TEXT: © Osprey Publishing • www.ospreypublishing.com
  
  OSPREY
  P U B L I S H I N G
  a force on force companion
  © Osprey Publishing • www.ospreypublishing.com
  
  INTRODUCTION
  5
  Colonization and Decolonization
  5
  The Nature of War in Post-Colonial Africa
  7
  SCENARIOS
  10
  THE CONGO CRISIS, 1960–66
  11
  Operation Dragon Rouge, Part 1
  14
  Operation Dragon Rouge, Part 2
  18
  Operation Dragon Rouge, Part 3
  22
  THE PORTUGUESE COLONIAL WARS 26
  Villa Teixeira, April 1961
  29
  After Big Fish, November 1968
  33
  Trick of a Tail, November 1972
  37
  Operation Fox
  38
  The Fox’s Den
  42
  THE RHODESIAN BUSH WAR, 
  45
  1964–79
  Down on the Farm
  48
  Riding at the Gallop – On Patrol with 
  51
  Grey’s Scouts
  Operation Dingo – Assault on Zulu 1, 
  54
  23 November 1977
  Enemy Armor! Operation Snoopy, 
  61
  20–21 September 1978
  Fireforce
  65
  THE SOUTH AFRICAN BORDER WAR, 70
  1966–89
  Operation Driehoek: Recce on the Savannah
  73
  Part 1: “Get me a Prisoner”
  74
  Part 2: “Knock ‘em out”
  77
  Operation Askari: Final assault on Cuvelai
  79
  Operation Congresso II: Killing Bushes
  84
  Caravana
  87
  Operation Hooper: Dumbos at Tumpo
  92
  RECENT AFRICAN CONFLICTS
  96
  Operation Barras
  97
  Operation Barras: Rescue at Gberi Bana
  98
  Operation Barras: Assault on Magbeni
  102
  Operation Barras: The Whole Fight
  106
  SAMPLE ORGANIZATIONS
  107
  The Congo Crisis
  107
  Congolese Units
  107
  Mercenaries
  108
  United Nations Forces
  108
  Belgians
  109
  The Simba
  109
  Congo Crisis Uniform and Weapon Guide
  110
  The Portuguese Colonial Wars
  111
  Portuguese Regular Military Units
  111
  Portuguese Special Units
  113
  Guine – PAIGC
  114
  Angola – UPA
  115
  Angola – FNLA
  115
  Angola – MPLA
  116
  Mozambique – FRELIMO
  117
  The Rhodesian Bush War Organizations
  118
  Rhodesian Security Forces Organizations
  118
  Para-Military Forces
  121
  Insurgent Forces
  122
  Rhodesian Bush War Uniform and 
  124
  Weapon Guide
  The South African Border War
  126
  The SADF
  126
  Paramilitary Forces
  128
  UNITA
  129
  The Angolan Army; FAPLA
  130
  Angolan Militia
  130
  3
  TABLE OF CONTENTS
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  Cubans
  131
  SWAPO
  131
  South African Border Wars in Angola 
  132
  Uniform and Weapon Guide
  VEHICLES
  135
  MINIATURES GUIDE
  138
  GLOSSARY OF TERMS AND 
  140
  ACRONYMS
  BIBLIOGRAPHY
  143
  ARTWORK REFERENCES
  144
  FOG OF WAR CARDS
  145
  © Osprey Publishing • www.ospreypublishing.com
  
  Bush Wars is a departure from the usual format of Force
  on Force campaign books. Rather than focus on a single
  conflict in recent history, our purpose is to give a good
  cross representation of conflicts in a specific region of
  the world drawn from several wars. As one would expect
  given the diversity in African warfare, these range from
  small counter-insurgency actions to large combined
  arms battles. Players will find a good mix of both kinetic
  and asymmetric scenarios and games suitable for solo
  and small groups of players up to large games designed
  for team play.
  Given the huge number of conflicts that have
  occurred in Africa since 1945, we have chosen to draw
  from several representative examples. Most of the
  scenarios presented in this supplement are based closely
  upon historical events (although some have been slightly
  altered to make for a better gaming experience). We have
  provided several fictional scenarios that are designed to
  represent a general type of engagement; within are 22
  scenarios drawn from the following wars:
  Portugal’s Wars in Angola and Mozambique. These
  are the last of the true colonial wars, the aftermath of
  which set the stage for further conflict in the region.
  The Congo Crisis of 1960–66. A fascinating, multi-
  faceted war that was at the same time both a civil war
  and a superpower proxy conflict.
  The Rhodesian Bush War of 1964–79. Rhodesia is
  arguably the most well-known of the post-colonial
  conflicts (second only to the Congo Crisis) and took the
  form of a long and brutal counter-insurgency war pitting
  highly capable security forces against Communist-
  backed guerrillas.
  The South African Border War and the SADF
  intervention in Angola. South Africa’s war to secure its
  borders began as a counter-insurgency very similar in
  nature to the Rhodesian conflict. With the eventual
  involvement of the new Communist-backed Angolan
  government and the intervention of Cuba, it escalated
  into a conventional war that saw the largest tank battles
  on the continent since World War II.
  The 1991–2002 Civil War in Sierra Leone. This
  conflict is an archetype of protracted civil strife that
  occurred in numerous African countries in the post-
  colonial period, leaving behind a wake of virtual
  anarchy. The war in Sierra Leone would only come to a
  close with the introduction of UN forces and a British
  military intervention. 
  Included along with the scenarios are sample unit
  organizations for many of the major combatants, game
  statistics for a large number of military vehicles in use
  in Africa, as well as information on dress and equipment
  of the forces involved.
  COLONIZATION AND
  DECOLONIZATION 
  For centuries, the relationship between the nations 
  of Europe and the African continent has been one of
  exploitation and colonization. From the earliest contacts,
  the European cultures have sought the use of Africa’s
  vast natural resources as well as the labor of indigenous
  peoples, by means both fair and foul. To aid in transfer
  of the wealth and resources of Africa to Europe, many
  of the European countries set up permanent colonies 
  in the more habitable regions of the continent. The 
  new colonists brought their home culture and the advanced
  technology of European countries to build farms,
  plantations, mines, ranches and other wealth producing
  enterprises.
  5
  INTRODUCTION
  © Osprey Publishing • www.ospreypublishing.com
  
  The first European colonies of note on the Dark
  Continent were Dutch settlements on the southern tip 
  of Africa in the 17th century, and the drive to colonize
  and exploit Africa reached its peak at the end of the 19th
  century by which time just about every portion of 
  the continent was under the control, either directly or
  through proxy states, of the Europeans. Many powers
  had a stake in Africa, but the major players in this
  enterprise were Belgium, Great Britain, France, and
  Portugal.
  From the beginning, the process of colonization was
  marked by violence. The native peoples, although often
  severely outgunned from a military perspective, resisted
  the invaders in an often brave, yet in the end futile,
  manner. In response, the European powers would
  suppress these colonial rebellions decisively and at times
  brutally. In addition to resistance by the native
  populations, the various European powers occasionally
  came into conflict with each other over their African
  possessions; and those arguments were factors
  throughout both World Wars. 
  The treatment of the indigenous population 
  under European control varied in policy from region to
  region and ran from outright slavery to a fairly
  benevolent “hands off” policy. Even under the best of
  circumstances, the native populations were aware of
  their exploitation and simmering resentment would
  eventually boil over. It should not be thought that 
  the effect of colonization upon the indigenous peoples
  was entirely negative. The Europeans brought with them
  technology such as advanced agricultural techniques
  and modern medicines that increased life span and
  permitted a massive increase in some regions of the
  population due to control of previous epidemic diseases.
  Even in the more oppressive of the European colonies,
  the native peoples enjoyed a greater quality of life than
  did their ancestors. Be that as it may, even under the
  most benevolent of colonial governments, the
  indigenous populations were often treated as second
  class citizens with limited representation.
  All things change, of course, and the disaster of World
  War II saw the end of direct colonial control of Africa.
  All but bankrupted by the expense of war, most of the
  European powers (at least the ones who had not begun
  to divest themselves of their colonies beforehand) began
  to see their colonies as financial liabilities that could not
  be sustained. Moreover, the leftward shift that many 
  of the European powers experienced in the wake of
  World War II brought with it a change in the attitudes of
  many people toward the policy of colonialism. Many
  now questioned the morality and desirability of colonial
  exploitation. In addition, both the United States and the
  Soviet Union came out of the war initially united in the
  BUSH WARS
  6
  In the years following WWII, Africa has
  been a hotbed of asymmetrical warfare
  (photo: Tim Spakowski, models: Elhiem).
  © Osprey Publishing • www.ospreypublishing.com
  
  view of the self-determination for remaining European
  colonies around the world. A few short decades after
  1945, colonial control of the African continent was
  completely removed. 
  Just as the character of rule varied from place to place,
  the manner in which the European nations let their
  former colonies go differed greatly. Some of the former
  colonial powers made an effort to put in place a stable
  government before granting independence. A few others
  simply abandoned their former colonial possessions 
  and left them to their fate. No matter the way in which
  independence occurred, the end result was the same: by
  the mid-1970s, the African continent was on its own.
  THE NATURE OF WAR IN POST-
  COLONIAL AFRICA 
  Africa has always been a violent place. The polyglot
  mixture of ethnic groups, tribes and other cultural
  groupings and religions ensured that conflict was
  effectively continuous. Colonialism had stemmed this
  sort of sectarian violence to some extent. But as
  European control was lifted, old rivalries and hatreds
  reemerged. The European powers had set the borders
  without regard to these deep-seated differences, and
  once gone, rival groups found themselves in close
  quarters with their enemies. European powers had 
  also often privileged certain groups over others in the
  colonial hierarchy, inflaming existing rivalries or
  generating new ones. The result was often quite ugly and
  in places like Rwanda in 1994 it could take the form of
  outright genocide. 
  The exit of the Colonial powers also left a power
  vacuum that needed to be filled. Sometimes this vacuum
  was filled by the wrong people. In some of the post-
  colonial African states brutal dictators with little interest
  in the well-being of their countries took power. This
  could even be the case in states in which an effort to
  transition to a stable government had occurred, such 
  as the rule of Uganda by Idi Amin Dada in the 1970s. 
  In other areas such as Somalia the vacuum was never
  entirely filled and a persistent state of near anarchy
  existed.
  One of the most persistent perceived threats,
  especially in the southern portion of the continent, to
  the stability of post-colonial Africa was Communism.
  The backers of international Marxism (the Soviet Union
  and its client states: Cuba and China) all sought to
  expand their ideology and influence into the African
  continent. To achieve this end, the Communist countries
  often backed the various nationalist and independence
  movements which came to be in the colonial states
  before independence was granted. This brought into
  being the phenomenon of the “proxy war” by which
  outside powers would back one side or another in a
  conflict to further their own ends. In this game, the
  Marxist 
  countries 
  appeared 
  effective. 
  Angola,
  Mozambique, Zimbabwe, and a number of other
  countries wound up with governments that were at 
  least nominally Marxist in nature after their final
  independence due to this phenomenon. Much had been
  made in the days of the Vietnam War of a so-called
  “domino effect” by which one country in a region falling
  to Communism led to another falling in the same
  manner. In Africa this is exactly what occurred, with 
  the tide of Marxism spreading north to south from one
  country to another, with each new Marxist state
  providing aid and support for insurgent groups in
  neighboring countries. As the Cold War entered its
  twilight, it became clear, however, that monolithic
  international communism had been largely a myth. In
  places like Angola it became painfully clear as the Soviet
  Union and its client state Cuba supported one side
  against movements backed by the United States, South
  Africa, and the People’s Republic of China.
  introduction
  7
  © Osprey Publishing • www.ospreypublishing.com
  
  The inter-tribal wars of the African continent in
  previous centuries had often been fairly bloodless 
  affairs. Certainly these primitive conflicts saw none 
  of the huge bloodletting of the European wars of the last
  two centuries. The exit of the Colonial powers left one
  last legacy that would change the nature of African war
  more than any other: access to modern arms. Weapons
  do not cause conflicts, but the increased access to
  modern firearms left the various tribal groups, post-
  colonial states, independence movements and other
  insurgent groups, bandits, thugs and just about everyone
  else well-armed. These guns came from a variety of
  sources. Some were simply the armories of the colonial
  powers that were left behind. Others were the spoils 
  of war captured in pre-independence conflict. Many
  more were deliberately injected into the region by
  Superpowers seeking to arm insurgent groups they 
  were sympathetic to, or to further a proxy war. The
  Communist countries in particular funneled huge
  numbers of AK-47 rifles to their proxies. Of the
  estimated 100 million AK variants that have been
  produced, a sizable percentage wound up in African
  hands. Indeed, so ubiquitous is the design, that the 
  AK-47 has virtually become the symbol of warfare in
  post-colonial Africa. Mozambique even incorporated
  the weapon as an important symbol on its flag. No
  matter their source, the influx of modern firearms
  permitted Africans to kill each other (and in some cases
  their former colonial masters) in numbers beyond what
  their ancestors could have dreamed.
  All wars are brutal by nature, but those in Africa
  were in a class of their own. Africa brought the world
  dictators such as Idi Amin and Robert Mugabe. It is the
  home of panga-wielding Mau Mau, the Simbas in the
  Congo and the child soldiers of Sierra Leone. It has seen
  the horror of atrocities such as the Rwanda genocide
  and Viscount Disasters in Rhodesia. Africa spawned the
  insanity of “The Holy Spirit Mobile Forces” cult in
  Uganda and that of “General Butt Naked” in Liberia. 
  At the same time, Africa has been the scene of many
  examples of military excellence and even heroism. 
  The Portuguese set the groundwork for modern
  counter-insurgency warfare and devised tactics that are
  still being employed. The Rhodesian Security Forces
  scored many victories against huge odds and in
  circumstances that would be unbelievable if used as the
  plot of a Hollywood movie. The Rhodesians and South
  Africans perfected anti-landmine technology that is 
  still saving lives throughout the world today. The British
  rescue operation in Sierra Leon known to the troops at
  the time as “Operation Certain Death” remains a classic
  example of a successful raid. Finally, the rescue of
  civilian hostages in the Congo by Belgian paratroops
  during “Operation Dragon Rouge” stands as an
  (admittedly imperfectly executed) example of military
  force being used for humanitarian purposes.
  In recent decades, Africa has been the preferred 
  area of operations of the mercenary. Maligned by their
  detractors as amoral “guns for hire” and celebrated by
  BUSH WARS
  8
  Power from the barrel of a gun: African
  militia manning a DshK heavy machinegun
  (photo: Brad Janicki, models: Liberation).
  © Osprey Publishing • www.ospreypublishing.com
  
