ࡱ> q` bjbjqPqP .d::8^\l\l\l8lln zoo&o&o&o&o&o&o$hrőt&o&ottő&o&oڑwwwt&o&owtww:/,&oo k"\lw [ 0 eRt=tt&opwqr&o&o&oőőX&o&o&o ttttdg\l\l THE SHARP END WARGAMES RULES FOR MODERN COMPANY LEVEL COMBAT INTRODUCTION Most popular tabletop wargames rules for warfare after 1950 simulate combats between large regular armoured formations. Fortunately these have been few, and armies trained for World War III in Germany instead often found themselves having to fight very different wars than those they had prepared for. Most wars of the second half of the 20th century and all those so far of the 21st have followed a consistent and very different pattern. They are typically fought at company level, between a modern regular army and irregular insurgents and take place in mountain, jungle or urban settings. A (not very exhaustive) list of examples includes Malaya, Kenya, Borneo, Aden, Oman, French North Africa, Cuba, Colombia, Peru, Chad, Congo, Katanga, Viet Nam, Tibet, Kashmir, Rhodesia (as Zimbabwe was known at the time), Namibia, Uganda, Northern Ireland, Kurdistan, Rwanda, Chechnya, Somalia, Former Yugoslavia, West Africa, Sudan, Afghanistan, Nepal, Iraq, Lebanon. Another characteristic of these wars is that they are hindered by, or exploit, political sensitivities. The Hollywood principle that victory is achieved by killing all the men in black hats does not apply. Paying insufficient attention to local opinion produces more black hats, and insufficient attention to home and international opinion may end your deployment before you can win. For example, if you spill out of an APC wearing body armour and dark glasses, pointing weapons at everyone in sight and shouting Back off in a language they do not understand, you give the impression that you are both uncouth and frightened. Patrolling alertly in a beret without dark glasses, weapon ready but not pointed, smiling at and swapping simple greetings in the native language with people you meet, or putting your head through the windows of cars you stop and talking to the driver, may change hostility to neutrality and even occasionally glean a little useful intelligence. Conversely, sending a team of women to lecture Muslim tribal elders on gender awareness issues will at best convince them that you are both crazy and arrogant. Accordingly, for success in playing with these rules, the regular side needs not only to kill insurgents, but to avoid own goals. The aim of war is the effective application of force. The insurgent side needs not only to kill soldiers, but to encourage own goals. As well as soldiers and insurgents, the table will be occupied by a variety of civilians, many of whom may be innocent. Most of these will be moved by the insurgent side, but they can also be directed by soldiers in contact with them. The insurgent and soldier sides may not be monolithic, which lends itself to multiplayer games. For example, in an Iraq scenario, there can be insurgent factions of Shia militia, Saddam loyalists, foreign fighters and tribesmen, all pursing their own agendas and often mutually hostile. Even the soldier side can have foreign allied contingents who prefer to avoid danger, military police who think themselves immune to chains of command, and Iraqi police and army units. The rules are still at the stage of collecting significant factors and organising them. Further suggestions are welcome PLAYING EQUIPMENT AND REPRESENTATIONAL SCALES ELEMENTS An element is a vehicle, an aircraft, or a group of figures on a single base. The latter can be a fire team of 3 or 4 infantrymen or insurgents, a heavy weapon crew of 2 or 3, 2 specialist soldiers (such as a sniper pair or special forces observers), or 1 to 5 civilians. The base is 2/50mm wide. Rectangular bases are handy for storage, but oval or irregular curved bases are more realistic. TROOP SCALE I envisage the use of 15-25mm figures and vehicles. 54mm figures would require a doubling of element base size and ground scale. Each figure or model represents a single man or vehicle. GROUND SCALE An acceptable compromise is 1 = 25m or 1mm = 1m. This provides a reasonable approximation of practical weapon ranges, but requires the area represented by an element base to be taken as the area within which the element is operating, rather than that physically occupied. Model buildings and road/river widths are greatly over scale but are a closer, but usually not identical (I favour 15mm buildings with 25mm figures) match to the figure scale. TIME SCALE AND PLAY SEQUENCE The game starts at night. Play starts when a contact results from players actions at night or at the earliest time each specifies next day. It is split into alternate bounds. A bound is the time taken to formulate and carry out an action and so vary in duration, but will be a minimum of one minute of frantic activity, up to several minutes of low activity DICE Dicing requires multiple D6, both standard size Big and 10mm or smaller Small, of various colours. Required scores are set so that a consistently high scoring dice gives no advantage. TERRAIN Assumed to be Asian urban, desert, mountain or jungle. This may call for the use of virtual terrain with mainly bare flat areas of table with token rocks or trees being treated as a continuous slope (possibly defined by a ridgeline and valley bottom stream) or thick forest with restricted visibility. VISIBILITY This is mainly based on line of sight, established by putting a rule of tight piece of cord between closest parts of the two elements. This will be reduced in dense terrain, in bad visibility, or if at night without illumination or night vision aids. DEPLOYMENT Regulars deploy first unless inserted covertly or by helicopter. This provides insurgents with surprise. VICTORY CONDITIONS Victory depends on avoiding losses and eliminating enemy, but also on not offending public opinion or aiding enemy recruiting. Each player is issued at the start with a number of Hearts and Minds tokens, and can add to these for Brownie Points or be forced to surrender some for an Own Goal DRAMATIS PERSONAE A player asset can be a visible or invisible element or model, or a card. Visible elements are placed on the table. Hidden elements have their position recorded but are not placed on the table until they move or shoot. Cards are retained face down until used. CIVILIANS To paraphrase Mao, civilians are the sea that the insurgent fish swim in. Civilian elements cost nothing, can only be used by day, are controlled by insurgent players, but can also be temporarily moved by soldiers in contact with them, or using an interpreter and loud speaker. They can be: Loiterer solitary male with nothing to do, doing it. 2-4 Motorcyclist - innocent civilian on motorbike. 