Post by madmorgan on Jan 12, 2016 15:01:48 GMT
The Le'Entrangere are elite units of numerous nationalities fighting under the French flag. Drilled to be one of the toughest fighting forces in the world, Le'Entrangere are definitely Elan defined. For AQ, there are several ways they will be in a scenario. In the event of a threat to Quebec, (where they have a base in Canada, guarding the French Embassy there) they stiffen the regulars and militias. Alternately, you could field them as an expeditionary force, exploring what might be a Martian threat someday and gathering intel on possible human enemies. France would like to help their old allies despite the German alliance; the Legionaires are a way to do this with an 'expendable' and 'disavowal' formations. Old Glory makes an excellent line of the Legion - I like using both the regular and 'greatcoats' to differ companies and looks. Here my TO&E for this fun to play organization.
All FFL units have Elan giving them a +1 on Morale rolls. Stats for the Renaults are on my thread list - I'll repeat them here for ease of play. The FFL will not normally operate with BEF units in battles. Exceptions can be made, but usually to the hardship of the FFL in such arrangements. Comms are by radio and bugles. All infantry and cavalry have grenades for Assault +2 capacity. Cavalry doesn't dismount, firing from the saddle of their well-trained mounts.
The 2nd Regiment Le'Entrangere has been sent to New Orleans to 'support the French population in their time of need'. The French justify this with the Germans by claiming to want first hand intelligence on the Martians (and of coarse the Brits and USA forces). USA is glad to have any help; the BEF keeps an eye on them, especially their intelligence gathering operations. The troop transport ships and a French Armored Cruiser stayed as well, giving some added mobility to shift these troops and fire support. I'll add these ships later after this post.
A Co. LE HQ: (1) Renault Radio Tank, 1 element @50 + FC @30 = 1 Unit @80pts
HQ Renault Tank Platoon: (3) Renault 37mm Tanks, 3 elements @50 ec = 3 Units @150pts
(3) Renault MG Tank, 3 elements @50 ec = 1 Unit @150pts
HQ FA Battery: (3) 75mm guns + 12 crew, 3 elements = 1 Unit @80pts [towed by above tanks]
1st LE Infantry Platoon HQ: (1) Renault Radio Tank, 1 element @50 = 1 Unit @50pts
1st LE Infantry Platoon: (5) Squads ec 3 element of 15 figures @30ec = 5 Unit @150pts
{OG figures/squad 1 officer,bugler,NCO,12 riflemen}
1st MG Squad: (3) MG + 9 crew, 3 elements = 1 Unit @40pts [note these are Hotchkiss with a RF 2 not the normal 3]
Ammo Transport: 3 elements total of 9 pack mules, 2 foot handlers, 1 mounted officer @10 ec = 1 Unit @30pts [counts as ammo tender]
1st LE Battery: (3) 75mm guns +12 crew, 3 elements = 1 Unit @80pts [towed by below]
Armored Car Squad: (3) Minerva AC @40 ec = 3 Units @120pts [tows above and acts as additional recon]
2nd LE Infantry Platoon HQ: (1) Renault Radio Tank, 1 element @50 = 1 Unit @50pts
2nd LE Infantry Platoon: (5) Squads ec 3 elements of 15 figures @30 ec = 5 Units @150pts
2nd MG Squad: (3) MG + 9 crew, 3 elements = 1 Unit @40pts [again Hotchkiss w/RF 2]
LE Cavalry Squadron HQ: (1) Renault Radio Tank, 1 element = 1 Unit @50pts
Renault Cav. Platoon: (3) Renault MG Tank, 3 elements @50 ec = 1 Unit @150pts
Scout Squad: 6 figures mounted rifles, 3 elements = 1 Unit @50pts [use AD skirmish rules, see thread elsewhere for same] {3 LE & 3 Chassuer/Africa}
1st Cav. Platoon: (2) Squads, 3 elements of 6 mounted figures ec @50 ec = 2 Units @100pts {LE figures, 1 Officer, Buglar, & 10 troopers}
2nd Cav. Platoon: (2) Squads, 3 element of 6 mounted figures ec @50 ec = 2 Units @100pts {Chassuer/Africa figures}
Total of 1470 points in 30 Units* = BP 15 [7 order tokens] *(Ammo Transport doesn't count for BP) / At 60% (Elan) = 882 Break Point.
Renault Tank @50 ec : Spd 8" Def 6 Arm 7 Spec: turret; 2 crew; either has Radio, Hotchkiss (RF2) MG; 37mm Gun
37mm Tank Gun Rng 20" +1 Pow RF 1 AoE 1"Spec: n/a
Hotchkiss MG Rng 20" +1 Pow RF 2 Spec: n/a
Cavalry Spd 8" Def 6 Arm 4 Spec: subject to Difficult Terrain, moves at 1/2 speed in same. Assault +2 (grenades).
