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Check point Calvi

ue, 6th of January 2003


Ivory Coast, North of Dueko

2nd REPs 1st and 4th companies had been sent in the Republic of the Ivory Coast in order to reinforce French Unicorn Operation
military deployment, allowing a better control of the cease fire between the rebels and the loyalists. This would ease the diplomatic
negotiations that would take place from the 15th to the 24th of January 2003. Further complications were raised by the involvement
of a third party, the Great West Rebels. Little is known of the goals of this uncontrollable force, reinforced by several liberians and
infamous for the mischief they had committed in Sierra Leone. Nevertheless, since December 21st, several attempts to break french
military control had been committed. The morning of the 6th of January, a group of rebels were headed towards checkpoint Calvi on
Duekoues road, seemingly to contact the detachment of Foreign Legion soldiers. But it was only a cheap trick, for another group of an
hundred rebels followed and launched an assault. Once again, the legionnaires were the dernier argument of France.
Scenario, maps and counters: David Julien
Tests : Yvan Descotes, Julien Bonnard, Arnaud de Peretti, Pascal Toupy, Jean-Philippe Barcus.

Order of battle
France. Set up first.


3rd platoon of the 1st Company of the 2me Rgiment Etranger de Parachutistes.

TIC2H3: 1 x bunker (oriented North)
Ltn Montagny
1 x 2-6-4

1 x ANF-1
1 x sniper
1 x 12.7 mm WT

TIC2K2: 1 x Foxholes

1x 2-6-4

1 x Minimi

TIC2E1: 1 x Foxholes

1 x 2-6-4

1 x Minimi

Elements of the 1er Rgiment de Hussards Parachutistes


TIC2H3: 1 x Sagaie

1 x medic


Element of the 2nd platoon of the 1st Company of the 2me Rgiment Etranger de Parachutistes.

Enter TIC2H8 or TIC6H8 on turn 5:

1 x VAB
1 x 2-6-4
1 x Minimi

Element of the 2nd platoon of the 1st Company of the 2me Rgiment Etranger de Parachutistes.

Enter TIC6H8 on turn 5 if the first element of the 2nd platoon entered TIC2H8, or TIC6H8 if the element of the 2nd platoon

entered TIC2H8

1 x VAB
1 x 2-6-4
1 x Minimi
Sgt Kaplarevi


The French player has two off board 81 mm artillery missions (FP 3)

Rebels.

Set up second.

Elements of Great West Rebel forces.


TIC1H7: 1 x 1-4-4
1 x RPG-7


Anywhere in forest hex in the square D1-D6-L6-L1 (half-hex include) of TIC1map.

9 x 1-4-4
1 x PKM
2 x RPD
3 x RPG-7
Diouf la gchette

Killer Bob

Enter TIC4H1, and or TIC1H1, and or TIC5H1 turn 4 (squads must be loaded in picks up)

2 x Pick-up
2 x 1-4-4
1 x RPD

Gros Lion

The Rebel player has one off board artillery mission (FP 2)

victory conditions

The legionnaire player receives one victory point for each rebel squad or rebel SMC eliminated, 0.5 victory point for each
half squad eliminated, and one victory point for each support weapon captured. Destroyed pick up doesnt give victory point.
The rebels player receives two victory points for each french MMC or french SMC eliminated, one victory point for each support weapon captured. One victory point for each french half squad eliminated. Four points are awarded for the destruction of
french vehicle (+1 point id crew doesnt survive) or if they control the bunker at the end of the scenario. In order to occupy
the bunker, the rebel must have a good order MMC or Hero, or be the last player to have such a unit in the bunker. The rebel
also earn one point for each MMC exited by the south border of the board.
The player with the most VP wins. If the rebel player has two victory point or less, and is the player with the most VP, the
game is a draw.
Note: A rebel squad reduced to half squad awards 0.5VP, a french squad reduced to half squad awards one VP.

Scenario length
Event markers

10 turns. Roll for the initiative.

Event marker A (line of sight) place on TIC2L5. Rebel activation only. When activated read paragraph one and delete Event
marker B.
Event marker B (line of sight) place on TIC2B5. Rebel activation only. When activated read paragraph one and delete Event
marker A.

