Resistance in the Desert
Part II: Wargaming the Period

Scenario 3: Assault of In Rhar

by Ian Croxall

In Salah has been reinforced by a company of Tirailleurs under Major Baumgarten. Unable to effect a siege of In Rhar and with reports of resistance brewing from this town parliament has authorized a substantial reinforcement including artillery under the command of Colonel d’Eu

Order of Battle

French Forces

(Modifiers when given are to morale die rolls, (- good, +bad)

North Casbah
C in C Colonel d’Eu
Sapper unit, 8 men, Cpl, Sgt. 1 mule loaded with dynamite)
Bat d’Af, 18 men, Sgt, Lt.
Bat d’Af MG section. 1 MG, 3 men, Sgt. Mule
8 cm mountain gun, 3 men, 1 lt. 2 mules
Captain Germain, 10 Spahis, Fr. Sergeant

South Casbah
Captain Pein
Goum, 18 goumiers, Fr. Sgt. Fr. Lt.
Tirailleurs, 18 men, Algerian Sgt. Fr. Lt.
Tirailleurs, 18 men, Algerian Sgt. Fr.. Lt.
8 cm mountain gun, 3 men, 1 lt. 2 mules

Kasarians

North Casbah
Shereef of In Rhar

Ambush
Warrior, 19 men rifles and swords. 1 Caid. (hiding in central dunes. These are hidden, French may not react to their presence until they are seen). Fanatics, Morale -1.
Marabout mounted leader.
Ahrar kasarians, 10 muskets, 10 spear or sword, Marabout leader.
Ahrar kasarians, 10 muskets, 10 spear or sword, Marabout leader.

(Ahrar units may re-generate once each starting in Casbah

Haratin kasarians, 10 muskets, 10 spear or sword, Marabout leader, Morale +1

South Casbah
Bashaw of Timimoun

Ambush
Marabout leader.
Ahrar kasarians, 10 muskets, 10 rifles, Marabout leader. Hiding in mosque and behind wall.
Ahrar kasarians, 10 muskets, 10 spear or sword, Marabout leader.

(Ahrar units may re-generate once each starting in Casbah

Haratin kasarians, 10 muskets, 10 spear or sword, Marabout leader, Morale +1

French Objective


Occupy both Casbahs

Special Conditions

The guns may fire each HE shell, twice per turn. They may effect a 3 man wide breech in the wall. It takes 1D20 hits to make the breach,. The umpire rolls the die and keep the results hidden. The French don’t know how many hits it takes until the wall is down.

Gun Range“To Hit”
on Wall
(D20)
Sandstorm
“to hit”
Modifier
12” 1-18+2
24” 1-16+4
48” 1-14+8

The sandstorm starts on turn D6 and lasts D12 turns (not revealed to players-alternatively, if no umpire, roll D6 each turn, storm starts if a 1 is rolled. Then roll D12 each turn, stops if a 1 is rolled)

Kasarian Surrender

If one casbah is occupied and the French assemble a mountain gun on its walls to threaten the other casbah and there are no active Ahrar units remaining, the other casbah will surrender.

French Credibility Factors
Each Foot Goum killed -3%
Each Mounted Killed -4%
Each Frenchman killed -5%
Each Pack animal lost -5%
Pein killed -10%
Germain killed -10%
D’Eu killed -15%

Re-Fight Conditions

(campaign)

If the French are unable to take either the Casbah, they may re-fight the battle. French are reinforced to full strength from In Salah. The kasarians start from same strength. They warriors are reinforced by two more foot warrior units and a mounted Caid in the center. There is no Ambush for them in second battle.

If the French are able to take only one casbah they must continue the fight with a new battle against the remaining casbah from the end positions of the first game. The French do not reinforce, but the kasarians re organize and start at their casbahs full strength.

Resistance in the Desert: Part II by Ian Croxall


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