As you can see, the FFL is a very well laid out formation, with ample infantry, artillery, and cavalry to make an impact. They do lack heavy guns. If supported by their ships heavy guns or USA heavy artillery or ships, they can give Marvin a real problem. Next up will be a OOB for you to try these folks out. Also, you could see a few French planes helping out as well. I'll get back with all those later. Enjoy!
Here are some added units, built on the excellent Eureka ICW (Indochina Civil War) line of FFL in bush hats. Note these figures could also be used to stand in for Aussies or New Zealanders (ref Gallipoli/Turkey). Enjoy!
The French Foreign Legion also support jungle and swamp operations, using small units to infiltrate and destroy key enemy positions, then disappear into the bush again. Here is one such unit with from the 4th Foreign Pioneers, which controlled and trained several FFL units that fit this type of operation. As per usual all have Elan (+1 to Morale Rolls) and Grenades (Assault +2). They also used the 57mm recoiless rifle and 80mm mortars as well as extensive use of radios to coordinate attacks.
MMTR @10pts if added to squad, 40pts if a unit of three. Rng 30" +1Pow Bar 1 Spec: 3 crew, smoke shell [ec Bar. pt give you a 1" square smoke; all fire thru is limited to 25" range, no heatray sweeps thru, -2 Pow focused heatray.]
57mm Recoiless Rifle: Range 20" +2 Power Rate-of-fire 1 Special: 2 crew, RoF drops to 1/2 fire phases without loader.
HQ Squad: Officer, Radio op, LMG + 2 crew, Rifleman (5 figures/1 element) @30 + FC @30 = 1 Unit @60pts
(3) Squads: ec Officer, NCO, 57mm recoiless rifle + 2 crew, radio op, (10) Riflemen (15f/3 elements) @30ec = 3 Units @90pts
MG Squad: Officer with radio, (3) MG + (9) crew (10f/3 elements) @40 = 1 Unit @40pts [HMG = Hotchkiss with RF 2 ]
Mortar Squad: Officer with radio, (3) 80mm/MMTR mortars + (9) crew (10f/3elements) @40 = 1 Unit @40pts
Total FFL bush forces 230 points in 6 Units = BP 3 [1 order token] At 60% (Elan) = 138 Break Point.
Finally I mentioned an Armored Cruiser left behind the original transport of the Legion to the USA and Canada. Here are the stats for the armored cruiser Leon Gambetta available from GHQ's Great War 1/2400 series models. I've also included stats for destroyers that would be the used as troop transports, which you get three to a pack. I currently list three of them at the command of the French New Orleans Task Force. Note that the DDs have some punch with those rockets, but they can't be reloaded during the game (none carried on board, just loaded tubes). Remember all of these stats are for a 1/2400 ratio shots - be sure the Martians have the similiar range constraints.
Ship Special Rules: 1: Lay Steam (as LIC.) 2:Independent Targeting (as LIC). 3:Ironclad (gun split between port/starboard batteries, half the number of guns firing). 4:Radio 5:Field Commander (FC@30 for force). 6:Moving Fire (large calibre guns can move and fire, unlike mobile land guns (MkIV 7"). 7:Coated with Asbestos (give Armor of 11 or 12). 8:Ship Damage Table (see below). 9:Transport (can transport Marine and Army forces). 10:Barbette mounted guns 11:Independent Fire (ec turret may target units individually as opposed to each gun). 12:Turreted guns (treat ec turret as a unit for enemy fire).
FRN "Leon Gambetta" Armored Cruiser 1903, 723 crew @500 Speed 26 Defense 5 Armor 14 Special: 1-6,8,10,11,12
(2) x2 195mm/7.6" Gun: Range 7" +4 Power Barrage 3 Special: two gun Turrets
(6) x twin 164mm/6.5" Gun: Rng 6" +4 Pow Bar 3 Spec: two gun sponsons, fire arcs; two gun Turrets
(4) x single 164mm/6.5" Gun: Rng 6" +4 Pow Bar 3 Spec: single gun sponsons, fire arcs; one gun sponsons, two per side.
(24) x single 47mm/1.9"/3 pdr. Hotchkiss Guns: split along ship - I estimate 8 per port/starboard and 4 per fore/aft arcs.
(2) x 450mm/17.7" Torpedo Tubes (underwater for use against human opponents)
FRN "Bouclier" Class Destroyer 1911, 80 to 83 crew @250 Speed 35 Defense 7 Armor 8 Special:1-5,8,9,10,11,12
(2) x 100mm/3.9" Gun: Rng 3.5" +3 Pow Bar 1 Spec: mounted in gun shield barrettes
(4) x 65mm/2.6" Gun: Rng 2.5" +3 Pow Bar 1 Spec: mounted in gun shield barrettes
(2) x twin 450mm (17.7") Rockets: Rng 2" +8 Pow RF * Spec: *Salvo 2, total of 4 rockets available per game; mounted two launchers per each side.