  their partisans as “soldiers of fortune” these often colorful
  characters found a home in the war zones of Africa. 
  The most famous of these is of course is ex-British Army
  officer turned mercenary Thomas Michael “Mad Mike”
  Hoare who led a mercenary unit during the Congo Crisis
  of the mid ‘60s. (Hoare would later be the inspiration and
  serve as a technical adviser for the popular movie 
  The Wild Geese which depicted mercenary operations in
  Africa). Another well-known mercenary was Swedish
  nobleman and pilot Count Carl Gustaf Ericsson von
  Rosen, who flew missions in the Nigerian Civil War and
  would later be killed in the little-known conflict between
  Ethiopia and Somalia known as the Ogden War. Other
  mercenaries, such as the ill-fated men led by the mentally
  unstable Colonel Callen in the Angolan Civil War would
  not be so successful and would have their careers cut
  short by a violent death. Although not technically
  mercenaries under international law, many foreign
  nationals (including some 300 Americans) would serve
  in Rhodesia. In recent decades various “Private Military
  Companies” would fill the role that the traditional
  mercenary once served. Most notable of these was the
  South African based Executive Outcomes, which would
  see action in Angola and Sierra Leone.
  The types of wars that have ravaged the continent are
  as diverse as the people, wildlife, and lands of Africa. 
  As noted previously, many would be simply modern
  versions of age old tribal struggles such as occurred 
  in Liberia and Rwanda. Others would be colonial wars
  between European powers and indigenous rebel groups
  such as those of the late 19th century. Portugal’s wars
  certainly fall into this category and the war in Rhodesia
  has been described as “the last of the colonial wars”.
  Insurgency and guerrilla wars of all sorts have been 
  the most common in post-colonial Africa, but modern
  combined arms style conventional conflicts have been
  prominent as well. The Nigerian Civil War, the closing
  stages of the Rhodesian War, and South Africa’s conflict
  in Angola have all seen such fighting on every scale.
  introduction
  9
  © Osprey Publishing • www.ospreypublishing.com
  
  SCENARIOS
  Since Force on Force doesn’t use point balanced armies,
  the typical “let’s beat each other up and whoever has the
  most toys left standing wins” approach to matches really
  doesn’t apply. Force on Force is a scenario driven game.
  As such, the winner and loser of a match are determined
  by the victory conditions of the scenario they are
  playing. Towards this end, each Force on Force scenario
  includes a list of objectives or accomplishments that will
  garner one side or the other “victory points.” 
  At the end of a game, victory points are totaled 
  for both sides and the difference between those totals is
  used to determine who (if anyone) won and by how wide
  a margin:
  Victory points are listed for individual scenarios, but
  the following list can be used as a general guideline for
  creating victory points for your own scenarios.
  These victory point values are only suggestions. Some
  scenarios may give the same victory conditions completely
  different point values. You may decide that victory point
  values should be adjusted up or down based on their
  relative importance in scenarios you write yourself.
  A Note On Table Size, Ranges And Measurements
  While Force on Force scenarios indicate a suggested table
  size, players are encouraged to use whatever table size
  seems to work best for the miniatures they’re using and
  the space they have available for play. 
  We find that the suggested measurements work great
  for games using 15mm or 20mm figures. If you are using
  larger or smaller figures, you may wish to increase or
  reduce the table size. Some players increase or decrease
  the table size because they like the “feel” of the modified
  table size better or simply because it will fit in the space
  they have available.
  Remember, though, that whatever size table the game
  is played on, ranges and measurements must remain
  proportional or scenarios with a turn limit will be
  compromised. If you decide to double the size of the table,
  you must also double movement and fire ranges – if you
  halve the size of the table, you must halve movement and
  fire ranges. As long as you follow this simple guideline,
  you can play Force on Force on any size table with any size
  figures you choose!
  10
  Margin of Victory Table
  Difference of 0-4 points = Indecisive Victory
  Difference of 5 to 9 points = Marginal Victory
  Difference of 10 to 14 points = Decisive Victory
  Difference of 15+ points = Total Victory
  Regular Victory Points
  Major Objective Completed = 5 pts
  Minor Objective Completed = 2 pts
  Per Hot Spot Neutralized = 3 pts
  No Friendly POWs at Game End = 5 pts
  Per POW Captured = 1 pt 
  Per Enemy Infantry Unit Reduced Below Half
  Strength = 1 pt
  Per Enemy Vehicle Disabled/Destroyed = 2 pts
  Per Enemy Tank Disabled/Destroyed = 3 pts
  Per Irregular unit Broken = 1 pt
  © Osprey Publishing • www.ospreypublishing.com
  
  The six-year spasm of sectarian violence that ravaged
  the Congo had its roots in the transition of European
  to African rule and ended up as one of the first
  superpower proxy wars on the continent. The
  immediate result of the series of civil wars that are
  known as the “Congo Crisis” was the death of some
  100,000 people as well as the financial ruination of 
  the country and eventual descent into dictatorship 
  and oppression. The events of the early sixties in the
  Congo are complex with many individuals taking
  power at some point or another and periodically
  changing political borders, thus only a brief overview
  of the crisis can be attempted in this space.
  The massive Belgian colony of the Congo, located
  in central Africa, had long been a source of great
  wealth to Belgium but brought with it controversy 
  and international condemnation. Belgian enterprises
  in the Congo were built upon a system of slave labor
  and ruthless enforcement of Belgian rule by force 
  and threat of atrocity. Conditions for the indigenous
  residents of the Congo (a plight later featured as one 
  of the themes of Joseph Conrad’s Novel, Heart of
  Darkness) were certainly among the worst in Africa.
  After the end of World War II, like so many other
  European powers, Belgium found its continued rule 
  of the Congo to be unsustainable and it began to take
  steps toward granting independence to its colony.
  There had been some discussion of a gradual
  transition to African rule, but political pressure by
  African Nationalist groups and widespread political
  unrest in the Congo meant that by 1960 the Belgians
  made the decision to grant immediate independence
  to their former colony after a general election in May
  of 1960. The following month, at the official ceremony
  marking the handover of power to the new Congolese
  Prime Minister, Patrice Lumumba, delivered an
  inflammatory speech that condemned Belgian rule
  and was personally insulting to the Belgian King
  Baudouin I. Outraged, the Belgian delegation cut 
  the planned activities short and left the country. Their
  hasty departure was in many ways symbolic of how
  Belgium simply left the Congo on its own. A transition
  to power that had originally meant to be a gradual
  change over several decades had occurred within just
  a few short months and the result was a disaster.
  The first crisis that the Congo faced was the
  secession in July of the southern province of Katanga.
  The new independent Republic of the Congo had
  lasted less than two months as a single state. With
  Katanga went much of the Congo’s mineral wealth. 
  To make matters worse at about the same time the
  country’s army mutinied and violent in-fighting
  amongst various tribal groups began to take place
  around the country. To back up its actions the
  secessionist government in Katanga stiffened its small
  military/police force with several hundred European
  mercenaries. The mutinies meant that the Congolese
  government would be hard pressed to suppress 
  the revolt on its own; therefore a call was made for
  United Nations forces to intervene and help put down
  the revolt. 
  Following the lead of Katanga, the province of
  Southern Kasai also seceded in August. This brought
  with it an almost total breakdown of order. In this
  environment of anarchy, the Army Chief of Staff
  Joséph Mobutu staged a coup in September which
  overthrew the Lumumba government. Remnants of
  the old government established a new seat of power in
  11
  THE CONGO CRISIS, 1960-66
  © Osprey Publishing • www.ospreypublishing.com
  
  the eastern section of the country. Thus, by the end 
  of the year the new nation had effectively broken into
  four separate states. In January 1961, Lumumba was
  murdered by Katangan troops. The resulting outrage
  over his death finally spurred the UN into action. 
  Over the next two years, government troops and a
  multi-national UN force fought a campaign that would
  eventually bring the breakaway provinces back under
  central control. Most notable of these, were efforts in
  late 1961 to disarm Katangan forces and to arrest and
  expel foreign mercenaries from Katanga. Most of the
  mercenaries fled across the border into neighboring
  countries, but some stood and fought, inflicting heavy
  casualties on the UN forces. In one famous incident
  Irish troops that were sent as part of the UN force were
  isolated and besieged in the town of Jadotville by a
  force of mercenaries. The Irishmen held out for almost
  a week before being forced to surrender due to
  shortages of water and ammunition. In the end, the
  resistance was crushed, and by the beginning of 1963
  the secessionist provinces were back under control of
  the central government.
  In 1964 a new threat emerged in the form of what 
  is arguably the most well-known phase of the Congo
  Crisis: the communist-backed Simba Revolt. The
  Simba took their name from the Swahili word for
  “lion” and drew their numbers mostly from young
  rural tribesmen from the Eastern portion of the
  country. Although poorly equipped and tactically
  unsophisticated, the Simba fought with a fanatical
  fervor that was fed by drugs and a belief in shamanistic
  magic that was thought to make them “bullet proof”
  in combat. The belief in their invincibility seems 
  to have been shared by their enemies and the first
  BUSH WARS
  12
  ANC troops on the road to Stanleyville (photo: Brad Janicki, models: Liberation).
  © Osprey Publishing • www.ospreypublishing.com
  
  Congolese army units sent to put down the new
  rebellion were quickly defeated by the Simba. In short
  order, the entire Eastern section of the country was
  under Simba control, with a new capital established in
  the city of Stanleyville. Simba rule was brutal in the
  extreme with thousands of Congolese being massacred
  and all manner of atrocities (including ritual
  cannibalism) being commonplace.
  In reaction to the Simba Revolt, the central
  government petitioned for outside aid and hired a new
  group of European mercenaries to help in suppressing
  the Simba. The most well-known of these mercenary
  units was led by ex-British army officer turned
  mercenary leader Thomas Michael “Mad Mike”
  Hoare. Under Hoare, 5 Commando would form 
  the cutting edge of the campaign against the Simba.
  Mercenary units in the Congo tended to operate in
  small motorized units supported by machinegun,
  armed jeeps and occasionally light armored vehicles.
  This restricted their operations to a large degree to
  what passed for a road network in the Congo, but 
  this combination of speed and heavy firepower was
  devastating against the lightly armed Simba. As
  government and mercenary forces began to make
  headway against the rebellion the Simba leadership
  became concerned about the possibility of defeat 
  and hundreds of westerners still remaining in Simba-
  controlled territory were rounded up as hostages.
  Many of these hostages were held in and around the
  city of Stanleyville.
  Attempts at negotiating the release of the hostages
  proved unsuccessful, so a joint Belgian and US rescue
  operation was launched in November 1964 under the
  codenamed “Dragon Rouge”. On the 24th 350 Belgian
  Para Commandos ferried by US Air Force transports
  captured the Stanleyville airport and moved on to
  rescue the hostages in the city. At the same time
  mercenary columns moved in from the opposite
  direction and aided in clearing out Simba resistance
  and securing the hostages. Although the Simba
  managed to murder around 60 of the hostages before
  they could be rescued, some 1400 survived and 
  were flown out of the city over the next few days.
  Despite the humanitarian nature of the operation,
  Dragon Rouge would be later condemned by the
  communist nations supporting the Simba as “colonial
  intervention” by the West. It would also inspire
  communist revolutionary Che Guevara to travel to
  the Congo and lead an unsuccessful six month
  campaign against the central government.
  Dragon Rouge broke the back of the Simba rebellion
  and although fighting continued in some areas, by the
  end of 1964 the revolt was over.
  Fighting in the Congo continued on and off for
  another year but by the end of 1965, the conflict was all
  but over. In November of that year Mobutu seized
  control of the country from the sitting president and
  formed a one party authoritarian state. Mobutu would
  lead the country (which in 1971 would be renamed
  Zaire) for thirty years before being deposed in yet
  another Congolese civil war in the late 1990s.
  The war in the Congo provides a wealth of scenario
  ideas for the gamer interested in African Bush Wars. 
  In particular the UN operations in Katanga and the
  fighting during the Simba revolt are sources for many
  interesting scenarios. The small nature of the mercenary
  units in both campaigns make these battles particularly
  suitable for simulation using Force on Force and the
  colorful and diverse nature of the forces involved are a
  miniature painter’s delight.
  the congo crisis, 1960–66
  13
  © Osprey Publishing • www.ospreypublishing.com
  
  OPERATION DRAGON ROUGE,
  PART 1 
  Clearing the Stanleyville Airfield. November 24, 1964
  In August of 1964, Marxist-backed Simba militants
  captured the city of Stanleyville in the province of
  Orientale in the northeast section of the Congo. Without
  firing a shot, a handful of Simba led by a witch doctor
  waving palm branches had routed the 1500 man ANC
  garrison. A new Simba-dominated rebel government
  was quickly declared with Stanleyville as its capital. 
  The capture of the city was a coup for the Simba. 
  Not only did it give the badly armed Simba access to
  large amounts of weapons left behind by the government
  troops, but it also left some 1500 Westerners living in
  Stanleyville as hostages of the Simba.
  For the next three months a series of fruitless
  negotiations took place in an attempt to win the
  hostages’ freedom. Unfortunately, the Simba realized
  the value of their prisoners and stubbornly refused 
  any concessions. The governments of Belgium and 
  the United States came to the realization that a rescue
  operation would be the only option to end the impasse
  and free the hostages. Several plans were considered,
  but in the end a joint Belgian, Congolese, and US
  operation consisting of an airborne assault supported
  by a ground strike by ANC and Mercenary units was
  decided upon.
  In Stanleyville the hostages awaited their fate.
  Although they were not physically mistreated, they were
  imprisoned in a variety of locations, most notably the
  Victoria Hotel and the city’s prison. More ominously,
  the Simba had engaged in a reign of terror from the first
  day of their occupation of the city, massacring hundreds
  of Congolese residents who were suspected of 
  being enemies of the revolution. The hostages were
  warned by their captors that they would suffer a 
  similar fate should any attempt to rescue them 
  be undertaken.
  At dawn on the morning of 24 November 1964 a fleet
  of US Air Force C-130s ferrying 350 Belgian troops
  from the 1st Para Commando regiment began its
  approach over the Stanleyville airfield. The attackers
  had only expected small arms fire, and were shocked
  when lines of green tracers from Chinese-made
  12.7mm anti-aircraft machineguns arced up at them
  from the airfield. 
  BUSH WARS
  14
  The first wave of Belgian Para Commandos landed
  on a golf course adjoining the airfield at 0600 and
  immediately came under fire from the jungle
  surrounding the airfield and from buildings on 
  the airfield proper. A sharp firefight ensued, 
  with Simba in the control tower and manning a
  12.7mm anti-aircraft machinegun positioned to
  the east of the runway being particularly stubborn,
  but within thirty minutes the airfield was secure.
  For the next half an hour, the Belgians worked to
  clear obstacles from the runway, which had been
  strewn with 55 gallon drums filled with water and
  derelict vehicles to prevent the airfield from being
  used, and by 0700 the first of the transport aircraft
  carrying the Para Commando’s transport and
  heavy weapons was able to land. The first stage of
  Operation Dragon Rouge had been accomplished.
  Now the task of rescuing the hostages and
  neutralizing remaining Simba resistance could
  begin in earnest.
  HISTORICAL OUTCOME
  © Osprey Publishing • www.ospreypublishing.com
  