0-1 Group - of apparently unarmed men in normal civilian clothes. 2 or more amalgamated into a Crowd, which can be converted into a Demonstration by organisers or a Mob by an agitator. Stampede civilians scattering in panic, temporarily substituted for group nearest to a large (Big Red) explosion. 1 only. Women - in a stationary group in a market or at a well. Children - playing or begging. Inhibit insurgent action. Tribesmen armed countrymen socialising together. Flock of wandering sheep and/or goats. Tribal elders sitting in shade and offering tea. Prevent attack by own tribesmen. Motorist elderly civilian vehicle with 1 or 2 adult passengers, driving along road from off table. Taxi elderly civilian taxi or jitney full of men, driving along road from off table. Parked car. Do-gooder visiting peace activist or NGO. Reporters and cameraman interviewing leaders or accompanying command group. Media boost. Al Jazira TV crew increases the effect of Own Goals in their vicinity. 0-1 available INSURGENTS Visible Elements can be: Dicker loiterer tasked with observation. Motorcyclist dicker on motorbike. 0-1 only. Organisers men with placards/stones/firebombs to change crowd into demonstration. 0-1 only. Foreign fighters fire team with AK. 0-4 only. Militia fire team with AK and RPG Hostile tribesmen fire team with AK or bolt-action rifle. Dushka DshK 12.7mm HMG and crew. 0-1 only Mortar 82mm mortar and crew. 0-1 only. RR 57-82mm recoilless rifle and crew. 0-3 IMT - multiple one-time use improvised mortar tubes in van. 0-2 only. Rocket single expendable bombardment rocket. 0-12 SRL lightweight wheeled salvo rocket launcher, such as Chinese 12x107mm. 0-2 Manpads team with 1 portable anti-aircraft guided missile. 0-2 only. Technical Pick-up truck mounting HMG or cannon 0-4 only. Sniper single marksman with long range sniper rifle. 0-1 only. Agitator - religious or racist. Entitles use of mob and increases courage of own militia. 0-1 only. Planters fire team with AK used to plant either mines or IED, but not both. 0-1 only. SB suicide bomber (if male, almost identical to loiterer). 0-2 per BF. SCB suicide car bomber (distinguishable from motorist only by behaviour).0-2 per BF. Mob with panga, machete, lathi or other hand-weapons. Hopped-up or roused by fanatic agitators. Fake policemen militia in police uniform to set up unofficial checkpoint, or kidnap. Fake reporter and cameraman suicide bombers (bomb in camera) to assassinate leader. Criminal gang to kidnap do-gooder and hold under guard in house. Hidden Elements can be: IFL - Insurgent faction leadership cell, the only type of insurgent command element, as fire team with AK, (in a house or cave). 1 per faction. BF - Bomb factory, house containing bomb makers. Entitles use of either IED, or SB, or VSB. 0-1 per faction. Small IED improvised explosive device hidden by road side. 0-2 per planters. Large IED culvert bomb or daisy chain of large shells or bombs. 0-1 per planters. Small patch of buried anti-tank mines.0-1 per planters. Small patch of surface anti-personnel mines. 0-2 per planters. Arms cache can be used to transform up to 4 civilian groups into militia. Dug-in camouflaged fire position with overhead protection for fire team. Reinforced concrete underground bunker for IFL or stay behind fire team, invulnerable to artillery and to all but deep penetration aerial bombs and missiles. Visible elements can also become hidden while temporarily placed in a model building. NEUTRALS UN static observer post. SOLDIERS Visible Foot/Dismounted Elements JC Junior commanders group, controlling a platoon, multiple or recce section, As fire team, but adding CNR. CC Company commanders group, controlling several JC and communicating with higher command and troops not in his chain of command. As fire team, but adding CNR (and no PRR?) Fire team of 4 men with combination of SLR, AC, AR, LSW, LMG, GL GPMG. SFMG HMG AMR AGL LAW NLAW ATGM ATGM (T) LMor. MMor. HMor MFC (1 per CC) FOO (0-1 per CC) NGFO (0-1) FAC (0-1) Hand-launched man-portable Micro UAV/S (such as Raven). EODR Auxiliaries with AK and RPK, such as Police. Hidden Elements SP - sniper pair of 2 men in gillie suits, one with unusually accurate long range full power rifle, the other acting as observer and protector with LSW or LMG and CNR. SF special forces (SAS or equivalent) observation team with AR and CNR. Extra Soldier Assets CBA, ESW, PAD, PRR, RFJ. Combat Vehicles These are defined by mobility, armament and protection. Mobility classes are: Motorcycle, 4x4, multi-wheel, tracked, high mobility tracked, helicopter. Night Vision Equipment classes are: 0 None. IR Infrared searchlight. II Image intensification. TI Thermal imaging. Armament is as foot elements, plus turret mounted VMG (treated as GPMG but with minimum range of 25m), obsolete MBT main gun and modern MBT main gun. Up to 2 top mounted HMG/GPMG or 1 light mortar can fire in each 90 degree quadrant. Protection is expressed as 2 single digit numbers. That to the left is protection class against kinetic energy (KE) attack such as bullets or shot, that to the right is protection against chemical energy (CE) attack such as HE, HEAT, HESH, HEP, IED or anti-tank mines. KE CE 0 No protection 0 No protection. 