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20mm African soldiers by Liberation Miniatures battle over a town center (Photo by Mike Demana)
Wars of Insurgency
Skirmish Warfare in the Modern World
by Mike Demana
Published by First Command Wargames
Wars of Insurgency is a simple, fast-play set of Modern Warfare rules. The emphasis is
on recreating the flavor of modern warfare without getting bogged down in complex rules
mechanics or charts. These rules are designed to recreate the firefights that take place in “low
intensity” or guerrila warfare. This is not a game of tanks and jetfighters -- but instead of men
and machine guns.
28mm Eureka Miniatures: Selous Scouts on left, Portugeuese soldiers on right (painted by Ashley Straw)
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Written and designed
by Mike Demana
Published by
First Command Wargames
www.firstcommandwargames.com
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20mm Mercenaries from Liberation Miniatures patrol an African shantytown (photo by Mike Demana)
Table of Contents
INTRODUCTION Player Factions................................................ 18
Introduction..................................................... 4 Battles Decide the Fate................................... 19
Game Scale...................................................... 5 Objective & Victory Points............................ 20
Player Forces................................................... 5 Advancing to Higher Power Levels............... 21
Power Levels.................................................... 21
PLAYER FORCES Political Scheming........................................... 22
Point Costs....................................................... 6 Descriptions of Political Schemes.................. 22
Sequence of Play.............................................. 6 Permanent Institutions................................... 24
Command & Control...................................... 7
Leaders.............................................................7 FACTIONS
Movement........................................................ 8 Faction Types.................................................. 26
Vehicle Movement........................................... 9 People’s Popular Front........................ 27
Embarking/Disembarking from Vehicles..... 9 Colonial Power / Settlers..................... 27
Terrain............................................................. 10 Armed Forces of a Nation................... 28
Visibility & Concealing Terrain.................... 10 Religious Movement............................ 29
Types of Terrain.............................................. 11 Superpower-backed Client Force....... 30
Combat............................................................ 14 Tribal Militia........................................ 31
Defensive Dice................................................. 15
SCENARIOS
Targeting Vehicles........................................... 16
Scenarios.......................................................... 32
Resolving Hits................................................. 16
Son of SAM.......................................... 32
Morale.............................................................. 17
Big Wig Villa........................................ 34
FIGHTING CAMPAIGNS That’s My USAid!............................... 36
Campaigns....................................................... 18
Bibliography.................................................... 38
Chaos in Kammebalongo............................... 18
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A Century of Insurgencies difficult: the hearts and minds of those they governed.
After the fires of World War II were finally put Sometimes it would appear power had been
out in 1945, the weary nations of Europe would soon handed over peacefully, but the Cold War which
learn that no rest from war was forthcoming. Instead, gripped the East and West would insidiously stoke the
it was as if the embers of that great conflict had been fires back alight. If one side’s faction took control of
flung on the winds to nearly every continent. They a new nation, the other side in the Cold War would
would smolder there, and eventually spark a new type find a different faction to continue the fight. If a rebel
of warfare: Insurgency. People that had been ruled for movement did not exist that supported their side,
centuries by European colonial powers wanted free- money and arms would be poured in until it did. In
dom and self-determination. Those people would be some countries, it became so confused it seemed a fac-
the kindling that fueled new fires. From Africa to Latin tion existed to support every possible political (or even
America to Southeast Asia, small scale wars of resis- religious) idea.
tance to colonial rule flared up. The European nations Wars of Insurgency seeks to recreate these
did not want more warfare, but neither would they often small-scale conflicts on the tabletop with minia-
willingly surrender the mantle of a world power. They ture armies of painted soldiers. These are not division-
fought back, trying to delay giving up control and the sized battles with players moving battalions of infan-
wealth it gave. Along the way, they would sometimes try or columns of tanks. Insurgency warfare generally
learn new techniques to battle guerrillas and rebels did not see these types of clashes. Instead, platoons or
who did not fight like their old foes from World War companies battled in city streets, or along rivers and
II. roads running deep through the countryside. Each side
Wars of insurgency began to multiply in the sought to control the vital and far-flung infrastructure
1950s and 1960s, and have continued in a never- of their country. These small forces followed the or-
ending bonfire right up to our present day. They might ders of rival political parties, rebel movements backed
be put out in one area when a nation was granted by superpowers, religious leaders using faith to inspire
independence, but just as often were rekindled when followers, and even national armed forces inserted into
various factions continued the fight for control of the the country and following the dictates of the United
nation’s resources and power. Occasionally, the colo- Nations or other outside powers.
nial powers would appear to win — such as Britain in From the 1950s until the present day, insur-
Malaya, and also against the Mau Mau Insurgency in gents have battled all across our world with those in
Kenya. But these victories proved temporary, until it power -- whether colonial or local regimes. These are
became obvious to the colonial nations they were not the battles that players of these rules will recreate on
fighting for control of land, but for something much the tabletop.
28mm Rhodesian African Rifles from Eureka Miniatures spot enemy insurgents (painted by Ashley Straw)
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Game Scale The rules are meant to provide the flavor of a
Wars of Insurgency is a 1:1 scale game — one modern infantry firefight without attempting to cover
miniature figure represents one man. These figures the minute detail of individual modern weapons. As
will be organized into squads, which will be the such, weapon types represent categories: Small arms
groups that players maneuver across the tabletop. Each are rifles -- it does not matter whether it is an AK-47,
player will direct his squads to engage his opponents M-16 or even a WW II-era M1 carbine. The same is
in small-scale firefights. If players wish to utilize the true of LMGs. No attempt is made to differentiate
campaign rules included in this booklet, the battles between an American M60 machine gun or a Soviet
they fight will determine control of their nation. RPD. The importance is on providing an easily-taught
These tabletop battles will see most troops system to recreate firefights playable in an evening of
carrying small arms, typically an assault rifle such as gaming. New players should understand how to move
an AK-47. They will be supplemented by light ma- and fire by the second turn, and the game master’s du-
chine guns (LMGs), vehicle-mounted heavy machine ties will chiefly be to create the scenario and set up the
guns (HMGs), and rocket propelled grenades (RPGs). terrain on the tabletop.
Tanks are rare on these battlefields. The most powerful As such, Wars of Insurgency is a fun and play-
weapon in these actions will often be armored person- able set of wargame rules -- not a scientific, detailed
nel carriers mounting heavy machine guns or small simulation of modern warfare.
calibre cannons.
Player Forces must be armed only with small arms. For example, a
Each player will control a handful of squads squad composed of 6 infantry may have two figures
that compose his force, or faction. If players choose to armed with either an RPG or LMG, while the remain-
fight a multiplayer game — rather than one-on-one, it ing four must be armed with small arms. Thus, a squad
may happen that more than one faction may be on the with 5 figures may have only one RPG or LMG.
same “side” in a battle. It is assumed that each faction 2. Mortar crews consist of one mortar team (counts as
will be looking out for its own best interests, though. one purchase), which is represented by two figures.
Any help it gives its “ally” is completely up to the Mortar teams must also purchase at least two more in-
player! fantry armed with small arms. These can be thought of
Squads are composed of a minimum of three as the team’s infantry protection, who also help carry
infantry figures or one vehicle. Squads may be as large the ammunition, equipment, etc.
as 12 figures AND three vehicles. Infantry figures and 3. Vehicle costs include a driver and a gunner (if it is
vehicles are also assigned a Quality Level, which will purchased with a HMG or recoilless rifle). A vehicle
be either Militia, Regular or Professional. All figures may purchase only one type of weapon, or optionally,
within a squad must be of the same quality. In some may be completely unarmed. However, additional
types of factions, a player’s force may have restric- crew may be purchased (as small arms) to fill in if
tions on how many squads of a certain quality level either the driver or gunner is killed.
they are permitted. For example, Tribal Militia may be
permitted only a certain number of squads with ve-
hicles, while forces of a Religious Movement may be
prohibited from purchasing Elite quality troops.
