2019-04-30

gridlore: Army Infantry school shield over crossed infantry rifles (Army Infantry)
2019-04-30 08:03 am
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We have munitions. We will not surrender

Today is Camerone Day.

The French Army was besieging Puebla.

The mission of the Legion was to ensure the movement and safety of the convoys, over an 80 mile distance. On the 29th of April 1863, Colonel Jeanningros was informed that an important convoy was on its way to Puebla, with a load of 3 million francs, and material and munitions for the siege. Captain Danjou, his quartermaster, decided to send a company to escort the convoy. The 3rd company of the Foreign Regiment was assigned to this mission, but had no officers available. So Captain Danjou, himself, took the command and 2nd lieutenants Maudet, company guide, and Vilain, the paymaster, joined him voluntarily.

On the 30th of April, at 1 a.m., the 3rd company was on its way, with its 3 officers and 62 men. At 7 a.m., after a 15-mile march, it stopped at Palo Verde in order to get some rest. At this very moment, the enemy showed up and the battle began. Captain Danjou made the company take up a square formation and, even though retreating, he victoriously drove back several cavalry charges, inflicting the first heavy losses on the enemy.

By the inn of Camerone, a large building with a courtyard protected by a wall 3 meters high, Danjou decided to stay, in order to keep the enemy and so delay for as long as possible, any attacks on the convoy.

While the legionnaires were rapidly setting up the defense of the inn, a Mexican officer demanded that Captain Danjou surrender, pointing out the fact that the Mexican Army was greatly superior in number.

Danjou's answer was: "We have munitions. We will not surrender." Then, he swore to fight to the death and made his men swear the same. It was 10 a.m. Until 6 p.m., these 60 men who had had nothing to eat or drink since the day before, in spite of the extreme heat, of the thirst and hunger, resisted against 2,000 Mexicans: 800 cavalry and 1,200 infantry.

At noon, Captain Danjou was shot in the chest and died. At 2 p.m., 2nd lieutenant Vilain was shot in the head. About this time, the Mexican colonel succeeded in setting the inn on fire.

In spite of the heat and the smoke, the legionnaires resisted, but many of them were killed or injured. By 5 p.m., only 12 men could still fight with 2nd lieutenant Maudet. At this time, the Mexican colonel gathered his soldiers and told them what disgrace it would be if they were unable to defeat such a small number of men. The Mexicans were about to give the general assault through holes opened in the walls of the courtyard, but Colonel Milan, who had previously asked 2nd lieutenant Maudet to surrender, once again gave him the opportunity to. Maudet scornfully refused.

The final charge was given. Soon, only 5 men were left around Maudet; Corporal Maine, legionnaires Catteau, Wensel, Constantin and Leonard. Each had only one bullet left. In a corner of the courtyard, their back against the wall, still facing the enemy, they fixed bayonets. When the signal was given, they opened fire and fought with their bayonets. 2nd lieutenant Maudet and 2 legionnaires fell, mortally wounded. Maine and his 2 remaining companions were about to be slaughtered when a Mexican officer saved them. He shouted: "Surrender!"

"We will only if you promise to allow us to carry and care for our injured men and if you leave us our guns".

"Nothing can be refused to men like you!", answered the officer.

Captain Danjou's men had kept their promise; for 11 hours, they had resisted 2,000 enemy troops. They had killed 300 of them and had injured as many. Their sacrifice had saved the convoy and they had fulfilled their mission.

Emperor Napoleon III decided that the name of Camerone would be written on the flag of the Foreign Regiment and the names of Danjou, Vilain and Maudet would be engraved in golden letters on the walls of the Invalides, in Paris.

Moreover, a monument was built in 1892, at the very place of the fight. The following inscription can be read there:

Ils furent ici moins de soixante
Opposés à toute un armée,
Sa masse les écrasa.
La vie plutôt que le courage
Abandonna ces soldats Français
Le 30 avril 1863.


"Here there were less than sixty opposed to a whole army. Its mass crushed them. Life abandoned these French soldiers before courage. The 30th of April 1863."
gridlore: A Roman 20 sided die, made from green stone (Gaming - Roman d20)
2019-04-30 08:33 pm
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For Orlanth Rex!

RuneQuest: Roleplaying in GloranthaRuneQuest: Roleplaying in Glorantha by Greg Stafford

My rating: 5 of 5 stars


I first played Runequest back in the 2nd edition "red book" days, and I don't think I was quite ready to handle the concepts and setting, grounded as I was in the medieval inspired world of Dungeons & Dragons.

Runequest is solidly set in the Late Bronze Age, an era of city-states, numerous gods, and epic heroes. The entire feel of the game and setting push this feeling. Glorantha, the default setting, is solidly welded to the rules. To play Runequest is to play in Glorantha.

But what a wonderful world it is! One of the best-detailed worlds in gaming, Glorantha is a living place, from the dusty plains of Prax, home to bison-riding nomads and beasts that herd men, to the proud Kindom of Sartar, a bastion against the encroaching Lunar Empire, to the crowded cities and bustling ports of Estrolia, everything breaths.

This history is tied into character generation. Sartar has only recently thrown off the yoke of Lumar occupation, an epic war that in the end required the summoning of a True Dragon. Making a character begins with tracking the deeds of one of your grandparents and one of your parents, before showing what you've been doing up to the current day.

This not only gives you background, but it also helps define your Passions, the strong loyalties or hatreds that drive you. If your father was eaten by the Crimson Bat, odds are you're going have a strong hatred for the Lunar Empire.

You also decide what Runes you are strongly associated with. Runes are not just symbols, they are potent magical forms. A strong association with a Rune can help define your character, as well as boost magic and skills associated with that Rune.

It sounds complex, but it really flows well. You end up with a well-rounded character with strong feelings and goals.

Mechanically, Runequest uses a d100 skill system. Skills are expressed as a percentage, and your target number is that number or below, after modifiers. There are a wide variety of skills that allow for all sorts of fun character builds. Combat is deadly, as it should be. One thing I liked was a rule section of fighting in a phalanx. This section is complete without being overwhelming.

Magic and religion are central to Runequest. Everyone can at least do a little magic, summoning healing spirits or singing a song to make your blade sharper and faster. Rune magic is more powerful, requiring an investment of power but bringing greater results. A third type of magic, Sorcery, is touched on briefly and will be expanded on in a future product.

The book itself is beautiful. Full-color plates and maps with a great layout. The book feels solid, with no spine cracking. My edition has a silver ribbon place holder. Really, a lovely product.

All in all, this latest edition of Runequest is well worth checking out if you are looking for a different RPG experience.



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