1 Bullet resistant (Stannag 1). 1 Artillery fragment resistant. 2 Bullet proof, HMG resistant (Stannag 2/3). 2 Artillery fragment proof. 3 HMG proof, cannon resistant. (Stannag 4). 3 Mine and IED resistant. 4 Cannon proof. 4 RPG and bomblet resistant. 5 Obsolete MBT resistant. 5 RPG proof, ATGM resistant.. 6 Obsolete MBT proof, modern MBT resistant. 6 ATGM proof, ATGM (T) resistant. KE of 3 or more is reduced by 1 if attack is from flank (more than 60 degrees from straight ahead). CE of 5 or more is reduced by 1 if attack is by ATGM from flank or by ATGM*. Note: A DAS or supplementary ERA or grille armour is assumed to increase a basic CE protection of 3-5 by 1, EMA to increase all CE protection by 2, advanced ERA armour to increase KE protection of 4-5 by 1 and an APS to increase CE protection of 3-5 to 6 and KE protection by 1. This is already taken account of in the CV lists included later. Distant Support Cards: Off-table: GMLRS-UMR launcher Heavy 120mm mortar platoon or 105mm/155mm artillery battery. On-table: Circling gunship. Fixed wing strike aircraft using one of: Dumb bomb. Cluster bomb. Laser guided bomb. GPS guided bomb or JDAM. Deep penetration guided bomb. ATGM. Cannon Flypast noise. Aerial visual route recce to detect IED by scout helicopter or light observation aircraft.. Signal intercept aircraft. Fixed wing aircraft or helicopter synthetic aperture surface surveillance radar detecting, recording and rewinding vehicle movement, such as JSTAR, ASTOR or Sea King AsaC.7 with GMTI. Naval helicopter with surface surveillance radar and electro-optical search head, such as Lynx or Merlin. UAV/S: Large armed, such as Predator with Hellfire ATGM. Large with sensors only. Medium (such as Hunter or Phoenix). (There will also be a large proportion of No support available cards). NIGHT ACTIONS Night is assumed to be clear starlight or moonlight with no artificial illumination from street lighting. In a European scenario, this may have to be changed. The two sides can list the following actions to be performed tonight, then declare them simultaneously to discover if contacts have occurred. INSURGENTS Visit village or single house in a town to browbeat inhabitants, punish traitors or extort food. Prepare car bomb or suicide bomb. Set up a single ambush. Plant IED. Lay IED control wires. Lay mines. Move from one house to another. Position bombardment rockets and set timer. SOLDIERS Patrol. Set up a single ambush. Raid and search specific house. Move to and set up a hidden sniper post. Observe from existing sentry post, sniper post or hide. QRF platoon or multiple quick reaction force, waiting. Move to and set up a special forces pairs hide. Observe from the air (if request granted) MAPPING AND DEPLOYMENT The elements carrying out each act, their start point, their end point, their route between and their timings must be mapped on a common plan. Observers are not marked unless they open fire. When any element opens fire or IED planters blow themselves up, all elements are placed at the point then reached, and play starts. Soldiers that sight insurgents without being seen can choose not to fire firing and observe them. Insurgents that sight soldiers without being seen can choose not to fire and retreat to their point of origin. If no contacts occur, soldiers stand to 30 minutes before dawn and play starts 30 minutes after dawn. COMMAND AND CONTROL Voluntary actions requiring command decisions or intervention expend Player Initiative Points (PIPs). This simulates the friction of war, the difficulty of thinking about 2 things at the same time, the effects of fatigue, sleep deprivation, occasional stupidity, and that good old universal excuse, communication failure.. The number of PIPs available is diced for each bound. Any not used that bound are forfeited. Each command element throws 1 Big White six-sided dice (D6). Command elements are: IFL Insurgent faction leadership cell, controlling all elements of an insurgent faction. JC Junior commanders command group, controlling all elements of 1 platoon, multiple (roughly half a platoon) or recce section. CC Company commander (or equivalent)s group, controlling all JC and specialist elements s in his chain of command and communicating with a senior commander and friendly troops outside chain of command. COMMUNICATION RANGE Elements are in possible communication if: (a) Touching (so near enough to be able to use direct voice or hand signals) (b) Using PRR up to 400m. (c) Using VHF CNR up to 1,200m if JFC light manpack, 10km larger manpack, 20km vehicle. (d) Using HF CNR at up to 30km if ground wave with whip aerial, 300km if air wave with dipole . (e) Insurgent using PCP (in urban terrain only), portable CBR at up to 1km, or satellite phone. (risking electronic eavesdropping aircraft). (f) Using loudspeaker and interpreter in an attempt to move civilians who are within 200m. Soldier MFC communicate with mortars by light manpack. Insurgent MFC use PCP or CBR, or make visual signals from crest. FOO and NGFO use vehicle VHF or HF, or relay via these with light manpack. FAC use UHF to communicate with aircraft. VISION DISTANCE Poor visibility limits the distances at which elements can be seen or engaged with fire. There is no limitation if: In daylight. The target is shooting. The target is using visible light headlights. The target is using active IR and the observer either IR or II. The target is lit by illuminating mortar bombs or artillery shells. The observer is a vehicle, FAO or ATGM crew using TI. Otherwise, maximums are: Unaided on dark night. 100m Unaided in moon light. 300m Using II small arms sight. 600m Using TI small arms sight. 1,200m Using vehicle active IR. 1,000m Using vehicle II. 1,600m PIP EXPENDITURE The number of PIPs expended by actions are: IFL 1 Move insurgent element of own faction who are in communication and not hidden. 2 Move insurgent element of own faction who are not in communication and not hidden. 