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The Sword and The Flame
20th Anniversary Edition

 

Brom Geste
Rules for the
French Foreign Legion


 Brom Geste!
  or: A Hot Day in the Palms
Rules For The French Foreign Legion
(North Africa, circa 1890)

By Larry V. Brom

INTRODUCTION
As can be seen by anyone familiar with Volley Fire!, this rule set, developed in the mid-Eighties, was the precursor of that 1:1 ratio game concept. The major difference was the use of "Order Chips" as defined below. Only three games--Foreign Legion vs. Bedouins--were ever played. The group I was in at the time did not like the "Chip" technique so we abandoned the whole project. Interestingly, I wrote these rules over a long weekend (started Friday evening and they were ready for a game at 1:00 pm Sunday), so be kind with your barbed arrows regarding the lack of a lot of detail herein.

I made the "Chips" using small red and green Bingo discs painted black on one side so you couldnít see the colors when they were face down on the table. They could just as easily be colored card-board squares, old poker chips, or the like.

At any rate, here they are. Some of you might have some fun with this approach if you can handle the full table being in range. Most contemporary gamers canít. Show me Iím wrong!

 

The Rules Of The Game

SCALES:

1 Foot= 25 yards, 1 Figure= 1 man

THE ORDER CHIPS

  1. A red chip is a FIRE chip. Stand in place, fire in a 90 degree arc to the direct front. FIRE chips have priority over ACTION chips or can be held and used anytime during that Phase.
  2. Green chips are ACTION chips. Move, go prone, stand, mount, dis-mount, rally, or any other legal, non-firing activity defined in the rules.
  3. Each unit will have two order chips placed behind it--face down--in the order to be played during that turn.
  4. If opposing ACTION chips are turned and neither player elects to act first, the Player rolling low on a D6 must act first.
  5. All FIRE during the same Phase is simultaneous relative to casualties.

THE INITIAL SET-UP

Players may fight pre-planned scenarios created by the Games Master, or create a simple meeting engagement. If the latter, the opposing forces prepare a 2" X 2" card for each unit in their force as well as 1/3 more as blanks. At the commencement of the game each side places their unit cards and the blanks (for subterfuge), face down along their table edge in the location they desire for each of their units. No more then two cards can be placed in the same location. When all cards are placed, set the units on the table edge at the designated location and commence the first turn.

GAME TURN SEQUENCE

  1. Place order chips for all units.
  2. Turn over 1st phase chips and resolve all action.
  3. Turn over 2nd phase chips and resolve all action.
  4. Turn over leader chips and resolve all action.

MOUNTED LEADERS

  1. If attached to a unit as order chips are being issued, they add 1 chip to the unit.
  2. While attached to a unit and the unit takes casualties from Fire, roll a D20. A "20" and the Leader/Gunner is killed. (Leaders in buildings are always "attached" and always potential casualties).
  3. If a Leader/Gunner is not attached to a unit but is a designated target, roll for hits on the firing chart, and for each hit incurred, roll one D20. A "20" and the Leader/Gunner is killed.
  4. Unattached Leaders get two order chips when they are issued. If attached to a unit, they use the chips assigned to the unit they are with.

UNIT LEADERS

  1. Each time a unit takes casualties from Fire, roll a D20 for each Leader attached. A "20" and the Leader is killed.
  2. When a unit has no Leaders attached, the unit is only allowed one order chip per turn.

FORMATIONS

  1. Two Rank Firing Line--open order (Legion and Bedouins).
  2. Single Rank Firing Line--close order--must be used when lining walls, edges of oasisí, or other linear feature.
  3. Mass Formation--only front rank may Fire (Bedouins only).
  4. Square (Legion only).

MOVEMENT

  1. Move in any direction and form in any formation and facing. Measure for each figure. Movement through friendly units allowed with no penalties to either unit.
  2. Charge Move: Must use Charge Move to close into hand-to-hand combat.
    • Charge Move may be used to gain further move distance.
    • Each use of the Charge Move may inflict "heat stroke" casualties on that unit. Roll one D6. A roll of 1, 2, 3 or 4 takes that many figures down as casualties. Roll a D20 for leaders. A "20" and the Leader is down.
    • Units using the Charge Move for extra distance fire at 1/2 effect that Phase. Units charging into hand-to-hand cannot fire.
  3. Takes one Order Chip to go Prone or Stand-up in place.
  4. Takes one Order Chip to Mount or Dismount in place.