  SCENARIO INFORMATION 
  Duration of Game: 8 turns
  Initiative: Asymmetric – Belgians have initiative for
  the duration of the game.
  Special conditions:
  � Air Defense Environment: N/A
  Fog of War: Determined normally by reaction test rolls
  Table Size: 2’ x 2’ (15mm/20mm), 4’ x 4’
  (20mm/28mm)
  � 1: Starting position of Simba HMG team
  � 2–7: Starting position of other Simba mobs.
  � Belgian units enter from west table edge on turn
  one.
  BELGIAN MISSION 
  Clear the airfield and capture the control tower 
  with a minimum of friendly casualties. Time is of 
  the essence!
  BELGIAN VICTORY POINTS 
  � Each Simba mob completely removed from the
  table due to casualties or morale failure: 2pts
  � Suffer no KIA by end of turn 8: 5pts.
  � Capture control tower building by end of turn 6 or
  before: 15pts
  � Capture control tower building by end of turn 7:
  10pts
  � Capture control tower building by end of turn 8:
  5pts
  BELGIAN PARA COMMANDOS 
  Belgian Basic Attributes
  Initiative Level: N/A
  Confidence Level: High
  Supply Level: Normal
  Body Armor: N/A
  Troop Quality/Morale: D10/D10
  Platoon HQ
  1x Platoon Leader w/Vigneron M2 SMG (TQ/Morale:
  D10/D12)
  1x Platoon NCO w/Vigneron M2 SMG 
  1x Radio Operator w/FN-FAL
  1st Squad
  1st Section
  1x Leader w/Vingeron M2 SMG
  1x Gunner w/FN-MAG (Med. AP:2/AT:0)
  2x Riflemen w/FN-FAL
  2nd Section 
  1x Leader w/Vingeron M2 SMG
  3x Riflemen w/FN-FAL
  2nd Squad
  1st Section
  1x Leader w/Vingeron M2 SMG
  1x Gunner w/FN-MAG (Med. AP:2/AT:0)
  2x Riflemen w/FN-FAL
  the congo crisis, 1960–66
  15
  © Osprey Publishing • www.ospreypublishing.com
  
  2nd Section 
  1x Leader w/Vingeron M2 SMG
  3x Riflemen w/FN-FAL
  3rd Squad
  1st Section
  1x Leader w/Vingeron M2 SMG
  1x Gunner w/FN-MAG (Med. AP:2/AT:0)
  2x Riflemen w/FN-FAL
  2nd Section 
  1x Leader w/Vingeron M2 SMG
  3x Riflemen w/FN-FAL
  Blindicide Team (Weapon Team bonus)
  1x Gunner w/RL-83 Blindicide (Med. AP:2/AT:2)
  1x Loader w/FN-FAL
  SIMBA MISSION 
  The enemy is coming from the sky! Kill them all, and
  hold the airfield as long as you can. Sharpen your knives!
  Sharpen your spears! Kill! Kill! You have nothing to fear
  as your magic will turn you into lions and your enemy’s
  bullets into water!
  SIMBA VICTORY POINTS 
  � Each Belgian seriously wounded: 1pt
  � Each Belgian KIA: 2pts
  � Holding Control Tower building at end of turn 8: 5pts
  SIMBA FORCES 
  Simba Basic Attributes
  Initiative Level: N/A
  Confidence Level: High
  Supply Level: Normal
  Body Armor: N/A
  Troop Quality/Morale: D6/D10
  1x Witch Doctor w/palm leaves and magic monkey fur
  (TQ/Morale: D6/D12)
  Simba Mob 1
  1x Leader w/FN-FAL
  9x Simba w/Mixed Weapons
  Simba Mob 2
  1x Leader w/FN-FAL
  9x Simba w/Mixed Weapons
  Simba Mob 3
  1x Leader w/FN-FAL
  9x Simba w/Mixed Weapons
  Simba Mob 4
  1x Leader w/FN-FAL
  9x Simba w/Mixed Weapons
  Simba Mob 5
  1x Leader w/FN-FAL
  9x Simba w/Mixed Weapons
  Simba Mob 6
  1x Leader w/FN-FAL
  9x Simba w/Mixed Weapons
  Machinegun Team (no Weapon Team bonus)
  1x Gunner w/12.7 DShK (Hvy. AP:4/AT:1(L)
  2x Simba w/Mixed weapons
  SPECIAL RULES 
  RULES OF ENGAGEMENT 
  Understandably, the Belgians wished to minimize civilian
  deaths and other collateral damage. Therefore, they were
  under very strict orders to be very sure of their targets
  and not to fire unless fired upon first. Any Belgian unit
  BUSH WARS
  16
  © Osprey Publishing • www.ospreypublishing.com
  
  17
  the congo crisis, 1960–66
  must first make a troop quality check when wishing to
  fire on an enemy unit. If successful, the target has been
  identified and may be fired upon normally. If the check
  is failed, the unit may not fire that round. This does not
  apply if the unit is responding in a round of fire directed
  at it. 
  BUILDINGS AND GUN
  EMPLACEMENTS 
  Both the airfield buildings and the 12.7mm gun position
  are considered to be solid (2D) cover. The control tower
  is a two story building. 
  THE RUNWAY 
  The Simba have strewn the runway with debris such as
  water-filled barrels and junk cars to prevent any aircraft
  from landing. Therefore, any unit stationary on the
  runway counts as being in cover (1D). The runway does
  not block line of sight.
  SIMBA SPECIAL RULES 
  Due to their unique nature, the Simba are subject to the
  following special rules:
  POORLY ARMED 
  Most Simba are armed with pangas, spears, and other
  primitive weapons but each unit has a sprinkling of
  civilian guns, old bolt action rifles, and the occasional
  captured modern firearm. What they lacked in
  firepower, the Simba made up for in ferocity and
  willingness to close into close combat. Thus, Simba
  mobs (but not weapons teams) are always subject to the
  Outgunned rule. Furthermore, any time a Simba unit
  fires at a target outside of its optimum range, halve 
  the unit’s firepower. Simba units in close combat are not
  counted as outgunned and count their normal number
  of firepower dice.
  CALLOUS 
  Instead of making first aid checks, Simba units are
  subject to the Callous rule for irregular casualties.
  FANATICS 
  Due to their unsubtle tactics (which usually means a
  massed charge at the closest enemy) Simba may not use
  out of contact movement.
  MOBILE 
  Simba units may move at fast speed through any
  terrain.
  A NASTY COMBINATION 
  Due to their fanatical fervor, belief in their own
  invincibility, and the influence of drugs Simba units are
  subject to the rules for units fighting under the influence
  of strong stimulants.
  THE WITCH DOCTOR 
  Simba were strong believers in tribal magic, and on
  occasion had witch doctors accompanying them into
  battle. The witch doctor is a single model that counts as
  a positive leader. Any Simba unit that is within optimum
  range of the Witch Doctor model or has it attached 
  may roll morale tests with his value (D12) instead of
  their own. The Witch Doctor model is considered to 
  be unarmed and is not counted for shooting or close
  combat. The normal rules for randomizing hits on
  irregular units count for determining if the Witch
  Doctor becomes a casualty. 
  The Witch Doctor model starts attached to a unit
  chosen by the Simba player on turn one.
  © Osprey Publishing • www.ospreypublishing.com
  
  SIMBA REINFORCEMENTS 
  The Simba player receives reinforcements each turn
  automatically. Starting on turn two roll a single D6. On
  a roll of 1–4, the Simba player receives one ten-figure
  Simba mob. On a roll of 5–6, the Simba player receives
  two such mobs. Simba reinforcements enter the table
  anywhere along the west table edge.
  OPERATION DRAGON ROUGE,
  PART 2 
  The Road to Stanleyville, 24 November 1964
  The multi-national effort to rescue the hostages held
  by Simba insurgents in the city of Stanleyville was
  carried out by two distinct forces that approached the
  city early on the morning of 24 November 1964 from
  two directions. One section of the assault force was
  350 Belgian Para Commandos that were dropped 
  near the Stanleyville airfield by US Air Force
  transports. The second force was a motorized 
  column spearheaded by Mike Hoare’s mercenary unit
  5 Commando. 
  The Irish born Thomas Michael “Mad Mike” Hoare
  had served as an armor officer in World War II before
  immigrating to South Africa in the post war years. 
  He spent some time in Africa working as a safari guide
  before returning to a life of military service: 
  this time as a mercenary. In the early years of the 
  Congo Crisis, Hoare saw action during the Katanga
  Secession, but it was the Simba Revolt that saw his most
  famous exploits. 
  Hoare was one of several mercenary leaders who
  were hired by the Tshombe government to suppress 
  the Simba revolt. The majority of Hoare’s recruits were
  fellow South Africans, but men from a number of
  different countries with a wide variety of previous
  military experience were to serve in 5 Commando over
  the years of its operation. While other mercenary units
  were known for their undisciplined behavior, Hoare
  strove to enforce British style discipline amongst his
  command. 5 Commando operated along the Congo’s
  primitive road network in a motorized column that was
  supported by jeeps festooned with machineguns and 
  a handful of armored cars. This combination of 
  tactical mobility and heavy firepower proved to be an 
  effective weapon in the fight against the Simba, 
  and 5 Commando saw a great deal of success before the
  Simba Revolt reached its bloody climax on the streets
  of Stanleyville.
  On the morning of the 24th, the 5 Commando
  column set out in the pre-dawn hours to approach the
  city of Stanleyville. 
  SCENARIO INFORMATION 
  Duration of Game: 7 turns
  Initiative: Asymmetric – Mercenaries have initiative
  for the duration of the game.
  Special Conditions: 
  � Air Defense Environment: N/A
  Fog of War: Determined normally by reaction test rolls
  BUSH WARS
  18
  HISTORICAL OUTCOME
  5 Commando approached Stanleyville from the
  south. As the mercenaries neared the city, they
  started to encounter resistance. Roadblocks,
  hastily placed landmines, and sporadic contacts
  with Simba bands seeking to ambush the column
  slowed the pace of advance. The result was that
  Hoare’s men reached the outskirts of the city
  over an hour behind schedule. Despite this
  setback, 5 Commando was still able to play a key
  role in the liberation of the city and the rescue of
  the hostages. 
  © Osprey Publishing • www.ospreypublishing.com
  
  Table Size: 2’ x 2’ (15mm/20mm), 4’ x 4’ (20mm/28mm)
  � A: Ferret Armored Car
  � B: Truck w/Mercenary Squad
  � C: Jeep
  � D: Truck w/Mercenary Squad
  � E: Truck w/Mercenary Squad
  � F: Jeep
  � G: Simba HMG team
  � H: Simba AT team
  � I–N: Simba Mobs
  � 1–5: Insurgent Hot Spots
  5 COMMANDO MISSION 
  Clear the roadblock and fight through the 
  Simba ambush. You are already behind schedule, 
  so hurry!
  5 COMMANDO VICTORY POINTS 
  � Each Simba mob completely removed from the
  table due to casualties or morale failure: 2pts
  � Suffer no KIA by end of turn 8: 5pts
  � Each vehicle exiting north table edge via the
  roadway: 2pts
  � Last mercenary unit or vehicle exits table by end
  of turn 5: 10pts
  � Last mercenary unit or vehicle exits table by end
  of turn 6: 5pts 
  5 COMMANDO ORGANIZATION 
  Mercenary Basic Unit Characteristics
  Initiative level: N/A
  Confidence level: High
  Supply level: Normal
  Body Armor: N/A
  Troop Quality/Morale: D8/D10
  1x Ferret Armored Car
  1st Squad (Mounted in Bedford Truck)
  1st Section
  1x Leader w/FN-FAL
  1x Gunner w/FN-MAG (Med. AP:2/AT:0)
  2x Mercenaries w/FN-FAL
  2nd Section 
  1x Leader w/FN-FAL
  3x Mercenaries w/FN-FAL
  2nd Squad (Mounted in Bedford Truck)
  1st Section
  1x Leader w/FN-FAL
  1x Gunner w/FN-MAG (Med. AP:2/AT:0)
  2x Mercenaries w/FN-FAL
  2nd Section 
  1x Leader w/FN-FAL
  3x Mercenaries w/FN-FAL
  the congo crisis, 1960–66
  19
  © Osprey Publishing • www.ospreypublishing.com
  
