Professional Documents
Culture Documents
Border War Supplement.v2
Border War Supplement.v2
Border War Supplement.v2
1
Introduction
This is a supplement to the AK47 Republic ‘classic’ wargames rules as published by Peter
Pig in 1997. It incorporates and amends aspects of those rules using ideas from the Peter
Pig AK47 Republic supplement published in 2000.
The supplement provides additional optional rules and army lists. It is not a work of
academic scholarship, nor is it intended to be, and so some liberties have been taken with
historical accuracy to make games played using these rules more interesting.
Army lists are provided for all the main protagonists in the wars as well as a list for a
suggested ahistorical or ‘semi-historical’ UN intervention force.
Players can choose which rules they would like to use in any given game.
2
Contents Page
Introduction 2
1. Stiffening Option 4
2. Airstrikes & Artillery 4
3. Anti-Aircraft Weapons 5
4. Car Bombs & IED 6
5. Heavily Built-Up Areas 6
6. Snipers 6
7. Force Composition Amendments 7
8. Carrying Capacity 7
9. Anti-Tank Missiles 7
10. Paratroopers 8
11. Entrenchments 9
12. Mines 9
13. Barbed Wire 9
14. Ambushes 10
15. Mortars 10
16. Smoke
17. Night Fighting 10
18. Rules Clarifications 11
Army Lists
South African 12
Cuban/FAPLA 14
UNITA 16
SWAPO/PLAN 18
UN Intervention 20
FNLA 23
3
Cuban T34/85s in Huambo 1975
1. ‘Stiffening’ Option
Each Militia unit may add 1 professional foot group for every four militia groups at the
normal points cost (e.g a unit of 3 militia small arms bases and two HMG bases may
add a stand of one professional small arms group for an extra 17 points).
Provided the professional group(s) remain with the unit that unit is regarded as being
of regular class. If the unit loses all the professional groups assigned to it the original
unit reverts back to militia status and suffers an additional +1 modifier to its morale
factors for that turn only.
Are only available where specified in the Force List at the appropriate points cost.
The cost reflects the availability of artillery and air support, if any, to that force.
May be used in the firing phase of the turn.
Are only be used against enemy units that are no closer than 10 inches to a
friendly unit
Only one airstrike/artillery bombardment may be used against any one unit per
turn.
4
The target does not need to be visible to any of a player’s on table troops
therefore nowhere is safe from an air raid or artillery bombardment
Roll 1D6 +2 (re-roll allowed for air raids) = # of enemy bases hit (attacker’s
choice) any excess are wasted i.e. bases only hit once
Roll 1D6 per hit 6 = destroyed, 5 = pinned
Commander, Bodyguard and any bases dug in, armoured and/or in Built Up
Area or Woods save on a roll of 4,5,6 (reduces a destroyed to pin and a pin to
no effect)
1. Man Portable Air Defence (MANPAD) such as SA-7 Grail, Stinger or Blowpipe
surface to air missiles. This is represented by a foot group with at least one figure
armed with a MANPAD costs the same as an HMG group and acts as a small arms
group when not been used in the AA role.
2. Single & multi barrel weapons designed to be used against aircraft e.g. ZSU-23,
Oerlikon.
3. Sophisticated SAM systems mounted on a dedicated vehicle or ground mounted
launcher e.g. SA-9, SA-2.
AA weapons can affect any and all airstrikes within their range. The range of MANPADs is
12 inches. They can move and fire in the same turn.
Single and multi-barrel weapons AA guns range is 26 inches. They can move and fire in the
same turn only if vehicle mounted.
SAM systems cannot move and fire in the same turn and have unlimited range.
Any airstrike on a unit within range of the AA weapon rolls 1 D6 for each such weapon prior
to the attack going in. On a roll of 1 the airstrike is aborted.
A careful player will reconnoiter a template with one or two groups before committing any
more.
6 Snipers
Represented by one or two figures on a standard base.
Roll 1 D6 for availability: 1,2: one sniper base available; 3,4: two sniper bases available; 5,6:
three sniper bases available.
Snipers operate independently of any unit and are moved after all other units move.
They move 1 x D6 inches per turn and ignore all modifiers to movement. They cannot be
transported.
