by Henry Thomson assisted by Randy Collver
In 1979 Vincent Tsao and the Creative Wargames Workshop published the boardgame Junta. It is a game for seven players that takes place in a third world Banana Republic. The goal of the game is to siphon off more money from the national treasury into your Swiss bank account than any of the other players. One player is elected El Presidente, and the game begins, punctuated by frequent calls of corruption, the occasional assassination and, of course, the much anticipated coup attempts. At the 1991 Enfilade, Henry had the opportunity to participate in a ganie put on by Chris Leech, "Race for the Reichstag" simulating the fuial thrust for that building in May of 1945. He used a new set of miniature rules by Arty Conliffe, Crossfire. The game played quickly the rules were straight-forward and thorough enjoyable. That was the genesis for this combination gairie. By using the Crossfire rules for the coup attempts, also by keeping the forces small, the entire game should be able to be played in an evening. 1. Players should be familiar with both games, Junta and Crossfire. 2. Roles Players each assume roles as required in the Junta game:
Minister of Internal Security: The Minister controls the Police. The Police consist of 4 squads armed with submachine guns and bazookas. Police morale is Regular. 1st Bde. General: The Bde. General controls the 1st Brigade. The Bde. consists of 4 squads armed with rifles and bazookas, 1 HMG squad and 1 Sherman E-8 Tank. Bde. morale is Regular. Bde. receives two additional Platoon Commanders. May be assigned as desired by the General. The 1st Bde. General is a -1 Company Commander. 2nd Bde. General: The 2nd Bde General controls the 2nd Brigade. The 2nd Bde. is organized as the 1st, with the exception that the Tank is a Mark III G/H. 3rd Bde. General: The 3rd Bde General controls the 3rd Brigade. The 3rd Bde is organized as the 1st, with the exception that the Tank is a T-34 B/C. Air Force Commander: The Air Force Commander controls the Air Force. The Air Force controls 1 squad of Paratroops armed with rifles and bazookas and three (3) air strikes. Air strikes are adjudicated as Observed Indirect Fire, Heavy Artillery. Any friendly Platoon Leader or Company Commander may serve as FO. Paratroops perform as combat engineers. Paratroop morale is Veteran. The Air Force Commander is a +1 Platoon Leader. Admiral ofihe Navy: The Admiral controls the Navy. The Navy controls 1 squad of Marines armed with rifles and bazookas and the Navy Gunboat. The Gunboat functions as a 75mm Howitzer, adjudicated as Observed Indirect Fire, 82mm or less. Any friendly Platoon Leader or Company Commander may serve as FO. Marines perform as combat engineers. Marine morale is Veteran. The Admiral is a +1 Platoon Leader. 3. Unassigned Factions During regular play. before a coup attempt is declared, an individual may find himself in control of one or more of the following factions. Strikers: The Strikers consist ofup to 10 squads aimed with miscellaneous weapons. These weapons fire at 2d6 unless the controlling player also has the Farm Strike Card, in which case more weapons are available and they fire at 3d6. Striker morale is green. For each 5 squads or fiaction there of the Strikers get one +0 Platoon Leader. Rioters: The Rioters consist of up to 10 squads armed with miscellaneous weapons. These weapons fire at -2d6 unless the controlling player also has the Farm Strike Card, in which case more weapons are available and they fire at 3d6. Rioter morale is green. For each 5 squads or fraction thereofthe Rioters get the +0 Platoon Leader Demonstrators: The Demonstrators consist ofup to 10 squads armed with miscellaneous weapons. These weapons fire at 2d6 unless the controlling player also has the Farm Strike Card, in wliich case more weapons are available and they fire at 3d6. Demonstrator morale is green. For each 5 squads or fraction thereof the Demonstrators get one +0 Platoon Leader. Student Mob: The Student Mob consists ofup to 10 squads armed with miscellaneous weapons. These weapons fire at 2d6 unless the controlling player also has the Farm Strike Card in which case more weapons are available and they fire at 3d6. Student Mob morale is green unless the controlling player has the Students Circulate Petition Card, in which case their enthusiasm is high and their morale is regular. For each 5 squads or fraction thereof the Student mob gets one +0 Platoon Leader. Home Defense Militia: The Home Defense Militia consist of two squads armed with rifles, The Morale of the HDM is random: If the controlling player has Retired General's Influence, their morale is Veteran. If not, roll d6: 1-3 Green; 4-5 Regular; 6 Veteran. The HDM receives one +1 Platoon Leader. Christian Militia: The Christian Militia consists of two squads armed with rifles. The Morale ofthe Christian Militia is random: If the controlling player has Church Influence, their morale is Veteran. If not, roll 1d6: 1-3 Green; 4-5 Regular; 6 Veteran. The Christian Militia receives on +1 Platoon Leader. Helicopter Gunship: The Helicopter Gunship consists of one Helicopter. This helicopter may transport up to one squad plus one leader anywhere on the board. It must begin the game in an area with the writs to be transported. It then loads the units and moves them to the new area, where they are unloaded. For each area containing an Army Brigade Commander. Air Force or Marine Platoon Leader or El Presidente, the appropriate player, if hostile, rolls 1d6. On a six, the Helicopter is destroved with any troops oil board. The helicopter is equipped with one HMG. It may fire at any available target. Helicopter Gunship morale is Veteran. The Helicopter Gunship is a +0 Platoon Leader. Bank Guards: Bank Guards consist of two squads armed with submachine guns. The morale ofthe Bank Guards is green, unless the controlling plaver has bankers influence, in which case it is regular. Assassins: If a player has an assassination card in his possession when a coup attempt begins, he writes down a location for the assassin and the assassin's target (another player). If the assassin target puts himself in line of sight to the assassin, use Crossfire rule 6.9 (on page 12). The amateur assassin uses 2d6, others 3d6. 4. While El Presidente controls the Loyal Faction's moves, the First Rebel controls the rebels moves. Each individual player moves and rolls for their own unit(s), but the appropriate Bigwig designates who moves when. butative passes back and forth from El Presidente to the First Rebel. 5. Use the same layout as in the Junta Game, to the extent possible. Ideally the city will be sized at 5' by 5'. There should be a minimum of three separate buildings per town sector. The Radio Station, Police Stations, Chamber of Deputies, Central Bank and Railroad Station should each be classified as Building Complexes with sections. The Presidential Palace is treated as if it is three bunkers, connected together, side by side, in a row. The bunkers on either end fire only out either end, the middle bunker fires out either side. Once one bunker section is captured, treat the building as any other building complex. All city sectors are separated by roads. Squads can enter another sector only by crossing that road. 6. No one may attack embassies (although rules for that are in development). Snipers may not be placed in embassies. 7. The Junta game is played as the rules indicate except for the coup attempt. Place units as indicated in the rules for deployment. There are seven moves per coup attempt At the end of the 7th turn follow the Junta rules. Back to MWAN #95 Table of Contents Back to MWAN List of Issues Back to MagWeb Magazine List © Copyright 1998 Hal Thinglum This article appears in MagWeb (Magazine Web) on the Internet World Wide Web. 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