In addition to those individual restrictions, the
following apply to all factions:
1. Only every 3rd infantry figure may be bought as
a LMG or RPG. The other two figures of that three
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Point Costs for each squad he currently has on the battlefield).
The following chart details the points cost for These markers will secretly indicate the sequence in
each figure. Remember, all squads must be composed which the player’s squads will move. So, if a player
of the same quality level (all Militia, for example). Of has five squads, the markers will be numbered 1-5.
course, a player’s faction may have squads of different The first time one of his units is called upon to move,
quality levels (for example, a player’s force may be the player will reveal the squad marked #1, and will
composed of one Professional squad, two Regular, and take its turn. The second time, #2, and so on. The or-
two Militia squads). der markers are placed face down so the opponents do
not know what order his opponent’s squads will move
UNIT TYPE Militia Regular Profes- in.
sional Players can create their own order markers
Infantry, small arms 4 8 12 from a variety of materials. We have used colored
Infantry, LMG 8 12 16 poker chips numbered on one side and identical on
Infantry, RPG 8 10 12 the opposite. We have also printed out faction flags
and attached them to plastic squares with numbers on
Mortar Team (2 figures) 15 18 21
the opposite side. It is important that a force’s order
Jeep or Truck (unarmed) 6 6 6 markers are indistinguishable from one another when
Jeep or Truck, HMG 16 18 20 placed face-down on the table. Opposing players are
Jeep or Truck, recoilless 18 20 22 not supposed to know which squad the player marked
rifle to move first, second, and so on, until it is time to
Armored vehicle (unarmed) 14 14 14 move that squad.
Beginning with the faction that won Initia-
Armored vehicle, HMG 24 26 28
tive, each player moves and attacks with one of his
Armored vehicle, recoilless 26 28 30 squads (in the order indicated by order markers). After
rifle that squad has moved and attacked, the next player in
Grenade 1 1 1 Initiative order moves and attacks with a squad. The
Grenades are purchased for the player’s force turn continues until all squads have taken their turn. If
- not individual squads. In the spirit of a fast-play, one side has fewer squads than opponents, he does not
simple set of rules, a player keeps track of only the get additional turns. His actions are completed for that
total grenades his force has. Whenever a figure uses turn when his last squad has moved, even if the oppo-
a grenade, one is deducted from the force’s total. So, nent has more than one remaining to move/attack.
in essence, whichever figures needs the grenade at
that moment in the battle, just happens to have it. This For example, in a four player game, players
reduces the bookkeeping necessary to keep track of roll for Initiative each turn. Let’s say on a particular
which figures are carrying how turn Player A rolled highest, fol-
many grenades, and determining lowed by B, C then D. The Se-
if casualties were the ones carry- quence of Play would be:
ing grenades or not. It may seem
unrealistic and cinematic, but it (1) All players mark their squads
makes for a quicker, more enjoy- (which moves first, second, etc).
able game. After all are marked:
(2) Player A moves his #1 squad
Sequence of Play (3) Player B moves his #1 squad
At the start of each turn, (4) Player C moves his #1 squad
each faction will roll for initiative (5) Player D moves his #1 squad
(re-rolling ties). Afterwards, each (6) Player A moves his #2 squad,
player places order markers (one and so on.
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Command & Control one eliminated may only place four order markers on
Squad members must stay within a certain subsequent turns (getting rid of the one marked #5, he
distance of other members of the squad, depending uses only the ones marked 1-4).
on their troop quality. If this distance is exceeded by
movement or losses of intervening figures, the squad Leaders
is considered split into two or more components. The Each faction
distances figures must maintain within each other are: begins the turn with
a Leader figure on
• All infantry figures in a Militia squad must be within the table. The figure
2” of another squad member. should always be
• All infantry figures in a Regular squad must be attached to one of
within 4” of another squad member. the faction’s squads.
• All infantry figures in a Professional squad must be Once per turn, it may
within 6” of another squad member. move from one squad
to another squad
The player must be able to connect ALL squad within 16”. This
members in a contiguous group. Thus, if a Militia movement can occur
squad is split into a group of 4 infantry within 2” of either when the order
each other, and a foot away, another group of 4 within marker for the squad
2” of each other, it will count as split into two squads. it begins with or that
This is checked at the beginning of each turn, it wants to move to join comes up. This leader move-
when players are placing their order markers. If the ment occurs before the squad itself moves. Afterwards,
number of separate groups exceeds the number of the leader moves for free along with the squad, too, if
squads the player created on his roster, then one or it moves.
more blank markers must be used. These should look Leaders count as a Professional figure armed
identical to the regular with small arms. This rule
order markers, but simply is an exception to the rule
have no #1, #2, etc., on that says all figures within a
the reverse side. These squad must be of the same
“dummy markers” indicate quality. If a leader switched
which group will not move squads on this turn, it is not
or act this turn. For exam- permitted to fire. However, if
ple, if a player began the it began and ended the turn
game with 5 squads, one with the same squad, it may
of which has been split do so.
into two groups, he places Leaders can affect com-
six order markers. One of mand and control in a couple
those is a blank marker. ways. When a leader is in a
The squad or group receiving this marker does not squad whose turn it is to act, he may choose to swap
have to be the one that was split. It could be a separate that order marker with another squad that has not
squad entirely. The opponents should not know which moved yet this turn. For example, the Leader is with
group received the dummy marker. This penalty for a the squad marked to move #3. When it is that squad’s
split squad is meant to reflect a loss of command and turn to move, the leader reveals the #3, then swaps
control as a force becomes fragmented. it out with one of his remaining squads that has not
If a squad is completely eliminated, then the moved (#4 or #5, for example). He does not have to
player loses his highest numbered marker. For exam- reveal the new marker the unit he is with receives. The
ple, a player beginning with five squads that has had
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other squad now moves and fires instead of the unit example, a player rolls the dice for one of his squads
containing the leader. moving in jungle. He rolls a “3”, which means he
Equally, a Leader can decide to move the unit subtracts 3 inches from their maximum movement of 8
he is with immediately when it is his turn to reveal an inches. So, the troops may move only 5” that turn.
order marker. He simply takes the order marker from An exception to this rule is that figures whose
the unit that was supposed to move now and switches bases are in contact with the outer edge of a piece of
it with the unit he is located with. Thus, if he begins difficult terrain may leave it at no penalty. For ex-
with a unit marked #5, he can instead move it as ample, a player lines up 6 infantry along the edge of
#1-#4, instead. a patch of jungle and fires at opponents in a clearing.
The Leader can never use either of these abili- While being fired at, they will still receive the +2 De-
ties to allow a squad to move and fire more than once fense Dice bonus for being in Medium cover. Later, if
per turn. Any swaps he makes must be between two he chooses to move out of the jungle into the clearing,
squads that have not taken their turn, yet. he will not have to subtract 1d6 inches. Since they are
in contact with the edge, they move out at no penalty.