During firing the sniper rolls a D6 and his target foot group or heavy weapons group base
rolls D6 (the latter is +1 if professional or in a template; -1 if militia). If the sniper scores
higher than the target the target is pinned. Snipers are removed if contacted by vehicles or
foot groups and can be killed by normal fire. Snipers ignore pinned results.
And
‘A vehicle armed with AA Gun, recoilless rifle, or mortar that can fire from the vehicle may
not carry any foot groups’
Add
BUT A jeep or technical armed with an HMG may carry up to one small arms or RPG foot
group
May not move and fire unless mounted on a vehicle; max of three per unit. May not equip
militia units.
7
10.Paratroopers
b) The aircraft enters from the usual corner or centre point, then immediately flies
across to the opposite centre point or corner of the table, at a speed of D6 x 4
inches per turn dropping the paratroopers after movement, when the player
decides to give them the green light. If they end up off the table, they will appear
in the next turn as reinforcements, having 'walked in' from wherever they landed
via the same corner or centre point from which the aircraft entered the table
c) The paratrooper unit lands D6 x 3 inches behind the aircraft, deployed around a
central drop point according to the usual rules for cohesion but with at least 3''
between each group, then must wait one turn before moving off. This represents
them gathering their kit and grouping up after the drop. They cannot engage in
firefights while doing so and cannot move but they also cannot be shot at. After
this first turn on the ground, the unit can move off and fire as normal and be shot
at by enemy units.
e) The aircraft can be shot at but only by dedicated AAA, either ground mounted or
on vehicles, as long as they are in range, all ranges being measured to a point
directly below the model. The normal line of sight restrictions do not apply and
aircraft can see or be seen by any unit on the board. The aircraft is itself unarmed
and cannot fire. It counts as a helicopter target when calculating the modifiers to
the Basic Factor score. Aircraft obviously cannot capture objectives!
8
f) If pinned, representing the aircraft taking fire but not being critically damaged, roll
a D6. On a result of 6 the aircraft will immediately head for the edge of the table
'forced from the game' and will not be able to drop its paratroopers, as it is
assumed to be taking violent evasive action. This roll is made once for each and
every pin on the aircraft. If an aircraft is destroyed it will crash and the unit it is
carrying will also be destroyed.
11. Entrenchments
Either side can spend 40 points per unit to provide entrenchments for any unit that starts
the game on the table. The entrenchments are only available to foot groups i.e. small
arms; RPG, HMG, RCL, ATGM and mortars. They may not be placed in a template.
Providing the unit remains in its trenches any enemy suffer a -1 firing at it. As soon as
any of the entrenched troops move the trenches they were in are removed from the
table.
Militia units pay a 3 inch penalty to leave entrenchments to simulate their reluctance to
leave a place of perceived safety.
Should a player pay for entrenchments but no units that can be entrenched start the
game on table the points spent are forfeit.
12. Mines
These tend to be anti-personnel, although anti-vehicle mines are present. They are often
laid on roads and paths and promptly forgotten when the fighting moves on so remain
and present a random and lethal hazard to non-combatants and troops.
In each of the first three turns the defender can elect to try and detonate mines. He
selects a single enemy group or vehicle and rolls a D6.
The group or vehicle rolls a D6 to save and does so on a 3+, converting a kill to a pin.
The defender can choose another group or vehicle within 4 inches of any destroyed or
pinned and attempt to detonate a mine against that. This continues until an attack fails.
9
Any foot group attempting to cross and entanglement must halt on contact and use the
whole of the next move crossing and halt once it has done so. Vehicles can cross at no
penalty. If a tank crosses the barbed wire entanglement it is removed.
14. Ambushes
Are only available to the defender. Of the units that have successfully rolled to arrive at
the beginning of the game one may be allocated to an ambush.
Ambushes are always located in a template therefore a unit with vehicles cannot be
allocated to an ambush. If a player wishes to use a unit that has transport or tows these
may be left off table and the foot groups or towed weapons be placed in ambush. The
transport or tows may not subsequently be used in the game. The defender notes which
template the unit is in. The ambushing unit must be placed on the table when an enemy
unit moves with 2 inches of the template, otherwise the unit may be placed whenever the
defender chooses. To simulate surprise the ambushing unit may fire in the turn it is
revealed but not be fired at.