2 Move innocent civilians. 3 Move insurgent element of own faction who are hidden. 4 Move TV team. +1 if Heavy enemy armoured vehicle within 200m. +1 Noise of strike aircraft flying low overhead last bound. JC 0 Move self. 0 Move element under command if patrolling un-alerted. 1 Move element under command in communication if not patrolling un-alerted. 5 Move element under command if not in communication (simulating initiative). 3 Move civilians in communication. CC 1 Move self. 1 Make request for fire support through attached fire controller in communication. 2 Make urgent request! 1 Move element in chain of command 1 Add 1 to the PIPs of a JC in chain of command if in communication. 3 Move a friendly element that is not in chain of command. 1 Add 1 to the PIPs of a JC in chain of command if in communication. 1 Make request up or outside chain of command. +2 If communicating with element not on combat net (wrong nationality and/or arm). Any +1 Any move this bound by an element after its 1st unless by vehicle on road/ helicopter. +1 Any move across bad going unless by a helicopter. +1 Night unless bright moonlight or using NVD. +1 If either party under fire. +2 Unexpected big bang (i.e. caused by other side or faction) last bound. +1 If communicating by HF radio by day. +3 If communicating by radio if HF at night; or if among houses, in forest or in mountains and beyond half range if PRR, CBR or light manpack VHF, or beyond 2km if other VHF. MOVEMENT All voluntary ground moves are 100m (4). Men can move twice during their bound unless skirmishing or assaulting. Moving into contact with an enemy element or into an enemy-occupied building or cave constitutes an Assault. Vehicles can make as many moves as they have PIPs for. Going is road, good or bad. Bad going includes (but may not be limited to) steep or rocky slopes, trees, rivers or ditches and also provides cover for men. SHOOTING The shooting element dices to establish whether the target has apparently been brought under effective fire (i.e. it has been sufficiently located and identified, the weapon has not malfunctioned, shots seem to be going in the right area). If the weapon is shooting at a vehicle, aircraft or drone, the target element immediately dices for the effect. If not, the dice is left by the target element and re-thrown next bound, when the target element is to move or shoot, or (if it intends neither) at the end of the bound. The result may restrict its possible actions, reduce their effect, or destroy or otherwise cause its removal. The shooting player will thus not know the effect of his shooting when he moves (in particular whether covering fire has suppressed the enemy). This greatly increases player tension. ARCS OF FIRE Turret or vehicle top (ring-mounted, OWS or fired from hatches) can engage all round. Men dug-in with overhead cover or shooting from doors, windows or caves can engage targets within 30 degrees of straight ahead, other elements those within 60 degrees of straight ahead. NUMBER OF DIRECT FIRE ENGAGEMENTS PER BOUND A fire team can use both LMG or LSW and GL/RPG or other weapons at the same or different target element. An AFV can use only 1 turret weapon during its bound, which can be a chain gun or other co-axial VMG, or an HMG, cannon, AGL, tank main gun or ATGM. An AFV, soft vehicle or helicopter can use any or all pintle-mounted weapons. A helicopter or FW strike aircraft can use only one other weapon in its bound. TARGET CATEGORIES E EASY Men or vehicles halted or moving slowly while fully exposed, civilians/crowds/demonstrators/mobs, vehicles among crowds or in heavy traffic, hovering helicopters, parked aircraft. S SKIRMISH Alert* soldiers patrolling, skirmishing forward with fire and movement, or going firm (shooting/observing while prone or from available cover). F FAST Men or vehicles either moving fast (i.e. taking a 2nd or subsequent move this bound) or assaulting into close combat, moving helicopters, fixed wing aircraft either in the air, taking-off or landing. O OBSCURED Fighters moving among buildings, or moving or halted in woods, groves or orchards. P PROTECTED Observing or shooting from building apertures, a roof, a sand-bagged sentry post, a trench, among large rocks, or behind a sand berm or crowds H HIDDEN Inside a building or cave. Sniper or special forces pair observing. Reduced to PROTECTED if the element shoots. * Soldiers become alert if they have heard any shooting since the start of the game or if in a BUA with no women or children in sight. DICING TO BRING TARGET UNDER EFFECTIVE DIRECT FIRE Place a dice of the appropriate colour and size for each type of fire directed at it next to the target element. An element entitled to several dice can use all or some at 1 target and others against any other element touching it. When all dice have been placed, throw those for each target in turn. If a dices score is equal or greater than that specified below for the target class, leave the dice by the target element. If it is not, this indicates a jam, an insufficiently acquired or rejected target, or a wild miss. The dice is removed. Range Dice. E S F O P H Bolt-action rifle. 800m 1 Purple 2 5 6 4 5 3* AC* 100m 1 White 2 3 3 4 6 2* AR* 300m 1 LSW 400m 1 LMG 300m 2 SLR* 400m 1 Yellow 2 4 4 3 5 3* GPMG 800m 2 SFMG 1,200m 3 VMG 25-800m 3 Light Mortar. 50-800m 1 Brown 2 3 5 4 5 6 Medium mortar 200m> 3 Brown Sniper. 1,200m 1 Green 1 6 - 3 3 - AMR 1,600m 1 Green HMG 1,200m 2 Black 2 4 4 2 4 - 66 100m 1 Red 3 5 6 4 4 - GL/RPG 25-200m 1 84 400m 1 RR 1,200m 1 AGL 1,600m 2 Cannon. 1,200m 2 Aircraft rockets 1,200m 4 Tank main gun 2,000m CE 1 Big Red 3 4 5 4 3 3 or KE 1 Big Black. 