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National Liberation Front» Forums » General

Subject: Commentary and detailed counter manifest rss

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Brian Train
British Columbia
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Component list

1 bookcase box
1 16x22” hex map of a generic Third World country, in two sections, mounted on plastic board
195 plastic unit counters (see manifest below)
1 24 page rule book
1 Combat Casualty Chart
1 Group Composition Chart
1 Propaganda Chart
1 Movement Plotting Chart
2 screens (screens and charts are printed on thick brownish cardboard)
1 six-sided die

Counter Manifest

The counters are unusual in that they have been printed on a sheet of thin stiff plastic, with a grid of stressed lines so that players snap the counters apart. There is a total of 195 counters, 45 of which are “double-wides” (1” wide by ½” tall) and the rest ½” square.

Government counters (white on blue)

double-wide counters (33 counters)
1 x National Government
1 x Army HQ
2 x base camp
4 x armor unit
4 x fire base
4 x gunboat
4 x helicopter
5 x air units: 2 x reconnaissance, 2 x strike, 1 x airborne transport
8 x battalion HQ

square counters (40 counters)
2 x engineer companies
6 x supply units
32 x infantry companies (4 per battalion)

Insurgent/NLF counters (65 counters, all ½” square)

25 x group counters (red on white)
25 x group counters (black on red)
15 x insurgent infantry companies (white and black on red)

Markers (52 counters, red on blue)

Double-wide counters (12 counters)
1 x Propaganda
1 x Combat in Progress
5 x Combat Casualty Chart markers: 2 x Firebase, 2 x Jungle, 1 x Ambush
5 x blown bridge markers

square counters (40 counters)
30 x supply counters
5 x blanks (white)

I have played many games on guerrilla warfare and this one has some unusual features indeed. Like most wargames, in a turn players will go through movement, resolve combat, and finish with administrative and record-keeping functions.

The rebel player plots the movement of his units in secret on a chart that simply indicates the future location of his guerrilla groups, then the government player moves his units much as in other games (except he must expend supply units for long distances or airmobile moves), then the rebel player places his moved groups on the map. With this simple mechanic Harris has removed the cumbersome requirement for written plotted movement and simplified the method for determining ambushes.

After movement, government units depending on type may move short distances in order to attack guerrilla groups. Combat is conducted within a hex and is resolved off-map on a chart with six steps showing the progressive degradation of a unit in battle. Combat takes place in a series of rounds until one side or the other is eliminated. In a round of combat, both players roll one six-sided die and inflict that number of “hits” on the enemy player’s units (it doesn’t matter how many units are firing or being fired upon, presumably the side with numerical superiority will be able to take more punishment and so prevail). One side or the other can be given certain advantages, e.g. if they are ambushing or have the support of a firebase, and these advantages absorb hits for the player’s units.

Victory conditions are asymmetrical. The rebel player wins by scoring 25 Propaganda Points through eliminating government units, capturing towns, cutting roads, blowing bridges, etc.. The government player wins by eliminating all rebel forces.
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