No Son Hombres;
Son Demonios

French Foreign Legion Scenario

by Mark Hannam

No Son Hombre is a solo or club game in which everyone gets to don the Kepi Blanc. Captain Danjou`s band begin the game esconced within the hacienda and remember that neither surrender nor relief are an option - this is a game to the finish.

The Legionnaires are divided into 12 Sections of 3 - 4 (your choice) figures under a corporal or sergeant. Additionally, there are 3 officer personalities (Danjou, Maudet, Vilain).

The Legionnaires occupy the main part of the hacienda which is divided into areas for victory purposes. The Mexicans have posession of the main house from which they cannot be ousted, but neither can attacks come from this direction. The barn can only be entered via the courtyard, but is loopholed so allows two sections to fire at any one time.

The Legionnaires deploy as they see fit.

The Mexicans are grouped into half squadrons / companies of 10 - 12 under an officer and begin their attacks 40" (1m) from the hacienda. A number of Mexican figures (snipers) are holed up on the second floor of the farmhouse.

The Mexican attacks came in 'rushes'. Each 'rush' will consist of a variable number of attacking units and be split against the two main walls of the farm.

For no. of units : Roll 2xAvD. i.e. 5 = 5 companies : two against one wall, and three against the other.

Adalante!

The Mexicans begin at a start-line 40" from the walls, unless all of the stables/sheds against one wall are held by the Mexicans in which case, further rushes can begin at 20" on that side.

Attackers move at 1"/ 1cm per figure in the unit if under fire, x2 if not. A 10 figure company will move 10"/10cm under fire OR 20" / 20cm if not being shot at. Losses take a toll on the unit`s movement, so that if our company loses 3 men, then it`s movement is reduced to 7" / 7cm.

Movement within the farm for all units is one area per turn - i.e. it takes two turns to leave one wall, cross the courtyard and engage the enemy at the other wall.

The Legionnaires can move and use the bayonet but not move and fire in the same turn.

Any Mexican unit which makes it to the farm walls will be able to get 1xD6 number of men - no. defenders in that area, over the walls in that turn.

i.e. 2 Legionnaires are left in a shed - the Mexicans roll a 5 : 5 - 2 = 3 men over the wall.

Mexicans who break into the farm can only leave the shelter of the sheds and move into the courtyard by rolling 2xD6 and score beneath or equal to the number of men making the attempt.

Firing

The Legionnaires fire by section. Roll 1xD6 per section and the score is the number of casualties inflicted upon the target unit modified as follows:

- to 12" (30cms) Point Blank +2
- to 36" (90cm) Effective +1
- Over 36" (90cm+) Long : 1
- Officer present +2
- Target in cover (sheds etc): 2
- per Legionnaire killed /
or bayoneting in melee: 1

Le Blanc de ses Yeux

The Legionnaires may want to hold their fire until the Mexicans get closer, when the first volley is likely to have a greater moral impact (see L`Enemi Recule below). To hold your fire, roll d100 per turn and score less than the number of figures available to fire from that wall, +10 per officer. Otherwise someone breaks, fires and this is followed by shots from all the minie`s that can be brought to bare.

Casualties

Men have to expose themselves to some degree in order to fire, therefore each turn a section fires roll 1xD6 to check for any casualties incurred from Mexican bullets. One Legionnaire falls on a score of 1 cover ; 1,2 in open (courtyard) or if Mexicans at Point Blank range.

A La Bayonnete

Once the Mexicans break into an area held by Legionnaires, they must be finished off with the bayonet. You can decide how many men from the section are going to defend with the bayonet and how many will carry on firing at assailants on the other side of the wall.

Dice for each Legionnaire / officer individually. Make a roll against the first Mexican, a score of 4,5,6 will kill him, a score of '1' and the Legionnaire is killed. Each Legionnaire can take on three Mexicans, rolling separately for each.

L`Enemie Recule

Each turn roll d100 - should you roll less than the number of casualties inflicted, the Mexicans break-off the action. Double up the number of casualties in a turn where the Legionnaires held fire till the enemy was in Effective Range and triple if it was Point Blank Range.

If the attack is broken off, Mexican units which are in sole possession of a stable / shed or the courtyard, melt away. A new attack with fresh Mexican units develops in 1xD6 turns. Once 3 attacks have been made, the Mexicans will have to start recycling 'damaged' units.

If there are no Mexican units within the farm complex after a Mexican attack breaks, the French may re-deploy at will.

Snipers in the Rafters

Each turn French troops in the courtyard may be subject to sniper fire from the farmhouse. Roll 1xD6 ; a score of 1 or 2 and a Legionnaire is hit. Officers first choice.

La Derniere Cartouche

The French have 100 'rounds' of ammunition. Use D100 or a scrap of paper to record ammunition useage. To give the game more challendge, roll the D100 and the corresponding score is the number of rounds available. Every time a section of Legionnaires fires, be there 1 or 4 men, one round is deducted from the total.

This quick little system was inspired by Mathew Sparkes` fourth episode for Von Flaschman - The tumbled down farmyard can be easily constructed from old serial boxes for a one-off type of game. Outside the walls a few Cacti strategically placed will add flavour. Inside, tumbled down carts, burnt roofing rafters, smelly hay-stacks will add to the visual appeal.

Camerone


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