2 2 2 4 2 4 ATGM 100m> 1 Big Green 3 4 6 6 2 4 NLAW 600m LAW80 400m * means only after assaulting with weapon also marked* BRINGING A TARGET UNDER INDIRECT FIRE Support can be Intimate, Close, General or Programmed. Intimate Support is temporarily or permanently dedicated to the on-table soldiers and is always immediately available on request. Support weapons themselves on-table are always in intimate support. Close Support is shared by only a few units and may be already engaging on their behalf, so must be diced for, a successful request requiring a score of only 3 or more. General Support is shared by all units within the range of the supporting weapons. The longer the range of the supporting weapon, the more units are sharing, so the dice score required is 5 or 6. Programmed Support fire will automatically fall on a point designated before the game at a time which may vary randomly from that designated before the game. Deduct 1 from score required if request was urgent. Add 1 to score required if request to mortars was not by MFC, to artillery not by FOO, to aircraft not by FAC to aircraft, or ship not by NGFO. All shooting by on-table elements or directed by an on-table element is on a specific enemy element. Programmed fire is aimed at a pre-specified building or a specified point on a geographical feature. For the sake of simplicity, danger zones are somewhat crudely assumed to be circular and all elements (enemy, friendly, neutral or civilian) within the danger radius from the aiming point to be equally in danger. Support: Danger zone radius Dice placing Artillery battery. 150m 1 Brown next to each element within DZ. Heavy mortar battery. 150m 6 unguided 500kg bombs. 200m 4 150m 2 100m 2 x heavy mortars. 100m 6 x medium mortars. 100m 2 x medium mortars. 50m 2 x cluster bombs. 300m 1 Red next to each element within DZ. Unguided air rocket salvo. 100m Circling gunship. 100m 2 Red next to each element in DZ 1 x guided bomb or GMLRS 50m 1 Big Green. Effect applies to each element in DZ. ASSAULTING Any target category can be assaulted by moving an element marked * into contact with it. The assaulting element is assumed to sometimes use hand grenades and bayonets as well as their primary weapon and always needs H scores. OTHER DEADLY CONTACT S Other insurgent deadly contacts treated as assaults if they succeed are: Demonstrators* 0 1 Big Yellow 6* Mob* 0 1 Big White 4* Suicide bomber* 0 1 Red 2* Car bomber* 0 1 Big Red 2* DICING FOR FIRE EFFECT Dice remaining by the target element are thrown again by the opponent in his bound when that element attempts to move or shoot. The score indicates any restriction on actions this bound. EFFECT ON MEN Red, Brown or Green dice: 6 No effect from this dice. 5 No effect from this dice. 4 Suppressed. Cannot move or shoot. 3 Neutralised 2 Destroyed if in building, otherwise neutralised. (retires with 1 or more casualties 1 Destroyed. Other colours. Target with CBA adds 1 unless dice is Black. 6 No effect from this dice. 5 Caution imposed. Cannot assault or move fast.. 4 Pinned. Cannot move forward. Deduct 1 from shooting dice score. 3 Suppressed. Cannot move or shoot. 3 Destroyed if being assaulted, otherwise neutralised.. 1 Destroyed. A neutralised element has had 1 or more casualties and cannot function further during the battle, so retires to base if soldiers, or slips away off-table if insurgents. EFFECT ON VEHICLES OR AIRCRAFT: Red , Black or Big Green dice. Add KE protection rating to score of Black dice. Add CE protection rating to score of Red or Big Green dice. Deduct 1 from score if dice is Big Red, 2 if Big Green, 3 if Big Black 6 No effect from this dice 5 AFV mobility kill/helicopter crash landing. Men dismount. 4 Vehicle/aircraft and occupants destroyed. 3 Vehicle/aircraft and occupants destroyed. 2 Vehicle/aircraft and occupants destroyed. 1 Vehicle/aircraft and occupants destroyed. Other dice. 6 No effect from this dice. 5 No effect on AFV. Others must move. 4 No effect on AFV. Others must move fast. 3 No effect on AFV. Soft vehicle destroyed or helicopter crash landing, occupants dismount. 2 AFV cannot fire pintle weapons. Others and occupants destroyed. 1 AFV cannot fire pintle weapons. Others and occupants destroyed. HEARTS AND MINDS The best method of winning a local populations hearts and minds is by being obviously the winning side. Fence sitters may start to offer information, hostile elements tend to keep quiet and bide their time, and western media will lose interest in the absence of disaster or even offer a little praise. Being a kindly gentle loser is not a path to success. At the same time, hearts and minds are easy to lose by perceptions of insensitive behaviour own goals. Own goals dry up local intelligence sources and lose soldiers of a nation with a free media political support at home. The mechanism chosen is to issue each faction with 10 counters (a variant requires each player to provide his own counters in the form of 10p or 25c coins). More counters are issued for successes. Counters are forfeited for own goals. The winning faction is that ending with the most counters. Soldier Brownie Points Destroying insurgent leadership element. +5 Destroying other insurgent element. +2 Neutralising any insurgent element. +1 CC or JC drinking tea with tribal elders +1 Running 3 logistics trucks short edge to short edge. +1 Soldier Own Goals Destroying a civilian element or vehicle. -1 A traffic collision involving a military vehicle -1 Firing CE from a tank main gun. -2 Using cluster bombs in an urban area. -2 Bombing a house containing insurgents. -2 Bombing a house not containing insurgents. -3 Shooting at or over women -2 Destroying flock of sheep and/or goats -2 Shooting at or over children. -3 Shooting at a peace activist. -3 Destroying UN observers, -4 Shooting at a TV crew. -5 Shooting at or entering a mosque -5 Double if TV crew or UN observers within 300m. Insurgent Brownie Points Destroying aircraft. +5 Destroying heavy AFV or tank. +4 Destroying other soldier vehicle. +2 Destroying soldier element. +2 Exploding an SB or CSB in proximity to target. +2 Fire 1st bombardment rocket of bound at off-table target. +2 Fire 2nd or 3rd of bound. +1 Destroying element