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NEW DOVER PATROL A Plenary Wargame UK Connections 05 Jim Wallman and Tom Mouat CONTROL PACK

NEW DOVER PATROL A Plenary Wargame Background Briefing The Union of Silvania is in crisis. Not only have there been severe economic problems, but an old religious tension in the south of the country has led to increasing levels of armed violence. In the last two months armed separatist groups, foremost among them the fanatical militant Kippist religious group known as Unlimited Knowledge In Peace have become more and more active to the point that open insurrection has started. The religious extremists, armed by foreign interests have risen up and taken control of NEW DOVER, expelling the military garrison there and taking control of all the key infrastructure of the city although some of that infrastructure has been damaged in the fighting. There are reports of reprisals by Kippist gangs on the minority Buddhist population of the city. The Silvanian Armed forces have been seriously demoralised by these reverses and are struggling to maintain order in the territories they control, and are currently unable (or unwilling) to attempt to restore Government control in the city. They are currently being rearmed by Freedonian defence industries, but this will take time. President Green of Silvania has personally appealed to the Freedonian government for assistance. Freedonia is working closely with United Nations agencies, who are mandated to provide humanitarian assistance in New Dover particularly where key infrastructure has been damaged in the fighting. Freedonia has modern military forces capable of littoral operations, and the Freedonian Parliament has authorised direct military action in support of the Silvanian Government to assist them in retaking New Dover. Meanwhile, the Kippist militants have been digging in and preparing to hold their 'religious homeland' in southern Silvania and they see New Dover as being the lynchpin of that aspiration. Kippism is a pantheistic religion with strong hierarchical structure to be found mainly in southeastern Silvania. It has very clear views on the importance of work and the place of women in society and an undying hatred all all things foreign. Its arcane rituals involve the sacrament of the hop, and smoking sacred herbs.

The WarGame RULES Game Outline This is an open adversarial wargame. BLUE and RED play is simultaneous. Players are typically grouped into teams of. Those teams are then organised into a hierarchy of teams representing a military command structure. The aim is for the game to last up to 8 turns. This means taking no more than around 5 minutes per game turn. Team Structure Typically each team has three or four players a. Commander makes all the important decisions. b. Staff Officer, Support keep track of the map and updates the commander on the situation. Also collects and returns COMBAT REOURCES to higher command. c. Staff Officer, Operations shows the ORDER FLASH CARDS to control, and ensures that the unit has enough COMBAT RESOURCES to do what it wants. Combat Resources These are held at the top command level, and must be physically handed down to front line units to use. Each turn, higher command get additional resources to cascade down through the command structure. Ammunition. A unit must use at least one Ammunition Counter to attack (it doesn't need one to defend itself). Activation Points : This represents command focus, organisation, logistic capability and a range of other enablers not otherwise represented in the game. Special Actions : These are cards showing additional capabilities that a unit can employ to give it an edge in a particular combat. It might be the ability to deploy IED or high tech weapons or special forces. Generally Special Actions are oneuse activities. Units Each unit has the following characteristics Combat Score used in combat resolution. This is a simple oddsbased system It is modified by Ammunition (the more the better), and by Special Actions (the effect is

noted on the card). RULE : Ammo is needed to attack. to Combat Score for each Ammo counter consumed (up to a maximum of the unit's base combat score). Strength indicates losses. Each unit has a number of strength boxes. When they are all crossed off the unit is ineffective. RULE: Typically each time the unit fights strength. Each time it is defeated another strength. Reliability indicates morale and training. Some units might refuse to fight when ordered to attack. A high Reliability Score means a good chance of doing what they have been asked effectively. RULE : Roll D6 and score reliability or less to pass test. from die roll for each strength loss. Typical Scores Combat Score Strength Reliability BLUE Battlegroup 7 6 8 GREEN Division 6 GREEN Tank Bde RED Battalion 5 ORANGE Direct Action Cell 7 Drone Strike Fixed Wing Strike Naval Fires Artillery Fires Opposed landings will halve the attacking units' combat scores. Support Drone Fires, Fixed Wing Strike and Naval Fires can be brought bear on any target hex on the map. They EITHER add their combat value to an attacking force OR if there is no attack going on they can cause strength loss to a unit in the target hex. Naval Fires do not consume Ammo. Artillery fires can only add their combat value to an attack. Unit Actions / Flash Cards A unit can EITHER Move OR Fight. If it moves it has to stop as soon as it arrives adjacent to an enemy unit. The maximum distance a unit can move in a turn is hexes. Units might also move as a result of combat generally to occupy the hex just vacated by a defeated enemy unit.