Movement It also may occur that a unit attempting to
All Infantry move up to 8” in Open terrain. move into difficult terrain does not have enough
There are no “formations” that must be maintained. movement left over when it arrives at the edge to pay
Players simply arrange the figures how they wish as the penalty rolled (because the roll of the dice was too
long as no figure exceeds its maximum movement high or the distance they moved to reach the terrain
distance. In addition, there are no penalties for chang- was too great). The player groups the figures up just
ing the direction the figure is facing. Simply measure outside the terrain, instead. They may enter it on their
the distance to be moved, pick up the figure and place next turn, after rolling again to see what the movement
him in the new location facing in whatever direction penalty is for that turn.
desired. The random penalty for Difficult terrain is
Figures in Open terrain may still find defensive rolled PER squad PER turn. Two different squads
bonuses when shot at by “Hunkering Down.” This traveling through the jungle on the same turn may find
assumes the troops are taking cover behind individual different paths, and move at different rates. Equally,
trees or bushes, dropping prone,
or darting from cover to cover. A
squad that wishes to be counted as
Hunkering Down (Light Cover =
+1 Defense Dice) may move only
1/2 of its normal allotment. So, a
squad may move up to 4” in Open
terrain and still be considered Hun-
kering Down in cover.
If any of a squad’s move-
ment is through Difficult terrain, a
random penalty will be assessed.
Difficult terrain represents jungle,
woods, swamp, rubble — any area
that provides cover or conceal-
ment, but also slows movement.
The player controlling the squad
will roll 1d6 before moving any
figures and subtract that number 28mm rebels from the Assault Group run for cover
of inches from the squad’s movement allotment. For during a city fight (painted by Randy Miller)
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the same squad may find an easy path one turn, but
have to hack their way through in the direction they
want to go on the subsequent turn.
Also, the GM or the rules below may desig-
nate some terrain as less hindering to infantry. This
will be expressed in “D6 minus X Number of inches.
So, a patch of Light Scrub, such as African savan-
nah, may be “D6-3”, which means if the infantry unit
mentioned above rolled a “4,” it would actually only
subtract 4-3=1 inch from its movement. If the roll is
low enough that it equals zero or a negative number,
the terrain does not hinder the infantry movement this
turn.
A 4-wheel drive “Technical” armed with a HMG,
outside of Timbuktu, Mali
Vehicle Movement
There are three different types of vehicles in place for the remainder of the game. It may still fire its
the game, as far as movement and terrain are con- weapons at enemy troops, but it may not move again.
cerned.
• Tracked vehicles (like some armored personnel car-
riers) can move through terrain the easiest, but are Embarking/Disembarking from Vehicles
slower on roads than the other types. A vehicle must spend the full turn stationary
• Jeeps or 4 Wheel Drive vehicles move well across for infantry to disembark or embark during a turn. If
terrain and even more quickly on roads. the vehicle is carrying a different squad, it does not
• Trucks or civilian vehicles move quickly on roads, matter whose order marker comes up first in the turn.
but have an increased chance of bogging down or get- The vehicle simply must not move when its marker
ting stuck off road. comes up (or it may be given no order marker at all).
The following chart shows the movement rates Any vehicle crew is still eligible to fire during the
for the three types of vehicles. Road movement rates loading or unloading process when its order marker
may be used if the entire movement takes place on a comes up, though.
dirt or paved road. Open is anything that is relatively When disembarking, the figures may still move
clear terrain but does not have a road or track running their maximum distance away from the vehicle. Don’t
through it, such as a fields with only scattered trees. forget the maximum spacing between figures (Militia
Difficult is thick forest, jungle, or swampy ground. 2”, Regular 4”, Professional 6”). A player can choose
to keep the figures closer to the vehicle, if he desires.
Type Road Open Difficult When embarking onto a vehicle, all infantry
figures must be within their maximum movement
Truck / Civilian
18 6* -- distance of the vehicle. They are considered to have
Vehicle
climbed aboard by the end of the turn (up to the
Jeep / 4 Wheeled vehicle’s capacity, of course). Remember, the vehicle
18 9 1*
Drive may not move on the turn that the infantry embarks. If
Tracked Vehicle 9 9 3* part of a squad is within maximum move distance, and
another part is further away, those within distance may
An asterik* next to a number indicates that board. The other squad members are simply moved
there is a chance that the vehicle could bog down their maximum towards the vehicle. They will be able
when moving in that terrain. Roll 1d6 for each turn to board next turn if they are within distance.
the vehicle moves in that terrain. On a “1” on 1d6, the
vehicle bogs down. A bogged down vehicle is stuck in
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28mm soldiers from The Assault Group advance through a patch of jungle (painted by Randy Miller)
Types of Terrain Orchards - These are fruit or nut trees planted in rows
Here are some suggestions on how to treat for easier cultivation. They are still capable of provid-
various types of terrain that appeared on the battle- ing solid cover to infantry, but provide little barrier to
fields of insurgency warfare. movement.
• Count as Light Concealment
Steep slopes - This reflects very steeply sloped hill- • Medium Cover to all Shooting
sides or mountainsides, but not sheer cliff faces (which • Subtract 1d6-4 from infantry movement
GMs should represent as impassable to all movement). • Vehicles move at Difficult Terrain speed, but do not
This can be combined with Jungle, Open Woods, have to roll for bogging down.
Thick Scrub, Light Scrub, or Tall Grass below. In this
case, the more severe movement penalty (and best Thick Scrub - This is vegetation that is composed
cover modifier) applies. Even if having none of the mostly of bushes and other larger, almost tree-sized
plants. There is substantial undergrowth making
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movement difficult for infantry. Although it provides River - This is a waterway that is too deep to wade
good concealment, it does not provide as much cover across. For purposes of the game, Rivers can be cross
because the vegetation is not as thick-limbed. only by bridge or boats.
• Count as Dense Concealment • No concealment
• Medium Cover to Direct fire shooting, Light Cover • No cover
to Explosions • Impassable to all non-amphibious vehicles
• Subtract 1d6 from movement
• Counts as Difficult Terrain, except tracked vehicles Stream - This is a waterway that may be crossed by
do not have to roll to bog down. men wading, and possibly by Jeeps or Tracked Ve-
hicles. Rocks or swift currents can occasionally make
Light Scrub - This is common brush with occasional crossing slower or more treacherous.
scattered trees. Although there may be thicker patches • No concealment
of undergrowth here and there, for the most part it is • No cover
relatively open, allowing easy movement. • Subtract 1d6 from infantry movement
• Count as Light Concealment • Tracked vehicles and jeeps move at the Difficult
• Light Cover to all shooting Terrain rate and must roll to bog down every turn in
• Subtract 1d-3 for infantry movement which they move in the stream.
• Counts as Open to tracked vehicles, Difficult Terrain
for jeeps with no change of bogging down, and Diffi- Rubble, Rocky Outcrop - This is rocky, concrete,
cult Terrain to civilian vehicles. or stone debris from destroyed or partially destroyed
buildings. Equally, it can be a rocky outcrop on a
Tall Grass, Standing Crops, Vineyards - This is tall hillside. Although it provides solid cover, it is disad-
grass or crops that grow to man height, or vineyards vantaged in its irregularity, making it less easy to find
with thicker vegetation and wooden frames providing cover than shooting from walls or windows.
some concealment. • Count as Light Concealment
• Count as Dense Concealment • Medium Cover to all Shooting
• Medium Cover to direct fire shooting but Light • Subtract 1d6-3 from infantry movement
Cover to explosions • Difficult Terrain to tracked vehicles, Impassible to
• Subtract 1d6-3 for infantry movement other vehicles.
