Cancon 2014 – AK47 Campaign Version 5.0

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AK47 Republic
A Modern African Campaign
Version 5.0
Created by the Peter Rossetti, Berwick Wargames Association
http://www.berwickwargamesassociation.org/
OVERVIEW OF THE CAMPAIGN
Players represent a diverse group of Factions within Zumbanda and associated foreign interests.
Players will lead their faction through five campaign turns representing five years of the country’s history. They will have to lead
their faction through the politics of the country, negotiate with conflicting groups, participate in national elections, manage in a
corrupt environment and run a propaganda campaign.
Within each campaign turn players will confront one other player in head to head games across a series of pre-set scenarios with
28mm troops and terrain. Each scenario will present different scenarios with varying objectives for each Faction.
Success for each Faction will be determined by achieving its aims and objectives.
The final turn of the campaign will be the battle for control of key Government buildings and of course the all-important Presidential
Palace.
FACTIONS
Composition
Each player in the campaign will represent a Faction, which includes Factions otherwise best described as “Foreign Interests”.
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In the campaign a Faction is made up of a Faction Leader figure, representing the campaign player, and the Factions Armed Force.
Faction Leader
The Faction Leader:
 A Faction Leader must be represented by a suitable figure.
 The Faction Leader may participate in the various scenarios, providing potential bonuses but at the risk of loss.
 Each player must provide a description of his Leader in the Faction brief, see page18. For example:
o Major General B.I.G. Jumbo, VC, DFC, VD & Bar. President for life, General Jumbo lead a successful guerrilla
campaign against our countries former colonial masters. Since 1978 he and the Party have been successful in every
national election.
o “Colonel” Mad Jock McLean has been involved in numerous military and political operations throughout the world. A
Chartered Accountant by profession his services are in demand for achieving outcomes in difficult environments.
If a Faction Leader is lost in a scenario:
 They are replaced by a Lieutenant.
 The Faction immediately suffers penalties as covered in each scenario.
Description of Faction
Each faction for the campaign must be described under at least two of the following four attributes:
 Altruistic – this attribute must be articulated by the faction. For example to bring Democracy or Communism to the country.
 Power – this attribute represents the ability of the faction to control and manipulate others to fulfil their aims. For example a
Warlord to control a shanty town, or National Liberation Front to control the country’s institutions.
 Wealth – this attribute represents the wealth accumulated by the faction, and specifically its leader. For example the leader
of the Government and how much personal wealth they have accumulated.
 Zealot – this attribute must be articulated by the faction. For example to bring an extreme form of government or religion to
the country.
Player success in the campaign will be measured by managing their Factions attributes. Each attribute will be tracked by points
gained through the campaign:
 During play of the scenarios.
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

In the negotiation phase of each campaign turn.
By being the government and controlling the nations assets and foreign aid.
Faction Aims and Objectives
Each faction must:
 Provide a description on the politics and purpose of their faction.
 Declare what is their primary aim in the campaign.
 Declare what is their secondary aim in the campaign.
Sample Factions

Zumbanda People’s Union: “We struggled for years to free our people and our country from colonialism. Through struggle
and sacrifice we have built our nation, but there are forces that want to pull down what we have built. We rule for the people,
we must make difficult decisions, but we will defend the Country, the Party and the People.”
o Primary aim:
Wealth – “Our party was created to provide self-determination for our people”, but many would
argue it is now more about the wealth of the party leader.
o Secondary aim:
Power – govern the country, to ensure the wealth continues to be accumulated, and our party
continues to govern for the people.

The Popular Front of Zumbanda: “Our country must change, we are sick of the corruption, we demand opportunity and to
share in the wealth and potential of our great nation. Through the ballot box we can engage, reform and create an inclusive
country with a future for all!”
o Primary aim:
Altruism – govern the country for the good of the people and the future of the Nation.
o Secondary aim:
Power – we must accumulate power to achieve our primary aim.