SPECIAL TERRAIN CONSIDERATIONS

  1. Scrub-brush, rock strewn areas, gullies, ravines and palm-groves; (Rough Terrain.)
    • Move through at reduced movement distance (see Movement Table).
    • Figures upright inside are considered in cover from Fire.
    • Figures Prone inside cannot Fire or or be Fired at.
    • Figures Prone lining edge of same can Fire or be Fired at. They are in cover.
  2. Low, crossable walls;
    • Move distance cut in half (round down) when crossing.
    • Figures adjacent to same are in cover.
    • Only one rank deep can Fire from behind same.
    • Prone behind walls cannot Fire over or be Fired at unless the firer is adjacent to the wall.
  3. Penalties ;
    • Terrain penalties are incurred for each figure as long as they are in said terrain.
  4. Structures;
  5. Figures inside are considered "In Cover" from Fire.
  6. To enter, takes one move up to structure and halt. Cannot fire-- considered deploying. Next move, enter and line the inside walls. Loopholes are created automatically.
  7. Only one rank can line the walls and they Fire out in that direction.
  8. No mounted figures inside structures.
  9. All hits are taken from the "target-face" of the structure. All Leaders inside are considered "attached" for Firing purposes.

CAVALRY

  1. It takes an ACTION Chip to Mount or Dismount in place.
  2. Must leave 1-in-4 figures as dismounted horse holders. They cannot Fire and must Meleeís as infantry.
  3. Dismounted cavalry that lose a Melee have a 50% chance of taking their horses back with them (4, 5, 6 on a D6). If not, the horses are gone for the rest of the game.
  4. Dismounted horsemen Move, Fire, and Melee as infantrymen (see Tables).

RIFLE FIRE

  1. The whole table is in range (the rules were tested on a 6í x 12í table).
  2. All Fire is by unit, straight line-of-sight, in a 90í arc to a figures facing direction.
  3. A deployed double line in the open can fire both ranks. Figures lining Rough Terrain only Fire one rank. Only the front ranks of Mass formations can Fire.
  4. Full figures must be in view to be considered targets in the open (a toy periscope is ideal in determining this issue).
  5. To Fire overhead the firer or target must be elevated and the target must be further from intervening troops or terrain then the firer.
  6. Fire is always directed at the closest threatening enemy target. Fire can be split at multiple threatening targets. The target Player decides which figures are hit (except leaders, which the dice roll determines).
  7. Target units moving into, out-of, or through a Fire zone are elligible targets.
  8. Targets going Prone at instant of Fire roll a D6. A 4, 5, 6 they are hit as "upright- moving" targets. A 1, 2, 3 and they are hit as "Prone" targets.
  9. Prone figures can only Fire one rank deep.

MACHINE GUNS

  1. Point out target unit(s) within a 90 degree arc to its front and roll 12 D20. (See Firing Table.) Each gun has 12 "belts" of ammunition per game. Record each "belt" fired.
  2. Two unwounded figures are required to Move or Fire a gun--but it can be crewed by anyone.
  3. Replacement crew members can fire on the Phase they arrive at the gun if there is an unplayed FIRE Chip in place there.
  4. To re-crew and Move a gun, move to the gun on one ACTION chip and stay in place. On any subsequent ACTION Chip the Gun and crew may move.
  5. To destroy a gun--just prior to the melee--roll any number but a "6" on a D6.
  6. If gun and crew are attached to a unit treat as Mounted Leaders, item 2, regarding casualties. If not attached, and are a designated target, treat as Mounted Leaders, item 3.