• Open to all vehicles.
Stone, Concrete, or Brick Walls - These are substan-
Dense Swamp - This category can be used for man- tial thick buildings or enclosure walls. This will in-
grove swamp, or any waterlogged area that has dense, clude most modern city center buildings, and more af-
tall vegetation coming down to the banks of the water. fluent ones on the edges of cities. Remember, though,
• Count as Dense Concealment that if an explosive round like a grenade or an RPG
• Medium Cover to direct all shooting is shot through a window (Difficult Shot, see below),
• Subtract 1d6 from infantry movement that those inside will not receive the same cover.
• Impassable to all vehicles.
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20mm United Nations soldiers from Mike Bravo Miniatures direct
an approaching civilian vehicle to halt (painted by Randy Miller)
last turn if it has not acted, yet. Players should mark modifiers are listed below:
these vehicles with a dust cloud or similar so that they
remember when shooting. This modifier can also ap- Weapon Modifier vs. Vehicles
ply when targeting any aerial vehicles. no effect vs.
Small Arms
armored vehicles
Targeting Vehicles
-2 AD vs.
When a figure targets a vehicle, the shooting LMG
armored vehicles
player must specify whether he is aiming at the ve-
hicle itself or one of the figures riding in it. Some may -1 AD vs.
HMG
not be legal targets, such as infantry crew riding sealed armored vehicles
within the enclosed troop compartment of an armored +1 AD vs.
RPG or recoilless rifle
personnel carrier. The GM will specify these circum- armored vehicles
stances. If the figure is targeting the vehicle, use the
vehicle’s base DD. If the target is riding in the vehicle Finally, all hits scored by AD against vehicles
-- for example, the machine gunner on a “Technical” by a RPG or recoilless rifle are DOUBLED before
or jeep-mounted HMG -- then use the target’s DD saves are rolled.
value, plus the appropriate Cover DD bonus (usually
+1 or +2 DD). Thus, a Militia HMG gunner on a jeep Resolving Hits
receives two Defense Dice (base Militia DD is +1, Generally, an infantry figure will take only one
with +1 DD for riding in open vehicle). If the vehicle hit to be eliminated. Mortar teams are an exception,
was moving 10” or more the gunner would receive +3 taking two hits to eliminate (as the team represents
DD, instead. more than one man). Vehicles take more hits, depend-
In addition, armored vehicles may be more ing on the type. Jeeps or trucks will normally take 3
difficult to damage when the attacker is targeting the hits to eliminate, while an armored fighting vehicle
vehicle itself, rather than infantry or gunners riding in may take 5. Players should feel free to modify this to
them. This is handled by weapon type. The weapon better fit a particular vehicle.
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Morale from their weapon towards the perceived safest place
When a squad falls BELOW half strength, in vehicle. If the vehicle was an unarmored jeep or
each remaining figure (or driver or gunner) must test truck, they will jump out and flee unless the driver also
morale. This takes place when the player whose turn failed and is moving it away at its maximum speed. In
it is completes all firing, but before moving on to the this case, they attempt to get prone and cower on the
next player in the order. The player who controls the floor of the vehicle.
squad which must test morale points to each figure in Each time a squad below half strength takes
turn and rolls its test. If it passes, there is no effect. a subsequent casualty, all remaining figures must test
Failure for an infantry figure means it will go prone morale again. Remember: wait until the active player
and NOT move or fire. Failure for a driver means he has finished all firing before beginning morale checks.
will attempt to swerve or turn away from the attacker The Leader of a force can have an effect on
and immediately move 6 inches. Failure for a gunner morale. Any figures within a leader’s command range
means he will duck down inside the vehicle itself and receives a +1 bonus on their roll below. Command
NOT fire. range for a leader is normally 6”. This may be im-
When the squad takes its next action, the proved as a force and its leader grows more experi-
controlling player may attempt to have the figures that enced through the course of their military career.
failed morale perform an action or he may keep them
cowering on the ground, at his choice. If the figure Troop Type Score Needed to Pass
attempts an action, immediately roll another morale
Militia 5-6 on 1d6
check for it. If it passes, the figure may act and is con-
sidered fully rallied. If it fails again, the figure flees a Regular 4-6 on 1d6
full move directly away from the enemy towards cover Professional 3-6 on 1d6
or their own base edge. Drivers will attempt to exit the
battlefield in the vehicle at maximum speed. Gunners • Leader within Command Range adds +1 to roll
or extra crew in an armored vehicle will move away
28mm Portuguese soldiers from Eureka Miniatures on patrol in Mozambique (painted by Ashley Straw)
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Campaigns pendence movements all across the country. Debates
Make Your Battles Mean Something! back home in Parliament made clear the country had
Wars of Insurgency is not just a set of minia- no stomach for a protracted guerrilla war, like the
tures rules. It is also designed to give players a frame- British fought in Kenya, and the French suffered in
work for their battles, whose outcome will determine Algeria. If the people of Kammebalongo wanted inde-
the fate of their nation. In these rules, the campaign pendence — and it was clear to all observers that they
rules are structured around the players all fighting for did — then independence they shall have! So, with
control of the same, fictional African country. Why almost no nurturing period, Kammebalongo became
fictional? First, we want to provide the concepts that an independent nation. It was almost as if the colonials
the campaign will use in their simplest form. Later flung the reins of power at the people and said, “Here,
publications from First Command Wargames will it is your problem now!” The first elections were held
detail historical insurgencies of Africa, Asia and Latin under United Nations observance and a myriad of
America. They will give suggestions on how to re- political movements vied for seats in the first legisla-
fight that actual independence movements and power ture. No one party gained a majority. The UN patiently
struggles that took place there, and provide detailed helped a coalition government form, but nobody was
background information. Trying to fit all of that into happy. Within a month, the Prime Minister was assas-
one book, along with the rules, would simply make it sinated. Other parties were blamed, and some of their
too big. leaders were killed in reprisal, too.
Thus, this rule set contains the miniatures rules And so, Kammebalongo fell apart. A number
along with background information of a purposely of armed factions have arisen, fighting over the spoils.
“generic” nature. Knowledgeable players should easily A United Nations peacekeeping force arrived soon af-
be able to use the concepts of the fictional campaign ter, trying to maintain order so that new elections can
below and adapt them to historical insurgencies on be held. Perhaps next year, they say. In the meantime,
their own, if they wish. each faction wants to expand its power base. Only by
controlling more area — and thus more people living
Chaos in Kammebalongo in that area — can they be assured they will receive
A Fictional Struggle for Power in an African Nation enough votes to claim power.