15. Mortars
Militia mortars may fire at any target in line of sight (not line of fire). As per the rules as
written they may only engage targets no more than 6 inches beyond the closest enemy
group crossed by a line of fire – this forces them to fire at the closer threat in the event of
their being multiple targets.
Both regular and professional mortars may fire at any target in range and in line of sight
of a friendly regular or professional group or vehicle. These troops are assumed to be
equipped with radios and to know how to use them.
16. Smoke
Mortars can lay down smoke on an area that they can see or, if they are regular of
professionals, a friendly regular of professional group can see. A minimum of three
mortars can attempt to lay down a smoke barrage. Roll 3+ on a D6 for the shells to arrive
accurately and within a tight enough time period to generate a smoke screen. A smoke
barrage is approximately the size of an A5 piece of paper and is placed by the firing
player. It blocks line of sight and fire but has no effect on movement. For the avoidance
of doubt groups that move into contact with enemy groups in a smokescreen may close
assault.
All ranges are reduced to 10 inches maximum; 5 inches is therefore half range.
10
Helicopter insertions and paratroop drops are allowed.
Militia and regular units receive an additional +1 on their morale i.e. they are more likely
to fail morale.
All arrivals are on 6 on a D6 and the attacker’s arrivals start from turn 5, not turn 4.
18. Movement
Debussed foot groups may not move or fire in the turn they debus. Vehicles that foot
groups bus up into may not move i.e. the foot group or the vehicle may move but not
both.
19. Firing
Line of sight is not the same as line of fire. Troops/vehicles block line of fire but not
line of sight. A clear line of fire is at least one base width wide between the firer and
the target with the exception of mortars n.b. 19.11 page 35 Also note that in the rules
as written professional mortars can fire at any enemy in range and line of sight of a
friendly professional foot group (professionals have radios and know how to use
them) but see 15 & 16 above.
11
South African Force List
The South African forces that saw service in the border war were composed of South African
Defence Force (SADF) units such as 32 Battalion (Special Forces); Paratroopers in 1
PARABAT and later on 44 Airborne brigade; and 61 Mechanized Battalion. Other SADF
units saw action during the 1987-88 battles in Cuando Cubango e.g. the Armour School’s
Special Service Battalion and the De La Rey Infantry Battalion.
The South Africans established a largely counter insurgency army (South West Africa
Territorial Force) to prop up their puppet regime in South West Africa made up of eight
infantry battalions recruited from the local population. In addition, white troops were recruited
into an additional three infantry battalions, an armoured reconnaissance regiment and an
artillery regiment as well as a brigade headquarters, Special forces included the Koevoet
(‘Crowbar’) formation recruited from police and SWAPO defectors.
There was good quality air support, particularly helicopters for insertion of troops in
‘externals’ across the Angolan border, albeit a reluctance to risk aircraft over enemy
airspace. Accordingly airstrikes are expensive. Artillery support was plentiful for this theatre
of war and of good quality, particularly during the 1987-88 battles in Southern Angola where
G5 guns and rocket launchers were deployed.
MANPAD and ATGMs were deployed rarely by SADF and force choices should reflect this.
12
Political Manoeuvre South African Forces
Pretoria Authorises Escalation of Conflict Secret Negotiations with Angola and Cuba
and More Cross Border Operations Leaked to the Western Media
1,2,3 Troops don’t share Pretoria’s 1,2, Collapse in resolve amongst white
enthusiasm 1 unit (player’s choice) is -3 on all population in SW Africa. Degrade one unit of
movement die rolls for whole game player’s choice by one quality class.
4,5,6 Higher morale and flow of trained 3,4,5,6 Political backlash amongst settler
reservists increases combat effectiveness: community stiffens Pretoria’s resolve:
one unit of player’s choice upgraded one upgrade one unit of player’s choice by one
quality class quality class
1.2, Harvard graduate operative precipitates 1,2 One unit may be upgraded by one quality
huge clusterfuck. Abortive attempt to class – player’s choice
assassinate SWAPO dignitary in Geneva 3,4 owner may nominate one unit for
causes scandal. US scales back aid in face helicopter insertion ability. Any vehicles and
of backlash. Spares become scarce. Roll 1 heavy weapons unit had a are lost
D6 for all vehicles, on a 1 vehicle is broken 5,6 Mercenary unit hired led by Mad Rupert,
down and irreparable and is removed from ex-Grenadier Guards, and added to force.
game Professional quality, 2 HMG Technicals and
3,4,5,6 US propaganda and pysops yields two small arms groups
results. Opponent rolls 1D6 for each unit in
force. On a roll of 6 unit removed for whole
game. Maximum one unit affected in this way.