MELEE

  1. Attacking unit declares "Charge!", points out target, and then rolls Movement dice for distance. Each elligible figure that makes contact will fight in the ensuing Melee. The Defending unit is pinned in place and all take part in the fight. Any other defenders within 3" of those attacked can also participate. (Units in structures cannot move out to support such.)
  2. If attacker does not make contact, he moves forward the distance he rolled, and goes Prone if infantry. Cavalry are disordered. (Mark such units, as it will take an ACTION Chip to re-form).
  3. Combat is figure-versus-figure with the highest modified die-roll winning that individual combat. The loser is killed with a "1" on the die. Other numbers and the loser temporarily falls to the rear of the fight. Fight enlisted men first, unit Leaders next, and Mounted Leaders last. The unit that has all itís participants killed or driven back is the loser and is demoralized. The winner holds the ground and can reform and reface in place.
  4. Fight multi-unit melees in the sequence in which they made contact.
  5. Both winning and losing "fall-back" figures rejoin their units after the Melee is resolved.
  6. Mounted cavalry cannot engage in Melee against figures in structures.

FLANK OR REAR ATTACKS

These cannot be accomplished if any figures in the defending unit could "see" (180 degree arc to their facing direction) the attackers coming in. If so, the defenders turn to meet the attack and fight at normal combat values.

DEMORALIZED UNITS

  1. Immediately mark the unit accordingly (a ring, marker, etc.)
  2. The unit must immediately procede on its next ACTION Chip to a safe area (where they cannot receive enemy fire). They will move at Charge speed (no heat casualties), taking no terrain penalties,and go directly towards their objective.
  3. These units cannot Fire and can initiate no Melees.
  4. Cannot be regrouped until they are in the safe area and expend 1 action chip.
  5. If attacked involved in a melee the attacker gets a plus 2 combat modifier.
  6. If any unit accumulates three demoralized markers, it instantly routs from the table.
MOVEMENT TABLE
Roll the prescribed number of D6 for maximum move distance in inches.
Troop & Terrain Types Basic Move Charge Move
Infantry across open ground
3D6
3 D6
4 D6
Cavalry across open ground
4 D6
5 D6
Infantry and Cavalry in all Rough Terrain
Move 1/2 the distance of the above dice rolls.
Prone and Squares across open ground
2 D6
Not Allowed
Prone across Rough Terrain, crossing over walls
1 D6
Not Allowed
Machine guns and crews - all terrain
2 D6
Not Allowed
Dismounted Cavalry
Move as for Infantry

FIRING TABLE
Roll 1 D20 for each firer. Current Order Chip defines posture.
(Pistols and Carbines have a 5'[60"] range)
Target Description
Weapons Standing
Upright
In Open
Moving
Upright
In Open
Prone,
Mtd. Leaders
In Open
In
Cover
Dismounted Rifles
1-7
1-6
1-5
1-4
Dismounted Carbines
1-6
1-5
1-4
1-3
Pistols & Mtd. Carbines
1-4
1-3
1,2
1
Mounted Rifles
1-5
1-4
1-3
1,2
Bedouin Spear
(12" max range)
1-4
1-3
1,2
1
Machine Guns
1-8
1-7
1-6
1-5

MELEE TABLE
Troop Type Melee Dice Modifiers
Chasseur D'Afrique, Bedouin Horse, Mtd. Leaders
Die Roll, +1, Win Ties
Legion Infantry, Bedouin Foot Swordsmen, & Spahis
Die Roll, +1
Bedouin Foot Spearmen, All Machine Gunners
Die Roll, Win Ties
Bedouin Foot Riflemen
Die Roll
Add The Above To The Following Status & Posture Modifiers
STATUS & POSTURE
(Current Chip Defines "Standing" or "Moving".)
MODIFIERS
Charging Infantry vs. Standing Infantry In The Open
Die Roll +1
Charging Cavalry Vs. Standing Cavalry In The Open
Die Roll +1
Charging Cavalry vs. Infantry In The Open
Die Roll +2
Defending Structures & Rough Terrain Against Infantry
Die Roll +1
Defending Rough Terrain Against Cavalry
Die Roll +2
Charging Flank, Rear Or Demoralized Troops
Die Roll +2
Charging Prone, Mounting/Dismounting or Disordered Troops
Die Roll +1
Infantry Squares Vs. Infantry
Die Roll +1
Infantry Squares Vs. Cavalry
Die Roll +1, Infantry Wins Ties
Dismounted Cavalry In All Situations
Die Roll


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