Special rules
West and East sides half hexes are not used.
TIC2H3 Bunker is placed on the road: Bunker and units in the bunker are always spotted
Overlays: Place overlay1: hex C3 on hex TIC1N5, hex C6 on hex TIC1N8. Place overlay 2: hex G3 on hex TIC4N5, hex G5
on hex TIC4N7.
Emplacement: TIC2H3 has an emplacement for the sagaie. When the sagaie is on TIC2H3, all hull hits against the sagaie
are negated if the hits came from the North hex side.
Smoke: No one can use smoke.
Pick Up: destroyed pick up dont generate crew.
Turn 5 French reinforcements: Elements of the 2nd platoon are sent to reinforce french flanks. They must stay on the
map where they are entered. Except if: they has a rebel unit in LOS, if rebels is 3 hexes or less from the bunker, if the bunker
is controlled by the rebel player or if there rebel unit is 3 hexes or less from the south side of the map
Thermal Imaging Sights: the sagaie is not equiped with TIS.

French foreign Legion


Elite: FFL are elite troop. FFL Units are not automatically eliminated when melee eligible squad enters in the hex with shaken
melee eligible units. Instead, the FFL units attempt to rally. Leaders attempt to rally first, and then other units in the hex.
Good order leaders may apply their leadership as described in 3.0, but good order leader is not necessary for the FFL units to
attempt to rally before melee. Units that fail are automatically eliminated, those that do rally can fight in the melee normally.
In each rally phase, the FFL player may attempts to rally one FFL unit that is not in a rally eligible hex, or re-roll an unsuccessful rally attempt for one unit.
Cosmopolitans: Legionnaires come from 140 different countries. A lot of them were soldiers in their countries. FFL units
dont suffer penalties about captured support weapons (1.6.1).
Skill cards: FFL SMC could use any skill cards from Forgotten Heroes, Band of Heroes or Heroes of the Blitzkrieg, except
Suicide Sapper, Ambusher, the Ambush, friendly Fire and La Marseillaise. If Rocket Man is drawn, give an ABL to the hero.

Rebels
Squad reduction: When a rebel squad is reduced to half squad, roll a dice. If the result is even pick up one 0-3-4, if the
result is odd pick up one 1-3-4.
RPG-7: Rebels had anti-personal ammunition for RPG-7. 14.2.1 is not used for rebel RPG-7.
Skill cards: Rebels SMC could use any skill cards from Forgotten Heroes, Band of Heroes or Heroes of the Blitzkrieg, except:
Suicide Sapper, Master sniper, Multi faceted, Tromblon and La Marseillaise. If Rocket Man is drawn, give a RPG-7 to the hero.

Paragraph A:
A rebel group succeed to move close to the french
line. Place 2 x 1-4-4 and 1 x RPG-7 on TIC1O6 (under
overlay 1) OR on the line TIC4M5 TIC4H3 OR on the
TIC5D7-TIC5-K3.
This document is the property of David Julien, and may not be copied, reproduced, republished, uploaded, posted, transmitted or distributed in any way without Authorization of
David Julien. Modification of the materials or use of the materials for any purpose is a violation of David Juliens legal rights and constitute a counterfeiting punished by article
L.335-2 of the Code of the intellectual property of the French law. The copy on paper of this material is authorized for personal use like specified by article L122-5 of the Code of
the intellectual property of the French law.

Check point Calvi

ue, 6th of January 2003


Ivory Coast, North of Dueko

2nd REPs 1st and 4th companies had been sent in the Republic of the Ivory Coast in order to reinforce French Unicorn Operation
military deployment, allowing a better control of the cease fire between the rebels and the loyalists. This would ease the diplomatic
negotiations that would take place from the 15th to the 24th of January 2003. Further complications were raised by the involvement
of a third party, the Great West Rebels. Little is known of the goals of this uncontrollable force, reinforced by several liberians and
infamous for the mischief they had committed in Sierra Leone. Nevertheless, since December 21st, several attempts to break french
military control had been committed. The morning of the 6th of January, a group of rebels were headed towards checkpoint Calvi on
Duekoues road, seemingly to contact the detachment of Foreign Legion soldiers. But it was only a cheap trick, for another group of an
hundred rebels followed and launched an assault. Once again, the legionnaires were the dernier argument of France.
Scenario, maps and counters: David Julien
Tests : Yvan Descotes, Julien Bonnard, Arnaud de Peretti, Pascal Toupy, Jean-Philippe Barcus.

Order of battle
France. Set up first.


3rd platoon of the 1st Company of the 2me Rgiment Etranger de Parachutistes.