All three destroyers are needed to transport a single company - loss of one ship reduces forces above by 1/3 (based on points) = to a total of 980 for the game and loss of two ships reduces forces above by 2/3 (based on points) = to a total of 490 for the game. Note that the small 'bush' unit requires only one ship for transport.
All FFL units have Elan giving them a +1 on Morale rolls. Stats for the Renaults are on my thread list - I'll repeat them here for ease of play. The FFL will not normally operate with BEF units in battles. Exceptions can be made, but usually to the hardship of the FFL in such arrangements. Comms are by radio and bugles. All infantry and cavalry have grenades for Assault +2 capacity. Cavalry doesn't dismount, firing from the saddle of their well-trained mounts.
The 2nd Regiment Le'Entrangere has been sent to New Orleans to 'support the French population in their time of need'. The French justify this with the Germans by claiming to want first hand intelligence on the Martians (and of coarse the Brits and USA forces). USA is glad to have any help; the BEF keeps an eye on them, especially their intelligence gathering operations. The troop transport ships and a French Armored Cruiser stayed as well, giving some added mobility to shift these troops and fire support. I'll add these ships later after this post.
A Co. LE HQ: (1) Renault Radio Tank, 1 element @50 + FC @30 = 1 Unit @80pts
HQ Renault Tank Platoon: (3) Renault 37mm Tanks, 3 elements @50 ec = 3 Units @150pts
(3) Renault MG Tank, 3 elements @50 ec = 1 Unit @150pts
HQ FA Battery: (3) 75mm guns + 12 crew, 3 elements = 1 Unit @80pts [towed by above tanks]
1st LE Infantry Platoon HQ: (1) Renault Radio Tank, 1 element @50 = 1 Unit @50pts
1st LE Infantry Platoon: (5) Squads ec 3 element of 15 figures @30ec = 5 Unit @150pts
{OG figures/squad 1 officer,bugler,NCO,12 riflemen}
1st MG Squad: (3) MG + 9 crew, 3 elements = 1 Unit @40pts [note these are Hotchkiss with a RF 2 not the normal 3]
Ammo Transport: 3 elements total of 9 pack mules, 2 foot handlers, 1 mounted officer @10 ec = 1 Unit @30pts [counts as ammo tender]
1st LE Battery: (3) 75mm guns +12 crew, 3 elements = 1 Unit @80pts [towed by below]
Armored Car Squad: (3) Minerva AC @40 ec = 3 Units @120pts [tows above and acts as additional recon]
2nd LE Infantry Platoon HQ: (1) Renault Radio Tank, 1 element @50 = 1 Unit @50pts
2nd LE Infantry Platoon: (5) Squads ec 3 elements of 15 figures @30 ec = 5 Units @150pts
2nd MG Squad: (3) MG + 9 crew, 3 elements = 1 Unit @40pts [again Hotchkiss w/RF 2]
LE Cavalry Squadron HQ: (1) Renault Radio Tank, 1 element = 1 Unit @50pts
Renault Cav. Platoon: (3) Renault MG Tank, 3 elements @50 ec = 1 Unit @150pts
Scout Squad: 6 figures mounted rifles, 3 elements = 1 Unit @50pts [use AD skirmish rules, see thread elsewhere for same] {3 LE & 3 Chassuer/Africa}
1st Cav. Platoon: (2) Squads, 3 elements of 6 mounted figures ec @50 ec = 2 Units @100pts {LE figures, 1 Officer, Buglar, & 10 troopers}
2nd Cav. Platoon: (2) Squads, 3 element of 6 mounted figures ec @50 ec = 2 Units @100pts {Chassuer/Africa figures}
Total of 1470 points in 30 Units* = BP 15 [7 order tokens] *(Ammo Transport doesn't count for BP) / At 60% (Elan) = 882 Break Point.
Renault Tank @50 ec : Spd 8" Def 6 Arm 7 Spec: turret; 2 crew; either has Radio, Hotchkiss (RF2) MG; 37mm Gun
37mm Tank Gun Rng 20" +1 Pow RF 1 AoE 1"Spec: n/a
Hotchkiss MG Rng 20" +1 Pow RF 2 Spec: n/a
Cavalry Spd 8" Def 6 Arm 4 Spec: subject to Difficult Terrain, moves at 1/2 speed in same. Assault +2 (grenades).
As you can see, the FFL is a very well laid out formation, with ample infantry, artillery, and cavalry to make an impact. They do lack heavy guns. If supported by their ships heavy guns or USA heavy artillery or ships, they can give Marvin a real problem. Next up will be a OOB for you to try these folks out. Also, you could see a few French planes helping out as well. I'll get back with all those later. Enjoy!