13
Cuban/FAPLA Force List
Cuba sent troops to Angola to assist the Marxist MPLA in the civil war that broke out
immediately after independence in 1975. Their intervention was critical in forestalling a bid
for power by the South African and CIA backed FNLA.
The Cuban Government maintained a military presence in Angola after the MPLA 1975 as
South Africa supported another anti-government faction, UNITA, and also launched cross
border operations into Southern Angola against SWAPO from Namibia.
The Castro regime in Cuba was very careful to avoid being sucked into a Vietnam like
quagmire in Angola and the nature of its military support for the MPLA was largely through
the provision of training and the deployment of technical experts, such as pilots, and
advisors.
Cuban units did get drawn into fighting with the South Africans and UNITA, most notably
during the ten month campaign around Cuito Cuanavale during 1987-88.
Force levels varied and Soviet and East European, notably East German and Rumanian,
advisors and technical specialists also supported the MPLA’s armed forces, FAPLA. For
political reasons Castro was anxious that FAPLA troops did most of the fighting, and their
quality was indifferent to say the least.
The arms embargo imposed on South Africa from 1977 took its toll as time passed and the
Cuban-Angolan forces were able to operate under a more effective air defence umbrella into
the 1980s. Artillery support never matched the South Africans for quality, particularly during
the Cuito Cuanavale campaign.
MANPAD and ATGMs will only be deployed by regular and/or professional units (usually
with Cuban/Soviet/East German advisors present).
14
Political Manoeuvre Cuban/FAPLA Forces
1,2,3 Moscow doesn’t back its rhetoric 1,2, Specialist maintenance personnel
with material support remove withdrawn. Roll 1 D6 for each vehicle in
professional groups from one stiffened your force. On a 1 it is removed as
unit (player’s choice) and downgrade to broken down.
militia status 3,4,5,6 Eastern Bloc takes up the
4,5,6 Increased artillery support is challenge and commits more support
available: add one artillery bombardment (which was Havana’s hope all along):
to your force upgrade one unit of player’s choice by
one quality class
Soviets send high ranking officers to At long last Angolan troops start to
direct operations believe in themselves
Costs 10 D6 then roll 1D6 Costs 14 D6 Then roll 1D6
1,2, High ranking officers have been sent 1,2 One militia unit may be upgraded by
here because they were a liability in one quality class – player’s choice
Afghanistan. Morale plummets. Roll 1 D6
for all units, 1,2, and unit loses one 3,4 -1 on morale rolls for all units all
morale point. game
3,4,5,6 Soviets are very effective,
experienced leaders. Roll 1 D6 for all 5,6 + 1 on firepower rolls for all units all
units, 4,5,6 and unit adds one morale game
point
15
16
UNITA Force List
UNITA The National Union for the Total Independence of
Angola (UNITA, Portuguese: União Nacional para a Independência Total de Angola) fought
alongside the Popular Movement for the Liberation of Angola (MPLA) in the Angolan War for
Independence (1961–1975) and then against the MPLA in the ensuing civil war (1975–
2002). The war was one of the most prominent Cold War proxy wars, with UNITA
receiving military aid initially from People's Republic of China from 1966 until October
1975 and later from the United States and South Africa.
Under Jonas Savimbi's leadership, UNITA proved especially effective militarily before and
after independence, becoming one of the world's most effective armed resistance
movements of the late 20th century. According to the U.S. State Department, UNITA came
to control "vast swaths of the interior (of Angola)". Savimbi's very survival in Angola in and of
itself was viewed as an incredible accomplishment, and he came to be known as "Africa's
most enduring bush fighter".
Even allowing for overblown cold war rhetoric, UNITA’s survival is noteworthy. UNITA
established an alternative government based in Huambo province which the MPLA never
eradicated. The MPLA benefitted from US and South African material support, training and
‘advice’ by mercenaries sponsored by those governments.