TIC2H3: 1 x bunker (oriented North)
Ltn Montagny
1 x 2-6-4

1 x ANF-1
1 x sniper
1 x 12.7 mm WT

TIC2K2: 1 x Foxholes

1x 2-6-4

1 x Minimi

TIC2E1: 1 x Foxholes

1 x 2-6-4

1 x Minimi

Elements of the 1er Rgiment de Hussards Parachutistes


TIC2H3: 1 x Sagaie

1 x medic


Element of the 2nd platoon of the 1st Company of the 2me Rgiment Etranger de Parachutistes.

Enter TIC2H8 or TIC6H8 on turn 5:

1 x VAB
1 x 2-6-4
1 x Minimi

Element of the 2nd platoon of the 1st Company of the 2me Rgiment Etranger de Parachutistes.

Enter TIC6H8 on turn 5 if the first element of the 2nd platoon entered TIC2H8, or TIC6H8 if the element of the 2nd platoon

entered TIC2H8

1 x VAB
1 x 2-6-4
1 x Minimi
Sgt Kaplarevi


The French player has two off board 81 mm artillery missions (FP 3)

Rebels.

Set up second.

Elements of Great West Rebel forces.


TIC1H7: 1 x 1-4-4
1 x RPG-7


Anywhere in forest hex in the square D1-D6-L6-L1 (half-hex include) of TIC1map.

9 x 1-4-4
1 x PKM
2 x RPD
3 x RPG-7
Diouf la gchette

Killer Bob

Enter TIC4H1, and or TIC1H1, and or TIC5H1 turn 4 (squads must be loaded in picks up)

2 x Pick-up
2 x 1-4-4
1 x RPD

Gros Lion

The Rebel player has one off board artillery mission (FP 2)

victory conditions

The legionnaire player receives one victory point for each rebel squad or rebel SMC eliminated, 0.5 victory point for each
half squad eliminated, and one victory point for each support weapon captured. Destroyed pick up doesnt give victory point.
The rebels player receives two victory points for each french MMC or french SMC eliminated, one victory point for each support weapon captured. One victory point for each french half squad eliminated. Four points are awarded for the destruction of
french vehicle (+1 point id crew doesnt survive) or if they control the bunker at the end of the scenario. In order to occupy
the bunker, the rebel must have a good order MMC or Hero, or be the last player to have such a unit in the bunker. The rebel
also earn one point for each MMC exited by the south border of the board.
The player with the most VP wins. If the rebel player has two victory point or less, and is the player with the most VP, the
game is a draw.
Note: A rebel squad reduced to half squad awards 0.5VP, a french squad reduced to half squad awards one VP.

Scenario length
Event markers

10 turns. Roll for the initiative.

Event marker A (line of sight) place on TIC2L5. Rebel activation only. When activated read paragraph one and delete Event
marker B.
Event marker B (line of sight) place on TIC2B5. Rebel activation only. When activated read paragraph one and delete Event
marker A.

Special rules
West and East sides half hexes are not used.
TIC2H3 Bunker is placed on the road: Bunker and units in the bunker are always spotted
Overlays: Place overlay1: hex C3 on hex TIC1N5, hex C6 on hex TIC1N8. Place overlay 2: hex G3 on hex TIC4N5, hex G5
on hex TIC4N7.
Emplacement: TIC2H3 has an emplacement for the sagaie. When the sagaie is on TIC2H3, all hull hits against the sagaie
are negated if the hits came from the North hex side.
Smoke: No one can use smoke.
Pick Up: destroyed pick up dont generate crew.
Turn 5 French reinforcements: Elements of the 2nd platoon are sent to reinforce french flanks. They must stay on the
map where they are entered. Except if: they has a rebel unit in LOS, if rebels is 3 hexes or less from the bunker, if the bunker
is controlled by the rebel player or if there rebel unit is 3 hexes or less from the south side of the map
Thermal Imaging Sights: the sagaie is not equiped with TIS.

French foreign Legion


Elite: FFL are elite troop. FFL Units are not automatically eliminated when melee eligible squad enters in the hex with shaken
melee eligible units. Instead, the FFL units attempt to rally. Leaders attempt to rally first, and then other units in the hex.
Good order leaders may apply their leadership as described in 3.0, but good order leader is not necessary for the FFL units to
attempt to rally before melee. Units that fail are automatically eliminated, those that do rally can fight in the melee normally.
In each rally phase, the FFL player may attempts to rally one FFL unit that is not in a rally eligible hex, or re-roll an unsuccessful rally attempt for one unit.
Cosmopolitans: Legionnaires come from 140 different countries. A lot of them were soldiers in their countries. FFL units
dont suffer penalties about captured support weapons (1.6.1).
Skill cards: FFL SMC could use any skill cards from Forgotten Heroes, Band of Heroes or Heroes of the Blitzkrieg, except
Suicide Sapper, Ambusher, the Ambush, friendly Fire and La Marseillaise. If Rocket Man is drawn, give an ABL to the hero.