  3rd Squad (Mounted in Bedford Truck)
  1st Section
  1x Leader w/FN-FAL
  1x Gunner w/FN-MAG (Med. AP:2/AT:0)
  2x Mercenaries w/FN-FAL
  2nd Section 
  1x Leader w/FN-FAL
  3x Mercenaries w/FN-FAL
  Jeep w/twin FN-MAG 
  Jeep w/M2 .50 HMG
  SIMBA MISSION 
  The White giants are coming, but you are ready for them!
  You have cut down trees to block the road and have your
  men waiting in ambush. Kill the enemy and destroy their
  trucks! You cannot allow them to reach Stanleyville!
  Simba Victory Points 
  � Each Mercenary seriously wounded: 1pt
  � Each Mercenary KIA: 2pts
  � Each truck or jeep destroyed: 5pts
  � There are still mercenary units or vehicles on the
  table at the end of turn 7: 5pts
  � Destroy Ferret AC: 3pts
  SIMBA ORGANIZATION 
  Simba Basic Unit Characteristics
  Initiative Level: N/A
  Confidence Level: High
  Supply Level: Normal
  Body Armor: N/A
  Troop Quality/Morale: D6/D10
  1x Witch Doctor w/palm leaves and magic monkey fur
  (TQ/Morale: D6/D12)
  Simba Mob I
  1x Leader w/FN-FAL
  9x Simba w/Mixed Weapons
  Simba Mob J
  1x Leader w/FN-FAL
  9x Simba w/Mixed Weapons
  Simba Mob K
  1x Leader w/FN-FAL
  9x Simba w/Mixed Weapons
  Simba Mob L
  1x Leader w/FN-FAL
  9x Simba w/Mixed Weapons
  Simba Mob M
  1x Leader w/FN-FAL
  9x Simba w/Mixed Weapons
  Simba Mob N
  1x Leader w/FN-FAL
  9x Simba w/Mixed Weapons
  Simba machinegun team (no Weapon Team bonus)
  1x Gunner w/12.7 DShK (Hvy. AP:4/AT:1(L)
  2x Simba w/Mixed weapons
  Simba AT team (no Weapon Team bonus)
  1x Gunner w/RPG-2 (Med. AP:2/AT:1(M)
  1x Simba w/FN-FAL
  SPECIAL RULES 
  THE ROADBLOCK 
  The roadblock prevents the movement of vehicles and
  counts as solid (2D) cover. A mercenary unit that begins
  its movement in contact with the roadblock may make a
  BUSH WARS
  20
  © Osprey Publishing • www.ospreypublishing.com
  
  TQ test to remove it. If the test is successful, the roadblock
  is removed from the table. If the test is unsuccessful, 
  the roadblock remains in place. A unit that attempts to
  remove the roadblock may not move or initiate fire on
  the turn it makes the attempt. It may, however, return fire
  in a round of shooting but does so at half firepower dice.
  Only two units may make an attempt to remove the
  roadblock per turn. (It is assumed that only a limited
  number of men can fit in the area at any one time) 
  TERRAIN 
  The jungle is counted as thick woods. No vehicles may enter
  the jungle at any speed and as per the usual rules for woods,
  Mercenary units may not move in the jungle at rapid speed.
  Simba mobs may move through the jungle at any speed.
  SIMBA SPECIAL RULES 
  Due to their unique nature, the Simba are subject to the
  following special rules:
  CALLOUS 
  Instead of making first aid checks, Simba units are
  subject to the Callous rule for irregular casualties.
  FANATICS 
  Due to their unsubtle tactics (which usually means a
  massed charge at the closest enemy) Simba may not use
  out of contact movement.
  MOBILE 
  Simba units may move at rapid speed through any terrain.
  A NASTY COMBINATION 
  Due to their fanatical fervor, belief in their own
  invincibility, and the influence of drugs Simba units are
  subject to the rules for units fighting under the influence
  of strong stimulants.
  POORLY ARMED 
  Most Simba are armed with pangas, spears, and other
  primitive weapons but each unit has a sprinkling of
  civilian guns, old bolt action rifles, and the occasional
  captured modern firearm. What they lacked in firepower,
  the Simba made up for in ferocity and willingness to close
  into close combat. Thus, Simba mobs (but not weapons
  teams) are always subject to the Outgunned rule.
  Furthermore, any time a Simba unit fires at a target
  outside of its optimum range, only half the figures in the
  unit, no matter what weapons the figures are depicted
  with, are counted for shooting purposes. Simba units in
  close combat are not counted as outgunned and count
  their normal number of firepower dice.
  THE WITCH DOCTOR 
  Simba were strong believers in tribal magic, and on
  occasion had witch doctors accompanying them into
  battle. The witch doctor is a single model that counts as
  a positive leader. Any Simba unit that is within optimum
  range of the Witch Doctor model or has it attached 
  may roll morale tests with his value (D12) instead of
  their own. The Witch Doctor model is considered to be
  unarmed and is not counted for shooting or close
  combat. The normal rules for randomizing hits on
  irregular units count for determining if the Witch
  Doctor becomes a casualty. 
  The Witch Doctor model starts attached to a unit
  chosen by the Simba player on turn one.
  SIMBA REINFORCEMENTS 
  The Simba player receives reinforcements each turn
  automatically. Starting on turn two roll a single D6. On
  a roll of 1–4, the Simba player receives one ten figure
  Simba mob. On a roll of 5–6, the Simba player receives
  two such mobs. Reinforcements enter the table via Hot
  Spots noted on the map.
  the congo crisis, 1960–66
  21
  © Osprey Publishing • www.ospreypublishing.com
  
  OPERATION DRAGON ROUGE,
  PART 3 
  Blood in the Streets, November 24, 1964
  The roughly 1500 Western hostages held by the Simba 
  were housed in several locations in Stanleyville, the largest
  groups being locked in the city’s prison and in the Victoria
  Hotel. Soon after the first Belgian parachutes appeared over
  the city, the Simba began herding many of their hostages
  into the streets. The terrified hostages, who knew the
  Simba had threatened to kill them if an attempt to rescue
  them occurred were marched by their captors to a number
  of locations including the city park and a monument to the
  murdered Patrice Lumumba in the center of the city. 
  On the radio, a chilling order was heard: ‘Ciyuga!
  Ciyuga! Kill! Kill! Kill them all! Have no scruples! Men,
  women, children; kill them all!’
  BUSH WARS
  22
  The delays at the airfield had cost the Belgians
  precious minutes. Fortunately, the Simba were slow
  to act upon their murderous orders. The rounding
  up of the hostages and marching them to centralized
  locations took time, and in some cases individual
  Simba groups were confused as to their instructions.
  This delay, no doubt, saved many lives. Despite this
  fact, the first Belgian units sent to rescue the
  hostages arrived five minutes after the executions
  had begun.
  Enraged by the sight of the massacre (30 of the
  hostages from the Victoria hotel were killed before
  the Belgians could intervene) the Para Commandos
  killed every Simba they could find, while others
  began to escort groups of hostages back to the
  airfield for evacuation. 
  At about 1100 the delayed column of Government
  troops and mercenaries finally arrived and joined in
  the hunt for Simba and remaining hostages. Through
  most of the day the rescuers cleared out remaining
  pockets of resistance and secured hostages that had
  not been moved with the initial groups and by late
  afternoon, most of the city was secure.
  Operation Dragon Rouge was largely successful.
  Over 1500 Western hostages and several hundred
  Congolese were saved from the Simba and
  transported out of the city. Sadly, a total of 61
  hostages were murdered by the Simba before they
  could be rescued. Despite this, the liberation of
  Stanleyville was the beginning of the end for the
  Simba. Although the rebellion continued for several
  months, by early 1965, government forces had
  stamped out the remaining pockets of resistance.
  Note: The following scenario is representative of
  the action that took place during the clearing of the
  city in the afternoon. It is ideally played as a follow-
  on to one of the two previous Dragon Rouge
  scenarios. The attacking forces consist of either the
  Belgian Para Commandos from “Clearing the
  Stanleyville Airfield” or the mercenaries from “The
  Road to Stanleyville”. If being played as a series, the
  attackers should retain any losses they sustained in
  the earlier scenario. Lightly wounded figures are
  ignored, but units that had figures with serious
  wounds or were killed in the previous scenario will
  be fielded minus those casualties. Likewise,
  mercenary vehicles that were destroyed or
  immobilized previously will not be available and
  any damaged vehicles will enter play still suffering
  the effects of the damage. Alternatively this scenario
  can be played as a stand-alone game. In this case,
  the attacking player simply chooses either the
  Belgian of Mercenary forces from the two previous
  scenarios and uses them as outlined in that section.
  HISTORICAL OUTCOME
  © Osprey Publishing • www.ospreypublishing.com
  
  SCENARIO INFORMATION 
  Duration of Game: 7 turns
  Initiative: Asymmetric – Belgians or Mercenaries have
  initiative for the duration of the game
  Special Conditions: 
  � Air Defense Environment: N/A
  � All buildings are solid (2D) cover. The wall around
  the central compound (where the hostages are
  held) is low and provides solid cover but does not
  block line of sight. 
  Fog of War: Determined normally by reaction test rolls
  Table Size: 2’ x 2’ (15mm/20mm), 4’ x 4’ (20mm/28mm)
  � A–F: Starting locations of Simba mobs
  � G: Simba HMG team
  � H: Hostages
  � I: Simba AT team
  � 1–5: Insurgent Hot Spots
  � Attacking forces enter from west table edge if
  Belgians, from South if Mercenaries
  ATTACKER MISSION 
  Locate and rescue any remaining hostages in the city and
  kill any Simba you find!
  ATTACKER VICTORY POINTS 
  � Each Simba mob completely removed from the
  table due to casualties or morale failure: 2pts
  � Each Simba mob removed from play due to being
  destroyed in melee: 1pt (this is in addition to the
  previous amount)
  � If all hostages rescued from their captors and 
  are either escorted by a friendly unit or have been
  previously escorted off the table by turn 7: 10pts
  � If the Simba manage to execute the hostages, the
  attacker loses 3pts for each hostage KIA, -2pts for
  each seriously wounded, and -1pt for each lightly
  wounded.
  ATTACKER’S FORCES 
  The attacking force is drawn from either the Belgian
  Para Commandos or Mercenaries from the previous
  scenarios as noted above. All special rules outlined in
  those scenarios (for example the “Rules of Engagement”
  rule for the Belgians) for these forces apply. In addition
  the “Enraged” special rule noted below applies to all
  attacking units.
  SIMBA MISSION 
  Hold off the enemy as long as you can. If the enemy gets
  too close you have orders to kill your hostages! 
  SIMBA VICTORY POINTS 
  � Each Attacker seriously wounded: 1pt
  � Each Attacker KIA: 2pts
  � Each truck or jeep destroyed: 5pts
  the congo crisis, 1960–66
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  © Osprey Publishing • www.ospreypublishing.com
  
  SIMBA FORCES 
  Simba Basic Unit Characteristics
  Initiative Level: N/A
  Confidence Level: High
  Supply Level: Normal
  Body Armor: N/A
  Troop Quality/Morale: D6/D10
  1x Witch Doctor w/palm leaves and magic monkey fur
  (TQ/Morale: D6/D12)
  Simba Mob A
  1x Leader w/FN-FAL
  9x Simba w/Mixed Weapons
  Simba Mob B
  1x Leader w/FN-FAL
  9x Simba w/Mixed Weapons
  Simba Mob C
  1x Leader w/FN-FAL
  9x Simba w/Mixed Weapons
  Simba Mob D
  1x Leader w/FN-FAL
  9x Simba w/Mixed Weapons
  Simba Mob E
  1x Leader w/FN-FAL
  9x Simba w/Mixed Weapons
  Simba Mob F
  1x Leader w/FN-FAL
  9x Simba w/Mixed Weapons
  Simba machinegun team (no Weapon Team bonus)
  1x Gunner w/12.7 DShK (Hvy. AP:4/AT:1(L)
  2x Simba w/Mixed weapons
  Simba AT team (no Weapon Team bonus)
  1x Gunner w/RPG-2 (Med. AP:2/AT:2(M)
  1x Simba w/FN-FAL
  SPECIAL RULES 
  THE HOSTAGES 
  The hostages are represented by a group of five civilian
  figures. These are placed in the location noted on the
  map. The hostages are under control of a single Simba
  mob and treated as dependents. The mob guarding the
  hostages may not move, shoot, or release the hostages,
  but may respond to being fired upon as normal. Starting
  on turn three, or after being fired upon by the attackers,
  the escorting Simba unit may attempt to execute 
  the hostages. To do so, roll a TQ test. If this test is
  unsuccessful, the Simba unit may not do anything 
  else that turn and must test again the following turn. 
  If successful, place the hostage figures face down 
  on the spot as casualties. The escorting unit is then 
  able to move and act as normal the following turn. 
  If an attacking unit begins in contact with the 
  executed hostages, roll a normal first aid check 
  for each hostage. Killed and seriously wounded 
  hostages are removed and any others are now
  considered to be dependents of the rescuing unit.
  Rescued hostages may be moved as normal and may 
  be escorted off the board edge the attacking forces
  entered from.
  ENRAGED UNITS 
  The attacking forces have seen the handiwork 
  of the Simba up close and their blood is boiling.
  Attacking units that wish to assault a Simba unit
  BUSH WARS
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  © Osprey Publishing • www.ospreypublishing.com
  
  automatically pass the morale test needed to close 
  into close combat. Simba figures that would normally
  be taken prisoner in a melee are instead considered to
  be killed.
  SIMBA SPECIAL RULES 
  Due to their unique nature, the Simba are subject to the
  following special rules:
  POORLY ARMED 
  Most Simba are armed with pangas, spears, and other
  primitive weapons but each unit has a sprinkling of
  civilian guns, old bolt action rifles, and the occasional
  captured modern firearm. What they lacked in
  firepower, the Simba made up for in ferocity and
  willingness to close into close combat. Thus, Simba
  mobs (but not weapons teams) are always subject to the
  Outgunned rule. Furthermore, any time a Simba 
  unit fires at a target outside of its optimum range, only
  half the figures in the unit, no matter what weapons the
  figures are depicted with, are counted for shooting
  purposes. Simba units in close combat are not counted
  as outgunned and count their normal number of
  firepower dice.
  CALLOUS 
  Instead of making first aid checks, Simba units are
  subject to the Callous rule for irregular casualties.
  FANATICS 
  Due to their unsubtle tactics (which usually means a
  massed charge at the closest enemy) Simba may not use
  out of contact movement.
  MOBILE 
  Simba units may move at rapid speed through any
  terrain.
  A NASTY COMBINATION 
  Due to their fanatical fervor, belief in their own
  invincibility, and the influence of drugs Simba units are
  subject to the rules for units fighting under the influence
  of strong stimulants.
  THE WITCH DOCTOR 
  Simba were strong believers in tribal magic, and on
  occasion had witch doctors accompanying them into
  battle. The witch doctor is a single model that counts as
  a positive leader. Any Simba unit that is within optimum
  range of the Witch Doctor model or has it attached 
  may roll morale tests with his value (D12) instead of
  their own. The Witch Doctor model is considered to be
  unarmed and is not counted for shooting or close
  combat. The normal rules for randomizing hits on
  irregular units count for determining if the Witch
  Doctor becomes a casualty. 
  The Witch Doctor model starts attached to a unit
  chosen by the Simba player on turn one.
  SIMBA REINFORCEMENTS 
  The Simba player receives reinforcements each turn
  automatically. Starting on turn two roll a single D6. On
  a roll of 1–4, the Simba player receives one ten figure
  Simba mob. On a roll of 5–6, the Simba player receives
  two such mobs. Reinforcements enter the table via Hot
  Spots noted on the map.
  the congo crisis, 1960–66
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  © Osprey Publishing • www.ospreypublishing.com
  