It was in the early 1960s that Kammebalongo
gained its independence. The European colonial power Player Factions
ruling it had been spooked by the rapid rise of inde- Each player will represent a faction in Kam-
28mm Islamic insurgents by Empress Miniatures launch an attack (painted by John Sargison)
20
28mm ZIRPA figures from Eureka Miniatures infiltrating across the border (painted by Ashley Straw)
mebalongo. It is up to each player to decide what type mebalongo. So, they have chosen a faction whose
of faction they will play. It could any of the following leader seems to understand business, and is amenable
types: to trade with the West. They are backing him and
pouring in their resources to help him succeed in his
People’s Popular Front - This faction endorses revo- goal of taking control of the country.
lutionary change, empowering the common people
and giving them control of the nation’s resources, as Tribal Militia - This faction represents the people of
was done by their Marxist brethren in other parts of one of the many tribes that make up Kammebalongo.
the world. Historically, their tribe ruled part of what is now Kam-
mebalongo. Now that the hated colonists are gone, it is
Colonial Settlers - This faction represents European time for the tribe to return to power. Although the road
colonial settlers, banding together to form paramilitary to the capital is long, the rest of the people of Kam-
forces to establish order in the area they have made mebalongo will soon see the wisdom of returning to
their home. Yes, independence should come to Kam- the old days of being ruled by the tribe.
mebalongo, but first its leaders need guidance that
only the colonists can provide. Battles Decide the Fate
In this campaign, the armed forces of a play-
Armed Forces of the Nation - This faction represents er’s faction will be pitted against those of other play-
a military commander of a portion of Kammebalon- ers for control of their nation. The scenarios they fight
go’s armed forces. He feels that order must be estab- will represent struggles between the factions over
lished first in the nation. Once stability has returned, resources, infrastructure, or geographical areas of the
elections can perhaps be held and the people can be country. Victories in battle will translate into more
allowed to choose their leaders. status and rising political clout among the nation’s
people, as well as abroad.
Religious Movement - This faction represents a har- As it grows, a player’s faction will progress
kening back to the traditional religion of Kammeba- through distinct stages called Power Levels. All play-
longo. The spirits and ancestors speak to the leader, ers will begin as an Obscure Movement — ultimately
and only he can lead the people on the correct path. with the goal of becoming a Major Power Broker in
Outside influences must be purged from Kammebalon- the country’s politics. Their faction’s rise in power is
go, and only the people’s devoutness will bring peace. fueled by earning Victory Points that are awarded at
the conclusion of each battle. The Victory Points are
Superpower-Backed Client Force - The nations of awarded based on whether the scenario was a Major
the West want access to the mineral wealth of Kam- Victory, Minor Victory, Minor Defeat or Major Defeat
21
for the faction. This, in turn, is determined by compar- of victory or defeat for each faction participating in the
ing each faction’s total of Objective Points they seized scenario. A faction compares the number of objective
in the scenario. These will depend on the scenario points it received versus what other factions earned
design, of course. They can include seizing important in the scenario. In a two-player game, the factions
supplies, destroying enemy facilities, or even simply simply compare their objective points. In multiplayer
eliminating the soldiers of enemy factions. games, it is compared individually against each of the
The campaign logistics are kept purposely other factions participating in this battle. These are
simple. Players should need to keep track of only a one-on-one comparisons, not against a sum of all of its
limited number of things, including the number of opponents. So, a player may score more than one fac-
victory points each faction has earned over the course tion, but less than another did. This will determine the
of their games. They will also need to monitor which levels below.
Power Level each faction is currently at, as well keep
track of the permanent institutions the player factions The faction scored less than 1/2 of
have built, such as training facilities, spy networks, Major 0
the individual objective points of
and even radio stations or newspapers to broadcast Defeat points
all other factions participating
their message.
The faction scored fewer objective
points than all other participat-
Objective & Victory Points Minor 1
ing factions, but more than 1/2 of
As mentioned above, each scenario will detail Defeat point
at least some of their opponent’s
how player factions can earn objective points. It is up
individual scores
to the person designing the scenario to set these objec-
tive points and ensure they are understood by the play- The faction scored more objective
Minor 2
ers. Some recommendations include seizing control of points than some of the factions
Victory points
supplies (free-for-all at the town docks as a freighter participating, but less than others
arrives?), killing enemy troops, targeting a certain The faction scored more objective
structure (rival radio station - more damage equals the points than all other factions par-
Major 3
longer you take it off the air?), etc. Several scenarios ticipating in the scenario if multi-
Victory points
are included with the rules to give you an idea of how player, or double their opponent if
to create others on your own. two-player.
The objective points then determine the level
Obscure Movement - Your faction is just starting out, Major Power Broker - Your faction is recognized as
or is confined to a small geographical area within your one of the most powerful in the country. A significant
country. The faction’s leader has an idea or vision, portion of the country is under your control, and other
though, and has begun to recruit followers outside of factions have all but ceded those areas to you. If an
your local area. However, most people in the country election were held, your leader could be confident of
have either not heard of your group, or do not ac- the support of many of your country’s citizens. Wheth-
knowledge them as their leader. The cadres your group er you would end up controlling a majority or minority
is training are mostly from this same area. is one thing that consumes your faction and drives its
actions, at this point.
Rising Faction - Your faction has begun to extend its
influence into neighboring provinces. Your movement
is gaining followers at a rapid rate. If you are leader of
the armed forces of your nation, then you have begun
to extend your control to nearby areas or population
23
Political Scheming: and RPGs. These figures are armed with small arms,
Selecting Bonuses to a Player’s Faction with the lost points being converted into additional
Campaigns are always a bit more satisfying infantry with small arms or grenades, as above.
when there is some storyline that links the events or
gaming sessions. One mechanism to help create this Carry Out Atrocities - In an effort to intimidate an
will be each faction’s Political Scheming. These are opponent’s followers, your faction carries out atroci-
programs chosen by the player, and considered to take ties against civilians under their control. This risky
place after the previous battle and prior to this one. move may harden their resolve instead of striking fear
These programs will usually provide a benefit to the into their hearts, like you’d planned.
military forces of a player’s faction or penalize his Effect: After he has created his troop list for the battle,
opponent’s faction in the soon-to-be-fought tabletop roll 1d6. On a 1-2, one of his squads thirsts for re-
conflict. These bonuses or penalties are meant to show venge against your faction. It goes up one quality
the effects of what is going on in the greater struggle level (Militia to Regular, etc.). If the roll is 3-6, one
for control of Kammebalongo, but not in a way that squad who witnessed the atrocities is spooked. It goes
would unbalance games. down one level. Roll randomly to select which of the
After a player has created his army list prior to opponent’s squads is affected. If the roll indicates a
the battle, his next step will be to consult the chart for squad that cannot go up or down as rolled, roll again
his type of faction (see below) and Power Level. He until an appropriate squad is selected. If the result is
will select one Political Scheme to employ that is cur- not possible (your opponent’s squads are all Militia
rently available to his faction. Players may choose any or all Professional), then they gain (on a 1-2) or lose
of the listed bonuses at their current or previous Power (on a 3-6) 3 infantry with small arms, instead. This
Levels. Bonuses listed at higher power levels are not may cause a squad to become an illegal size (too small
available yet. or too large). This case is an exception to the rule on
Once both players have created their army lists squad sizes.
and chosen their political scheme for this battle, they
select what effect they will receive from their Perma- Dissent Aids Recruiting - Discontent and protest
nent Institutions, if any (see Permanent Institutions against the way the opposing factions are running their
below). sectors of the country aids your recruiting.
