Arty, Rifle, Melee. DRMs for morale class, HQ, and terrain effects. Units pay 1 extra mp to move into a ZOC but leave for free. HQ s influence rally, tac superiority, combat, march, supply and have some optional effects. One does roll on a Rally table per unit at turn end.
Supply is simple.
OOS units are demoralized. Reinforcements appear on designated hexes per turn with some limited combat factors-worth of replacements. The Afghan player rolls for desertions. Victory is due to taking and physically holding objective hexes by game end, combat losses and special conditions by event. As the British, I succeeded in marching on Kabul in scenario 1 but got severely bushwacked along the way.