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Organization
Foreign Legion
Infantry Squad = 10 figures including one officer or NCO.
Machine Gun Section = One machine gun with one or two crew.
Foreign Legion Cavalry Section = 6 cavalry figures.
Cannon Unit = One 4 pounder with 4 crew.
Colonel = one Mounted officer
French Marine Squad = 12 figures including one sergeant.
Algerian Tuicos Squad = 12 figures including one sergeant
Bedouin Arabs
Rifle Tribe = 20 figures including one leader.
Warrior Ti ibe = 20 figures armed with melee weapons including one
leader.
Cavalry Tribe = 12 Arabs armed with rifles Includes one leader.
Tauregs
Rifle Tribe = 20 figures including one leader.
Warrior Tribe = 20 figures including one leader.
Cavalry Tribe= 12 figuress armed with rifles including one leader.
Germans
Infantry Squad = 12 figures including a sergeant.
Rolling for your troops quality
Roll for your troops qualities the first time the attempt to do one of these actions. This modifier applies for the entire game. Roll foi each catcoiy separately. You can have great firing skills, but poor melee skills. Apply all modifiers to the die ioll(ld 10).
Firing Skill - 1,2 = Poor (-1), 3 - 8 = Average (0) , 9,0 = Gret (+1)
Melee Skill - 1,2 = Poor (-2), ') - 8 = Average (0) 9,0 = Great (+2)
Fire Modifiers: +2 if Legionnaire +1 it Taureg
Melee Modifiers: +1 to die roll if Legionnaire., +3 if Arab fanatic
Sequence of Play
1. Each side rolls a D10 lot initiative High die chooses whether to take an action for a single
unit or pass the action to the enemy. Legion and European units can split actions among a
command. Units are squads lot the European styled troops, MG section, artillery piece and
crew, a mounted troop, or Arab tribe. Initiative is rolled until all units have moved or passed
on movement. (Types of Actions ~ Immediate Fire & no move, Move & fire simultaneously,
Charge & No fire)
2. Simultaneous Fire.
3. Morale checks
Movement:
Each unit rolls the appropriate nurnber of dice and moves up to the number of inches rolled. Movement is by initiative.
On Foot - in sand = Arabs 3d6 inches
Legion/Europeans 2d6 inches
crawling 1d6
On horseback - in sand = 6d6 inches
in fort/road = 8d6 inches
Movement Modifiers/Rules
Moving in rocks/rough terrain Crossing low walls Lose high die.
Charging an enemy adds one die to movement.
Arab units can move and place a assault ladder in the same turn, hut they may not charge and place ladders. Legionnaire may attempt to push the ladder over on an 8,9 or 10 on a of 10 instead of firing The Legionnaire cannot fire if he attempts to dislodge the ladder. If there are no Arabs on the ladder then the Legionnaire can either knock the ladder down or pull it up and over the wall.
5 Arabs can climb a ladder in one turn if unopposed. If a Legionnaire is defending access point to the wall then the arabs must fight their way onto the wall. Only the first two Arabs can attack on a ladder.
Using a grappling hook to scale (he wall. It takes one turn to throw the grapple and one turn to scale the wall. You need to roll 1D10 to see if you can scale the wall. On a 7,8.9,0 you have made it over the wall. You cannot fire your weapons and fight in melee at a -1 on you die roll on the turn you climb the wall. Can cut rope on 3-10 on a d10
You may move around friendly troops on a wall unless there is a melee then you cannot pass.
Rifle Fire Rules
MG cannot fire at target within 2 hexes/inches (blind spot) of the Fortress wall when the MG is firing from a tower or fort wall. If the machine gunner is killed any other French figure can man the machine gun.
When an Arab unit is flit you must check to see it any of the officers have been struck. Roll 1d10 or 1d20 depending on the original strength of the unit. If the roll is a 10 or 20 the officer or chieftain is hit.
Fire control roll d6 for each hit scored with up to six rolls per group Any dice with same number are multiple hits on the same target.
If it unit doesn't move then it fires first. These casualties are removed immediately. All moving fire is simultaneous.
It takes one turn to reload a pistol. Each pistol has 6 rounds.
Machine guns have a 180 degree are of fire. If your firing at a mounted unit, and hit then you determine if you hit the horse or the rider. Roll a d10: 1-6 is the horse, 7-0 is the rider If the horse is hit it is killed. If the rider receives a serious wound, then he may he knocked out of the saddle. Roll 1d10 1-5 he is blown out of the saddle.