Effect: After creating your troop list for a battle, you
Description of Political Schemes may utilize this ability. Add 3 infantry figures with
(listed alphabetically) small arms to a unit of your choice. This represents an
Arms Embargo - Your political maneuvering con- influx of recruits to your faction.
vinces foreign suppliers to slap an arms embargo on
your opponent’s faction. Fanaticism - Your troops are devoted to your cause
Effect: After your opponent has created his troop list and will not waver in battle.
for a battle, you select one of his squads. Any heavy Effect: Once per game, you may declare all figures in
weapons must be removed, which include mortars, a squad as passing a single morale test. Thereafter,
recoilless rifles, HMGs, and armored vehicles. If the your faction’s forces are treated as normal.
owning player desires, he can convert an armored
vehicle to an unarmored one, but all weapons mounted Fearsome Reputation - The military of your faction
on them are lost. The victim of the embargo converts is developing a reputation that strikes fear into your
the lost points into infantry figures with small arms opponent’s hearts.
of the appropriate point troop quality and value as Effect: Once per game, after inflicting casualties on
replacement for these losses. Excess points may be an enemy squad, a player may force an immediate
can be converted to grenades if it does not work out morale check on that squad. It does not matter if it
exactly. If the squad chosen does not have any heavy has not fallen below 1/2 strength or not. If the squad
weapons, then that squad instead loses ALL its LMGs would have taken a morale check because of this loss
24
Rebels in the north of the Central African Republic undergo training
anyway, it immediately performs a second check after grown to the point it can purchase surplus military
completing the first. aircraft abroad to augment your forces.
Effect: Once per game, a player’s faction may receive
Foreign Advisor (Drill & Tactics) - One of your an air mission to assist it in its firefight. The player
squads has been undergoing training with a foreign must call for it before players have placed their order
military advisor. This has improved them somewhat, markers. After declaring he is calling for the air
but only as far as command and control. mission, he then rolls 1d6. The air mission arrives
Effect: One squad you designate will function as if that turn on a “6”. If it does not arrive, roll again on
they were one quality level higher. Militia will need subsequent turns, adding +1 each time (so, 5-6 on 2nd
to be within only 4” of another figure — not 2”, and turn, 4-6 on 3rd turn, and so on) until it does. Once
Regular figures within 6” of each other. This has no the air mission arrives, the player rolls 1d6 randomly
effect on an Elite squad. for armament (1-3 bombs, 4-6 machine guns). The
player receives an additional order marker for the air
Foreign Advisor (Shooting) - One of your squads mission on the turns it is in play, placing it exactly
has been undergoing training with a foreign military as he does for his squads. When an air mission is the
advisor. They are improving their shooting under this active squad, it makes an attack on any enemy squad.
coaching. For bombs, roll an Elite quality mortar attack against
Effect: Each time that the selected squad fires in the the target. For machine guns, roll as a Elite HMG
game, one figure in the squad may re-roll any missed against it. After the strike, roll to see if the air mission
AD. The second roll counts. will stick around. On a 5-6, it leaves. Each subsequent
turn, add +1 to the chance of it leaving (4-6 on 2nd
Friendly Air Power - Your faction’s funding has turn, 3-6 on 3rd turn, etc.).
25
Intense Mili- not previously rolled “out of fuel” moves. If it remains
tary Training stationary that turn, it does not have to roll.
- The military
forces of the Strong-willed Leader - The leader of this force is
faction have un- very charismatic and able to inspire his men.
dergone intense Effect: Roll +2 on morale checks (instead of +1) for
military train- those within range.
ing.
Effect: Before Tactical Advisor - The leader of the player’s force has
the start of a undergone tactical leadership training with the military
game, upgrade in a sympathetic foreign county.
one squad of the Effect: Once per game, at any point in a turn, the
player’s choice player may reshuffle his order markers. This can not
to the next interrupt a friendly or enemy squad’s turn — it can be
quality level. done only after one order marker has been revealed
and completely acted upon, and before the next is
Magic Rituals - Your leaders have performed a revealed. Any squads who have already activated are
religious ceremony which they believe will make the ineligible, of course, and may not be activated a sec-
soldiers immune to enemy bullets. ond time in a turn.
Effect: The controlling player chooses a squad for the
upcoming battle. During the game, any figure in that Targeted Propaganda Campaign - You have
squad fail to roll enough successes on its DD and are launched a propaganda campaign against the opposing
eliminated may try again with the dice that failed. If faction. Your message is resounding with its followers,
the figure fails the re-roll and is still eliminated, it may and soldiers have begun to desert his faction and join
lose faith in the ritual. Roll 1d6 at the end of the turn: your movement.
on a “5-6”, the squad loses this bonus for the rest of Effect: After your opponent has created his troop
the game; on “1-4”, it keeps it. If it keeps the power, list for the battle, roll randomly to select one of his
but on a later turn again fails a re-roll to save itself, squads. That squad loses 1/3 of its figures. If the squad
it must roll 1d6 at the end of this turn, as well. How- rolled consists of a single vehicle, re-roll until a dif-
ever, the player adds +1 to this roll, so that the squad ferent result is obtained. Add that number of figures to
loses this ability on a “4-6” this time. This process one of your squads of your choice. The new figures are
continues each turn that a figure fails a re-roll attempt, of the same quality as the squad they are being added
cumulatively adding +1 to 1d6 roll, until the power to — not the quality of the one they deserted from.
is lost. Once the squad has lost faith in the ritual, is
treated normally. Note: a failure includes if it was Zealots - Your forces are becoming fiercely loyal to
impossible for the figure to roll enough successes to your cause. One squad is especially motivated and will
survive (took 3 hits, but had only 2 DD). more actively engage the enemy than normal.
Effect: Increases one squad’s movement rate by 2” for
Sabotage Petrol Stores - Your faction has carried out this battle.
a daring sabotage of the opponent’s fuel storage
facility. Permanent Institutions
Effect: All vehicles in his force are operating under Each time that a faction progresses from one
low fuel. Each turn, before moving a squad’s vehicle, Power Level to the next (Obscure Movement to Rising
the player must roll 1d6: 1-2 = vehicle is out of fuel Faction, etc.), it is permitted to build one Permanent
for the rest of the game and may not move anymore Institution. These will provide a benefit to the fac-
(it may continue to fire, though). 3-6 = vehicle moves tion prior to every battle, in addition to the Political
normally. This is done every time a vehicle that has Scheme the player selected to employ this turn.
26
Permanent Institution Choices
Regional Major Power
Rising Faction
Power Broker
Travel Abroad
Diplomat
Spy Network Visiting Foreign
Abroad
Capitals
Daily Newspa-
Time Magazine
per in Capital
Radio Station “Man of the
Aligns with
Year” 28mm Special Forces from Empress Miniatures hunt
your Cause
for insurgents (painted by John Sargison)
Training Camp
Cadre Training
in Sympathetic UN Recognition Effect: From this point forward, all your leaders count
Academy
Border Country as “Strong-willed” and provide a bonus of +2 instead
- plus all from of +1 to morale checks for figures within appropriate
- plus all from “Rising Faction distance.
“Rising Faction and Regional
Power Broker Regional Power
— when attaining enough victory points to move from
Rising Faction a Rising Faction to Regional Power, the player selects
— when attaining enough victory points to move from one of the permanent institutions below or one from
an Obscure Movement to Rising Faction, the player Rising Faction, above.
selects one of the permanent institutions below.