  Portugal’s involvement on the African continent
  predates even the Dutch settlements on the Cape. 
  The first Portuguese settlements in southern Africa
  occurred in the late 15th century. These settlements
  would also be among the longest-lived as Portugal was
  the last of the major European powers to divest itself
  of its colonial possessions.
  Africa under Portuguese rule was also unique in its
  very nature. Of all the European powers with colonies
  in Africa, the rule of the Portuguese was arguably 
  the most benign. Conditions for the native population
  in Mozambique and Angola were quite good by the
  standards of colonial rule and blacks in these colonies
  enjoyed a degree of racial equality and representation in
  local government that was unprecedented on the
  continent. Despite this, however, the rising tide of
  African nationalism in the post World War II years was
  to come to the Portuguese colonies and eventually lead
  to war.
  In both cases, the initial conflicts would occur in the
  early 1960s and continue until the end of Portuguese
  rule in 1974. The counter-insurgency military
  campaigns in the Portuguese colonies are important,
  because they became the testing ground for new tactics
  and weapons systems on both sides and set the
  precedent for future conflicts in the region. 
  In the case of insurgency movements, the pattern 
  of creating bases in neighboring countries that were
  sympathetic to the cause (or at the least willing to turn a
  blind eye to it) was established by rebels in Angola who
  THE PORTUGUESE COLONIAL WARS
  26
  Ambushes on convoys were a constant threat in Mozambique (photo: Brad Janicki, 
  models: Liberation).
  © Osprey Publishing • www.ospreypublishing.com
  
  would create bases in the Congo and Zambia. Likewise
  the anti-Portuguese insurgents were amongst the first to
  receive massive amounts of relatively modern weapons
  from friendly Communist states. Finally, the practice of
  indiscriminate planting of landmines on the country’s
  road network in an effort to terrorize the civilian
  population was a product of Portugal’s wars. These tactics
  would be seen again and again in future African wars,
  long after the last Portuguese soldiers departed.
  Portuguese military response to the insurgent threat
  was decisive and would take inspiration from the
  examples of recent wars fought by the British and 
  the United States in Kenya and Vietnam respectively. 
  In Mozambique, for example, the Portuguese “protected
  villages” to safeguard the civilian population and to deny
  the insurgents a population that could conceal, support
  and supply them. This same measure had been used 
  by both the British and Americans, and would be in a
  future conflict employed by the Rhodesians. The
  Portuguese also employed a sort of “hearts and minds”
  policy in Mozambique by building hospitals, roads,
  schools, and other infrastructure in an attempt to 
  win the support of the local population. On a more
  aggressive note, the Portuguese military would develop
  and employ tactics that would become standard in
  counter-insurgency war. In many cases infantry units,
  often employing highly skilled local trackers, would
  attempt to locate insurgent groups which would then 
  be destroyed using massive force, often by specialized
  elite units. The Portuguese would also use small elite
  formations that were transported into battle by Alouette
  III helicopters, a practice that would be honed into 
  a lethal weapon: the Rhodesian Fireforce. Finally, the 
  use of horse mounted Dragoon units to track and run
  down guerrillas would become the direct inspiration for
  Rhodesia’s Grey’s Scouts.
  27
  the portuguese colonial wars
  There was no love lost between the African nationalist groups and open infighting was not
  uncommon (photo: Brad Janicki, models: Liberation).
  © Osprey Publishing • www.ospreypublishing.com
  
  The insurgency campaigns in the Portuguese colonies
  were of different character and as a result, the wars 
  in Angola and Mozambique (despite their many
  similarities) would take a very different course. 
  In Angola, Portuguese rule was contested by three
  separate Insurgent groups: The Movimento Popular de
  Libertação de Angola (MPLA) which received support
  and weapons from the Soviet Union and other Warsaw
  Pact states, the Frente Nacional de Libertação de Angola
  (FNLA), which enjoyed US backing, and after 1966
  União Nacional para a Independência Total de Angola
  (UNITA) which was formed after a split within the
  FNLA. Although all three groups shared the common
  goal of an independent Angola, their ideology, external
  backers, and methods differed. This resulted in the
  inability of the insurgent groups to act in concert in 
  an effective manner. As a result of this lack of unity the
  Angolan Insurgency never really achieved the success
  that movements in other regions enjoyed. Worse yet, the
  groups had no love for each other, which led to violent
  in-fighting.
  The Portuguese were able to capitalize on the lack of
  unity amongst their enemies and as a result were able to
  defeat them in detail on many occasions. By the early
  1970s, the insurgency in Angola was scattered, to a large
  degree neutralized, and could truly BE said to be on its
  last legs. Despite this, internal political events in Portugal
  would render the military successes meaningless.
  In contrast, the war in Mozambique fought by 
  The Frente de Libertação de Moçambique (FRELIMO)
  was far more successful. The Soviet-backed FRELIMO had
  its bases in Zambia and Tanzania, and being more unified
  than the Angolan resistance would be capable of mounting
  a successful war of attrition against Portuguese forces.
  BUSH WARS
  28
  FRELIMO in action (photo: Brad Janicki, models: Liberation).
  © Osprey Publishing • www.ospreypublishing.com
  
  FRELIMO guerrillas sought to demoralize the civilian
  population through atrocity and road mining (much akin
  to the activities of the Rhodesian insurgent groups the
  following decade) and nibbled away at the Portuguese
  force through hit and run attacks, all the while avoiding
  major confrontations with regular forces in which they
  were likely to be destroyed. Despite employing large
  numbers of troops, heavy firepower, and well-developed
  counter-insurgency tactics, the Portuguese were never able
  to subdue FRELIMO. In the end, it didn’t matter of course.
  In 1974 a leftist coup resulted in a change in
  government in Lisbon, and with it a change in attitude
  toward the desirability of holding on to Portugal’s
  colonial possessions and the cost of fighting the wars to
  retain them. The new government quickly divested itself
  of all of its colonial possessions and by the middle of 
  1975 both Angola and Mozambique were independent
  nations. The haste with which independence was granted
  worked to the detriment of both of the new countries.
  Both came under control of Marxist governments in
  short order. Worse yet, the three competing groups in
  Angola would plunge that unfortunate country into a
  civil war that would last for another thirty years and
  Mozambique would follow shortly afterward with its own
  civil war that would not end until 1992. 
  The human cost of Portugal’s wars was massive. 
  The combined death toll for both wars was around
  70,000. If combined with the deaths caused by the two
  civil wars in the post-colonial years this number reaches
  into the millions. Portugal’s wars would also enable 
  other conflicts. Just as the insurgents in Angola and
  Mozambique would benefit from support from and 
  bases in neighboring countries, the new countries they
  inherited would come to provide support for further
  insurgencies in Southwest Africa and Rhodesia.
  Portugal’s wars are historically important, interesting,
  and provide much scope for scenario design to the
  wargamer. Much of the fighting took the form of classic
  asymmetrical engagements and the varied nature of the
  troops involved and the various warring factions give the
  gamer a lot of scope for individuality in building his forces.
  VILLA TEIXEIRA, APRIL 1961 
  Until February 1961, life in the province of Angola was
  quiet and cheerful, with Portuguese colonists enjoying a
  standard of living far superior to that of their compatriots
  in Europe. The complacent atmosphere among the
  émigrés compounded the shock of the attacks on
  February 4th, in which members of the African
  Populations Movement (UPA) raided farms, plantations,
  and police stations north of Luanda, massacring mostly
  ethnic African workers. Despite being caught unprepared,
  the local police quickly reorganized to hunt down the
  culprits behind the raid, an effort that would eventually
  result in the death of seven police officers.
  The shockwave generated by these attacks spurred
  local governments to reinforce patrols and request
  emergency aid from Portugal. Unfortunately, the
  Portuguese dictator, Antonio de Oiveira Salazar, was
  having problems of his own; an unsuccessful coup d’état
  by elements of his military required putting down, which
  delayed the arrival of Portuguese regulars in Angola. 
  On 15 March, the UPA staged another wide-ranging
  campaign of massacre, this time targeting Portuguese
  farmers and their families as well as their African
  laborers. Many white farmers were forced to flee with
  their families to Luanda, while others armed themselves
  and made efforts to organize citizen’s militias to 
  defend their land from the UPA. These militia groups
  sometimes received covert or even open support from
  local authorities.
  Despite the efforts of the police, armed citizenry, 
  and militia, the attacks continued. A small group of
  Portuguese paratroopers arrived in Luanda, specifically
  the portuguese colonial wars
  29
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  tasked with defending the city and organizing and
  executing demonstrations of force. 
  For the first half of April, insurgent attacks were
  centered on the Uige province, in the north, near the
  frontier with Zaire. The UPA maintained training bases
  within Zaire and infiltrated small groups into Angola 
  to attack farms. These raids met with mixed results, but
  inflicted thirteen casualties on the European population.
  This scenario, while hypothetical, is firmly based on
  events that occurred between 10 and 13 April, 1961, in far
  northern Angola, just north of the provincial capital of
  Uige, where some farmers chose to stay and fight rather
  than evacuate their lands.
  The military would regain control of the situation 
  by May and the mostly ethnic based conflict with the 
  UPA would come to an end. Another type of war 
  would ultimately develop, however, which would only end
  in 1974.
  SCENARIO INFORMATION 
  Duration of Game: 6 turns
  Initiative: Kinetic – UPA for first 3 turns. Test for
  initiative on subsequent turns. If the police
  detachment arrives, they automatically seize initiative.
  Special Conditions: 
  � Air Defense Environment: N/A
  � Game starts at dusk. Night Fighting rules are in
  effect from turn 5 forward, when night falls. 
  � Several lampposts stand around the central house
  and the gate. These illuminate a radius of 4” unless
  destroyed. A unit within Optimum Range of a light
  post can destroy it by spending their activation
  shooting at it. They cannot perform any other
  actions during that activation.
  � The UPA Gangs have 5 Hot Spots to set up, and
  they must be placed on the borders of the table. 
  No Hot Spot may be placed within 6” of another.
  � Both sides are poorly trained. No Overwatch is
  allowed.
  � The main buildings of the villa are well constructed.
  Consider them as Strong Buildings (9D8).
  � Main buildings have been reinforced, giving
  Improved Cover (+2 Defense) to any units inside
  and targeted from outside. 
  � Surrounding wall is high (3 meters) so mostly
  impossible to climb from outside, except where it
  seems to have partially crumbled. It is also quite
  solid and in good shape (Strong Building, 9D8). 
  � All UPA Gangs are considered as Outgunned.
  � UPA Gangs are subject to Shrinkage. 
  � UPA casualties do not use the standard First Aid
  tables. Instead, roll 1D6 for each casualty. On a roll
  of 6, they are OK and return to play. On any other
  roll they are removed from play. 
  BUSH WARS
  30
  © Osprey Publishing • www.ospreypublishing.com
  
  Fog of War: Determined normally by reaction test rolls
  Table Size: 3’x 3’ (15mm/20mm), 4’ x 4’ (20mm/28mm)
  � 1: Family Teixeira household and GNR elements
  start inside Villa Teixeira
  � 2: UPA bands start outside the walls
  EUROPEAN MISSION 
  The news stories were right! Black bandits are
  attacking the villa, intent on massacre and rape!
  Fortunately the police are here to help, but in the
  end the defense of your family falls on you!
  Surrender is not an option!
  European Victory
  Points 
  � Per European that survives
  (light wound or less): 5pts
  EUROPEAN FORCES 
  Basic European Unit Characteristics
  Initiative Level: D8
  Confidence Level: High (they 
  know death is awaiting them 
  if they fail)
  Type: Irregular
  Supply Level: Normal
  Stress Level: 1 at start
  Body Armor: N/A
  Troop Quality/Morale: varies, see
  below
  Elements from Villa Teixeira
  household
  Family Men all have some hunter
  skills, but no military training. The
  workers’ group is made up of the few
  ethnic African workers that didn’t run away. They
  know if the UPA catches them they will murder them
  and their families due to ethnic differences. There are
  a few local policemen (GNR – mostly Africans, with a
  white leader) that ended up in the Villa, but they have
  little military training. There are also women 
  and children; the rest of the family, and some
  household members – in all 5 daughters 
  of Patron Teixeira (4 of them married), 
  2 African maids, and 3 children under 
  5 years of age. All of the last are considered
  Dependents, but some of them will 
  have Advanced First Aid knowledge 
  (2 of them were nurses before marriage),
  so if in contact with any casualty 
  they permit a roll on the Advanced First
  Aid Table. 
  Note: Always consider the figure
  leading each group as having leader
  capacity, for game terms.
  Family Men (TQ/Morale:
  D6/D10)
  Patron Teixeira, w/scoped hunting rifle
  (+1D), a couple of pistols, and hunting knife
  (Positive Leader)
  Luis (A son-in-law, married to Teixeira’s oldest
  daughter) w/double-barrel shotgun, revolver
  and hunting knife
  Manuel (Responsible for the local shop,
  another son-in-law) w/bolt-action rifle,
  revolver and hunting knife 
  Américo (Married to the 
  Patron’s younger daughter, Luisa)
  w/double-barrel elephant gun
  (AT:1/AP:0(L) and hunting knife
  the portuguese colonial wars
  31
  Portuguese infantryman, 1961
  © Osprey Publishing • www.ospreypublishing.com
  