of another faction. +1 Intimidating house occupants. +1 Organising demonstration. +1 Insurgent Own Goals Destroying flock of sheep and/or goats. -1 Destroying children of any faction. -3 Firing at mosque of own faction. -5 INSURGENT TACTICS IED Improvised Explosive Devices can be: Small - roadside bombs effective only really effective against men on foot and soft vehicles, or Large - culvert bombs, buried aircraft bombs, daisy chains of artillery shells or explosive filled parked cars, effective against lightly armoured vehicles.. They are made in a house or other building used as a bomb factory, and placed by a planting team. If the bomb factory and planting team has successfully placed an IED before, it is experienced. If not, it is inexperienced. All IED are command detonated by a dicker (or fire team) in line of sight. He can detonate it by: (a) Wire laid on the surface in a straight line by an inexperienced planting team. This is easily detectable by aerial synthetic aperture radars or rummaging, or less easily by other aerial observers or drones. (b) Wire laid on the surface following building walls or similar features, by an experienced planting team. This makes it more difficult to detect from the air. (c) Wire buried by an experienced planting team. This makes it much more difficult to detect, but increases laying time and the risk that the planters will be seen by soldiers patrolling or observing. (d) By a radio or cell phone. Presence within 200m can be detected but not located by a passive antenna detector, such as Joker. The IED can be prevented from exploding by a jammer, such as Sifter, that is within 100m if manpack or 500m if vehicle-mounted. Planters must operate at night. The time taken to complete the plant depends on the length of wire (usually 100-500m, but the record is 2,000m) and degree of concealment and the size of the IED. The more time needed the likelier that the activity will be noticed. If the bomb factory is inexperienced, dice for each IED to be planted. A score of less than 4 indicates a premature explosion. If the score is: 3 The IED exploded at the planting site, destroying the planters. 1 or 2 The IED exploded at the bomb factory, destroying it and alerting troops to its location. A search of the wreckage may provide information. Even if the IED is properly placed and not inhibited, it may be detected visually by alert soldiers and be avoided or be faulty and not explode. This possibility is covered by no effects dice results. An IED cannot explode if the controlling dicker or fire team cannot see it or has moved. MINE LAYING Cannot be used by a faction that employs IED. I will cover this in detail later. My personal knowledge and source materials are adequate. BOOBY TRAPS DUMMY BOMBS KIDNAPS SUICIDE BOMBS EMPLACING BOMBARDMENT ROCKETS SOLDIER TACTICS HOUSE SEARCHES The soldier side can search any house by entering it and throwing a dice. If there are no enemy present, a score of 6 indicates it gets good information and draws 2 extra H&M cards, a score of 1,2 or 3 that hostility has been created and 1 card must be surrendered. Add 1 to dice if accompanied by police. PATROLLING Movement along a declared route, watching for enemy activity. Can be foot (thorough and communicating with civilians) or mounted (covering longer distances but more superficial and vulnerable to ambush. RUMMAGE Very common, since productive, easily carried out without warning and does not annoy the innocent. Thoroughly searching an area of ground (100m square?) without entering occupied houses (which annoys the innocent) or derelict buildings (which may be booby trapped). Detects IED command wires, weapons caches, and hidden command or stay-behind bunkers. VEHICLE CHECK POINTS (BRITISH) A properly set-up 2 vehicle check point should have a chance of getting information from drivers. 2 vehicles point their guns in opposite directions up and down the road. Big notice instructs civilian drivers that they will be fired on if they try to pass without permission. In one direction, no vehicles are allowed to pass. In the other, vehicles are halted at a safe distance and must wait until called forward. They are called forward one at a time, made to halt and occupants removed to a safe distance under guard. The vehicle is searched, then occupants questioned, before being allowed to proceed and the next vehicle called forward. A variant uses infantry delivered by helicopter. It uses the same procedures except that the VCP is set up very quickly and frequently moved to avoid attack. RANDOM VEHICLE CHECK (AMERICAN) Single military vehicle by roadside. Dice for each passing vehicle. If score is 5 or 6 vehicle is halted for checking, if 2-4 allowed to pass, if 1 does not respond (due to guilty conscience or confusion) to horn blasts and warning shots, attempts to proceed and is shot at, OBSERVATION A patrol or check point should have a reasonable chance of detecting an IED, SB, SCB or ambush if the player takes in visual clues. The rules have to provide such cues. EOD Will cover use of remotely controlled EOD robots, such as Wheelbarrow. CORDON 2 soldier elements suddenly block a road and move towards each other, questioning the civilians in between. Any disguised insurgents are detected. SEARCH AND DESTROY (RUSSIAN, ISRAELI) Cursory search of entire area, eliminating all potential opposition with minimal regard to collateral damage and officially regretting civilian casualties. RIOT CONTROL Soldier elements with long plastic shields, batons, CS gas and baton round projectors form a line to halt rioters. Baton guns will have a good chance of dispersing a small riot or temporarily disabling an agitator, CS gas of partially dispersing a riot. A snatch element without long shields can enter the crowd to arrest an agitator. Mechanisms for all this will be fully developed later. TERRAIN ROADS Roads vary greatly. I suggest: Path for men or pack animals in single file only. Track