First Come, First Serve

A Bushwar Scenario

by Sam Scott

These are a quick and dirty set of skirmish rules for bushwars pretty much any time during the modern period. The game works on the assumption that the training and motivation of the forces involved is much more important than the weapons being used. The game is mainly intended for infantry skirmishes, although vehicles can be used as well. The hidden movement mechanism is very important to the game as it keeps your forces out of harms way and allows you to set up ambushes.

Units and Squads Each player controls a unit that is made up of a number of squads. Generally, the higher the unit quality, the fewer squads will be in the unit. A green unit may be made up of 4 squads of 10 figures each, while an equivalent elite unit might be made up of 2 squads of 6 men each.

Unit QualityCombat RatingFire Reaction DiceInfiltration Rating
Green9d41 squad per unit
Trained8d62 squads per unit
Professional7d10all squads
Elite6d12all squads

Tactical Turn Sequence

    Green units move
    Trained units move
    Professional units move
    Elite units move
    Resolve Regular Fire

Tactical Movement

Units on foot may move 8". Vehicles move 18" on the road and 10" across open country. Vehicles may not enter dense terrain.

Infiltration Mode- Shuffle a deck of playing cards and turn over the top card.

Infiltration mode is used for hidden movement through the bush. It may not be used inside or to enter buildings. A unit's infiltration rating indicates how may of its squads can be in infiltration mode at any one time. A squad on foot in cover can attempt to go into infiltration mode on its movement phase. The player guesses whether the next playing card turned over will be higher or lower then the previous card.

If they are right, remove all the figures except one from the table and place a die next to the figure to mark how many turns the squad has been in infiltration mode. On each subsequent turn the player can keep the squad in infiltration mode by guessing higher or lower on the next card. If the player guesses wrong, or chooses to reveal their squad, the squad's figures are placed back on the table. Count up how many turns the squad has been in infiltration mode and place them anywhere in cover within that number of moves from the spot where they began hidden movement. The player does not have to decide where his infiltrating squad is going until the figures are revealed.

Example: A squad in infiltration mode for 3 turns can reveal themselves anywhere in cover within 24" of where they started. Face cards and aces in the infiltration deck can trigger special events.

Card Driven Events

Jacks- player must turn down one of its squad's infiltration dice by 1 pip.
Queens- player can immediately hide one of his own squads
Kings- player can force another player to reveal a squad
Aces- (Special Events- can be scenario specific)

    Diamonds- scenario specific
    Clubs- scenario specific
    Hearts- player can reveal another player's infiltrating squad where he chooses
    Spades- One figure in one squad chosen at random steps on a mine and is killed.

Tactical Firing:

Weapon Fire Dice Range
Rifle 1 12
Assault Rifle 2 12
Machine Gun 4 18
Cannon 5 24
Mortar 5 24
RPG/ Grenade Launcher 5 12

Determining Casualties:

The firing unit totals the number of fire dice allocated to the target and rolls. Subtract I from the die roll if the target is in cover. All results equal to or greater than the firing unit's combat rating are possible hits. A 10 is always a possible hit and any unit that is moving needs a 10 to hit. For each hit, the target unit can try to roll a saving throw equal to or above their combat rating.

AFV's- Only Cannon/Mortar/Grenade hits can knock out AFV's. Roll for hits and saving throws as above. If 3 or more hits remain valid, the vehicle has been knocked out.

Fire Reaction:

Once casualties have been determined, the target unit checks for their reaction to being fired at. Total the number of weapons firing at the target unit (count machine guns, mortars, cannon and RPG's as two weapons). The target unit rolls their fire reaction dice and checks the result. If the result is greater than the number of weapons firing at them, the unit has passed the reaction test. If the result equals or is 1 less than the number of weapons firing, the unit is pinned and may not move or fire the following turn. If the result is 2 less, the unit must retreat at least 4" to or towards a position in cover. If the result is more than 2 less, the unit routs out of the engagement.

AFV's- AFV's always roll a d10 for fire reaction regardless of the quality of the crew. Instead of counting the number of weapons firing, count the number of hits on the vehicle (by all weapon types including small arms) and roll for fire reaction against that number.

Ambushes:

Ambushes are firing that happens during the movement phases. If a squad fires in ambush, it may fire again in regular fire. So don't get ambushed if you can help it.

Any unit that began the turn in infiltration mode is eligible to spring an ambush. Ambushes can either be sprung on units conducting open movement, or against units that have just revealed themselves from infiltration mode. Ambushes can only consist of one squad from the unit and a unit can only perform one ambush per turn. The ambushing squad must be within 8" of the target and cannot have moved during the turn.

When a player declares an ambush, they reveal the squad that is performing the ambush. The target unit then rolls against their combat rating to see if they detect the ambush. If they do, the ambush fails and fire is conducted normally. If the ambush succeeds, the ambushing squad gets 1 round of unanswered fire with a +2 to hit. When the ambushed squad checks for fire reaction, they must subtract 2 from their roll.

Optional Rules:

Capturing Enemy Figures and Vehicles:

You can capture enemy units if one of your squads can move into base contact with a pinned enemy squad or vehicle.

Overwatch:

Any unit in the open that does not move can try do perform overwatch fire on any unit that moves across its field of fire during the turn. The unit rolls against its combat rating and if successful, it can shoot 1 round of unanswered fire against the target. If a unit uses overwatch fire, it cannot shoot in regular fire.

First Come, First Serve: A Bushwar Scenario


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© Copyright 2003 Hal Thinglum
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