Dice Convention:
All dice are 10 sided with a 0 being read as a zero, not a 10!!!!!
Turn Sequence:
- Each side rolls for activation
- Side that wins activates one unit
- 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.
- If French are moving, roll to sight Arabs if using hidden placement
- Move the unit by rolling dice on the movement chart below
- Resolve any possible melees if the unit charged an enemy unit using the melee sequence
- If unit didn’t charge, fire the unit
- 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:
- Machine Gun rolls 2 dice per crewmen. If 3 zero’s are rolled, the gun jams and can’t fire next turn.
- Cannon rolls once for hit. If hit, put 3” blast radius at impact point and roll 5+ per figure in target area to kill
- Cannon needs at least 2 crew to fire (-2 from hit roll for 2 crew, -1 for 3 crew).
- 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:
- Count number of figures within 5” of support weapon including the crew
- Divide number of crew figures by total figures and round down
- This number is the base percentage of hitting a crew figure.
- 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:
- Move the infantry figures to the machine gun.
- The infantry must spend a full action without firing after getting to the gun
- 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
- Roll morale or under adding modifiers to base morale
- If Fail at over 50% morale, rout back 12” and mark unit with yellow pipe cleaner. Loses action. Auto recover
- If Fail at equal to or under 50% morale, remove the unit
- 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
- Defender takes morale check
- If defender holds, perform defensive fire or cavalry can counter-charge. (no +1 added to hit roll for being stationary)
- Attacker takes morale check
- If attacker passes, perform melees. Attacker fails no melee or cavalry counter-charging gets +3 modifier.
- 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
- Subtract 1 from the die roll per defending figure within 1" of the hook target, maximum of 3 figures
- A figure throwing or defending against a grapple hook can’t do anything else the rest of the turn.
- Once a grappling hook is up on the wall, the figure throwing the hook scales the wall.
- If a French figure in a Fort wins a melee with an Arab by the grappling hook, the hook is removed.
- Two Arabs can defend a grappling hook. Up to two French figures can attack the defenders
- One figure can climb up a grappling hook per turn. A second figure can climb on a 5+. A third figure on 8+
- 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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