Activation Points Tariff Move a unit OR launch an Attack Conduct a Repair Infrastructure action Each Naval or Air fire mission Landing a unit from the sea Landing a unit by air into an airfield Rebuild one strength point (RED ONLY) Information Operations to improve your Political Track position Information Operations to degrade your enemy's Political Track position Sea / Air Transport Capability Each Transport Flotilla can land one Battlegroup / Battalion on the coast OR two Battlegroups / Battalions at an intact port. Units conducting an opposed landing are assumed to start on the map edge or a sea hex, and can attack immediately without moving. Each air transport wing can land one Battlegroup / battalion at an airfield only. Sequence of Play ACTION. Players plan and discuss. Resource allocation to front line teams. Front line teams issue order using flash cards Timing 5 Minutes 5 Minutes. Control notes orders and collects Resources used 5. Control combat adjudication. Combat, then movement. 5 Minutes 6. Control Map Update 5

Order Flash Cards MOVE Write on flash card the target hex grid reference number. This includes sea or air transport landings. ATTACK This must be a unit you start the turn adjacent to. If there is a doubt write on the target unit's hex grid number. REST using Activation points to recover. REPAIR INFRASTRUCTURE Used by UN Agencies, Engineers or Foreign Advisors. The Political Support Track This represents the support for BLUE and Red rom their key stakeholders. If one side reaches Zero, then their political support has melted away and they have lost the war in the case of BLUE they must withdraw. Certain infrastructure hexes will have been damaged in earlier fighting. An infrastructure hex is either DESTROYED, DAMAGED or OK. Each time there is an attack or fires into an infrastructure hex the damage gets one step worse. The only exception are Precision Strikes (these are an action card) The side that inflicted the collateral damage has on the Political Support track. Repairing Infrastructure requires REPAIR action by a UN Agency, Engineers or Foreign Advisors. 6

BLUE and GREEN FORCES RED FORCES 7

COMBAT RESULTS TABLE (Not given to players) NOTE : NO DIE ROLL Combat Odds Result Effects Epic Win Attacker no loss Defender. + on CIMIC Track Defender must retreat away from enemy. Attacker may follow up. to Win Attacker. Defender. on CIMIC Track Defender must retreat away from enemy. Attacker may follow up. to Marginal Win Both lose strength Defender must retreat away from enemy. Attacker may NOT follow up. to Indecisive No result. Both lose strength No movement from start position. Lose Attacker. Defender no loss. on CIMIC Track No movement from start position. Bad Lose Attacker. Defender no loss. on CIMIC Track No movement from start position. 5 to or more to to or worse If a defender cannot retreat, take one additional strength loss. 8

ANNEX A SPECIAL ACTION CARDS (Note: We'll need at least 0 per side of these more is good if possible) Card Description IED Defence IEDs are deployed in defence. Extra Activation Points required Effect 0 + to unit's combat value when defending. RED only. Kippist agitators stir up enthusiasm. 0 Unit can attack without making a reliability roll. Suicide Bomber RED only An enemy unit is targeted by a suicide VMIED Automatically cause strength loss on target unit, + to attack on a specific enemy unit. In defence this forces enemy to abandon an attack or in attack halves enemy basic combat score. on enemy's combat score. This blocks the hex to BLUE movement for one turn. 0 Any RED unit can recover one strength. Fanatical Charge ISTAR Success BLUE Only : Enemy locations have been fully identified. Cyber Attack Enemy communications and C compromised temporarily. Special Forces Special forces attack rear areas or C nodes etc. Flash Mob RED Only. Create mob of protesting civilians in any hex not occupied by RED. Call to Prayer RED Only. Kippist agitators encourage recruitment Military Advisors Foreign military advisors are temporarily attached to a unit to boosts its combat effectiveness. + Combat Score 0 Precision Strike Advanced precision guided weapons Used with a fires mission or an attack to negate effect of collateral damage on the target hex. 9

ANNEX B Team Structures Ser. Basic Number Extras? of players Team Function BLUE st Freedonian Expeditionary Command 5 + Overall command responsibility for BLUE operations. Includes liaison with GREEN. NAVAL and AIR teams 0th Bde HQ Command each BG Command team BG BG 5 BG 6 Support Battlegroup Has artillery and engineers. FRONT LINE COMMMAND 7 Freedonian Naval Command Controls Fire Support, Transport and Landing Group 8 Marine Battlegroup 9 Freedonian Air Support Group 8 +8 Subtotal Controls Drones, Manned Strike and Air transport. GREEN 0 UOS Cabinet +6 War aims role playing (pick a bunch of role players) pressure on BLUE military Liaison with BLUE military for support. Also controls Air recce wing. UOS 7th Infantry UOS 7th Tank Bde + 6 6 + Responsible for the conduct of the rebellion overall. Responsible for coordinating military operations UOS Chief of Staff HQ Subtotal WHITE UN Aid Agencies Subtotal RED 5 Regional Defence Committee 6 SD Bde HQ 0

Ser. Basic Number Extras? of players Team Function 7 Def Bn 8 Def Bn 9 Def Bn 0 Def Bn Have a pile of Special Action Cards and Ammo to dish out to RED Committee. In return for concessions. Can repair Infrastructure. +8 Kippist DAC September 8th Faction Destroy the Unbelievers! FRONT LINE COMMMAND Kippist DAC June th Faction + Annihilate the Unbelievers! FRONT LINE COMMMAND Subtotal +5 TOTAL 6 + Foreign Military Advisors Subtotal ORANGE 98