Discrete Landings & Disturbances

Or, landing agents
on the coast of
Bonaparte's France

by Mathew Sparkes

You are limited by the tides as to how long you can remain ashore waiting for the agent; this is up to 30 turns (3D10?), each of which represents 5 - 10 minutes of freezing boredom enlivened by false alarms. If you get action, use an appropriate timescale for your skirmish rules. Each turn roll dl0, the agent appears on a 10, if he does not, roll another dl0 on TI.

TI

    1-5 Nothing
    6-7 A clink of metal in the reeds, +2 next turn
    8 A shadowy figure is seen lurking in the dunes, +4 next turn
    9 Someone hails you
      1,2 a fisherman - have you seen his lobster pot?
      3,4 a message from the agent - mission aborted, try again tomorrow
      5,6 a Sgt of militia and D6+2 soldiers, he can be bluffed on a 1,2,3

    10 Suprise! The Sgt and his lads see you for what you are, give you a volley and charge out their bivouac in the sandunes.

Once the agent arrives, roll once on TII

TII

    1-4 Nothing happens, off you go to IIMS Indelible
    5-6 You are delayed by heavy surf; roll 1-2 for the surf to calm down, roll on TII each turn you are delayed.
    7 some desperate emigres appear; you can take them on board but lose a turn as they panic at getting salt water on their nice fashionable shoes, roll again.
    8 Hot pursuit. 2D6+6 of militia appear at the double;
      1,2,3 you can push off and they can only give you a volley;
      4,5,6 they charge up and you have to fight them off.
      If you inflict more hits them in the first round they fall back.

    9 Even hotter pursuit, 2D6 dragoons gallop up.

      1,2 you push off and they let fly with carbines;
      3,4,5,6 they get in closer.

    10 You clear the beach, but a French cutter looms out of the mist with 2D6+6 crew; you can hide in the mist on a 1,2 (1D6) but otherwise must fight them. Get out of that Mr Bolitho. On a 1,2 each turn your own ship comes to the rescue.

Landing

To land an agent, roll 1D6, a 6 means that you land right on top of a 2D6 strong patrol of militia. If you have previously rescued an emigre, there is a chance that he (or she) was really a diabolical agent of Bonaparte, roll on TII once. Any troops are doubled and accompanied by an Officer of The Committee of Public Safety; next stop the Temple Prison in Paris. If the cutter appears it will try to intercept you before you land.


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