First Come, First Serve

A Bushwar Scenario

by Sam Scott

An army convoy traveling at night got spooked when the lead vehicle ran over an anti-personnel mine. After emptying their rifles into the darkness around them, the raw recruits fled into the night, leaving all their vehicles and equipment behind. Word has spread about this rich prize and a number of armed groups are converging on the scene.

Objective:

Each group must try to get as many vehicles and crates off the table as possible.

Tank- 60 points
APC's- 40 points
Trucks- 20 points- carry 3 crates
Jeeps- 10 points- carry 1 crate (Helicopter- 50 points)

Cargoes:
2 Crates of Small Arms- 10 points each
Crate of Mines- 15 points
Crate of Berets- 1 point each
Crate of Beer- 7 points
Crate of Pornography- 4 points
Crate of Spiderman Underoos- -10 points
Crate of Boots- 7 points
Crate of Gold Bars- 75 points
Crate of Ammunition for towed gun- 10 points

Actions

It takes 1 squad 1 turn without moving or firing to open and examine the contents of a crate.
2 men can carry 1 prate 6" per turn
1 figure can attempt to commandeer a jeep or truck on a roll of 4+ on a d6 (+1 for trained, +2 for professional, + 3 for elite)
1 figure can attempt to drive an APC on a 5 or better
1 figure can attempt to drive a tank on a 6 or better (must be re-rolled each turn)

Players (squads can have a minimum of 3 and a maximum of 6 figures)

2 Green Militia Groups- each with 15 rifles, 1 LMG and 2 RPG (divide into 4 squads)
1 Green Army unit- 12 assault rifles, arrive on the road on turn 3 (divide into 3 squads)
1 Trained Police Unit- 10 figures with AR, arrive by helicopter on turn 3 (divide into 2 squads)
1 Trained Cuban Unit- 6 AR, LMG, RPG, arrive on turn 2 (divide into 2 squads)
1 Professional mercenary unit- 7 AR, 1 LMG, arrive on turn 2 (divide into 2 squads)
1 Elite Special Forces unit, 3 AR, 2 LMG, 1 RPG, arrive on turn 2 (divide into 2 squads)

1st play test

Fall In 2002, Mike, Angelo, Mark, Lenny and myself playing- neither the Cubans nor the Special Forces were used.

The two militia groups entered (Angelo and myself and made rapid progress towards the convoy. Each group chose a different end of the convoy to loot. The Gendarmes came in by chopper and landed between one of the militia groups and the tank and immediately got into a firefight with the militia. My militia group quickly manned an APC and a truck, and then used their other forces to setup a protective perimeter. This unit then got into a protracted fight with the Army (Lenny) when those units entered. The Gendarmes got someone into the tank but couldn't get it started. Angelo's militia then began to hammer the vehicle with RPG 's until the crewman bailed.

The Gendarmes then commandeered an APC and loaded the rest of their forces into it. This fully manned and fully armed vehicle then dominated the center of the table. Mike's mercenaries got into the action late in the game, but were effective nonetheless. They drove one militia group away from the remaining truck and got it off the board in spite of a hail of fire from the Gendarmes' APC. The other squad of mercenaries stayed in infiltration and then ambushed the jeep and truck that were at the point of being driven off the table by the Angelo's militia group. The mercenaries got away with the jeep but the militia got back the truck. In the end the mercenaries won with a truck (that carried the gold) and jeep. The Gendarmes got away with their APC. One militia group got away with a loaded truck, while the, other got away with a loaded truck and an APC. The poor army was left on the field with a very battered tank.

Bushwar Modern Skirmish Rules


Back to MWAN # 122 Table of Contents
Back to MWAN List of Issues
Back to MagWeb Magazine List
© Copyright 2003 Hal Thinglum
This article appears in MagWeb (Magazine Web) on the Internet World Wide Web.
Other articles from military history and related magazines are available at http://www.magweb.com