“The Green Hell of Inor” is LFT’s attempt at bringing 2 weeks of epic fighting that took place in the Ardennes Forest during the very first days of Fall Gelb, the invasion of France.
Contents
Designed by Lionel Colin and Xavier Vitry, with the help of scholars in the field of French and German military history, and the international team that is Le Franc Tireur, “The Green Hell of Inor” contains everything you need to play [EXC : the metric half-ton of ASL material that you always need] including two counter sheets with French Foreign Legion, Colonial infantry, early war German machine guns and several other new counters.
Also included are a historical map, a rules booklet (supplemented with an historical booklet with images of the town “Then & Now”, enhanced with a battlefield tour and several other articles about the battle of Inor and the 1940 French Campaign) and 16 historical scenarios.
In addition, three CGs are offered, with several new and easy to understand rules that will allow the players to place interdictory fire with their artillery, or use counter battery fire against enemy guns !
The troops
This module provides counters to represent various troops that are not depicted in the core modules.
As the French, you will get (all of them with specific counters) :
- Senegalese Tirailleurs
- Algerian Tirailleurs
- Colonial troops
- Corps-Francs units
- Foreign Legion (including sappers !)
- Full-color AFV that fought this battle (with camouflage pattern)
- Leaders never seen before (and probably, thereafter !)
The German uses regular MMP counters, but we have provided early-war MG. You will want to read one of the 32 designer’s notes to get the explanation.
The Campaign Games
Three Campaign Games are provided :
- CG I- The Pride of the Foreign Legion (introductory CG, 3 CG dates).
- CG II - Sauerei Wald (5 CG dates)
- CG III - Flanking the Maginot Line (8 CG dates, the whole campaign that uses the whole map).
Scenarios
This module is composed of 16 scenarios, most taking place on the HASL map.
Five of the scenarios require geomorphic maps (1a, 11a, 39, 58, 66, 70, 72, 81 and x).
ID | Name | Attacker | Date |
---|---|---|---|
FT INOR1 | Deep Into the French Front | German | 17th May 1940 |
FT INOR2 | Villy Muss Fallen ! East | German | 15th May 1940 |
FT INOR3 | Roucaud’s Blow | French | 15th May 1940 |
FT INOR4 | Wooden Hell | German | 16th May 1940 |
FT INOR5 | Bois de la Hache | French | 16th May 1940 |
FT INOR6 | First Counterattack | French | 16th May 1940 |
FT INOR7 | Sauerei Wald | German | 17th May 1940 |
FT INOR8 | Hill 311 | French | 18th May 1940 |
FT INOR9 | Night Terror | French | 15th May 1940 |
FT INOR10 | Villy Muss Fallen ! West | German | 15th May 1940 |
FT INOR11 | Woods Ashes | French | 19th May 1940 |
FT INOR12 | Reaction | French | 19th May 1940 |
FT INOR13 | Night Patrol | German | 19th May 1940 |
FT INOR14 | Cendriere’s Farm | German | 23th May 1940 |
FT INOR15 | « À moi la légion ! » | French | 27th May 1940 |
FT INOR16 | Not Men but Demons | German | 27th May 1940 |
See the "Documents" section for VASL setup of all 16 scenarios.
Documents
Inor Roster_US
(144 kio)
Inor scenarios set up files
(691.7 kio)
VASL support for Inor - v0.5
(21.6 Mio)
Errata
Scenarios / CG
- INOR CG II and CIII : Ignore SSR 5 for the French units setting up in Inor village.
- FT INOR 1 : On Turn track 4, ignore the German Cross. All the Germans enter on Turn 1. The gun starts the game Towed.
- FT INOR 2 & 10 : Ignore SSR 3.
- FT INOR7 Clarification : The German group 2 cannot setup in plowed fields hexes. SSR 4 : 2nd sentence : The rule reference for Bombardment should be CG 5.1 not INOR11. FT -*
FT INOR 12 : Clarification : Fallen rubbles are ignored for victory conditions
Rules
Groupes Francs : In the rules it says : 458 unit (Elite, broken moral 7). It should read broken morale 8, as displayed on the counters. Same for the 248 : use the printed value of their broken
side.
The Algerians : according to the rules, they are "assumed to have a broken side moral one higher than printed". This sentence should be removed, as their correct broken value is 8, as
displayed on the counters.
Rule 3.I :
The control conditions of the following geographical areas are missing. They are mainly used for the first scenario of CG II and III.
– Bois de La Hache : a side controls the "Bois de La Hache" if <= 10 hexes are No man’s land/enemy Controlled.
– Inor – Malandry Woods road : a side controls it if no Road or adjacent hexes are enemy Controlled.
– Inor – Mouzon road : a side controls it if no Road or adjacent hexes are enemy Controlled.
– Village of Inor : a side controls it if <= 5 buildings hexes are no man’s land/enemy Controlled.