War Games Grab Bag
Article List(% Complte)
1. Vietnam Gaming Alternatives(100%)
2. Rules  for Campagin (90%)
2.5 Shamans and Witchdoctors in a Modern Africa/Latin America Campagin (90%)
3. Mau-Mau Scenarios (100%)
4. Generic Conventional Warfare Campagin Rules(75%)

1.
    So your tired of battles in the Boonies? Vietnam offers other areas of battle. Tunnel Rats scenarios have always been fun for me. Have some WW1 battefield terrain pieces; craters, barbwire, pillboxes, and ofcourse dead trees you wanna use. Well these pieces could come in handy for a Hamburger Hill battle. Urban battles occured in Tet mainly in Saigon and Hue. Along the rivers in places like the Mekong Delta we have many instances of the "Brown water navy" operations, though you'd have trouble finding pieces for warfare this obscure. Air battles were also intense; look into Operation Bolo when 56 F4 Phantoms took on a entire PAF Base over North Vietnam.
 

An idea small unit for operations in Vietnam

The leader (You) with the SMG variant of the AR-15,
*1  soldier with a M79 GL
*1 fig with a shotgun
*1 fig with a M-60 on loan from the GOV
 *2 men have M-16s.
*1 Turned Guerrilla "Kit Carson"


 

2. Rules  for Campagin
*After each battle 30% of all Guerrilla wounded die rounded up.
* 10% of all Counter-insurgency forces wounded rounded down.
Usual Income after a for start of a game: 20 points
       10 Militia: 10
       10 Regulars: 15
        Armoured Car: 16
                 Armoured Car Crew: 17
        Radio: 2
        AK47/ M-16 SMG: 1
        Rifle: .5
        Flamethrower w/Soldier:4
        LMG: 2
        MG: 4
           MG Crew of 2:3
        Sniper: 3.5
        1 Foregin Advisors or Merc: 5
        Turned Guerrilla, Counterganger, Kit Carson Scout: 3
Subtract Points for:
    each soldier killed:  -1.5
    each soldier captured: -5
Add Points for:
    Captured enemy documents: +15
    Mission Complete:15
    Dead/Wounded Guerrilla: .5
    Captured Weapon: 1
Upkeep:
    Human: 1
    Vehicle: 5
 

2.5 Shamans and Witchdoctors in a Modern Africa/Latin America Campagin

Who can be effective: Only Militia units and regulars from the countryside in forces and

        A Shaman casts a curse roll 1d6:
            1-2: Attempting to steal a small trinket from his enemies, a randomly chosen soldier under your campagin is chosen for    this task and will engage with the nearest enemy unit in close combat at the first oppurtunity. If he is susscesful a Shaman can create blesses and charms.
            3-4: For whatever reason a curse appears to work; -1 or 10% to one of the enemy units abilities which applies to your rule set.
            5-6: Nothing Happens
        A Shaman blesess charms and distributes them roll 1d6:
            1-2: Your men awake tired the next morning due primarily to an all night party following the ceremony -1 to intiative
            3-4: Your soldiers feel stoked and for whatever reason  -1 or 10% to the units morale improved morale
            5-6:  Your soldiers realize the trinkets are worthless and throw them away.

Shaman Quirks

Random Events for your insurgency campagin
Accident in Aritllery: Some one forgot to that inches are different than milimeters. Explosion rocks your center.
Defector!: someone on your side suddenly shoots the nearest officer on your side and attempts to defect.
Booby Trap: One of your forward soldiers who just moved suffers an injury.
Tribal Differences: A fist fight develops between two tribes in your Indig units.

My First "Mau Mau" scenario:
                                                                            You Have A Farm in Africa
 

               In WWII you and your 5 brothers were soldiers of Mussolini fighting in Africa. Your unit soon rotated home and you all heartily rejoiced about the nations descion to come over to the Allies and your 5-brothers took to the hills of Abruzzi with a band of anti-german guerrillas. In 1947, War weary you and your  five brothers moved to Kenya and helped a wealthy British plantation owner named Morris grow coffee. Then it happeneded; the Mau Mau. One of your loyal African help...informed you that the farm was a target Sigh....time to brake out the guns and hide the families.
            The old man Morris won't be much of a help. Put; him in a building armed with a pistol. If that building is attacked he'll defend it other than that he's put; full faith in his hired help.

MAP:  Mine had a low wall; 2 outer shacks and finally the place Morris is hiding...err protecting. The Mau Mau number 10 men and are fanatical; they will charge from the woods straight to the low wall.

Objective:
Kenyan Lib. Army: Brake through to the stash of what is believed to be weapons(Where Morris is)
Italians: Defend the old Man...be sure to ask for a raise after this.
 

