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SCENARIO

Check Point CALVI


North of Duekoue, 6th of January 2003
2
nd
REPs 1
st
and 4
th
companies went to the Republic of the Ivory Coast to
reinforce French Unicorn Operation military deployment, and monitor the cease fire
between the Rebels and the Loyalists. This would ease the diplomatic negotiations that
would take place from the 15
th
to the 24
th
of January 2003. Further complications were
raised by a third party, the Great West Rebels. Little is known of the goals of these
rebels, further reinforced by several Liberians and infamous for their Sierra Leone
mischief. On the morning of the 6
th
of January, a group of Rebels headed towards
checkpoint Calvi on Duekoues road, seemingly to speak the detachment of Foreign
Legion soldiers. It was, however, only a cheap trick. Right behind them was another
group of an hundred Rebels, intent on assaulting the French positions. Once again, the
legionnaires were the dernier argument of France.

Scenario and counters: David Julien
Tests: Julien Bonnard, Nicolas Bruyas, Vincent Vanherreweghe, Michael Dirty
Harry Murphy.
Transaltion: Julien Bonnard
Grammar checking : Mark H. Walker

Order of battle
France. Set-up first
3
rd
section of the 1
st
Company of the 2me Regiment Etranger de Parachutistes.
1H6, bunker facing North.
1E6
1K4 Element of the 1
er
Rgiment de Hussards Parachutistes. 1H6
The French player has two off board 81 mm artillery missions (FP 3)
Rebels.
Element of Mouvement Populaire Ivoirien du Grand Ouest.
4H4 Anywhere North of the line 4O2 -4I5 - 4E3 - 4A5
The Rebel player has one off board artillery missions (FP 2)
3


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DCIR Lgion trangre
6 4 3
Victory conditions
The legionnaire player receives one victory point for each MMC or SMC eliminated or
support weapon captured.

The Rebels player receives two victory points for each MMC or SMC eliminated, or
support weapon captured. Four points are awarded for the destruction of the ERC-90 or if
they control the bunker at the end of the scenario. In order to occupy the bunker, the Rebels
must have a good order MMC or Hero, or be the last player to have such a unit in the
bunker. The Rebels also earn five points for each MMC exited by the south border of the
board.

Note:
A rebel squad reduced to half-squad only awards 0.5 VP , a French squad reduced to half-
squad only awards 1 VP.

The player with the most VP win. If the rebel player has less than 6 points and is the player
with the most VP, the game is a draw.
N
Scenario length
10 turns. Roll for initiative.
1 2 3 4 5 6 7 8 9 10
Special rules
The five terrain overlays are set up on board 4, using the coordinates of the hexagons.

The French Foreign Legion
The Camerons Spirit: Whenever enemy units enter a hex to melee with Shaken 2me REP squad, the Shaken Paras may
attempt to rally. A leader is not required, but if a good order Leader is present, may use his Leadership per rally rules. The rally
attempt occurs BEFORE melee. If the paras fail the rally attempt, they are eliminated. If the pass they are returned to good
order.

Good NCO: In each rally phase, the legionnaire player may ether attempt to rally one legionnaire unit that is not in a rally
eligible hex.

Skill Cards: FFL leader or hero can use any Forgotten Heroes or Band of Heroes skill cards except Suicide sapper. If Rocket
Man is drawn give the man an ABL.

Minimi: Add 1 to the Minimis Firepower for a total of 2 Firepower, when the SW is used in Melee.



Rebels

RPG7: The rebel RPG 7 has anti personal munitions. So dont use the 14.0 rule in AA. RPG doesnt subtract 1 to be firepower
equivalent when firing against troop not in building.

Skill Cards: Rebel leader or hero can use any Forgotten Heroes or Band of Heroes skill cards except Suicide sapper, Master
sniper and Multi Faceted. If Rocket Man is drawn give the man a RPG7.
V.1
Special thanks
Thank to the division communication, information, recrutement de la Lgion trangre and to Raids magazine published
by Histoire & Collections, for their pictures used for the scenario card and counters.

DCIR Lgion trangre

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