  Workers group (TQ/Morale: D6/D8)
  Chico (the foremen of Teixeira) w/shotgun and
  machete 
  5x Africans w/shotguns and machetes
  GNR group (TQ/Morale: D6/D6)
  Cabo Antunes w/bolt-action rifle (a Mauser 98) and
  Walther PPK
  4x Local GNR w/bolt-action rifles
  European Assets
  Local Police squad (TQ/Morale: D6/D8)
  1 x Commander w/pistol & bolt-action rifle
  6 x Policemen w/bolt-action rifle
  UPA Gang Mission 
  Revenge! Finally freedom has come! The UPA
  insurrection will end colonial control of Angola. It is time
  to kill the traitors who work with the white colonialists!
  We are unstoppable! Our witch doctors have given us
  some powerful fetishes to protect us from the bullets. Our
  time has come! Kill everyone in the mansion.
  UPA Gang Victory Points 
  � Per European killed: 5pts
  � Per African assisting Europeans killed: 2pts
  UPA Gang Forces 
  Basic UPA Unit Characteristics
  Initiative Level: D6
  Confidence Level: Confident
  Type: Irregulars
  Supply Level: Poor (only firearm-equipped elements)
  Body Armor: N/A
  Troop Quality/Morale: D6/D8 unless noted
  Gang 1
  1x Leader w/pistol and machete 
  6x UPA Insurgents w/clubs, machetes, and knives
  (close combat only)
  Gang 2
  7x UPA Insurgents w/throwing spears
  Note: Throwing distance for spears equals element TQ 
  in inches; due to the weapons used count the number of
  figures involved, and halve the number of attack dice
  (example: 5 figures throwing spears, roll 3 dice (5/2=2.5,
  rounding up)
  Gang 3
  1x Leader w/pistol and machete 
  5x UPA Insurgents w/smooth-bore and muzzle-
  loading rifles (Canhambucos)
  Note: Elements with old weapons use normal ranges, but
  cut their firepower in half, rounded up
  Gang 4
  8x Africans w/clubs, machetes, spears and knives
  (close combat only) (TQ/Morale: D6/D6)
  Gang 5
  1x Leader w/pistol and machete 
  6x UPA Insurgents w/throwing spears (TQ/Morale:
  D6/D6)
  Note: Throwing distance for spears equals element TQ in
  inches; due to the weapons used count the number of figures
  involved, and halve the number of attack dice (example: 5
  figures throwing spears, roll 3 dice (5/2=2.5, rounding up)
  Gang 6
  1x Leader w/pistol and machete 
  4x UPA Insurgents w/bolt-action rifles (TQ/Morale:
  D6/D6)
  BUSH WARS
  32
  © Osprey Publishing • www.ospreypublishing.com
  
  SPECIAL RULES 
  UPA REINFORCEMENTS 
  On turn 3 and every turn thereafter, reinforcements
  automatically arrive for the UPA Gangs. Dice for Hot
  Spot locations. All reinforcements have TQ/Morale:
  D6/D6
  AFTER BIG FISH, NOVEMBER
  1968 
  From the beginning of the Mozambique insurgency
  (1963–64), Lake Niassa (now known as Lake Malawi)
  served as a vital entry point for FRELIMO (Mozambique
  Liberation Movement) fighters entering the country
  from government-sponsored training bases in Tanzania
  and Zambia. The progress of the war, hampered by the
  incapacity of Portuguese military leaders to grasp 
  the dynamics of FRELIMO and their safe havens, led the
  Portuguese to be rather slack in their efforts to mount
  serious operations in the area.
  Until 1967, Portugal relied on a couple of small
  “Bellatrix” class vessels on the lake, very similar in nature
  to the famous World War II “Vosper” class boats, minus
  torpedoes, to patrol and check enemy movement on the
  lake – an impossible task given the size of the lake. 
  A new concept was developed in 1968 which relied
  on Special Operations Groups (mostly Commandos 
  and DFE troops trained in Ranger and SEAL type
  operations) to detect, hit, and destroy FRELIMO groups
  before they entered Mozambique. Covert missions 
  were prepared which involved actions in Tanzania and
  Zambia – operations which even now Portugal will not
  officially acknowledge.
  Under increasing military pressure, FRELIMO 
  was forced to relocate their training bases and weapon
  caches. They also had to adopt a new approach to 
  the insurgency, and began staging actions in the Tete
  province in eastern Mozambique, an area of operations
  that required passage across the neutral Malawi territory,
  which they were able to secure. 
  While some sectors of the Malawi population and
  government secretly supported FRELIMO actions, others
  the portuguese colonial wars
  33
  D10
  Roll
  Reinforcements Received
  1
  1D6 UPA Insurgents w/close combat weapons
  2
  1D6+1 UPA Insurgents w/close combat
  weapons
  3
  1D6 UPA Insurgents w/throwing spears 
  4
  1D6+1 UPA Insurgents w/throwing spears 
  5
  1D6 UPA Insurgents w/smooth bore muzzle-
  loader 
  6
  1D6+1 UPA Insurgents w/smooth bore muzzle
  loader 
  7
  Leader (w/pistol), 1D6+1 UPA Insurgents
  w/close combat weapons
  8
  Leader (w/pistol), 1D6+1 UPA Insurgents
  w/throwing spears
  9
  Leader (w/pistol), 1D6+1 UPA Insurgents
  w/smooth bore muzzle-loaders
  10
  Leader (w/pistol), 1D6 UPA Insurgents w/bolt-
  action rifle
  HISTORICAL OUTCOME
  On this particular mission, everything went
  smoothly. DFE teams infiltrated the village and
  began to search for the FRELIMO leader. The
  leader’s armed escort engaged the DFE
  operators, but their fire was ineffective due to
  the darkness of the night. The DFE, on the other
  hand, were well trained in night operations and
  soon picked off at least a dozen FRELIMO
  fighters. The rest of the insurgents slipped into
  the jungle to escape.
  The captured FRELIMO leader proved to be
  none other than Nito Zeca, the overall Political
  Commissar for all troops in Malawi and one of
  the top twenty leaders of the rebel organization.
  © Osprey Publishing • www.ospreypublishing.com
  
  saw it as a threat to their neutral position with the bordering
  states of Rhodesia and Mozambique, nations whose good
  will and trade were required to maintain their economic
  stability. As a result, information on FRELIMO usage of the
  Malawi routes was passed on to Portugal’s PIDE/DGS, who
  in turn delivered it to the Portuguese military.
  In late 1968, PIDE/DGS passed on intelligence
  indicating that a high level FRELIMO dignitary was
  traveling along the Malawi shore of Lake
  Niassa. It was believed that he carried
  important documents, including a list
  of hidden agents in Mozambique’s local
  administrations. DFE 8 was activated
  and briefed on a mission to
  capture this high value target. 
  The target was located 
  on 
  an 
  island 
  within 
  Malawi territory, so DFE 8 
  was accompanied
  on 
  the
  mission
  by two
  prominent 
  Malawi 
  police
  officials. 
  These 
  men 
  also 
  knew the exact location of the
  target. Due to political and
  operational 
  considerations, 
  the mission was planned as a
  night operation.
  The DFEs, twenty-eight
  operators in all, traveled 
  in one of the Bellatrix
  motor boats until
  they  crossed the
  demarcation line in
  Lake Niassa. Then they switched to Zebros inflated
  boats – boats similar to the Zodiac – and silently
  paddled to the far shore of the Malawi island.
  Once ashore, two teams of roughly ten men each
  created a defensive perimeter around the landing site
  while the rest made contact with the Malawi policemen
  who guided them to an area near the village sheltering
  the FRELIMO dignitary. Finding the area quiet, three
  teams stealthily penetrated the jungle ringing the village
  while a fourth provided security.
  This scenario is only possible thanks to the testimony
  of the son of one of the DFE operators who passed 
  the information on along with the operational roster. 
  This type of operation became more common from 1970
  until 1973, when, under the weight of these types of direct
  actions, the advance of FRELIMO was brought to a halt 
  until the independence of 1975.
  SCENARIO INFORMATION 
  Duration of Game: 8 turns
  Initiative: Kinetic – DFE 8 has Initiative until the 5th
  turn of the game, test thereafter.
  Special Conditions: 
  � Air Defense Environment: N/A.
  � Use night rules. Neither side has night vision gear. 
  � The FRELIMO player(s) has 5 Hot Spots that 
  must be set as per the main rules, on the borders of 
  the village.
  � All buildings are Shoddy (3D6 Building Strength
  Dice), but consider the Shop and Police station as
  reinforced (+1D6).
  � Buildings give Hard Cover (+1 Defense).
  � Rules of Engagement towards civilians are in effect
  for DFE 8.
  � Consider the jungle as Heavy Foliage Cover.
  Fog of War: Determined normally by reaction test rolls
  BUSH WARS
  34
  Portuguese cabo, Caçadores, 1961
  © Osprey Publishing • www.ospreypublishing.com
  
  Table Size: 2’x 2’ (15mm/20mm), 4’ x 4’ (20mm/28mm)
  � P: Police Station
  � S: Village Shop
  � 1: Roll to determine the location of the FRELIMO
  POI and each escort team:
  Die Roll
  Location
  1
  The Police Station
  2
  The Shop
  3–4
  In any shanty or hut directly 
  around the Shop
  5–6
  In any shanty or hut directly 
  around the Police Station
  One of the escort teams may be set in patrol
  around the village. If so, the a path and timetables
  for the patrol must be established.
  � 2: DFE 8 Teams enter via any jungle path.
  DFE 8 MISSION 
  According to information gathered by the PIDE, 
  a high-level dignitary from FRELIMO is in hiding on
  one of the islands of Lake Niassa. DFE 8’s mission is 
  to capture him alive in order to gather information. 
  The island is located in the territory of Malawi, and 
  two prominent police officials of that country will
  accompany the DFE’s teams. The officials know the
  exact location of our target. Since it is usual for the
  presence of our troops in that area to purchase groceries,
  we do not expect a swift response by the FRELIMO
  escort. Still, to negate any chance of alarm, this will be a
  night operation. Harm to civilians should be avoided at
  all costs during this mission.
  DFE 8 VICTORY POINTS 
  � FRELIMO dignitary captured alive: 15pts
  � FRELIMO dignitary KIA: 10pts
  � Per Civilian KIA or seriously wounded by DFE 8
  fire: -2pts
  DFE 8 FORCES 
  DFE 8 Basic attributes
  Initiative Level: D10
  Confidence Level: High
  Supply Level: Normal
  Body Armor: N/A
  Troop Quality/Morale: D10/D10
  DFE 8 Assets
  Commander Pereira Bastos w/M1 carbine (may be
  attached to any team)
  Team Alpha
  1x FTL w/small arms (G3 or AK47)
  1x Gunner w/MG42 (Med. AP:2/AT:0)
  1x Rifleman w/small arms (G3 or AK47) and Radio
  3x Gunner w/small arms (G3 or AK47)
  the portuguese colonial wars
  35
  © Osprey Publishing • www.ospreypublishing.com
  
  Team Beta
  1x FTL w/small arms (G3 or AK47)
  1x Gunner w/G3 with Grenade launcher 
  (Lt. AP:1/AT:0)
  3x Rifleman w/small arms (G3 or AK47)
  Team Charlie
  1x FTL w/small arms (G3 or AK47)
  1x Gunner w/HK-21 (Med. AP:2/AT:0)
  3x Rifleman w/small arms (G3 or AK47)
  Team Delta
  1x FTL w/small arms (G3 or AK47)
  1x Gunner w/G3 with Grenade launcher (Lt. AP:1)
  3x Rifleman w/small arms (G3 or AK47)
  Malawi Policemen (TQ/Morale: D6/D6)
  1x Leader w/pistol
  1x Policemen w/pistol
  Note: These will only observe. They will not fight unless
  directly attacked
  FRELIMO MISSION 
  The Portuguese troops, constantly plagued by the
  incursions of our victorious combat units, is 
  preparing an action somewhere in this province. We
  suspect that the target is the Frunze’s base, which has
  caused many problems. Comrade Commissar Nito Zeca
  is to coordinate our efforts to open up a diversionary
  front in Niassa, and your mission is to give him
  protection and prevent any possible sleight of hand 
  by the Portuguese troops. In addition to the house of
  Comrade Nito, we have at our disposal two houses 
  of sympathetic comrades, which we may use in case 
  of trouble. As always, you may not risk the lives 
  of civilians.
  FRELIMO VICTORY POINTS 
  � Per DFE element KIA or seriously wounded: 5pts
  � Per Civilian KIA or seriously wounded by
  FRELIMO fire: -2pts
  FRELIMO FORCES 
  FRELIMO Basic Attributes 
  Initiative Level: D8
  Confidence Level: Confident
  Supply Level: Normal
  Body Armor: N/A
  Troop Quality/Morale: Varies, see below.
  FRELIMO Escort Group
  Commissar Nito Zeca w/PPSh (TQ/Morale: D6/D10) 
  1st Team (TQ/Morale: D8/D8)
  1x Leader w/SMG (PPSh) 
  5x Rifleman w/small arms (SKS or AK)
  2nd Team (TQ/Morale: D8/D8)
  1x Leader w/small arms: (SKS or AK)
  4x Rifleman w/small arms (SKS or AK)
  1x Gunner w/DPM (Lt. AP:1/AT:0)
  3rd Team (TQ/Morale: D8/D10)
  1x Leader w/SMG (PPSh) 
  5x Rifleman w/small arms (SKS or AK)
  4th Team (TQ/Morale: D6/D8)
  1x Leader w/small arms (SKS or AK)
  4x Rifleman w/small arms (SKS or AK)
  1x Gunner w/DPM (Lt. AP:1/AT:0)
  SPECIAL RULES 
  FRELIMO REINFORCEMENTS 
  Once fire has been exchanged between the two forces,
  FRELIMO reinforcements will begin arriving. The first
  BUSH WARS
  36
  © Osprey Publishing • www.ospreypublishing.com
  
  wave of reinforcements will arrive on the turn after fire was
  first exchanged and reinforcements will continue to arrive
  at the beginning of each turn for the duration of the game.
  These reinforcements are local comrades of the FRELIMO
  fighters. Each time a Reinforcement unit arrives, roll their
  Initiative/TQ. If a 4+ is rolled for the unit, it appears at one
  of the Hot Spots as usual. If anything else is rolled, the 
  unit changes its mind about entering the fight and vanishes
  back into the jungle. Dice for Hot Spot location as per the
  main rules. All reinforcements have TQ /Morale: D6/D6.
  TRICK OF A TAIL, NOVEMBER,
  1972 
  Guine (now Guine-Bissau) was one of the worst places
  on earth for a Portuguese soldier: a backwater colonial
  province with no decent infrastructure and, worse, a
  place where the mosquito-filled rivers and waterways
  dominated the landscape.
  The Guine conflict was doomed from the start,
  mostly due to a lack of resources and military vision by
  the Portuguese leadership, which was more apt to stage
  large, purely military operations that, in the end, only
  managed to inflict minimum casualties to the guerrilla
  without gaining control over the territory. This failure
  of vision permitted the slow, steady development 
  of a well-trained and efficient guerrilla/freedom fighter
  movement: the PAIGC. 
  Only after the arrival of General António de Spinola
  in 1968 did the Portuguese make any real effort to turn
  the tide of what was, by then, a lost situation. Soon, as in
  Angola and later Mozambique, the military leadership
  came to understand that a full military solution was
  impossible. The conflict was rooted in a political
  problem, so the military could only create the conditions
  to control and contain the guerrilla actions, thus giving
  valuable time for a political solution that might force the
  liberation movements into an agreement.
  Spinola’s plans embraced a “hearts and minds”
  approach towards the population, while special unit
  actions were launched to capture or otherwise weaken
  guerrilla leadership and deliver coup-de-main actions
  against the guerrilla forces outside Guine. These efforts
  met with mixed results.
  Amazingly, these actions were recognized as
  effective by some, namely inside the PIDE/DGS 
  (the regime political police tasked with gathering
  information and delivering counter-information.)
  PIDE/DGS leant their technical and intelligence
  support to aid the military effort driven by Spinola. 
  By 1972, PIDE/DGS already had a network of
  informers inside the PAIGC, which managed to 
  pass precious intel about the group’s actions and
  objectives, despite the hit and miss success rate of 
  the resulting military actions. Eventually, information
  arrived at the Portuguese HQ in Bissau that the main
  military PAIGC leader – Nino Vieira – was to travel
  from Guine-Konacri into the south of Guine, in the
  river Cacine/Gadamael area, to reorganize the
  operations there.
  the portuguese colonial wars
  37
  D10
  Roll
  Reinforcements Received
  1
  1D6 Insurgents w/bolt-action rifles
  2
  1D6+1 Insurgents w/bolt-action rifles
  3
  1D6 Insurgents w/SKS
  4
  1D6+1 Insurgents w/SKS
  5
  1D6 Insurgents w/AK
  6
  1D6+1 Insurgents w/AK
  7
  1D6+2 Insurgents w/bolt-action rifles
  8
  1D6+3 Insurgents w/bolt-action rifles
  9
  1D6+2 Insurgents w/SKS
  10
  1D6+2 Insurgents w/AK
  © Osprey Publishing • www.ospreypublishing.com
  
