Part I, II, III
by Greg Novak
Having given out the orders of battle for both sides in this issue of the CPQ, it has occurred to me that you might want to be able to use it in some manner. Therefore, please find enclosed a minicampaign game called (what else?) The following Campaign Game is designed to set up battles along the Angolan-South West African frontier during the period 19801988. The forces in play are going to be of brigade size at best, with most battles being fought by battalion-sized battle groups. If you have access to a Soviet Rifle Regiment or two, you may find you have most of what you need for the Angolan side. The South African forces will be a bit harder to find, but they can be put together from odds and ends. PART I: SETTING UP THE GAMEThe game can be played by two or more players, with one person acting as gamemaster, and the other player(s) serving as commanders. Due to the extensive South African intelligence and reconnaissance structure, the South Africans know what the locations and strengths of the different enemy forces are, and can make their plans accordingly. The Angolan government and SWAPO can only react to events, and then in a limited manner. Thus, at the start of the game, allow your players to read the information on the South African forces, and draw up a plan of attack. This plan of attack must include the duration of the external, the forces involved, and the points to be attacked and destroyed. If you have players who want to be the Angolans, you can let them do so, but remember that they are limited in their free will. Once the plan is made, appoint an overall South African commander, as well as a commander for each battle group and the South African Air Force. 'Me remaining players can be assigned to positions on either side as needed. It will not matter that they know what the South African plan is, as they will not be able to react to the plan within the confines of the battlefield. When it is necessary for decisions to be made by the Angolan commanders, the gamemaster should either make the decision, or bring together players to serve as Angolan commanders. The gamemaster should give those players the information that the commanders would have, and possible choices based that information. Again, the Angolans are in the situation of reacting to events. The war that they are interested in fighting is the UNITA, and not South Africa. In keeping with the dictum that war is a continuation of state policy by other means, victory in the campaign will not be to the side that wins the most battles, but to the side that wins by means of Victory Points. Victory Points will be awarded to So Africa for objectives gained, as well as enemy losses inflicted. Victory Points will be lost depending upon the losses taken in the campaign, as well the number of troops that are committed to battle. The Victory Point structure is designed to reflect the fact neither South Africa, Angola, or Cuba can afford to fight a full scale war at this place and time, as well as the impact of the fighting on world opinion and the South African economy. PART II: COMMANDSAppendix 1 lists the South Africa forces that can be used, and their cost, while Appendix 2 lists the forces of the Angolan side, and any possible reinforcements. The referee may vary the location of commands, but must inform the South Africans of any changes from the listed deployment at the start of the game. Forces will be moved by means of battle groups, otherwise known as commands. A command should be at the most are in forced battalion, and at the least a single company. All commands must have a command stand present if they intend to move. The gamemaster has the final say on the makeup of all commands due to the different sized companies involved in this game. PART III: THE MAPThe map covers a section of the central sector of the border, starting at the point where the Cunene River ceases to mark the frontier, and where border-crossing becomes much easier. The map consists of a number of points (squares) linked to one another by roads and tracks. The terrain in each square Can be drawn up in advance, and made available to players at the start of the game. See Appendix 3 for details on drawing up terrain. Movement will be on a point-to-point basis, with movement orders turned in as needed by the different commands. Remember that as the South Africans are operating according to a plan, so for the most part-unless something happens elsewhere in the game that impacts upon the plan--they will continue to follow the plan. The FAPLA/Cubans/SWAPO only react to events, so orders are not always needed by their commands. (I have included the South West African side of the border for player information, or in case some very brave soul wishes to launch an attack across the border. Again, due to the South African intelligence network, the chance of launching such an attack with surprise is near nil, and the political cost to Angola is far more than they might wish even think about. Remember that Ronald Reagan is in the White House at this time, and look what happened at Grenada!) The points on the map are one of three basic types, and one special type: Major Towns: Ondangwa, Ngiva, and Xangango: These have built-up areas with a population present in the several- thousand range. Occupation of these points will force a major reaction by the government of the country involved. Thus occupation of Xangango and Ngiva will force the Angolan government to send troops to the area, and it will continue to do so until the South Africans are driven out. Minor Towns: All other named points on the map, such as Cuamto, Okongo, etc.: These have a population present of about 1000 people. Occupation of these points will cause a reaction of the government of the country involved by local troops within the area. Thus, the occupation of Naulia would result in the Angolans at some point sending troops to that area in an effort to drive the South Africans back. Continued occupation of these points (for longer than a day) will force the Angolan government to consider sending reinforcements to the area. Lettered or Numbered Points: All other other points on the map, such as Y, 12, 18, etc.: These have a population present of several hundred people at best, and often are not populated at all. Occupation of these points will not force a reaction by the government of the country. Thus, the occupation of point 11 by South Africa would have no effect on Angolan troops at Ngiva. It should be noted South African patrols and commands of trackers crossed the border on a daily basis. A report that South African commands were in such an area would be so common that it would be taken for granted by the local officials. Quedas Ruscanas Dam and Power Plant: This power plant was a South African-Portuguese Project, and is a hydroelectric plant designed to furnish 60% of its power to South West Africa, and 40% to Angola. The power plant is on the South West Africa side of the river, while some of the controls are on the Angolan side. Each side has a garrison here watching the other, but still allowing for joint control of the complex. Occupation of either point by the other would force major government action by the side losing control. More Externals Mini Campaign Game
Part IV, V, VI, VII Appendix 1: South African Forces Appendix 2: Angolan Forces Appendix 3: Terrain Campaign Map More Externals 1980-1989: SW Africa and Angola
SADF: South African Defense Forces in South West Africa SWATF: South West Africa Territorial Forces Koevoet: Operation Crowbar SWAPO: South West Africa People's Organization FAPLA: People's Armed Forces for the Liberation of Angola Cuban Forces in Angola UNITA: National Union for the Total Liberation of Angola South Africa Specs: Combined Arms Charts Back to Table of Contents -- Command Post Quarterly #2 To Command Post Quarterly List of Issues To MagWeb Master Magazine List © Copyright 1993 by Greg Novak. This article appears in MagWeb (Magazine Web) on the Internet World Wide Web. Other military history articles and gaming articles are available at http://www.magweb.com |