several men wide. Passable with difficulty by vehicle. Alley narrow access between houses. Passable by small vehicle. Road wide enough for 2 small or 1 large vehicle. Highway 2 way fast traffic for large vehicles. HOUSES If Middle Eastern, best hollow fabricated from card. Roughly rectangular with flat rough, coloured mud or sometimes white or blue. Paint on 1 door, access trap to roof, large windows suitable for firing or access on upper floor only. SUGGESTED AFGHAN RURAL MOUNTAIN TERRAIN FOR TEST GAMES River (often with interweaved multiple beds) running between short table sides. More dangerous to cross than it looks. Track running along it, possibly crossing it once or twice at fords.. Green zone of crops, vines and orchards divided by drainage/irrigation ditches. Bad going and good cover. Village of several houses close together and a central open space with a shade tree. Terrain assumed to slope upwards from the fields to the table long sides, and to be rocky away from any track or paths heading higher. FIGHTING VEHICLE CHARACTERISTICS Name. Mobility. Weapons. NV Armour Cost. WMIK 4x4 HMG or GPMG, GPMG II 00 Snatch 4x4 GPMG, LMG II 11 Vector 2007> 6x6 ? ? 23 Cougar H 2007> 6x6 1xGPMG (OWS), RFJ ? 24 Saxon 4x4 GPMG 0 22 Panther 4x4 GPMG (OWS) TI 34 Warrior FT 30, VMG II 35 Scimitar FT 30, VMG TI 32 FV432 T GPMG 0 22 FV432 2007> T GPMG TI 25 Challenger FT 120, VMG, GPMG TI 66 Challenger 2006> FT 120, VMG, GPMG (OWS) TI 66 HMVV 4x4 HMG or GPMG 0 11 Cougar 2006> 6x6 2xGPMG ? 23 LAV 8x8 25, VMG ? 32 Stryker 8x8 HMG or GPMG (OWS) ? 23 Stryker 2006> 8x8 HMG or GPMG (OWS) ? 34 Bradley FT 25, VMG, 2xATGM* TI 32 Bradley 2006> FT 25, VMG, 2xATGM* TI 33 M1A2/3 FT 120, VMG, HMG TI 65 Zelda (M113) T 4xGPMG. ? 32 Classical (M.113) T 4 xGPMG, RFJ ? 33 Nakpadon (Cent) T 4xGPMG, LM ? 54 Puma (Engineers) T GPMG (OWS), 2xGPMG, 3xLM ? 55 Achzarit (T.55) T GPMG (OWS), 3xGPMG II 55 Merkava 2 T 105, VMG, 2xGPMG, LM ? 65 Merkava 3 T 120, VMG, HMG, GPMG, LM TI 65 Merkava 4 T 120, VMG, GPMG, LM TI 66 BRDM 4x4 14.5, VMG IR 12 BTR.70 8x8 14.5, VMG IR 22 T.55 T 100,VMG,HMG IR 54 VBCI 2010> 8x8 25, VMG TI 34 Lynx H 2 x GPMG, 8xATGM*? II 00 Apache H AGL, 16xATGM*, UR TI 21 GLOSSARY AA Anti-aircraft. AC Automatic carbines. Either sub machine guns using low power pistol ammunition, such as PPSh or Sterling, or (more recently) firing reduced power rifle ammunition through excessively shortened barrel, such as M4. AGL Automatic grenade launcher. Firing bursts of 25-40mm low velocity grenades from tripod or vehicle pintle or AFV or helicopter turret mounting AMR Anti-material rifle. Despite its name a heavy sniper rifle firing HMG ammunition, such as Barrett or AS/AW50. More difficult to conceal than normal sniper rifles. APFSDS Armour piercing fin stabilised discarding sabot. The main contemporary nature of armour defeating KE shot APS Hard kill active protection system such as Drozd, Arena, AWiSS, Spatem, Trophy or Iron Fist automatically detecting a directly approaching missile or projectile by means of passive UV or IR and active radar, then engaging it with an explosive grenade to damage or divert it. Costs roughly as much as 3 tonnes of tank. Weighs tonne. AR Assault rifles. Firing reduced power ammunition and capable of effective burst fire, such as AK, M16, FAMAS, Galil, Steyr or SA.80 ASM Anti-structure munition. Disposable shoulder-fired rocket used to make an entry into, or destroy the occupants of, a building, such as SMAAW. ATGM Anti-tank guided missile with light direct attack warhead, such as Milan or Metis. ATGM * Anti-tank guided missile with heavy direct attack warhead (penetration substantially more than 1,000mm, such as Swingfire, Hellfire, Brimstone, Kornet or Trigat LR; or with top attack warhead such as Bill, TOW 2B, FITOW, Javelin or Spike CB Stationary car bomb with radio command or timer detonation. CBA Combat body armour. Greatly reduces casualties. CBR Citizens band radio (still in use where PCP have not yet reached. CE Chemical energy, as in HEAT, HESH, HEP or HEDP armour-defeating munitions. CNR Combat net radio. Provides communication between command groups. Range 30 kilometres if HF using ground wave whip aerial, 300 if using air wave dipole aerial and 2+ if using VHF. CQB Close quarter battle training for good regular soldiers. DAS Soft kill defensive aids system, such as Shtora, Eirel or Zenit, using passive UV, IR or LWR to automatically detect ATGM or IAT and to trigger multi-spectral smoke or water mist projectors or to direct IR jammer. 88 Carl Gustav 84mm infantry anti-tank weapon. EMA Electromagnetic armour. Momentarily electrifies outer skin of metal AFV to dissipate HEAT jet and greatly reduce its penetration. ERA Explosive reactive armour. Responds to a hit on the AFV by violently projecting an extra armour plate at an oblique angle to disrupt a HEAT jet or (if advanced) damage or partly divert a KE projectile. ESW Explosives sniffer wand. Indicates if man or vehicle has had contact with explosives. EODR Explosive ordnance disposal robot, such as Wheel Barrow or FAC Forward air controller, in direct radio contact with aircraft. FOO. Artillery forward observation officer, in direct radio contact with battery. FF Foreign Fighters. Arab jehadists interfering in someone elses war, and not worried by harm to the local population nor popular with them. Afghan mujahideen thought them more interested in producing heroic videos of themselves than in fighting. GDog Guard dog trained to detect and attack intruders. GL Grenade launcher. Either one of fire team with launcher or (now more usually) under-slung attachment to AR, firing single 25-40mm low velocity grenades, or each man with 2 bullet-trap grenades fired from AR muzzle. GMTI Ground moving target indicator. Software for helicopter or fixed wing aircraft radar separating moving vehicles from background clutter and recording and rewinding to show vehicle origin. GMLRS Guided version of the area bombardment MLRS