Diplomat Abroad - Your faction employs a persua-
Spy Network - You have placed spies in your oppo- sive diplomat to represent it in the United Nations and
nent’s factions, allowing you to keep informed of their foreign capitals abroad.
policies and strategies. Effect: Cancel any Arms Embargo played on you by a
Effect: Prior to each battle, you may negate the effect rival faction. Or, instead apply an additional Political
of one enemy Political Scheme or Permanent Institu- Scheme this turn from the following choices: Friendly
tion. After all players involved announce their Politi- Air Power; Foreign Advisor: Drill & Tactics; Foreign
cal Schemes and Permanent Institution effects for the Advisor: Shooting; Tactical Advisor.
upcoming battle, you choose which to negate. This
effect can be used every battle. Radio Station - Your faction has purchased a radio
transmitter and uses it to get its message out to the
Daily Newspaper in the Capital Aligns with your populace. This allows you to magnify your victories
Cause - More people become aware of your faction and minimize setbacks.
and its goals. Recruits begin flocking to your cause! Effect: Receive the VP bonus for the next higher level
Effect: All of your squads receive a bonus soldier of victory/defeat. So, if you suffered a Minor Defeat, it
with small arms at no cost (if you have 4 squads, for counts as Minor Victory. If you won a Major Victory,
example, each squad receives one). If the squad is you receive a bonus of +1 VP.
composed of vehicles, they receive an extra crewman
with small arms. This effect is used every battle. Training Camp in Sympathetic Border Country - A
safe haven across the border allows you to train and
Cadre Training Academy - Your combat leaders are supply your troops more effectively.
better trained and have an inspirational effect on your Effect: After you have created your army list, one unit
troops. of the lowest quality (Militia, or if none present, Regu-
lar) is upgraded to the next level. If all your squads
27
are Elite, this has no effect. and his reputation as man of the people is widespread.
Effect: One-time bonus of 2 Victory Points (you may
Major Power Broker employ this only once, immediately after you build it).
— when attaining enough victory points to move from
a Regional Power to Major Power Broker, the player UN Recognition - Your faction is officially consid-
selects one of the permanent institutions below (or one ered the political representative for the people of your
from the Regional Power or Rising Faction lists). country by the United Nations.
Effect: Once a faction gets to the point where it is a
Travel Abroad Visiting Foreign Capitals - Your fac- Major Power Broker, it can roll after every battle to
tion’s leader goes on a tour of friendly foreign capitals win the campaign early. The first attempt (when it
to drum up support and money for your cause. builds this permanent institution) requires a “6” on
Effect: Allows you a bonus 40 points to spend on 1d6. After each subsequent battle, add +2 to that roll.
troops before every battle (cannot be saved up — must So, on the second battle, campaign victory is won
be spent each turn). This effect is used every battle. with a 4-6, third and later battles, 2-6. This effect can
be used every turn until a player wins victory in the
Time Magazine “Man of the Year” - The interna- campaign.
tional renown of your faction’s leader is established
28mm ZIRPA rebel leaders by Elheim Miniatures lead an incursion (painted by Ashley Straw)
28
Political Schemes Available to
PEOPLE’S POPULAR FRONT People’s Popular Front by Power Level
This faction has political goals and aims to em- Major
power the people of their nation. They are inspired by Obscure Rising Regional
Power
the ideology of the USSR, Mao Tse Tung, and com- Movement Faction Power
Broker
munist revolutions breaking out all over the globe. The Foreign
leader has received an advanced education, and may Advisor: Fearsome Carry Out
also have received training or schooling abroad. The Fanaticism
Drill & Reputation Atrocities
faction’s goal is to cut across tribal or regional loyal- Tactics
ties and unite the people — under their party leader-
Strong- Foreign Intense Dissent
ship, of course! Examples of these type of factions in
willed Advisor: Military Aids
our real world abound, with perhaps one of the best
Leader Shooting Training Recruiting
being Uganda’s Popular Resistance Army or Patrice
Lumumba’s Movement National Congolais (MNC) in Targeted Sabotage
Tactical
The Congo. Propaganda Zealots Petrol
Advisor
Campaign Stores
Restrictions on purchasing of squads:
1. At least 2 squads must be Militia quality COLONIAL POWER / SETTLERS
2. Up to 2 squads may be Regular quality This type of faction can either represent the
3. There may be no Professional quality squads European (usually) colonial government attempting
4. No more than 2 squads may have armored cars to maintain control of the country as unrest strikes, or
As the movement gains power and followers, it can represent settlers from the colonial nation who
some of these restrictions can be modified: have formed paramilitary forces. In this campaign, it
• Upon becoming a Regional Power, change restriction represents the European settlers of Kammebalango
#1 to “1 squad.” becoming fed up with the chaos in the nation and
• Upon becoming a Regional Power, change restric- banding together to secure their territory. In this type
tion #2 to “3 squads”; Upon becoming a Major Power of faction, the individual troops will tend to be better
Broker, change it to “4 squads.” trained and have served time in some type of reserve
• Upon becoming a Regional Power, change restriction or territorial army system. Good examples of this are
#3 to from “no” to “1 Professional quality squad.” Rhodesia, after the UDI (Universal Declaration of In-
dependence), the French pieds-noirs in Algeria, or the
Sample 200-point People’s Popular Front force Belgian colonists in The Congo.
• 1 Regular squad: 4 small arms, 1 RPG (42 points) Restrictions on purchasing of squads:
• 1 Regular squad: 4 small arms, 1 LMG (44 1. Up to 2 squads may be of Professional quality
points) 2. Up to 3 squads may be Regular quality
• 1 Militia squad: 6 small arms, 1 LMG, 1 RPG (40 3. Up to 3 squads may be Militia quality
points) 4. No more than 2 squads may have armored cars
• 1 Militia squad: 5 small arms, 1 LMG, 1 RPG (36 As the movement gains power and followers,
points) some of these restrictions can be modified:
• 1 Militia squad: 5 small arms, 1 LMG, 1 RPG (36 • Upon becoming a Regional Power, change restriction
points) #1 to “Up to 3 squads.”
• 2 Grenades (2 points)
Total = 200 points
29
Sample 200-point Colonial Power/Settlers force
Political Schemes Available 5. No more than 1 squad may have armored cars
to Armed Forces of a Nation by Power Level As the movement gains power and followers,
Major some of these restrictions can be modified:
Obscure Rising Regional • Upon becoming a Regional Power, change restric-
Power
Movement Faction Power tion #1 to “3 squads”; Upon becoming a Major Power
Broker
Foreign Broker, change it to “2 squads.”
Strong- • Upon becoming a Regional Power, change restric-
Advisor: Fearsome Arms
willed tion #2 to “Up to 2 squads”; Upon becoming a Major
Drill & Reputation Embargo
Leader Power Broker, change it to “Up to 3 squads.”
Tactics
• Upon becoming a Regional Power, change restriction
Foreign Intense
Tactical Carry Out #3 to “At least 2 squads”; Upon becoming a Major
Advisor: Military
Advisor Atrocities Power Broker, change it to “1 squad.”
Shooting Training
• Upon becoming a Regional Power, change restric-
Sabotage tion #5 to “No more than 2 squads”; Upon becoming
Friendly
Zealots Petrol a Major Power Broker, change it to “No more than 3
Air Power
Stores squads.”