Rebels
Squad reduction: When a rebel squad is reduced to half squad, roll a dice. If the result is even pick up one 0-3-4, if the
result is odd pick up one 1-3-4.
RPG-7: Rebels had anti-personal ammunition for RPG-7. 14.2.1 is not used for rebel RPG-7.
Skill cards: Rebels SMC could use any skill cards from Forgotten Heroes, Band of Heroes or Heroes of the Blitzkrieg, except:
Suicide Sapper, Master sniper, Multi faceted, Tromblon and La Marseillaise. If Rocket Man is drawn, give a RPG-7 to the hero.

Paragraph A:
A rebel group succeed to move close to the french
line. Place 2 x 1-4-4 and 1 x RPG-7 on TIC1O6 (under
overlay 1) OR on the line TIC4M5 TIC4H3 OR on the
TIC5D7-TIC5-K3.
This document is the property of David Julien, and may not be copied, reproduced, republished, uploaded, posted, transmitted or distributed in any way without Authorization of
David Julien. Modification of the materials or use of the materials for any purpose is a violation of David Juliens legal rights and constitute a counterfeiting punished by article
L.335-2 of the Code of the intellectual property of the French law. The copy on paper of this material is authorized for personal use like specified by article L122-5 of the Code of
the intellectual property of the French law.

Terrain Effect chart


Terrain
Wooden Building

Forest

Light Woods

Brush

Tall grass

Hill

example

Type

Movement cost
T
O
R
leg

Blocking

12

P*

+3

P*

P*

P*

+2

+1

Blocking

Degrading

Degrading

Blocking

Per terrain
in hex and
rules.

per other terrain


+1 MP to move to
higher elevation
+2 MP for "R" move to
higher elevation

clear

Road

target Modifier
fi

+1 against fire from a


lower level

Open

0.5

open

Notes

Height and obstacle

"T" and "O" class vehicles with frontal armor > 3 can enter wooden buil- level 1
dings. This rubbles the hex. Roll a 2d6. If the number is > the vehicule
front hull armor the vehicle is abandonned in the rubbled hex. A die roll of
12 is always causes of abandonment.
No vehicles unless on road.

Level 2

None

Level 1

Negates +1 Moving or Move marker penalty for target unit.

Per height of
terrain.

Negates +1 Moving or Move marker penalty for target unit. Hex sides are level 1
blocked.
Movement cost is as per other terrain in the hex. +1 MP to move one level Per height of
higher; +2 to move to two levels higher ( in one hex); and +1 to move terrain.
down two level (in one hex). The darker the color of the hill, the higher
the level.

None

Ground level

Ignore terrain in hex when moving from contiguous Road hex to another.

Per height of
terrain.

*P:Prohibited

Turns
1 2 3 4 5 6 7 8 9 10

Terrain Effect chart


Terrain
Wooden Building

Forest

Light Woods

Brush

Tall grass

Hill

example

Type

Movement cost
T
O
R
leg

Blocking

12

P*

+3

P*

P*

P*

+2

+1

Blocking

Degrading

Degrading

Blocking

Per terrain
in hex and
rules.

per other terrain


+1 MP to move to
higher elevation
+2 MP for "R" move to
higher elevation

clear

Road

target Modifier
fi

+1 against fire from a


lower level

Open

0.5

open

Notes

Height and obstacle

"T" and "O" class vehicles with frontal armor > 3 can enter wooden buil- level 1
dings. This rubbles the hex. Roll a 2d6. If the number is > the vehicule
front hull armor the vehicle is abandonned in the rubbled hex. A die roll of
12 is always causes of abandonment.
No vehicles unless on road.

Level 2

None

Level 1

Negates +1 Moving or Move marker penalty for target unit.

Per height of
terrain.

Negates +1 Moving or Move marker penalty for target unit. Hex sides are level 1
blocked.
Movement cost is as per other terrain in the hex. +1 MP to move one level Per height of
higher; +2 to move to two levels higher ( in one hex); and +1 to move terrain.
down two level (in one hex). The darker the color of the hill, the higher
the level.

None

Ground level

Ignore terrain in hex when moving from contiguous Road hex to another.

Per height of
terrain.

*P:Prohibited

Turns
1 2 3 4 5 6 7 8 9 10

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