To Hit Table
Unit | Weapon | Hits on | Rate of Fire | Short
Range | Long Range | Notes | Fire Modifiers |
Foreign Legion | Rifle | 6,7,8,9,0 |
1d10/fig | <12 | 12-24 | - | Firing Skill -1/0/+1 |
Pistol | 8,9,10 | 2d10/fig | <5 | 5-10 | six shots
| Firer mounted -1 |
MG | 7,8,9,0 | 4d10/gun | <16 | 16-32 | Jams 1 turn
on 3 tens of 4 die. Breaks if you roll four 10s. | Cover (i.e. walls, rocks, dunes) -1 |
Artillery | 6,7,8,9,0 | 1d10/fig | <24 | 24-49
| - | Long Range: -1 |
Bedouin Arab | Rifle | 8,9,0 | 1d10/fig
| <8 | 8-16 | - | target prone -1 |
Spears | 9,0 | 1d10/fig | <2 | 2-6 | +1 to die
at close range | Target mounted +1 |
| Taureg Arab | Rifle | 7,8,9,0 | 1d10/fig | <8 | 8-16
| - | - |
German Infantry | Rifle | 6,7,8,9,0 | 1d10/fig | <12
| 12-24 | - | - |
Algerian Turcos | Rifle | 7,8,9,0 | 1d10/fig | <10 |
10-20 | - | - |
Melee Rules
Melee combat is simple and straight forward. Both sides toll two six sided dice (2d6) apply any modfiers and the high roll wins. For each additional attacker add another six sided die to each of the new attacker's die rolls (i.e. Two Arabs attack one French soldiers. The first Arab rolls 2d6 and gets a 7. The Frenchman rolls 2d6 and gets an 8. The Arab dies. The second Arab then rolls 3d6 not 2d6, getting an 13 The Frenchman cannot possibly get a 13 on a 2d6 therefor he dies).
When someone is victorious in melee, they kill their opponent -- NO saves.
Modifiers
-2: Attacked from behind
-4 Fighting from a ladder
? unit's rating
If troops are charged they can opportunity fire at the attacking figures starting more than six inches away provided they are facing the enemy. This fire is at a -1 to die die roll.
No more than three figures can attack one figure at it time.
Saving Throws
Only the Legion get saves. Lightly wounded Legionnaire should be marked with yellow. Seriously wounded soldiers are marked with a red marker. The soldier can be carried by another soldier to a different part of the complex. Roll 1d6 for that movement.
1-3 Light Wound, out one Win lot medical treatment. Melees at -1
4-6 Serious wound, must be carried to move, fire at -1/ Melees at -2
7- 10 Dead as a doornail
If a figure receives two serious wounds then he is dead.
Morale
Naturally, the legion never tests morale. The Arabs, except for Fanatics, test at the end of the turn if they have taken additional casualties this turn. Aral) 20 man units throws 1d20 ... Arab 10 man units throw 1d10 The score on the die must exceed the number of total casualties of the unit to pass. Units failing to pass will move out of sight/rifle range. Half strength units will leave the field. When the unit fails morale it is moved the distance necessary immediately and counts as the movement for the next turn. The Arab units rally automatically after one turn.
Morale Modifiers
+2 Leader still present.
+4 Sheik within 12".
+5 Unit has breached the Fort walls.
Reconstitution of Arab Units
When an Arab unit is destroyed or routed from the table they can he reconstituted... in other
words the Arab player's can bring the entire unit back to full strength. Once one unit can be
reconstituted, the Arab side rolls 1d6. This is the number of Arab units that call be reconstituted
All rolls of 1 are treated as two. Hence, the Arab side can always reconstitute at least two
units. The number of available reconstituted units should be hidden from the French player.
- It takes one turn to reconstitute the Arab unit. If the unit is destroyed on turn two then
it may return to the table at the beginning of turn 4.
- Fanatics cannot be reconstituted
Units are reconstituted in the older in which they are destroyed or routed. Reconstituted units
can return/start on any edge of the board. Reconstituted units get their ladders back.
Additional Rules
Unlocking/Locking Doors - French or Arab player may lock/unlock tower doors, bastion
gate tower Imp doors by moving into or on to tile door. All locks call only be locket] from
tile inside except Imp doors which can be locked front the top or bottom. A figure can
move and lock a door Troops may hash open doors or trap doors A door can he bashed
open on a 7+ on a D10. The figure that is bashing the door does so in the movement phase
and cannot perform any other action during the turn (ie: moving).
If you are climbing a ladder, you cannot fire your rifle or throw a spear
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© Copyright 1998 by HMGS South
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