by David Makin
This is a fictitious scenario set in Sudan circa 1990, but can be set anywhere with a variety forces. In fact just change the names and you have an anywhere / any place third world war game. Background The President of Sudan has made a very unpopular decision... (similar to the April 1985 peace with the (Christian) Southern Rebels and a move away from Islamic Law being the cause belli??? ) and so two factions determine to "Save" the nation.. The Mullah (who wishes Islamic law to continue) and The General (who believes that war with the Rebels must continue), as it happens the General and Mullah hate each other passionately and so no compromise/co-operation is possible between these two contenders. The Scenario is centred around the capital Khartoum. Map: On a 5" x 8" table.. the North and West edges being the Nile. In the SE corner is the Airport. The city and suburbs of
Khartoum takes up most of the table with some desert, bush/scrub, fields, plantations and wadi as needed to make the table "interesting".
Before the game the units are deployed on table: The Mullah first deploys Republican Guard units within 12" of it's Barracks.
The Internal Security stands anywhere outside of these areas. The Airforce in a hangar at the Airport. The Navy in the Far NW corner. Each player (President, Mullah, General) has 20 morale points that they can distribute to *any* company sized units (The Airforce, Navy and Artillery Bty are company sized). (ie attempting to "buy" the loyalty of the units). Points issued are modified as follows:
At the start of the game the forces on table need to roll Morale. Each Company (Art Battery, Airforce, Navy) rolls 2d10, halves it, then adds the points spent on it above to get its morale for Each Faction (President, Mullah, General) (round fractions down). (If a referee is available then only tell each player which unit(s) have declared for him/her.) The companys Highest morale is the faction that it declares for... If a company has a two (or three) equally high morale's then it is deemed to be neutral. It will not move or shoot unless shot at. Sole possession of the Radio Station allows the President or the General to increase his/her Factions troops morale by 1 (incl. neutral units). Sole possession of the Mosque allows the Mullah to increase his/her Factions troops morale by 1 (incl. neutral units). For example: When Rolling Morale for the Internal Security Company:
The Highest Morale (P/M/G) determines the loyalty and morale of this unit.... Thus a Battalion could be split over it's loyalties.. and extreme an case would be: for a 4 "coy" bn: 1 coy allied to
each and 1 neutral...
Victory: At the end of the game: The player in control of the Presidential palace, Radio station and Mosque Wins Completely. If a player controls two of these then he/she Wins Marginally. Any player who doesn't control even one of these is a loser.. ;-) UnitsThe President
Airforce: 1 Hind E attack helicopter (trained) Navy: 1 Patrol Boat (1 20L60 AAG, 1 AAHMG, 0/0 wt:IV) (trained) Internal Security: 1 cmd Saladin AC, 2 recon Ferrets SC, 1 recon Inf std (RPG) and Saracen APC. (Exp) Airborne AA Battery: 2 ZU-23-2 AAG, crews and light trucks. (Exp) Airborne Battalion: (all experienced)
3 coy, each: 1 cmd Weapons std (RPG), 3 Infantry stds (RPG) Mullah
Republican Guard Tank Coy: 2 T-55 tanks (Regular) Republican Guard Art Bty: 1 122L28 Howitzer, gun crew & md truck. (Reg) Republican Guard Infantry Bn: (all Regular)
3 coys, each: 3 Infantry stds (RPG) and 1 Walid APC (CC:3 stds) General
Armoured AA bty: 1 M-167 Vulcan, 1 Redeye std and Jeep (trained) Armoured Hvy Coy: 3 M-60A3s (trained) Armoured Mechanized Bn: (all Regular)
3 coys, each: 2 Infantry stds (RPG) and 1 M113 APC (CC:2 stds) Note 1: (SA-7) or (RPG) indicates that these weapons are treated as "integral" to the stand.
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