The 1987-88 campaign around Cuito Cuanavale for example, was triggered by an MPLA
offensive directed at the UNITA stronghold of Mavinga in southern Angola. Whilst the
political and military results of that campaign are the subject of fierce partisan debate, what
is not in dispute is UNITA survived.
UNITA adopted guerrilla tactics and was rarely capable of matching the MPLA or Cuban
forces in direct combat. They were capable of hit and run attacks, ambushes and nuisance
raids however and could rely on varying degrees of South African support in the event of a
communist offensive.
17
Political Manoeuvre UNITA Forces
Our Leader Visits Washington & the White News breaks of secret talks with MPLA
House
Cost 8D6 then roll 1 D6 Costs 6D6 Then Roll 1D6
1,2: This propaganda stunt fools nobody on 1,2, Morale collapses. Degrade one unit
the frontline: downgrade one unit to militia (opponent chooses) choice by one quality
status (player’s choice) for whole game class.
4,5,6 Increased ammunition supply: +1 on all 3,4,5,6 Political backlash amongst tribal
firing die rolls all game! elders stiffens the men’s resolve: upgrade
one unit of player’s choice by one quality
class
Cost 6D6 then roll 1D6 Costs 6D6 Then roll 1D6
1,2 Arms dealer pockets money and
1, 2 CIA Operatives captured by Cuban disappears. Ammunition shortage. -1 on all
troops and paraded in front world’s press – firing dice for whole game
resulting drop in morale means one of your 3,4 Son of Bulgarian dictator supplies small
units – player’s choice – loses one morale arms and heavy weapons via Zurich for hard
point currency. Upgrade two groups of player’s
3,4 Blackmarket munitions mean more choice to RPG, Mortar, HMG or recoilless
artillery support from SADF – allocate one rifle
artillery bombardment to your force 5,6 ‘Non lethal’ equipment supplies secured.
5,6 CIA supplied ECM means SADF air Better footwear issued to infantry. Add +2 to
force prepared to risk aircraft under enemy movement die rolls of one unit’s foot groups
SAM umbrella – allocate one airstrike to your for whole game.
force
1.2, Scandal involving hookers, cocaine and 1,2 One unit may be upgraded by one quality
a US senator leads to political backlash. US class – player’s choice
scales back aid. Spares become scarce. Roll 3,4 Owner may nominate one unit to receive
1 D6 for all vehicles, on a 1 vehicle is broken special training. Allocate one additional
down and irreparable and is removed from morale point.
game 5,6 Mercenary unit hired, and added to force.
3,4,5,6 US propaganda and pysops yields Professional quality, 3 groups of small arms,
results. Opponent rolls 1D6 for each unit in 1 heavy weapons group and two jeeps or
force. On a roll of 6 unit removed for whole one truck
game. Maximum one unit affected in this way.
18
SWAPO/PLAN Force List
The South West Africa People’s Organisation (SWAPO) officially known as SWAPO Party of
Namibia, is a political party and was the independence movement in Namibia that fought against
the occupying South African supported regime.
The armed wing of SWAPO was PLAN, the People’s Liberation Army of Namibia which fought a
prolonged insurgency against the South African backed regime.
PLAN used guerrilla tactics, employing mines and sabotage against government forces in
Namibia.
In retaliation, or pre-emption, SADF and SWATF forces would cross into Southern Angola to
attack PLAN bases and the fighting would sometimes escalate to involve Cuban and FAPLA
forces.
PLAN was generally organised into small guerrilla units, although these were grouped into four
regional ‘fronts’. The Eastern Front was the only military region located in Zambia while the
North-Eastern, Northern and North-Western Fronts were located in Southern Angola.
There were permanent training camps located deep inside Southern Angola, the Tobias
Hainyeko Training Centre (THTC) and the Jumbo Training Centre (JTC), both located
around Lubango. For security reasons, the PLAN did not have permanent bases located closer
to the Namibian–Angolan border.
Officially, there were several battalion sized units and so-called motorized infantry brigade,
although the latter had few armoured vehicles and was employed in a largely static base
defence role. Moscow, Alpha, Bravo, and 8th Battalion; and the Salute and Volcano units – the
latter being a special commando force that was trained to infiltrate the Farming areas south
of Oshivelo were all PLAN designations.
