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Check Point Calvi rules of play

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  • Check point CalviIvory Coast, North of Duekoue, 6th

    of January 2003

    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 battleFrance. 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 1 x medic

    Elements of the 1er Rgiment de Hussards Parachutistes TIC2H3: 1 x Sagaie

    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 Gros Lion 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

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

    victory conditionsThe 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 sup-port 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 10 turns. Roll for the initiative.

    Event markers 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

    French foreign Legion

    Rebels

    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 unsuc-cessful 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.

    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.

    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.

    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.

    Paragraph A:

    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 CalviIvory Coast, North of Duekoue, 6th

    of January 2003

    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 battleFrance. 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 1 x medic

    Elements of the 1er Rgiment de Hussards Parachutistes TIC2H3: 1 x Sagaie

    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 Gros Lion 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

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

    victory conditionsThe 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 sup-port 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 10 turns. Roll for the initiative.

    Event markers 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

    French foreign Legion

    Rebels

    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 unsuc-cessful 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.

    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.

    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.

    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.

    Paragraph A:

    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 chartTerrain example Type

    Movement cost target Modifier Notes Height and obstacleT O R leg

    Wooden Building Blocking6 12 P* 2 +3

    "T" and "O" class vehicles with frontal armor > 3 can enter wooden buil-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.

    level 1

    Forest BlockingP* P* P* 2 +2

    No vehicles unless on road. Level 2

    Light Woods Degrading4 6 8 2 +1

    None Level 1

    Brush Degrading1 1 2 1 0

    Negates +1 Moving or Move marker penalty for target unit. Per height of terrain.

    Tall grass Blocking1 1 2 1 0

    Negates +1 Moving or Move marker penalty for target unit. Hex sides are blocked.

    level 1

    Hill

    Per terrain in hex and rules.

    per other terrain

    +1 against fire from a lower level

    Movement cost is as per other terrain in the hex. +1 MP to move one level higher; +2 to move to two levels higher ( in one hex); and +1 to move down two level (in one hex). The darker the color of the hill, the higher the level.

    Per height of terrain.+1 MP to move to

    higher elevation

    +2 MP for "R" move to higher elevation

    clear Open1 1 2 1 0

    None Ground level

    Road

    open

    1 1 0.5 1 0Ignore terrain in hex when moving from contiguous Road hex to another. Per height of

    terrain.

    fi

    1 2 3 4 5 6 7 8 9 10Turns*P:Prohibited

  • Terrain Effect chartTerrain example Type

    Movement cost target Modifier Notes Height and obstacleT O R leg

    Wooden Building Blocking6 12 P* 2 +3

    "T" and "O" class vehicles with frontal armor > 3 can enter wooden buil-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.

    level 1

    Forest BlockingP* P* P* 2 +2

    No vehicles unless on road. Level 2

    Light Woods Degrading4 6 8 2 +1

    None Level 1

    Brush Degrading1 1 2 1 0

    Negates +1 Moving or Move marker penalty for target unit. Per height of terrain.

    Tall grass Blocking1 1 2 1 0

    Negates +1 Moving or Move marker penalty for target unit. Hex sides are blocked.

    level 1

    Hill

    Per terrain in hex and rules.

    per other terrain

    +1 against fire from a lower level

    Movement cost is as per other terrain in the hex. +1 MP to move one level higher; +2 to move to two levels higher ( in one hex); and +1 to move down two level (in one hex). The darker the color of the hill, the higher the level.

    Per height of terrain.+1 MP to move to

    higher elevation

    +2 MP for "R" move to higher elevation

    clear Open1 1 2 1 0

    None Ground level

    Road

    open

    1 1 0.5 1 0Ignore terrain in hex when moving from contiguous Road hex to another. Per height of

    terrain.

    fi

    1 2 3 4 5 6 7 8 9 10Turns*P:Prohibited