top of page

Dunes of Death! French Foreign Legion in Morocco (1882)

Mark Trowell

Updated: Mar 9



To the strains of ‘Le Boudin’ five companies of French Foreign Legion (FFL) and Senegalese Tirailleurs march with a mule train across the Moroccan desert, to take and retain the small settlement of El Nookie (thanks Alex), a simple job for the best troops of the French Army d'Afrique.



Mal and Piotr lead a five-company force: four French Foreign Legion (1898 Miniatures from Spain) and a single Senegalese company (Artisan Designs from Nottingham), with a mule train made up of Perry miniatures, all 28mm.



In the hills and sand dunes, Doug and Phil with a large Berber force track the French progress into a valley with El Nookie nestled in the valley floor. There are two small palm woods outside the village with the high ground surrounding. The Berber force is made up of seven infantry units (1898 Miniatures, Artisan Design and Foundry) with five cavalry units (1898 Miniatures and Black Tree Designs).



The Berbers are all armed with muzzle-loading rifles or smoothbore muskets, which are a distinct disadvantage to the modern breach loading rifles that the French and Senegalese have. The Berbers are also 2nd and 3rd rate shots in comparison, this is an issue at distance but close-in less so.



The Berbers have cavalry which are able to fire from the saddle their MLR, but unfortunately the French lack cavalry and the lack of scouts will prove to be a key limitation to them (as an aside I intend to extend the Tirailleur units and also will be adding some Chasseurs d'Afrique to balance up the force).



Earlier games had used ‘The Men Who Would be Kings' ruleset which although okay really did not work for the size of game or number of players typical at the club. So, following a successful game a few weeks ago we decided to try Battles for Empire II (1870 - 1914) by Chris Leach as it has French Morocco / Rif Wars game sheets.



The first couple of turns see the French moving through the valley in column two FFL units either side of the mule train and the Senegalese bring up the rear. Phil and Doug are moving units behind the ridges and sand dunes, sharing the progress with Rob and myself the umpires. The Berbers also have two of their poorest units just to the rear of the village that the FFL are attacking.



The fourth turn sees Mal seeking to protect his flank by deploying one unit in line and attaching bayonets, while the mules train progresses through the palm wood.



Piotr keeps his troops in column moving quickly towards the village, but it is clear that his flank is exposed and Phil with his Berber cavalry pounce from behind a ridge and sand dune which has covered his movement charging into the French.



Without fixed bayonets and in column the FFL take significant loses in this first melee, including a wounded officer, but are able to form up and face the follow up melee.



Piotr is able to calm the position with a saving throw removing the shaken marker, but it is clear this is going to be a grim battle of attrition.



The fifth turn see further Berber cavalry moving in as support to the ongoing melee, with the Senegalese in turn move in to support one of the two FFL which are under pressure.



They have already been able cause casualties to one of the Berber units as they charged in and also have the benefit of now having fixed bayonets.



Mal continues to push his other FFL unit towards the village forming into line, while Piotr continues to take and give casualties on the other flank, but the pressure is immense, and the Berber have the upper hand during the sixth turn.



The seventh turn now sees the first FFL unit lost as it is overcome by the Berber cavalry...



This turn also see Berber infantry start to come over the ridgeline fronting Mal’s position. Four units push on into the FFL.



Mal has deployed his second unit into line to face the Berber cavalry, but some very strong dice see Doug start to attrition this unit.



But Doug is also taking casualties as Mal is able to rapid fire destroying one unit, but more are coming on and the weight of units that the Berbers can bring to bear is taking its toll on the FFL.



The woes continue for the FFL as a second French company is lost, and the Berber infantry in the village start to advance on the beleaguered French who are in the open.



The eighth and ninth turns see the melee continue. The Senegalese are also able now to rapid fire and take out one cavalry unit and give themselves some space, but the pressure is on Mal from Doug’s advancing infantry.



The mules remain safe behind Mal’s lines but he is taking more and more casualties and the tenth turn seen another FFL unit destroyed, the last FFL unit follows in the next turn leaving the Senegalese on their own.



But it is all over and in the end the French lose all the FFL units and the mules while the Berbers only lose one cavalry and two infantry units.



‘Sacre bleu’ – as they say, the Berbers are said to be just delighted with their day’s work.



The ruleset seemed to work really well, a mistake was made around timing for fixing bayonets which did not help the French, but when they could get in position to use rapid fire the Berbers took casualties. A more balanced French force is required with further Tirailleur units and some Chasseurs d'Afrique which will help also. The plan is to put on another few games using these rules which may also be used for other colonial games at the club. Hope all who joined enjoyed it.


Rob thanks again for all your help on this one.






Comments


bottom of page