PLAN units were therefore lightly armed and trained to employ classic guerrilla tactics of hit and
run attacks, ambushes and sabotage. MANPADS, but not ATGMs, are available to all but miltia
units.
Up to one unit may be of professional quality – this is most likely to be Cuban, Soviet
or East German special forces
Up to five units may be militia quality
Up to two units may be regular quality
No units may have tanks/armoured cars/APCs/helicoptors. The only vehicles
available are technicals, trucks, cars/jeeps and motorcycles
No airstrikes are available and an artillery bombardment costs 50 points. Up to three
artillery bombardments may be purchased. These represent a concentration of
mortars.
A sixth unarmed militia unit may be purchased
19
Political Manoeuvre SWAPO/PLAN Forces
1,2, This rhetoric impresses no-one with any experience – all units add +1 to any
morale score they are required to beat for the duration of the game
3,4,5,6, The flow of new recruits increases as the rain falls! Add up to 100 points of
militia quality infantry to your army.
Cost 6D6 then roll 1D6 Costs 6D6 Then roll 1D6
1, 2 All the supplies are stolen before they 1,2 None of the new kit makes it to this
reach your men– no effect sector – no effect
3,4 More ammunition available + 1 on all 3,4. Upgrade 4 foot groups of player’s
firing die rolls for duration of game
choice to RPG
5,6 Webbing, backpacks and boots are
supplied. +2 on all foot movement die rolls for 5,6 The Cubans have sent us some new
duration of game mortars. Add one artillery bombardment
to your force.
Allies send special forces officers to Our men now believe this is the year
direct operations of victory
Costs 10 D6 then roll 1D6
Costs 14 D6 Then roll 1D6
1,2, These so-called officers have been
sent here because they a liability 1,2 no-one wants to die now victory is
elsewhere. Morale plummets. Roll 1 D6 close +1 on morale rolls for all units all
for all units, 1,2, and unit loses one game
morale point. 3,4 the men want to be remembered as
3,4,5,6 These men are very effective, heroes -1 on morale rolls for all units all
experienced leaders. Roll 1 D6 for all game
units, 4,5,6 and unit adds one morale 5,6 firepower will save (our) lives! + 1 on
point firepower rolls for all units all game
20
UN/Western Intervention Force List
This is an ahistorical force in that the Western powers or the UN never directly
intervened in the Border War. There were examples of interventions by such forces
in African conflicts during the period of the Border War however, for example the
French and Belgians sent paratroopers into Shaba (Katanga) Province in Zaire in
1978 when the Front for the National Liberation of the Congo invaded the mineral
rich province.
It envisages a small elite force, either the advance elements or the rear guard of a
larger army, that is lightly equipped due to its rapid deployment. It is highly motivated
but will be affected by previous fighting it has been engaged in and/or relations with
the host government/dominant power in the area. It also suffers from potentially
confused objectives and poor support from its political masters. This is reflected in
the ‘confused objectives’ rule.
To offset this disadvantage all regular and professional small arms foot groups have
RPGs. For these units ATGMs are available at a ratio of one per two small arms
groups at the same cost i.e. 10 points regular, 17 points professional. This means
this force has a formidable anti-armour ability.
The Political Manoeuvre chart reflects a French Foreign Legion deployment but can
be amended to represent other nationalities.
21
Confused Objectives
The UN suffers from a lack of resolve and a determination to do too many things at once.
To reflect this the UN player must roll a D6 at the start of each turn to see if new
orders arrive. If a roll of 6 occurs then new orders have arrived. Roll a further D6 to see
what they are:
1: Cease-fire! On this turn the UN forces may not engage any enemy, unless fired
upon, due to the confusion caused by this order, UN attacks this turn - should they
occur - suffer a minus 2 penalty.
2: Our Priorities must change. The enemy may swap the objectives amongst
themselves. They must still occupy the same positions but effectively their values
change. If the enemy is the defender they may not discover their values by this
process.
3: We Must Consolidate. For this turn UN units may not move, or change fire
targets from last turn, even if that target has disappeared (Fire is wasted
effectively).
4: Friendly Fire. If the UN player or gains an airstrike this turn, it must be taken
immediately against on of his own units. The unit hit must be determined randomly
out of those on table.