RELIGIOUS MOVEMENT
The leader of the faction claims to be inspired Sample 200-point Religious Movement force
by God (or gods). It attracts follows based on their
religious devotion to this idea. Those who follow the • 1 Leader’s bodyguard squad: 5 small arms, Regu-
movement may have an often-fanatical belief, while lar, 1 LMG, 1 RPG (62 points )
those who do not may regard them with extreme fear • 1 Militia squad: 8 small arms, 1 LMG, 1 RPG (48
or hatred. A good example of religiously inspired points)
movements in our world would be the Simbas in The • 1 Militia squad: 7 small arms, 1 LMG, 1 RPG (44
Congo or the Lord’s Resistance Army in Uganda. points)
• 1 Militia squad: 7 small arms, 1 LMG, 1 RPG (44
Restrictions on purchasing of squads: points)
1. At least 4 squads must be Militia quality • 2 Grenades (2 points)
2. Only 1 squad may be of Regular quality Total = 200 points
3. At least 3 squads must contain no vehicles
4. No squads may be Professional
31
Political Schemes Available to
Religious Movement by Power Level
Major
Obscure Rising Regional
Power
Movement Faction Power
Broker
Fearsome Carry Out Arms
Fanaticism
Reputation Atrocities Embargo
Intense Dissent Sabotage
Magic
Military Aids Petrol
Rituals
Training Recruiting Stores
Strong- Targeted
willed Propaganda
Leader Campaign
One turn 1, they arrive on a “6” on 1d6. If they do not they will immediately return fire again, as above, with
arrive, roll again next turn, adding +1 each turn until the next player rolling for this shooting. This is an
they do arrive. Roll before placing order markers. On exception to the normal rules that a squad may move
the turn they arrive, they may move only 1/2 of their and fire only once per turn. Think of it as desperation
allowable movement. Thereafter, they may move nor- motivating the UN troops to their limits!
mally. There is room for another vehicle to squeeze by If the gunner is killed, the driver will move to
the broken-down armored vehicle and continue past. take his place. This takes one turn (so the UN HMG is
If vehicles belonging to different players successfully not eligible to fire back on the next squad’s turn). The
roll to enter the same board edge on the same turn, UN troops will not test for morale and will fight to the
dice off. The lower roller’s vehicle(s) is delayed until last man in this scenario. Once all the UN troops have
next turn. been killed, the armored vehicle may be looted. There
are three boxes of SAMs. Two men may carry a box
Special Rules: The UN of SAMs at normal movement, but not fire. Only two
The UN contingent is composed of a Regular boxes may be loaded into a jeep or civilian car, but all
Quality armored vehicle armed with HMG. It also three may be loaded in a truck or armored vehicle.
has 4 crew with small arms and a driver with small
arms, as well. Whenever a player’s squad fires upon Objective Points (OPs):
the UN, they will return fire immediately at the end of • +15 OPs for each box of SAMs
that squad’s shooting. Resolve this by having which- • +1 OP for each enemy figure (or UN trooper) killed
ever opponent is due to move next play the UN forces • +5 for each enemy leader figure killed
before taking his own movement. He may move the • +5 for enemy vehicle destroyed or that you have
UN troops from the armored vehicle into the woods taken control of (being the only player with figures in
(though the woods do not provide any more cover than contact with it at the end of the game)
the vehicle). They begin the game in the troop carry-
ing compartment (which provides +2 DD). They may
shoot out of this compartment, which is open to the
35
Scenario #2: Big Wig Villa
(C) This faction has
vowed vengeance
against this leader
for atrocities he
ordered committed
against his faction.
They want the leader
dead, and have no
interest in holding
him captive.
(D) This faction
wants to kidnap the
leader and exchange
him for one of their
own political lead-
ers that his faction
controls. They want
to seize control of
him, and do not want
him dead.
36
Deployment ures from two factions are in contact with him, he may
Faction A deploys all of its squads first, any- not move at all. The political leader counts as a Profes-
where on the hilltop, within the perimeter of the walls, sional (with +3 DD), but will not attack unless he is
or in the villa itself. Any vehicles may be anywhere freed by Faction B. Being freed is defined as when no
within this area except inside the villa, of course. Next enemy figures are within 6 inches.
Faction B deploys its troops on the road or within one The gate is not reinforced, and any vehicle
foot of the letter B (which itself is 1 foot from the top may knock it down as part of its movement. Roll
left corner of the board). The troops may be in the 1d6, and on a “1” some sort of damage has occurred,
woods or on the road. Faction C deploys in the crops though. The vehicle counts as bogged down and may
anywhere within 1 foot of their bottom left corner of not move for the rest of the game. Troops may spend
the board. If they have vehicles, they may deploy on half a move opening the gate (shooting off the lock).
the left board edge in the open between the crops and Thereafter, it will not close firmly, and troops can
woods. Faction D deploys next, inside the pasture move through it freely.
within 1 foot of the letter D (which is itself 6 inches
from the top right corner of the board). Any vehicles Objective Points (OPs):
they have deploy on the top board edge in the open +15 OPs fulfilling your mission (maintaining or seiz-
between the pasture and the woods. Finally, if there ing control of the political leader, or killing him).
is a Faction E, they deploy within 1 foot of the letter +5 OPs for being the only faction with troops within
E (which is in the bottom right corner of the board). the walls of the villa at the end of the game (loot!)
Vehicles deploy on the road edge near the crops. +5 OPs for having troops inside the pasture at the end
of the game (food supplies — the cattle!)
Special Rules +5 OPs for killing an enemy force’s leader
A figure representing the political leader is +1 OP per enemy figure killed in battle
placed inside the villa. He is unbound, but the control- +5 for enemy vehicle destroyed or that you have taken
ling faction must keep a figure within 6” of him at all control of (being the only player with figures in con-
times. Any figure in contact with the leader figure can tact with it at the end of the game)
move him with it during its movement phase. If fig-
20mm African rebels by Liberation Miniatures take possession of a ruined factory (Photo by Mike Demana)
37
Scenario #3: That’s My USAid!
tin shacks or other
small buildings on
the edges of town.
Their walls will be
Wicker or Tin. Use
what models you
have, but do not feel
that every gray box
must be represented.
Place the buildings
to break up line
of sight and give
the nice effect of a
town. Barricades
have been placed by
Faction B to block
the roads and keep
vehicles from enter-
ing the town center.
Use either concrete
Special Rules
Each of the bundles of supplies can be car-
ried by two men at normal movement rate (though
they may not fire on turns they move it). They may be
loaded into vehicles (1 bundle per jeep or civilian car,
2 per armored vehicle, or 3 per truck). They may also
be loaded into canoes or other small watercraft at the
pier. One bundle may be loaded into each of the small
watercraft or canoe.
The motorized canoes of Faction E’s force
move 8 inches per turn with their outboard engines.
Each squad receives a free, unarmed driver of the
same Quality as their own figures. The canoes may un-
load passengers anywhere in the scrub along the river
wall, onto the pier, or in any small boat or freighter it
contacts. Unlike normal vehicle disembarkation rules,
Rebel in the Centeral African Republic
the canoe riding squads may move 1/2 movement on
the same turn as the canoe pulls up to offload. If a Objective Points (OPs):
squad falls below half strength while still on the river, +10 Objective Points per bundle of supplies in sole
check for the driver first. If he fails, he will reverse the contact with any of the force’s figures (if two or more
engines and try to get off the table. If a figure other squads have figures in contact, it counts as under no-
than the driver in a canoe fails, it will hunker down body’s control)
into the bottom of the canoe. If it fails a second one +5 OPs for killing an enemy force’s leader
while still hunkered down on the river, he will dive +1 OP per enemy figure killed in battle
overboard unless the driver failed and the canoe is +5 for enemy vehicle destroyed or that you have taken
reversing. If the driver also failed, the figure simply control of (being the only player with figures in con-
remains cowering in the bottom of the boat. If the tact with it at the end of the game) — do not count the
figure dived overboard, it counts as lost. river craft, including the canoes.
39
FNLA troops in Zaire (now the Democratic Republic of the Congo) training on machine guns
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An examination of the sources below will re- Baxter, Peter. Africa@War 16: Biafra - The Nigerian
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28mm UN Troopers from Mike Bravo Miniatures man a checkpoint (painted by Randy Miller)
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