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The most common feature of all of these conflicts, is that they used weapon systems that were in the main somewhat obsolete, at least when compared with what was available to first world militaries. Even the U.S. military in the Vietnam War, while deploying the most advanced electronic warfare items, was largely using equipment little different to what had been deployed during the Second World War. In some cases these weapons had been improved, or their destructive power enhanced, but in the main they operated on the same principles.
This facet makes converting Bolt Action to the Post-War era relatively straightforward for the most and where new weapons have to be added to the weapons tables, they can be easily compared to the earlier types already existing. To a point, this has already been achieved in Guy Bowyers's article Full Auto in Wargames Soldiers and Strategy #65, but other wars used other weapons, which can't be given the 'quick-fix' treatment. I have used some of Guy's ideas here and have credited him where possible in the text.
I have previously posted on improvements I like to make to the basic game and added a basic universal weapon sheet with that. Here I have added a more specific Post-WW2 Weapons Table, tailor made for the Post-War era in Africa. In future posts I may add army lists for specific conflicts, but at present, I am just going to cover the general rule modifications, few that they are.
Umkhonto we Sizwe!
With the exception of civil wars (Angola and Mozambique for example), the typical setting for a conflict usually features trained 'government' troops (at least 'trained' in the loosest sense of the word in some cases) against relatively untrained guerilla forces. Largely the troops used in these games will readily fit into the existing classes in Bolt Action, with or without special rules like Green or Shirkers.
Some however were literally sent into action with little or no training and inferior weapons (like the Simbas of the Congo for example). In some cases, their survival would result in their being sent away for formal training; they had demonstrated the 'right stuff'. In other cases this was just how they operated and experience came with survival. Troops designated Umkhonto we Sizwe! (Spear of the Nation!) operate under the following rules:
- They always start the game as Inexperienced and Green (P.70). If the unit is subsequently upgraded to Regular, then they also apply the additional Special Rule Shirkers.
- Due to poor or non-existent training and/or low quality weapons, these troops roll to hit and roll to damage with a permanent -1 modifier.
Chimurenga!
Being a guerilla has many advantages. They are generally much more lightly equipped. They are often the ones being tracked, rather than the ones tracking. They are also often fighting in an area they know intimately. However in some cases, this can also apply to 'regular' units too, such as specialist trackers, or units including 'turned' guerillas, for example. Any troops designated Chimurenga! (Armed Struggle!), may make use of the following special rules:
- They may run through rough ground, treating it as Open ground for movement purposes (Taken from 'Full Auto' WSS 65 by Guy Bowers).
- A unit with Ambush orders in rough ground or cover, may shift its position one full normal move from its original position immediately before it shoots, so long as this doesn't take it out of the cover or rough ground it was originally placed in.
- A unit with Ambush orders, which doesn't shoot during the turn, may activate at the end of the turn and move its normal move distance, as if it had been given an Advance order.
Follow Me!
(Taken from 'Full Auto' WSS 65 by Guy Bowers).
Many government forces relied on a rotation of conscripts, or in some cases, reservists, through their units. These were usually either reluctant, inexperienced, or just plain rusty (i.e. Green, Inexperienced and possibly Shirkers under the rules). Thankfully their squad leaders were usually experienced career soldiers, who were able to make up some of their deficiencies.
- While the squad leader figure is 'alive' the unit tests morale and orders as if it was a Regular unit (Leadership 9).
Dakka-Dak!
(Adapted from 'Full Auto' WSS 65 by Guy Bowers).The sound of aircraft and vehicles carries some way in land where they are uncommon. Guerrillas could hear often hear helicopters and vehicles well before they were visible.
- If a player intends using helicopters or vehicles in his force, he should inform his opponent before the game begins, that he will be doing so. He doesn't need to state types or numbers, just that he will be using them.
Landmine Alley
(Adapted from 'Full Auto' WSS 65 by Guy Bowers).