22
Political Manoeuvre UN/Western Intervention Force
1,2: Problem with the CO. Not good. Costs 6D6 Then Roll 1D6
Downgrade one professional unit to regular
status (player’s choice) 1,2, Morale collapses. Degrade one unit
(opponent chooses) by one quality class.
3, 4, 5,6 The troops have found evidence of
some shocking atrocities and are keen to 3,4,5,6 Men are keen to finish the job. +1 on
‘bring it on’. Plus 5” to all movement for whole all firing dice for whole game.
game.
Initial contacts indicate enemy very wary Political masters want the job done
of your force quickly
Cost 6D6 then roll 1D6 Costs 6D6 Then roll 1D6
23
FNLA Force List
The National Front for the Liberation of Angola (Portuguese: Frente Nacional de Libertação
de Angola; abbreviated FNLA) that fought for Angolan independence from Portugal in the war of
independence, under the leadership of Holden Roberto.
It was briefly backed by the CIA as the Portuguese withdrew and during the ensuing civil war with
the MPLA. One particularly ignominious aspect of this was the recruitment of ill-disciplined Anglo-
American mercenaries, some of whom were captured and put on trial by the victorious MPLA led
government of Angola.
After the defeat of the FLNA by Cuban backed MPLA supporters in the civil war Roberto sought
to effect a reconciliation with President Mobuto of Zaire who in order to secure a base of
operations in the latter country. The Angolan government, for its part, encouraged pro-
secessionist elements to undermine Zairian rule in Katanga, or Shaba, province.
The US and Cuba eventually coerced Angola and Zaire into negotiations leading to a non-
aggression pact. That ended support for insurgencies in each other's countries. Zaire temporarily
cut off support to the Front for the Liberation of the Enclave of Cabinda (FLEC), the National
Liberation Front of Angola (FNLA) and the National Union for the Total Independence of Angola
(UNITA), and Angola forbade further activity by the Shaba separatists.
The FNLA forces were weak, ill-disciplined, and poorly organised and supplied. Heavy
weapons were rare and armour virtually non-existent. Even the western mercenaries that
were recruited lacked military experience and were often a liability. The FNLA had ceased to
exist as a miliary force by 1983.
24
Political Manoeuvre for FNLA
Funding begins to flow into organisation’s Costs 6D6 Then Roll 1D6
bank accounts
Cost 8D6 then roll 1 D6 1,2, The latest supplies from the west include
new uniforms for the ‘Impala Company’.
1,2: Money promptly siphoned into Nominate one unit to be professional for a
leadership’s private holdings in Zurich, no turn (your choice).
effect.
3,4,5,6 The Zairian army launches a huge
3, 4, 5,6 Ammunition supplies finally get artillery barrage across the border to
through! +1 on all firing for duration of game convince your troops that the enemy are
“getting it stuck to them hard”. Enemy cannot
roll for reserves until turn 6.
5: R
British mercenaries arrive at the front Improved training has reaped rewards for
Cost 6D6 then roll 1D6 your army. The men are hardened
Costs 6D6 Then roll 1D6
1, 2 these men have no military experience
and are a liability. One morale hit on three of 1, 2 The men demand more pay to reflect
your units (your choice). their new skills. No effect.
3,4 One ex-para is a formidable fighter (and 3, 4 Confidence is high. Re-roll any failed
psychopath) add a foot small arms group to morale checks.
stiffen one militia unit and upgrade it to 5, 6 Maintenance of vehicles improves. +1 on
regular. all movement D6 for vehicles
5,6 Use of terror tactics makes enemy
reluctant to close. All enemy units must roll a
4+ on 1D6 before attempting close assault.
e- d
Our father has blessed this expedition.
Extensive Western media coverage of “The sword of the Lion” has been
your force presented to the battalion commander.
1.2, The coverage is all negative. Foreign aid 1,2 Commander immediately departs for the
dries up. No arrival rolls until turn 6. nearest town to get drunk and enjoy some
female company. He cannot enter the game
3,4,5,6 Your men are inspired by the positive until your last reserve unit comes on.
coverage they receive. +1 on all movement 3, 4 The Commander is inspired as are the
and firing die rolls for duration of game men, any unit he is with gains +1 on all
movement rolls
5, 6 Commander uses his increased status to
demand more equipment. Unarmed militia
unit is provided with small arms.
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