Turn Count 10
Visibility Day
Counters 16
Net Morale 1
Net Initiative 0
Maps 2: 5, 8
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 141
AAR Bounty 143
Total Plays 4
Total AARs 4
Battle Types
Kill Them All
Meeting Engagement
Scenario Requirements & Playability
Eastern Front maps
Indian Unity counters

In the months before the Indian invasion, Osman Ali Kham, last Nizam of Hyderabad and reputedly the richest man in the world, desperately tried to obtain modern arms to defend his kingdom. He engaged the Australian spy and aviator Sidney Cotton, one of the models for Ian Fleming's James Bond, to obtain the weapons and smuggle them through Indian territory.


The Nizam desperately wanted tanks (and aircraft) for his armed forces, and thanks to Hyderabad's heavy commitment to the Allied cause in the Second World War he had plenty of experienced officers and crew to man them. But Cotton, despite his undoubted skills and commitment to his famous Eleventh Commandment ("Thou shalt not be found out"), could not manage to bring heavy equipment across Indian territory. He did manage to import tens of thousands of rifles and other light arms by air, allowing 50,000 Razakars to take the field with modern weapons. But despite a world awash in surplus arms, the importation of tanks proved beyond even Cotton's abilities, and this tank battle never took place.

Display Relevant AFV Rules

AFV Rules Pertaining to this Scenario's Order of Battle
  • Vulnerable to results on the Assault Combat Chart (7.25, 7.63, ACC), and may be attacked by Anti-Tank fire (11.2, DFT). Anti-Tank fire only affects the individual unit fired upon (7.62, 11.0).
  • AFV's are activated by tank leaders (3.2, 3.3, 5.42, 6.8). They may also be activated as part of an initial activating stack, but if activated in this way would need a tank leader in order to carry out combat movement.
  • AFV's do not block Direct Fire (10.1).
  • Full-strength AFV's with "armor efficiency" may make two anti-tank (AT) fire attacks per turn (either in their action segment or during opportunity fire) if they have AT fire values of 0 or more (11.2).
  • Each unit with an AT fire value of 2 or more may fire at targets at a distance of between 100% and 150% of its printed AT range. It does so at half its AT fire value. (11.3)
  • Efficient and non-efficient AFV's may conduct two opportunity fires per turn if using direct fire (7.44, 7.64). Units with both Direct and AT Fire values may use either type of fire in the same turn as their opportunity fire, but not both (7.22, 13.0). Units which can take opportunity fire twice per turn do not have to target the same unit both times (13.0).
  • Demoralized AFV's are not required to flee from units that do not have AT fire values (14.3).
  • Place a Wreck marker when an AFV is eliminated in a bridge or town hex (16.3).
  • AFV's do not benefit from Entrenchments (16.42).
  • AFV's may Dig In (16.2).
  • Closed-top AFV's: Immune to M, M1 and M2 results on Direct and Bombardment Fire Tables. Do not take step losses from Direct or Bombardment Fire. If X or #X result on Fire Table, make M morale check instead (7.25, 7.41, 7.61, BT, DFT).
  • Closed-top AFV's: Provide the +1 modifier on the Assault Table when combined with infantry. (Modifier only applies to Germans in all scenarios; Soviet Guards in scenarios taking place after 1942; Polish, US and Commonwealth in scenarios taking place after 1943.) (ACC)
  • Tank: all are closed-top and provide the +1 Assault bonus, when applicable
  • Armored Cars: These are Combat Units. They are motorized instead of mechanized. All have their own armored car leaders, who can only activate armored cars (6.85). Do not provide the +1 Assault bonus (ACC).
  • Reconnaissance Vehicle: 8.23 Special Spotting Powers Both foot and vehicle mounted recce units (1.2) possess two special spotting abilities. The first ability is that they can spot enemy in limiting terrain at one hex further than the TEC specifies for other units and leaders. For example, an enemy unit in town can normally be spotted at three hexes or less, but a recce unit can spot them at four hexes.Their second ability is that they can place a Spotted marker on any one enemy unit they can spot per turn, just as if the enemy unit had "blown its cover" by firing. Such Spotted markers are removed as described earlier.

Display Order of Battle

Hyderabad Order of Battle
  • Mechanized
  • Motorized
India Order of Battle
  • Mechanized

Display Errata (1)

1 Errata Item
Overall balance chart for 1122

All Stags have an armor value of 1.

(Shad on 2010 Dec 15)

Display AARs (4)

Indian Unity, scenario #10: The Extraordinary Sidney Cotton
Author JayTownsend
Method Solo
Victor India
Play Date 2012-09-09
Language English
Scenario InUn010

A quick ten turn armor on armor scenario. Hyderabab has Stuart, Stag and those tough Val IX while the Indians have Stuart VI but Armor Efficiency with leader in all their tanks. Victory points are simply for eliminating enemy steps.