The Rhodrica Party: “We built this country. When we governed we provided health, education, and a future, a future that
most of our country’s people today can only dream about. Since the transition of power the country, even on the best
assessments, has stagnated. We supported the transition of power, but it has failed us as a region and as minorities. Both
the black and white brothers of Rhodrica demand our own autonomous state.”
o Primary aim:
Zealot – create an independent state governed by The Farmers Party.
o Secondary aim:
Wealth – we need financial resources to purchase the arms and buy influence to create our state.
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
M.O.R.N - In recent years fundamentalist Islam has made inroads into the country. From a relatively small Muslim population
in the North of the country a political movement has grown seeking an independent state based on fundamentalist Islam.
The Muslim Organisation Republic of Nozambique, MORN, shunned by political parties from all sides in country, has
spawned a militant arm, the Muslim Organisation Republic of Nozambique Supporters, or MORNS. The two organisations
are colloquially known by many in the country by another acronym, MORON and their militant arm as MORONS.
o Primary aim:
Zealot – create an independent Islamic state.
o Secondary aim:
Wealth – create financial resources to purchase the arms and influence to establish an Islamic
state.
If you are looking for ideas on selecting a Faction here are a few examples:
 Government
 Anti-Government Forces
 Warlord
 Religious Extremists
 Political Extremists
 Mercenary Forces representing commercial foreign interests.
 Foreign Forces representing foreign national interests.
 Charismatic nutcase, for example, Lord’s Resistance Army
A Factions Armed Forces
The armed forces of a faction are represented in the scenarios by an infantry platoon and supporting equipment.
All players must provide a force of miniatures and models which reflect the type of style of their faction.
Time frame – Faction forces may be from any period from the 1960’s to today.
The details on how to organise your Armed Forces are shown at page 21, “AK47 Republic - Chain of Command: Force Points,
Modern Weapons and Rule Adaptions”.
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CAMPAIGN PLAY
Campaign Victory
The winners of the Campaign will be determined by:
 Who is in Government after The Palace scenario
 Who has the most Wealth
 Who has achieved the most Victory Points for their primary aim?
Victory Points
Victory Points are an arbitrary measure of gains throughout the campaign against key attributes of Factions:
 Altruistic
 Power
 Wealth
 Zealot
Victory Points are gained or lost through the Campaign:
 Achieving Scenario Objectives.
 Failure to achieve a Scenario Objective.
 By exchange during the Political and Negotiation Phase of each Campaign turn.
 A Faction Leader being seen on the gaming table by at least two enemy units.
 Loss of points if Faction Leader is wounded or killed on the gaming table.
 Multipliers may apply for achieving or failing to achieve Primary Faction Objectives.
 By holding Government or control of the Mine facility at the end of each campaign turn.
Campaign Turns
The Campaign will consist of five Campaign Turns.
A Campaign turn consists of the following steps:
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Campaign Turns 1 -4:
1. Who is the Government, see page10.
2. Each Faction declares its allegiance:
a. Pro-Government
b. Anti-Government
c. Foreign Interest
d. The number of Factions who are “pro” and “anti” Government must be equal. Foreign Interests can be neutral or
declared for or against the Government, but if declared they must comply with the Factions being in balance.
3. Randomly select Scenario to be played, see below.
4. Commit one of your point force lists as mutually agreed by the players to the scenario and declare if your Faction Leader will
be part of the scenario.
5. Setup up tables.
6. Review table objectives
7. Politics and Negotiation Phase:
a. Players have 10 minutes to freely negotiate
b. Players may freely exchange Power and Wealth points.
8. A Faction may draw off up to 10% of their forces they are using in the campaign turn and provide them to another player for
their use in their scenario for this campaign turn only.
9. Play the table game
10. Total Objective Points for each Faction from the played scenarios.
11. Propaganda Phase – see below, see page 11.
12. If Campaign Turn 2 or 4 National Elections are conducted, see page 11.
13. The Government Player receives Wealth, per page 12.
a. From mine
b. Foreign Aid
14. Update all players on Victory Points for all Factions
15. Next Campaign Turn.
Campaign Turn 5:
 The turn is conducted as all others, except all players will play the one scenario, “The Palace”.
 At the end of the campaign turn the campaign winners are determined.
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Who is the Government?
Campaign Start - At the start of the Campaign the player with the Faction and forces that best reflect the archetypal image of our
African Country is appointed as the Government, a vote amongst players being taken as necessary.
The Government will change throughout the campaign:
 By negotiation
 The results of National Elections
 The capture or killing of Leader of the Faction who is the Government.
Randomly select a scenario
Scenarios are randomly allocated each campaign turn, but under the following considerations:
 A player can never play the same scenario twice.
 A player must play on their own terrain once through the campaign.
 Must fit with the Factions force type.
 You cannot play another faction who has declared the same allegiance, pro or anti government.
 You cannot play the same player twice.
Propaganda Phase:
A faction may make a presentation to the player group for additional points. After the presentation the player group votes to award
or subtract Victory Points, the number of points available is determined by the roll of a D6 and is given to the Factions primary
attribute.
For example:
A Zealot faction attacks the mining facility. The attack was a total failure, but the faction leader makes the following presentation:
“Yesterday our MORNS forces attacked the foreign invaders who have taken control of the mining facility. We killed many of the
foreign aggressors, and we have stopped them from taking the resources that rightly belong to the people of this country. We
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stand ready to defend our resources, our country and our people. Until the foreigners leave our country we will attack them and
their interests whenever and where-ever we can.”
“MORON have distributed this declaration by leaflet to the Shanty Town, in the Market & Business District, via the internet, and in a
video provided to the National TV and Radio Network.”
Players now vote to provide or subtract Victory Points.
National Elections:
At the end of Campaign turn two and four national elections will be held:
 The Government is elected by all players.
 Faction nominates themselves to become the Government.
 Players have 10 minutes to negotiate
 All players vote with one vote for each point of “Power” they hold, to determine the Government.
The Government Faction receives Wealth
At Step 13 of each Campaign Turn, the player who’s faction is currently the Government receives the following wealth:
 Wealth from the mine – roll one D6 for each one of the three operating (not destroyed) components of the mine = amount of
“Wealth” points gained.
 Foreign Aid – roll two D6 = amount of “Wealth” points gained.
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