Devils Don't Surrender
Battle of Camerone

Fast Play Rules for Students

by Matt Fritz

Deployment: The French may deploy anywhere inside the walls. The Mexican units may start anywhere outside at least 12" from the walls.

Units: The French bases do not have formations and may move independently. The Mexicans are organized into 9 base units. Mexican units should be put into a three rank line or column and must move together until they climb over the walls, after that they can move independently. Units should be marked so they can be identified - a label or spot of paint will work fine.

Order of Battle

    French Foreigh Legion
    Capt. Danjou (Overall Commander)
    Lt. Maudet
    Lt. Vilain
    42 Legionnaires

    Mexican Forces
    5 Units (9 bases each) These should be dismounted cavalry for the first few waves, and militia for the succeeding waves, although they are all treated alike in the rules.

Sequence of Play:
French Shoot
French Move
Melee
Sniper Fire
Spanish Shoot
Spanish Move
Melee

Shooting: French figures may shoot out through loopholes in the walls and structures, Mexicans may not fire through the walls at targets inside. Once inside the compound Mexican bases may fire at the French. Roll 1D6 for each base firing. Hits are scored on a 6 at long range (up to 12"), and on a 5 -6 at short range (6" or less). Bases inside the barn, stable, or other structure get a saving throw for each hit. On a roll of 1-3 the base is eliminated, on a roll of 4-6 the structure has protected the base and the hit is ignored.

Shooting

    Range 6" 12"
    Hit 5-6 6
    Bases in a structure save on a roll of 4-6

Move: Bases can move 6". Bases cannot enter a structure if an enemy base is already inside. A Mexican base cannot climb the wall unless it was at the base of the wall at the start of the turn. If this is the case the base can move to the far side of the wall but this uses up its entire move for the turn. If a French base is on the other side of the wall it gets a free shot - roll 1D6, the Mexican base is eliminated on a roll of 5-6.

Sniper Fire: The Mexicans had snipers in the top of the farm house, and the French could not eliminate them. Each turn the Mexican players may roll three D6 and score hits on a 6. All hits must be counted against French bases in the open, bases in a structure are immune to sniper fire.

Melee: A base can fight a melee by moving into contact with an enemy base. Melees are fought as one on one battles. If more than one base can reach an enemy the additional bases can fight in turn if the enemy survives the first fight. Each base rolls 1D6, high roll wins and the loser is eliminated. The French win ties. The three French officers add one to their die roll. A figure defending a structure against an enemy on the outside gets to add one to their roll.

Melee Bonuses
French Officer +1
Defending Structure +1
French win ties

Mexican Morale: The Mexican units attack in waves. When a unit has been reduced to four or fewer bases all the surviving bases are immediately removed. The entire 9 base unit is returned at the start of the next turn, and may deploy anywhere at least 12" from the walls. The attacks continue until the French are destroyed.


Devils Don't Surrender Battle of Camerone


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