There are a few different approaches each side could take but I went for the head on clash. The Hyderabad was quantity but a lot of Stags which really have an armor value of 1 by the way and all ACs have leader so I made the tactical mistake of using them as tanks. The Val IX have a monster armor value of 4 compared the Indian Stuarts with 2. The Indian activated first and pushed all the way across the east-west road pretty fast and then the Hyderabad armor entered and the shooting and maneuvering began. The Val IX are way too tough for the Stuarts even with lucky cross-fire bonuses and adjacent shots but the Hyderabad made the mistake of trying to use numbers with their Stag ACs to get a quick victory against the Indian tanks and paid for it.

Hyderabadi lost 12 steps and the Indians lost 9 steps for a very minor Indian victory by one point. If I would have held the Stugs back, I think the Hyderabdis could have won but I am not sure. A pretty fun scenario to play, and I could see playing this one, three or four times, to try out different strategies and it plays out so fast. I will certainly try this one again.

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Author Matt W (17)
Method Face to Face
Victor Draw
Participants Hugmenot (AAR)
Play Date 2012-12-29
Language English
Scenario InUn010

Played face to face with Hugmenot in our continuing series of Indian Unity. After this we will have only one to go to finish up.

This is a totally fictional scenario as the actual armor units (Valentines and Stuarts) which the Hyderabadis were hoping to acquire remained unavailable and the lack of such armor is felt in many of the scenarios in the supplement. This gives us a straight up tank battle with very litte terrain to worry about (board 8 is like that.

Daniel got the initiative and pushed his Stuarts directly across the board towards my entry area. I entered in three groups with the Valentines and their higher armor protection (and 6 pdr guns, the best in the scenario) advancing straight at the Stuarts and the Stags and Hyderabaid Stuart taking up flanking positions to get crossfire bonuses.

It became immediately apparent that Daniel's Stuarts were in a kill zone and he pulled back towards the small woods on board 5 where much of the remainder of the action played out with cover being used and lost as both sides looked to take out a few more steps of the enemy. With only 10 turns the scenario wrapped up quickly.

The scenario itself is a good one to give a chance to try out tactics with armor. The goal is to eliminate enemy steps and in our case the Hyderabadis led 8-6 at the end. The vehicles are typically low armor protection (most of the Hyderabaids have "1" armor all of the Indians have "2" values) and crossfire and/or adjacency are crucial items to increase teh likelihood of success.

I strongly recommend playing this scenario if you have it before playing any of the large early war armor clashes on the Eastern Front as the lessons are clearer here than in any place else except for maybe "The Duel" a tank battle in EFDx which has limited numbers of counters.

Here you can see the value of a hopeless shot that gives a crossfire bonus or the need to move rather than fire to eliminate that bonus. It is a great learning scenario no matter how it plays as a competitive scenario.

Given the small number of units, it is unlikely that either side can have enough luck eliminating the enemy and avoiding their own loss to get to even a minor victory (a 3 loss margin). As a result, despite its value as a learning scenario, I can only give it a "4" as the draw is a near certainty.

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Great Introduction to Armor vs Armor Tactics
Author Hugmenot (19)
Method Face to Face
Victor Draw
Participants Matt W (AAR)
Play Date 2012-12-29
Language English
Scenario InUn010

Played face to face against Matt W in about one hour.

I won the first initiative and moved all my Stuarts in one group. Bad move; I had forgotten about crossfire. The Hyderabadi commander brought his armor in three groups and not until I heard their first shot did I recall that bonus.

Both sides played a game of cat and mouse towards the woods on board 5 and I was the mouse running away. After finding refuge in the woods, every shot became a long shot and this allowed me to escape with a draw.

I debated whether rated this scenario a “3” or “4” but finally settled on a “3”. Fun little scenario and a great introduction (or refresher) to armor versus armor tactics!

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Tanks for the win
Author waynebaumber (17)
Method Dual Table Setup + Voice Chat
Victor Hyderabad
Participants tlangston28
Play Date 2015-04-19
Language English
Scenario InUn010

Played in one session this AFV only battle has efficient Indian Stuarts taking on Hyderabad Valentines supported by Stag A/C's. This is a meeting engagement played over fairly open terrain. As both sides moved carefully onto the board it was clear that the Valentines were superior to the Indian Stuarts and even with inexperienced crews. On the second turn long range fire from the Indian side took out a rebel Stuart while a lucky shot from the Hyderabad's tanks took out a enemy tanks. The Hyderabad commander seemed to gain confidence and advanced to engage the Indian tanks. The Indian commander had a choice here whether to engage or maneuver in the hope of getting cross shots. The Indians chose to maneuver and split their forces to try to outflank the Hyderabad. This was in fact the turning point in the engagement as the Hyderabad player seeing his chance switched all his forces to attack these flanking units. These units now face 6 shots from the Stags plus as shot from a Valentine, once the smoke cleared there were the charred remains of 8 Indian Stuarts and the battle had now swung firmly in the rebels favour. In effect that was all she wrote, the Indians were unable to close with the now jubilant rebel tanks who were happy to hold their positions. This is a fun game and in fact would be an excellent into to tank tactics, as long as the Indian player is prepared to go for the win, I can see though a canny Indian player moving onto hills to the south of the board and waiting for the Hyderabad player to attack. In fact both players could play a similar game which would make for a bore draw,hence the lowish rating.

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