Landmines, both anti-tank and anti-personnel, booby-traps and various improvised explosive devices were common weapons in use. Even mine-proofed vehicles weren't always safe, as standard mines were frequently boosted by various means, even to the point of stacking mines, or attaching C4 to them. The versatility of those setting these devices, was often one step ahead of the men trying to defuse them.
- Any game where one side deploy on table first as 'defenders', for whatever reason, the player commanding them gets two 'mine' markers for every squad or weapons team in his force.
- 25% of these markers should be marked on the underside of the base, to indicate that they are 'real', while the others are dummies.
- They may be placed anywhere on the table, ideally on roads or tracks. Any 'enemy' unit passing within 2" of them, will activate them.
- Troops may attempt to defuse them by advancing within 2" of the marker and taking an unmodified leadership test, based on their basic factor (8, 9 or 10). 'Engineer' units are allowed a modifier from +1 to +3, depending on their class.
1 to 3 - Anti-personnel only, +1 penetration for vehicles, D2 hits on one figure only.
4 to 5 - HE (D3)
6 - HE (D6)
Gunner! Load HEAT!
The weapons listed on the Weapons Table are shown with statistics for normal Armour-Piercing (AP), or High Explosive (HE) rounds, as appropriate. Since WW2 development in both High Explosive Anti-Tank (HEAT) and other types of round, has vastly improved performance. Weapons capable of firing these projectiles are indicated by 'HEAT' in their Special Rules section:
Suitcase Sagger
The weapons listed on the Weapons Table are shown with statistics for normal Armour-Piercing (AP), or High Explosive (HE) rounds, as appropriate. Since WW2 development in both High Explosive Anti-Tank (HEAT) and other types of round, has vastly improved performance. Weapons capable of firing these projectiles are indicated by 'HEAT' in their Special Rules section:
- HEAT rounds add a penetration modifier of +3 to the basic penetration factor of the weapon.
- HEAT rounds have some explosive capability, but this is limited.
- Crewmen are always assumed to have chosen the most suitable round for the target they are engaging.
Suitcase Sagger
The AT-3 'Sagger' was a man-portable guided anti-tank missile, which was also found mounted on vehicles like the BRDM2-S and BMP-1. It was used in Africa towards the latter stages of the period we are covering here, so it seems somewhat unfair to leave this weapon out.
- Infantry or vehicles equipped with Saggers use the Assault on vehicles rules (P.90) to make their attacks, with vehicles being allowed to react (it has a minimum range of 24"). A firing unit must regroup after its attack, but the target is never Too Fast To Attack, nor does the firing unit ever suffer from Tank Fear.
SA-7 Grail
The SA-7 Grail, a man-portable anti-aircraft missile, was the first effective anti-aircraft weapon against modern jets and other fast aircraft. While machine guns and automatic cannon were still relatively effective against helicopters and propeller-driven aircraft, the SA-7 allowed guerillas to engage these more effectively too.
- A single 'Hit' from an SA-7 during the 'Flak' phase of a ground attack mission, will cause the removal of the aircraft from play, in the same way as if it had taken the usual 6 hits.
Check You!
That's about it for this post. I may add or modify some of the additional rules and/or the weapons table, as game experience highlights any issues with them. Any specific 'force special rules' will turn up in their 'army lists' as and when I get round to doing them, as will any vehicle profiles.
I have not done any rules for helicopters, as an area as small as the typical table would qualify as a Hot LZ. K-Cars and other improvised support helicopters only count as Strafing Fighters and only such purpose built craft as the Mil Mi-17 and Mil Mi-24 can fill the whole air support gamut.
If you must have dedicated helicopter support, then treat it as you would a 'running' vehicle that can shoot its main weapon, as they move quite slowly at low levels or when coming into land. They are also quite vulnerable to ground fire if used in this way too!
So, time for you to catch a G-Car for a glide out to the Bundu and to set your slayer to sing!
