Rule Notes for
“Scrubs of the Desert”

French Foreign Legion Rules

by Scott Hansen


Dice Convention:

All dice are 10 sided with a 0 being read as a zero, not a 10!!!!!

Turn Sequence:

  1. Each side rolls for activation
  2. Side that wins activates one unit
  3. Go to step 1 until all units have been activated (place yellow pipe cleaner with activated units)

1. Each Side Rolls for Activation: Each side rolls a die. Winner of die toss gets to activate one unit.

Modifiers:
+1: Per die toss loss for losing side. When losing side wins the toss, modifier becomes zero 2.

2. Unit Activation:

When a unit activates, follow the sequence below. Mark unit with yellow pipe cleaner.

  1. If French are moving, roll to sight Arabs if using hidden placement
  2. Move the unit by rolling dice on the movement chart below
  3. Resolve any possible melees if the unit charged an enemy unit using the melee sequence
  4. If unit didn’t charge, fire the unit
  5. Resolve target unit morale check if they took casualties.

Sighting:

Roll to sight hidden unit counters in scrub grass, rough terrain, building, etc.
RANGE 0-2” 2”-4” 4”-8” 8”-12” 12”-24”
ROLL AUTOMATIC 3+ 5+ 7+ 8+

-Units that fire or move are automatically spotted.

Movement:

Roll 3 dice for leader movement. Move the leader. Figures in unit are placed within 6” from the leader.
Unit Type Trail/Fort Desert Rough
French Foot/Gun Highest 2 dice Lowest 2 dice Lowest die
French Horse Total all 3 dice Highest 2 dice Highest die
Arab Foot Highest 2 dice Highest 2 dice Highest die
Arab Horse Total all 3 dice Total all 3 dice Highest 2 dice

Notes: It takes full movement for machine gun/cannon to unlimber/setup
-If the French have zero inches for movement, they can still change formation

Fire Combat:

roll die per figure to hit adding modifiers. #+ means roll that number or greater

Weapon Short Range (Hit Number) Long Range (Hit Number)
French Rifle 0-12” (7+) 12”-24” (8+)
French Pistol 0-4” (7+) 4”-8” (8+)
Arab Spear 0-4” (8+) 4”-8” (9+)
Arab Rifle 0-8” (8+) 8”-16” (9+)
Machine Gun (2 dice per crew) 0-12” (7+) 12”-24” (8+)
Arab Cannon 0-12” (8+) 12”-24” (9+)
French Cannon 0-18” (7+) 18”-36” (8+)

Special Rules:

  1. Machine Gun rolls 2 dice per crewmen. If 3 zero’s are rolled, the gun jams and can’t fire next turn.
  2. Cannon rolls once for hit. If hit, put 3” blast radius at impact point and roll 5+ per figure in target area to kill
  3. Cannon needs at least 2 crew to fire (-2 from hit roll for 2 crew, -1 for 3 crew).
  4. Hit on cavalry kills both the rider and horse.

Modifiers: Add to dice roll
-1: Target in Fort, building, rough terrain
+1: The unit didn’t move (don’t use for firing before melee or cannon/machine gun firing)
+4: Cannon firing at under 6” (grapeshot)

Targeting Support Weapon Crews: If support weapon is within 4” of infantry, use procedure to target crew:

  1. Count number of figures within 5” of support weapon including the crew
  2. Divide number of crew figures by total figures and round down
  3. This number is the base percentage of hitting a crew figure.
  4. Roll percentage dice per hit to determine if a support weapon crew figure is hit.

Crewing the Machine Gun: If machine gun crew is eliminated, infantry figures can crew gun:

  1. Move the infantry figures to the machine gun.
  2. The infantry must spend a full action without firing after getting to the gun
  3. The gun fires with one die per figure compared to 2 dice per machine gun crew figure

Morale:

Units take morale check for charges, taking casualties

  1. Roll morale or under adding modifiers to base morale
  2. If Fail at over 50% morale, rout back 12” and mark unit with yellow pipe cleaner. Loses action. Auto recover
  3. If Fail at equal to or under 50% morale, remove the unit
  4. If Fail for closing into melee, don’t remove

Modifiers: Add to base morale.
-10% per figure loss for 4 or 2 men unit
-5%: per figure loss for 10 or 12 men unit
-3%: per figure loss for 20 men unit
+20%: unit is in fort/trench
+10%: unit is in building

Melee Sequence:

If the unit contacts figures in another unit, follow the sequence below

  1. Defender takes morale check
  2. If defender holds, perform defensive fire or cavalry can counter-charge. (no +1 added to hit roll for being stationary)
  3. Attacker takes morale check
  4. If attacker passes, perform melees. Attacker fails no melee or cavalry counter-charging gets +3 modifier.
  5. After melee, side that took most casualties takes morale check

Melee:

Roll one dice per figure adding modifiers. Maximum of two figures can melee one figure. Total the roll.
+2: Defending Fort (don’t add on higher elevation modifier below)
+1: Defending Building/Higher Elevation
+1: Arab Charging
+1: Calvary charging, both French and Arab
+1: Leader
-High total kills opposing figure
-Tie results in locked melee
-If lone figure beats dice total fighting 2 figures, one figure is killed

Grappling Hook Rules for assaulting forts:

A figure 1" away from a fort wall can throw a grappling hook on a die roll of 4 or greater

  1. Subtract 1 from the die roll per defending figure within 1" of the hook target, maximum of 3 figures
  2. A figure throwing or defending against a grapple hook can’t do anything else the rest of the turn.
  3. Once a grappling hook is up on the wall, the figure throwing the hook scales the wall.
  4. If a French figure in a Fort wins a melee with an Arab by the grappling hook, the hook is removed.
  5. Two Arabs can defend a grappling hook. Up to two French figures can attack the defenders
  6. One figure can climb up a grappling hook per turn. A second figure can climb on a 5+. A third figure on 8+
  7. If one of the climb rolls fails, no additional figures can climb the hook that turn

Scrubs of the Desert French Foreign Legion Skirmish Rules


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© Copyright 2002 by Richard Brooks.
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