rocket. In British service as GMLRS-UMR, uses unitary HE warhead instead of normal bomblet warhead. GPMG General purpose machine gun Gimpy. With crew of 2 and belt-fed bipod or vehicle pintle-mounted gun firing bursts of full power ammunition, such as MG.42, MAG, L7, PK, M60 or M64. Concentrated bursts will chew through buildings. HE High explosive shell or bomb, producing anti-personnel fragmentation and blast. HEAT High explosive anti-tank. Form of CE attack using an explosive charge with a metal lined conical indentation to form a super dense jet to penetrate armour and produce damage behind. Secondary use as an inefficient substitute for HE. HEDP High explosive dual purpose. Compromise between HEAT and HE with reduced penetration but greater fragmentation. HEP High explosive plastic. American renaming of British HESH. HESH High explosive squash head. CE anti-tank projectile deforming on impact to spread pat of explosive over armour, which then detonates creating shock waves spalling large flying pieces of the inside face of thick metal armour or creating large hole in or destroying light AFV or building. Fragmentation nearly as good as HE. HMG Heavy machine gun. Firing 12.7mm to 15mm ammunition from vehicle pintle or turret mount or from tripod. Makes dispiriting noise and fist-size holes in buildings, a concentrated burst making an entry hole. HKDAS Hard kill defensive aid system. British name for APS, which see. HM Heavy (4.2or 100-120mm) mortar. IAT One-man infantry anti-tank weapon, such as 66 or RPG IED Improvised explosive device. Concealed roadside or culvert bomb detonated by wire or PCP command, analogous to Claymore mine. KE Kinetic energy, as in APFSDS and earlier armour-defeating shot LAW80 British 90mm disposable personal anti-tank weapon with ranging gun. LMG Light machine gun. Currently, one of fire team with belt-fed gun firing bursts of reduced power ammunition, such as Minimi or Negev. Good for suppression, but will not penetrate buildings. LM Light (2 or 51-60mm) mortar. LSW As assault rifle, but with longer barrel and bipod, such as UK LSW, Al-Quds or Galil ARM More accurate at long range than AR and (doubtfully) LMG. Also obsolete magazine-fed LMG firing short bursts of full power ammunition, such as Bren or BAR LWR Laser warning receiver. Passive detector warning of illumination by laser range finder or laser designator, but insufficiently sensitive to detect laser beam-riding missile. MANPAD Man-portable point defence AA missile, such as Stinger. Men . Armed combatants (soldiers, police and insurgents) or civilians of any sex or age, on foot. MFC Mortar fire controller and assistant with Morzen or equivalent fire control computer and dedicated data transmitter. MM Medium (3 or 81-82mm) mortar. NEC Network enabled capability. Data fusion from multiple sources for central analysis, sadly often hoarded at higher command levels rather than passed on in time to soldiers who need it NOW. Users are in danger of being swamped with information telling them more and more about themselves but little of value about informally organised and often largely invisible enemy. Situational awareness should not be confused with knowing what is actually going on. NLAW Guided replacement for horrible LAW80 OWS Overhead weapon system with all round traverse, enabling cannon or machine gun to be fired by man inside vehicle who is fully protected by armour PAD Passive antenna detector, such as Joker, for detecting but not locating radio or PCP aerials switched on but not transmitting (as in IED detonators). PCP Personal cell phone (or in UK, mobile phone). Used by insurgents in urban terrain to communicate or to detonate IED. Liable to intercept, so frequently changed by theft from civilians. PRR Personal role radio. Provides radio communication between individual soldiers of the same platoon and with their vehicle. RFJ Radio frequency jammer, such as Sifter. Prevents IED detonation/communication by radio or PCP Rifles. Bolt-action rifles, typically Lee-Enfield used by tribal marksmen (Afghanistan). RR Recoilless rifle. Shoulder or tripod mounted gun firing CE anti-tank round which cancels recoil by venting gas to its rear, such as Chinese 57mm and 75mm, US 90mm, or Russian 73mm and 82mm. RPG Rocket propelled grenade. Russian-designed reusable personal anti-tank weapon. SB Suicide bomber on foot. SCB Suicide car bomber. SF Special forces recce team. Two SAS or similar soldiers inserted covertly and hidden observing. with AC and CNR. SFMG Sustained fire machine gun, such as L7 GPMG fired from stabilised tripod in MG platoon of support company, or SG 66 U.S M72 66mm (or RPG.18/27) disposable personal anti-tank weapon. SLR Self-loading rifles. Firing full-power 7.62mm ammunition, so without effective burst fire, such as M1, FN or M14 . Snatch Very lightly armoured Land Rover with fire team firing mounted or dismounting. SDog Sniffer dog, trained to detect explosives such as IED or mines. SNP Sniper pair of 2 men in gillie suits, one with unusually accurate long range full power rifle, the other acting as observer and protector with AR and CNR. SRATGM Short range anti-tank guided missile, such as Eryx, Metis, Dragon or NLAW. TACP Tactical air control party, of 1-2 FAC, communicating by HF with TARN, UHF with aircraft overhead, VHF vehicle and manpack with supported unit.. TARN Tactical air request net. UAV/S Unmanned aerial vehicle/system (recce drone). Hand-launched man-portable Micro UAV/S (such as Raven). VMG Vehicle machine gun in AFV turret with all round traverse but limited depression, such as L.94 chain gun. WMIK Unarmoured Land Rover with GPMG beside driver and HMG or GPMG on ring mount behind. RECOMMENDED READING The Utility of Force. Rupert Smith. Dusty Warriors. Richard Homes Rules of Engagement. Tim Collins. The Other Side of the Mountain. Vol 1-3. A. Jalali and L.W. Grau     The Sharp End. Copyright Phil Barker. 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