Here are some added units, built on the excellent Eureka ICW (Indochina Civil War) line of FFL in bush hats. Note these figures could also be used to stand in for Aussies or New Zealanders (ref Gallipoli/Turkey). Enjoy!
The French Foreign Legion also support jungle and swamp operations, using small units to infiltrate and destroy key enemy positions, then disappear into the bush again. Here is one such unit with from the 4th Foreign Pioneers, which controlled and trained several FFL units that fit this type of operation. As per usual all have Elan (+1 to Morale Rolls) and Grenades (Assault +2). They also used the 57mm recoiless rifle and 80mm mortars as well as extensive use of radios to coordinate attacks.
MMTR @10pts if added to squad, 40pts if a unit of three. Rng 30" +1Pow Bar 1 Spec: 3 crew, smoke shell [ec Bar. pt give you a 1" square smoke; all fire thru is limited to 25" range, no heatray sweeps thru, -2 Pow focused heatray.]
57mm Recoiless Rifle: Range 20" +2 Power Rate-of-fire 1 Special: 2 crew, RoF drops to 1/2 fire phases without loader.
HQ Squad: Officer, Radio op, LMG + 2 crew, Rifleman (5 figures/1 element) @30 + FC @30 = 1 Unit @60pts
(3) Squads: ec Officer, NCO, 57mm recoiless rifle + 2 crew, radio op, (10) Riflemen (15f/3 elements) @30ec = 3 Units @90pts
MG Squad: Officer with radio, (3) MG + (9) crew (10f/3 elements) @40 = 1 Unit @40pts [HMG = Hotchkiss with RF 2 ]
Mortar Squad: Officer with radio, (3) 80mm/MMTR mortars + (9) crew (10f/3elements) @40 = 1 Unit @40pts
Total FFL bush forces 230 points in 6 Units = BP 3 [1 order token] At 60% (Elan) = 138 Break Point.
Finally I mentioned an Armored Cruiser left behind the original transport of the Legion to the USA and Canada. Here are the stats for the armored cruiser Leon Gambetta available from GHQ's Great War 1/2400 series models. I've also included stats for destroyers that would be the used as troop transports, which you get three to a pack. I currently list three of them at the command of the French New Orleans Task Force. Note that the DDs have some punch with those rockets, but they can't be reloaded during the game (none carried on board, just loaded tubes). Remember all of these stats are for a 1/2400 ratio shots - be sure the Martians have the similiar range constraints.
Ship Special Rules: 1: Lay Steam (as LIC.) 2:Independent Targeting (as LIC). 3:Ironclad (gun split between port/starboard batteries, half the number of guns firing). 4:Radio 5:Field Commander (FC@30 for force). 6:Moving Fire (large calibre guns can move and fire, unlike mobile land guns (MkIV 7"). 7:Coated with Asbestos (give Armor of 11 or 12). 8:Ship Damage Table (see below). 9:Transport (can transport Marine and Army forces). 10:Barbette mounted guns 11:Independent Fire (ec turret may target units individually as opposed to each gun). 12:Turreted guns (treat ec turret as a unit for enemy fire).
FRN "Leon Gambetta" Armored Cruiser 1903, 723 crew @500 Speed 26 Defense 5 Armor 14 Special: 1-6,8,10,11,12
(2) x2 195mm/7.6" Gun: Range 7" +4 Power Barrage 3 Special: two gun Turrets
(6) x twin 164mm/6.5" Gun: Rng 6" +4 Pow Bar 3 Spec: two gun sponsons, fire arcs; two gun Turrets
(4) x single 164mm/6.5" Gun: Rng 6" +4 Pow Bar 3 Spec: single gun sponsons, fire arcs; one gun sponsons, two per side.
(24) x single 47mm/1.9"/3 pdr. Hotchkiss Guns: split along ship - I estimate 8 per port/starboard and 4 per fore/aft arcs.
(2) x 450mm/17.7" Torpedo Tubes (underwater for use against human opponents)
FRN "Bouclier" Class Destroyer 1911, 80 to 83 crew @250 Speed 35 Defense 7 Armor 8 Special:1-5,8,9,10,11,12
(2) x 100mm/3.9" Gun: Rng 3.5" +3 Pow Bar 1 Spec: mounted in gun shield barrettes
(4) x 65mm/2.6" Gun: Rng 2.5" +3 Pow Bar 1 Spec: mounted in gun shield barrettes
(2) x twin 450mm (17.7") Rockets: Rng 2" +8 Pow RF * Spec: *Salvo 2, total of 4 rockets available per game; mounted two launchers per each side.
All three destroyers are needed to transport a single company - loss of one ship reduces forces above by 1/3 (based on points) = to a total of 980 for the game and loss of two ships reduces forces above by 2/3 (based on points) = to a total of 490 for the game. Note that the small 'bush' unit requires only one ship for transport.