ITALIANS(WWII Brits and German Figs)
Bro.\Wpn\ Note
Rocco: A luger\oldest of the brothers
Tuco: Old rusty MP40
Crocetti: Shotgun
Alfredo: bolt-action rifle\twin of Alessandro
Alessandro: bolt-action rifle\twin of Alfredo, the youngest

Morris\revolver\a widowed and bitter, WWI vet.

MAU MAU(I used Zulu War figs)
1 Leader with long knife & Molotov
8 Men with Spears
2 Men with Modern Rifles

Objective:
Kenyan Lib. Army: Brake through to the stash of what is believed to be weapons
Italians: Defend

SOLO PLAY: The Mau-Mau will blindly charge on; only 2 of the 10 have rifles. If your small group can hold out without taking any casualties for 4 turns in a row; the guerrillas will loose interest and flee to the woods.

MY GAME: Playing solo my Italians were at a disadvantage from the start; Tuco was seriously wounded by a KLA bullet and died a few turns later. The remaining four brothers were unable to retrieve his MP40. With this firepower gone; the two outer buildings held on until they were surrounded. Then they broke out and made a mad dash to Morris's home. The Europeans bariccaded the doors and while sporadic sniping followed; the Mau Mau soon lost interest and fled. Morris, A wounded Crocetti(By now armed only with Rocco's pistol) and Alessandro were the only men alive. The Mau Mau were reduced to four men at the battles conclusion.

My Second Mau Mau Scenario
 
 

Out For an Evening Stroll

    You are Capt. Smith a young idealistic British Officer. During the last war you entered the line as an infantryman along the Ardenne just before the offensive. Since then you've fought your way up the ranks to beome a lieutant. Reading of the on going atrocities you volunteered to serve against the Mau Mau. You have been commanding  an outpost for about 2 weeks when you were assigned two Countergangers and immediately demand them to lead you that night on an evening stroll that night, back to there former base camp ofcouse. The two turned guerrillas reluctantly lead you into a  forest valley and you sneak past a few sentries. Soon you come across a large hut in a small clearing.  What now?

 MAP: A small jungle clearing with several trails leading eveywhich way. The shack is rectangular. There is a door in each of the short ends.  Each door is guarded by a Mau Mau with a pistol. Inside there is a light source.  Outside the moon is at it's fullest. Thus, while being at night. Night penalities should probably be ignored.

Objective:
Kenyan Lib. Army: Defend the shack
British: Capture a Mau Mau and try to capture the shack or burn it down.

BRITS
Name\Wpn\ Note
Capt. Smith\SMG\you
Pvt. Hawkins\rilfle
Pvt. Prince\rifle
Kolewa\knife\Counterganger
Foromba\knife\Counterganger

MAU MAU
2 figures with pistols outside
1d6+1 men inside with spears
1 Mau Mau leader with knife

This use of turned terrorist was used later by the Rhodesian 'Selous
Scouts' from 1965-1980. 

Notes I wrote so long ago but; ideas for other scenarios.

Platoons sized patrols 
contact with elephants in the jungle
Accidental contact with British solders
Blue on Blue
Dogs used
A new soldier who speaks Kikuyu

This use of turned terrorist was used later by the Rhodesian 'Selous
Scouts' from 1965-1980.

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4. The Generic  Campagin:

Map:
Scale: Battlaion
To the Ad Hoc Force Commander: Your orders are to (1d6)
 1-2) Assualt
 3-4) Raid\Recon in Force
5-6) Defend\Relieve

Assualt
1) Clear a key location
2) Attack a village
3) Clear a piece of the road
4) Destroy a specific unit
5) Destroy specific building\location X
6) roll again

Raid\Recon in Force
1) Determine if the highway is blocked
2) Recon every village
3) Search for Civilians, lost unit, Pows
4) Make contact with enemy
5) Determine forces in Location X
6) roll again

4) Defend\Relieve
1) Location X
2) Capture any enemy posistion and hold
3) One enemy village is now yours all Enemy units in it are now placed anywhere on it's outskirts surrounding it
4) Breakout same as number 3 except this time all the units must get out of location X
5) Prevent the attack\recon of location X
6) roll again

Procedure: Each side goes through the process of chooising a mission this becomes their primary objective. They undertake the process again to come up with a different minor objective.

Forces: Are determined by the primary objective: Assuming a German unit in 1943
Assualt: Heavy in armor and artillery
Defense: Heavy in Anti-tank guns and infantry
Recon: Heavy in aromoured cars and light infantry

What the hell is "Location X"!
A random are of signigance on the map
Roll 1d6 on the map
1) Village A
 2) Village B
3) Village C
4) Bridge 1
5) Big Farm 1
6) Factory Ruins 1

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