  Acting on this information, a special operation 
  was initiated which involved elements drawn mainly
  from the Portuguese Marine Force: Fusiliers (Portugal’s
  Marine Force, Fuso for short), and LDM (landing
  crafts) from the Marine Riverine force, disguised as a
  normal patrol. The objective of the operation was 
  to snatch Nino, with the support of a Commando unit
  infiltrated from the rear. The Portuguese seriously
  believed that if they managed to remove Nino from
  PAIGC military planning, they would effectively maim
  PAIGC operational actions.
  Unfortunately, the PIDE/DGS informer was a
  double-agent (he would become one of the Guine Secret
  Service’s administrators after Nino’s coup-d’état in 1980)
  and the information he provided was a decoy to attract
  important Portuguese resources into a trap with the aim
  of seriously damaging Portugal’s future offensive actions.
  The trap was orchestrated to coincide with a PAIGC
  international announcement which claimed the
  liberation of parts of Guine and the constitution of local
  governments in those areas.
  As fortune would have it, however, the Portuguese
  postponed the operation as developing intelligence
  indicated that the PAIGC was in possession of 
  surface-to-air missile (a SAM-7 Grail/Strella) that made
  the operation too risky.
  The scenario below is hypothetical, but heavily
  based on known actions by the Riverine Portuguese
  forces in the region, many of them simple patrols and
  others aimed at catching the elusive PAIGC fighters in
  the area’s notoriously difficult terrain. 
  To reflect the original plans for the operation, this
  scenario is presented in two parts, which combine to
  form a “mini-campaign.”
  OPERATION FOX
  SCENARIO INFORMATION 
  Duration of Game: 7 turns + roll for additional 1D6
  turns at the end of turn 7. 
  Initiative: Kinetic – Portuguese has Initiative until 
  the 4th turn of the game. Test for initiative on
  subsequent turns.
  Special Conditions: 
  � All building structures are Shoddy (3D6 Building
  Strength Dice), consider the Shop and Police
  station as reinforced (+1D6.).
  � Buildings give Hard Cover (+1 Defense).
  � Consider the jungle as Heavy Foliage Cover. 
  � Boats are limited to tactical speed. Use Boat Rules
  as per Ambush Valley p.25–29.
  � Up to 50% of the elements inside a LDM could fire
  to the exterior.
  � Cover inside LDM, as per cover inside an APC. 
  � PAIGC units are Hidden and in Ambush.
  � At least one PAIGC unit must be in the village.
  � Air Defense Environment: Light.
  Fog of War: Determined normally by reaction test rolls.
  Special Assets:
  � Portuguese: FIAT G-91 (Use stats for Generic
  Fixed Wing Gunship, with Strafe attack and
  Bombing Attack of a Fast Burner in the Force on
  Force core rules).
  Table Size: 3’ x 2’ (15mm/20mm), 6’ x 4’ (20mm/28mm)
  � 1: Portuguese Riverine Force starts on river as
  indicated.
  � 2: PAIGC teams set up in the designated areas and
  are Hidden.
  PORTUGUESE MISSION 
  According to information gathered by the PIDE, Nino
  Vieira (responsible for all Military Actions of PAIGC)
  BUSH WARS
  38
  © Osprey Publishing • www.ospreypublishing.com
  
  will be in the Gadamael-Guileje sector to organize the
  fighting in the region and deny the Cacine River to our
  troops. Our mission will develop in two phases: patrol
  the river near Gadamael and contact a local informant
  who will give info on the Nino’s exact location. Protect
  and deliver the Fuso/Marines to Gadamael in a combat
  effective state!
  PORTUGUESE VICTORY POINTS 
  � Per Team of Fuso/Marines with 75% or more of
  their strength delivered safely to the village: 5pts
  PORTUGUESE FORCES 
  Portuguese Basic Attributes
  Initiative Level: D8
  Confidence Level: Confident
  Supply Level: Normal
  Body Armor: N/A
  Troop Quality/Morale: D8/D10 unless noted
  1x LDM 
  1x LDG 
  Player(s) must distribute Fusiliers elements on the 
  LDM & LDG
  Elements from Companhia de Fusileiros Nº 8
  Fusos Platoon HQ 
  1x Lieutenant w/small arms (G3)
  1x Gunner w/G3 with Grenade launcher 
  (Lt. AP:1/AT:0)
  3x Rifleman w/small arms (G3) and radio
  Fusos 1st Squad MG Team 
  1x TL w/small arms (G3)
  1x Gunner w/G3 with Grenade launcher (Lt.
  AP:1/AT:0)
  1x Gunner with MG42 (Med. AP:2/AT:0)
  2x Rifleman w/small arms (G3)
  Fusos 1st Squad Maneuver Team 
  1x ATL w/small arms (G3)
  1x Gunner w/OGMA 37mm SNEB Rocket Launcher
  (Med. AP:2/AT:1)
  1x Gunner w/G3 with Grenade launcher 
  (Lt. AP:1/AT:0)
  2x Rifleman w/small arms (G3)
  Fusos 2nd Squad MG Team 
  1x TL w/small arms (G3)
  1x Gunner w/G3 with Grenade launcher 
  (Lt. AP:1/AT:0)
  1x Gunner with MG42 (Med. AP:2/AT:0)
  2x Rifleman w/small arms (G3)
  the portuguese colonial wars
  39
  © Osprey Publishing • www.ospreypublishing.com
  
  Fusos 2nd Squad Maneuver Team 
  1x ATL w/small arms (G3)
  1x Gunner w/OGMA 37mm SNEB Rocket Launcher
  (Med. AP:2/AT:1)
  1x Gunner w/G3 with Grenade launcher 
  (Lt. AP:1/AT:0)
  2x Rifleman w/small arms (G3)
  Fusos 3rd Squad MG Team 
  1x TL w/small arms (G3)
  1x Gunner w/G3 with Grenade launcher 
  (Lt. AP:1/AT:0)
  1x Gunner with MG42 (Med. AP:2/AT:0)
  2x Rifleman w/small arms (G3)
  Fusos 3rd Squad Maneuver Team 
  1x ATL w/small arms (G3)
  1x Gunner w/OGMA 37mm SNEB Rocket Launcher
  (Med. AP:2/AT:1)
  1x Gunner w/G3 with Grenade launcher 
  (Lt. AP:1/AT:0)
  2x Rifleman w/small arms (G3)
  PAIGC MISSION 
  Our leaders managed to lure the Troop into a trap. We
  need to beat them badly, because soon we will present the
  international media our declaration of Independence and
  proof that we control vast areas of our beloved Guine. 
  The Riverine forces are approaching, so you must ambush
  them, and do the maximum damage to them. With you 
  to record your bravery is a team from Sweden National
  Television. You also have a new wonder weapon, a
  Ground-Air portable missile “Strella!” Use it wisely.
  Don’t fail us! Prove our struggle is the right one with
  an overwhelming victory over the imperialists!
  BUSH WARS
  40
  Warrant officer, Portuguese paratroops,
  1974
  © Osprey Publishing • www.ospreypublishing.com
  
  the portuguese colonial wars
  41
  SPECIAL RULES 
  VEHICLES 
  Name
  Class
  Movement
  Firepower
  Front
  Armor
  Side
  Armor
  Rear
  Armor
  Deck
  Armor
  Crew
  Notes
  LDM
  H
  6”/12” per
  turn
  2x MG42 
  (Med. AP: 2/AT:0)
  3D10
  2D10
  3D10
  1D10
  4
  Could carry up to 20
  soldiers.
  Unsinkable: All damage
  rolls suffer a -1 to
  represent the boat’s
  resilience to attacks. 
  LDG
  H 
  6”/12” per
  turn  
  2x MG42 
  (Med. AP:2/AT:0)
  20mm
  (AP:4/AT:2(L) 270º
  Arc of Fire) 
  3D10 
  2D10 
  3D10 
  1D10 
  4–5 
  Could carry up to 30
  soldiers.
  Unsinkable: All damage
  rolls suffer a -1 to
  represent the boat’s
  resilience to attacks.
  PAIGC VICTORY POINTS 
  � For any Portuguese team below 50% strength: 5pts
  � Per LDM/LDG out of service and/or incapable of
  disembarking their cargo: 5pts
  � If the Portuguese Aircraft is Shot Down: 25pts
  PAIGC FORCES 
  Initiative Level: D8
  Confidence Level: Confident
  Supply Level: Normal
  Body Armor: N/A
  Troop Quality/Morale: Varies, see below.
  Elements from 25th Revolutionary Brigade (PAIGC)
  1st Group (TQ/Morale: D8/D8)
  1x Leader w/SMG (PPSh) 
  5x Rifleman w/small arms (SKS or AK)
  1x Gunner w/RPG-2 (Med. AP:2/AT:2(M)
  2nd Group (TQ/Morale: D8/D8)
  1x TL w/small arms (SKS or AK)
  4x Rifleman w/small arms (SKS or AK)
  1x Gunner w/DPM (Lt. AP:1/AT:0)
  1x Gunner w/SAM-7 “Strella”
  3rd Group (TQ/Morale: D8/D10) 
  1x TL w/SMG (PPSh) 
  1x SPG-9 RR (Hvy. AP:4/AT:3(M)
  4x Crewmen w/small arms (SKS)
  4th Group (TQ/Morale: D6/D8)
  1x TL w/small arms (SKS or AK)
  4x Rifleman w/small arms (SKS or AK)
  1x Gunner w/RPD (Lt. AP:1/AT:0)
  5th Group (TQ/Morale: D6/D8)
  1x TL w/small arms (SKS or AK)
  1x DShK HMG w/2 crewmen (SKS) (Hvy. AP:3/AT:1(L)
  2x Rifleman w/small arms (SKS or AK)
  © Osprey Publishing • www.ospreypublishing.com
  
  THE FOX’S DEN 
  SCENARIO INFORMATION 
  Duration of Game: 8 turns + roll for 1D6 additional
  turns at the end of turn 8. 
  Initiative: Kinetic – Portuguese have initiative through
  turn 5, test thereafter. 
  Special Conditions: 
  � PAIGC player(s) have 5 Hot Spots set up as per
  main rules on the borders of the village or edge of
  the Jungle
  � All buildings structure is Shoddy (3D6 Building
  Strength Dice), consider the Shop and Police
  station as reinforced (+1D6)
  � Buildings give Hard Cover (+1 Defense)
  � Consider the jungle as Heavy Foliage Cover
  � PAIGC units are Hidden and in Ambush
  � Portuguese forces are Stealthy and have a local
  tracker (Indigenous Scout)
  � Air Defense Environment: Light
  Fog of War: Determined normally by reaction test rolls
  Special Assets: Determined by reaction tests
  � Portuguese: FIAT G-91 (Use stats for Generic
  Fixed Wing Gunship, with Strafe attack and
  Bombing Attack of a Fast Burner in the Force on
  Force core rules)
  Table Size: 3’ x 4.5’ (15mm/20mm), 6’ x 9’ (20mm/28mm)
  � The playing area represents a jungle & mangrove
  area crossed by small paths converging on a small
  settlement of huts and shanties believed to be
  Nino’s hideout.
  � 1: The PAIGC units occupy the village and
  surroundings, as per Map, with at least 50% of the
  units in village houses or around them
  � 2: Portuguese Marine Teams enter on any jungle
  trail.
  PORTUGUESE MISSION 
  It seems that everything is running amok on this
  mission. You have been ambushed on the river, but
  Command still thinks this isn’t a trap and insists you
  press on to grab that Nino guy. This is definitely “uma
  puta de missão!” At least you have handpicked troops
  and were able to get a local tracker to lend a hand. 
  It seems that he supports Spinola, so at least you have
  that going for you. Now you have just some fetid jungle,
  a lousy jungle track, and lots of mosquitoes to endure
  before you get into the village and clear it of enemy
  elements. Something tells you that some sort of ambush
  is waiting you in that damned village. 
  PORTUGUESE VICTORY POINTS 
  � If any PAIGC team below 50% strength: 2pts
  � Per PAIGC fighter POW: 5pts
  BUSH WARS
  42
  © Osprey Publishing • www.ospreypublishing.com
  
  PORTUGUESE FORCES 
  Portuguese Basic Attributes
  Initiative Level: D8
  Confidence Level: Confident
  Supply Level: Normal
  Body Armor: N/A
  Troop Quality/Morale: D8/D8 (Your men now believe
  this is a suicide mission.)
  Include any element of the Fusos from the Operation
  Fox scenario that was not KIA or Seriously Wounded
  PAIGC MISSION 
  The Portuguese troops managed to escape our ambush
  at Gadamael! Now it’s time for us to deliver the final
  blow! We must defeat the Portuguese and capture some
  of them alive to show to the International Media
  that we effectively control this
  country.
  PAIGC VICTORY
  POINTS 
  � Per Portuguese soldier KIA or seriously wounded:
  5pts
  � Per Portuguese soldier POW: 15pts
  PAIGC FORCES 
  PAIGC Basic Attributes 
  Initiative Level: D6
  Confidence Level: Confident
  Supply Level: Normal
  Body Armor: N/A
  Troop Quality/Morale: Varies, see below.
  43
  Angolan MPLA guerrilla, 1970
  the portuguese colonial wars
  © Osprey Publishing • www.ospreypublishing.com
  
  Elements from 25th Revolutionary Brigade (PAIGC)
  1st Group (TQ/Morale D8/D8) 
  1x Leader w/small arms (SKS or AK)
  4x Rifleman w/small arms (SKS or AK)
  1x Gunner w/RPD (Lt. AP:1/AT:0)
  2nd Group (TQ/Morale D8/D8) 
  1x Leader w/small arms (SKS or AK)
  1x DShK HMG w/2 crewmen (SKS) (Hvy. AP:3/AT:1(L)
  2x Rifleman w/small arms (SKS or AK)
  3rd Group (TQ/Morale D8/D10)
  1x Leader w/small arms (SKS or AK)
  4x Rifleman w/small arms (SKS or AK)
  1x Gunner w/DPM (Lt. AP:1/AT:0)
  1x Gunner w/SAM-7 “Strella”
  4th Group (TQ/Morale D6/D8) 
  1x Leader w/SMG (PPSh) 
  5x Rifleman w/small arms (SKS or AK)
  1x Gunner w/RPG-2 (Med. AP:2/AT:2(M)
  5th Group (TQ/Morale D6/D8) 
  1x Leader w/SMG (PPSh) 
  1x Gunner w/RPG-2 (Med. AP:2/AT:2(M)
  4x Riflemen w/small arms (SKS or AK)
  SPECIAL RULES 
  PAIGC REINFORCEMENTS 
  As soon as gunfire starts, or from 5th turn and every
  turn thereafter, reinforcements automatically arrive for
  the PAIGC forces. Dice for Hot Spot location as per the
  main rules. For reinforcements’ TQ/Morale, roll 1D6: 
  1–4: D6/D8; 5–6: D8/D8.
  BUSH WARS
  44
  D10
  Roll
  Reinforcements Received
  1
  1D6 Guerrillas w/AK/SKS
  2
  1D6 Guerrillas w/AK/SKS
  3
  1D6 Guerrillas w/AK/SKS, 1x leader w/PPSh
  4
  1D6+1 Guerrillas w/AK/SKS
  5
  1x Guerrilla w/RPG-2 (Med. AP:2/AT:2(M)
  6
  1D6+2 Guerrillas w/AK/SKS
  7
  2D6 Guerrillas w/AK/SKS, 1x Leader w/PPSh,
  1x Guerrilla w/DPM (Lt. AP:1/AT:0)
  8
  1x Guerrilla w/PKM (Med. AP:2/AT:0), 1x
  Guerrilla Assistant w/SKS
  9
  1D6+3 Guerrillas w/AK/SKS
  10
  1x Off-board 82mm Mortar (randomly hit any
  hut/shanty)
  © Osprey Publishing • www.ospreypublishing.com
  
  Although the origins of the conflict can be traced back
  to the original British colonization of the area that is now
  modern day Zimbabwe, the immediate cause of the war
  in Rhodesia was the nation’s Unilateral Declaration of
  Independence from Great Britain on 11 November 1965.
  The British colony of Southern Rhodesia sought full
  independence, but the home government would not
  grant this until full majority rule was achieved. A
  combination of extremely limited franchise laws, uneven
  ownership of land, and disproportionate representation
  in the Rhodesian parliament created what was in effect
  a state ruled by a white minority. The ruling party in
  Rhodesia (the Rhodesian Front, led by Prime Minister
  Ian Douglas Smith) refused any major concession on
  this and with the British government being equally
  stubborn on the point, the Rhodesian Front felt it had
  no other choice than to declare independence from the
  UK.
  At the same time, this bold political move brought 
  the simmering resentment of the black population to a
  boiling point. The two major African Nationalist
  movements in Rhodesia, the Zimbabwe African
  National Union (ZANU) and the Zimbabwe African
  People’s Union (ZAPU) were able to use the legitimate
  grievances of the majority Black population to work
  toward their goals of establishing a one party Marxist
  state. Thus began a 15-year guerrilla war in which the
  two nationalist groups, or more correctly their militant
  arms the Zimbabwe African National Liberation Army
  (ZANLA) and the Zimbabwe People’s Liberation 
  Army (ZIPRA) respectively, sought to destabilize and
  eventually overthrow the Smith government. 
  The majority of the fighting during the war years
  consisted of groups of insurgents crossing the border
  into Rhodesia from their staging areas in neighboring
  states hostile to the Rhodesian government (most
  notably Zambia and, after 1975, Mozambique) and units
  of the Rhodesian military and police attempting to
  locate and destroy them. Given the huge border area to
  be covered, the dense terrain along much of the border
  region, and the small numbers the Rhodesians had to
  work with (the Rhodesian Security Forces could put no
  more than 2,000 men in the field at any one time) it 
  was a daunting task. To make matters worse, the UDI
  declaration had left Rhodesia with few friends and
  international sanctions and embargoes on oil and
  weapons to deal with. Despite these obstacles, the
  45
  THE RHODESIAN BUSH WAR,
  1964-79
  A Rhodesian stick searches a village for
  the enemy (photo: Dave Bennett, models:
  Eureka).
  © Osprey Publishing • www.ospreypublishing.com
  
  Rhodesians did a remarkable job with their limited
  resources. 
  A whole industry was built up around smuggling arms
  and war material into the country despite the sanctions
  and Rhodesian industry was able to produce a whole range
  of homemade munitions. Some of the more notable of
  these were the “Golf” and “Alpha” bombs which replicated
  the effects of thermobaric and cluster munitions, giving
  Rhodesia’s tiny air force (which consisted mostly of 1950s-
  era aircraft) a nasty bite. Another home-grown military
  industry created a line of mine-resistant vehicles that 
  were built in response to the insurgent’s tactic of
  indiscriminately mining the road network. These proved
  to be amazingly effective and the South Africans later
  perfected the basic concept behind such vehicles. These in
  turn would evolve into the mine-protected vehicles that
  are saving lives on today’s battlefields.
  Even more importantly the Rhodesians were to
  improve upon the basic tactics of counter-insurgency
  warfare. Many high-ranking officers in Rhodesia’s
  military had served in the British army in guerrilla wars
  in Kenya and Malaya and thus had a wealth of experience
  in such fighting. This along with the experiences of 
  the Portuguese in their recent wars in Angola and
  Mozambique would give the Rhodesians the basis from
  which to build their counter-insurgency tactics. The most
  devastatingly effective of these was the Fireforce.
  Developed around 1974, the Fireforce was a quick
  reaction force of high quality airborne and helicopter-
  borne troops supported by organic helicopter gunship
  and ground attack aircraft. The basic concept of the
  Fireforce involved the unit quickly responding to the
  scene of a reported sighting of insurgents. Once at the
  contact area, static “stop groups” would be put into
  position via helicopter insertion (Rhodesia owned a 
  small fleet of French Alouette III helicopters that by war’s 
  end would be supplemented with a small numbers of Bell
  UH-1s acquired from Israel). Once these units were 
  in place other troops, after 1977 usually inserted by
  parachute, would sweep through the contact area with the
  intent of driving the insurgents into ambushes set by the
  stop groups or into the open were the supporting aircraft
  and helicopters could engage them. This combined 
  arms approach was extremely effective in its goal and it
  has been estimated that during the war Fireforce units
  achieved a mind-boggling kill ratio of 70 to one.
  Later, as the war escalated, the Fireforce model would
  be utilized in strikes directly against the insurgent’s bases
  in Mozambique and Zambia. These cross border raids
  would generally be successful, but would cause further
  international condemnation due to their violation of 
  the borders of these neighboring states. These raids
  would also bring Rhodesia into direct conflict with the
  FRELIMO dominated government of Mozambique and
  open fighting with elements of the Mozambique regular
  army. The last year of the war saw a change in the nature
  of the conflict as cross border raids became more
  common and fighting often took the form of battles 
  that were larger than before and almost conventional in
  nature with armor and artillery support on both sides.
  BUSH WARS
  46
  A Rhodesian Fireforce closes in for the
  kill (photo: Dave Bennett, model: Heller).
  © Osprey Publishing • www.ospreypublishing.com
  
  Another Rhodesian innovation was the founding 
  of the Selous Scouts. The Scouts were a multi-racial 
  unit that recruited heavily from captured insurgents who
  were given the option of turning on their former
  comrades instead of facing lengthy prison sentences
  much akin to the Chieu Hoi program of Vietnam War
  fame. Selous Scouts teams would often dress up as
  enemy troops and conduct “pseudo-operations” similar
  to those that occurred in Kenya during the Mau Mau
  uprising. These would be effective in tracking insurgent
  movements and a high percentage of Fireforce
  operations were conducted on information supplied 
  by these groups. In the last years of the war, the Scouts
  would be utilized as shock troops in some of the cross
  border operations. Unfortunately, the activities of 
  the Selous Scouts would be a propaganda coup for the
  insurgents who found the secretive nature of the Scouts
  meant that any of their own forces’ excesses could be
  blamed on the Rhodesians.
  Against this formidable array of superior firepower
  and advanced counter-insurgency tactics, the sole
  advantage that ZANLA and ZIPRA possessed was that
  of numbers. Each year the number of insurgents crossing
  the border into Rhodesia increased exponentially and by
  1979 tens of thousands of guerrillas operated in almost
  every corner of the country. These insurgent groups were
  fairly well supplied as well, being not only supported 
  by the neighboring Marxist African states, but also by
  China and the Soviet bloc who were all too eager to
  supply training and arms to the nationalist guerrillas. 
  The insurgent’s war involved attacks on Rhodesian
  infrastructure, White civilians, and persuading the 
  Black population to support their cause (often through
  intimidation by unspeakable atrocities) all the while
  avoiding direct conflict with Rhodesian Security Forces.
  In the end, it would be this tide of Communist trained
  and equipped insurgents that would prevail.
  The ever-increasing enemy numbers, shrinkage of the
  war-weary Rhodesian population through immigration,
  devastation of the country’s economy by sanctions, 
  and the drain on the productivity of its workforce caused
  by its national service system was simply more than
  Rhodesia could cope with in the end. Even more
  devastating, Rhodesia’s last remaining ally, South Africa,
  the rhodesian bush war, 1964–79
  47
  Insurgent heavy firepower (photo: Dave Bennett, model: Force of Arms).
  © Osprey Publishing • www.ospreypublishing.com
  
  withdrew its support and with it went its lifeline of arms,
  aircraft, and fuel. Rhodesia was forced to the negotiating
  table and a ceasefire occurred on 21 December 1979.
  The following year a general election was held and,
  despite the presence of a Commonwealth monitoring
  force, ZANU leader Robert Mugabe was elected as 
  the first President of the new country of Zimbabwe 
  in an environment of widespread voter fraud and
  intimidation. At the time of this book’s printing, Mugabe
  remains in power, with calamitous results for the people
  of Zimbabwe.
  It is unknown how many people died in the
  Rhodesian Bush War, but estimates range between 30
  and 50 thousand deaths, many of which were civilians.
  Thanks in no small part to Soldier of Fortune magazine,
  which covered the war extensively in the late ‘70s 
  (and conducted a campaign to recruit foreign nationals
  for the Rhodesian cause) the Bush War is one of the 
  most iconic and well-known of the post-colonial wars.
  What follows are five game scenarios designed to
  represent the different sorts of fighting that occurred
  during the war, followed by example squad
  organizations and information on the clothing and
  uniforms worn by both sides.
  DOWN ON THE FARM 
  As far as the Rhodesian Security Forces were concerned,
  one of the more frustrating aspects of the Bush War was
  the reluctance of insurgent groups to stand and fight.
  One of the major reasons for this phenomenon was 
  the fact that the war aims of ZANLA and ZIPRA did not
  require the defeat of Rhodesian forces on the battlefield.
  Instead, victory was to be obtained by forcing the
  government to the bargaining table through a variety of
  tactics such as attacks on infrastructure, attacks on the
  civilian population, radicalization of the black majority
  population of Rhodesia, and other means. One of the
  more effective ways in which the insurgents waged their
  war was through attacks on white-owned farms.
  Agriculture was the most important industry in
  Rhodesia and the key to its economy. In fact; prior to the
  war, Rhodesia had been the number one food exporter
  on the African continent. If enough of Rhodesia’s farms
  could be disrupted, the economy would eventually 
  grind to a halt and with it the government’s war effort. 
  The insurgent groups recognized this early on, and farm
  attacks would be a major characteristic of the conflict all
  through the war. 
  From the earliest days of the war insurgent groups
  attempted to murder white farmers, damage their
  property, and intimidate their workers to deprive 
  the farmers of a work force. As the years went by, these
  attacks increased in both frequency and scale. In
  response to these attacks, Rhodesian farmers armed
  themselves to the teeth and often fortified their homes.
  The Government did what it could to protect the
  farmers. Rural police units increased patrols in affected
  areas, telephone hotlines were set up to the isolated
  farms and monitored radio networks that allowed a farm
  under attack to call for assistance were put into place.
  Finally, some of the larger farms had garrisons of Guard
  Force militia on site. Many farmers hired private security
  contractors as well.
  Despite all of these security measures, the farm attacks
  did take a major toll in both damage to the Rhodesian
  economy and in increasing war-weariness plus sapping 
  the morale of its citizens. Due to National Service
  requirements, many farmers found their time being split
  between their civilian lives and military service to a greater
  degree in the final years of the war as manpower shortages
  began to take their toll. Although the farm attacks never
  brought the economy to its knees as the insurgents 
  hoped, it is undeniable that this terror campaign was a
  contributing factor in the final outcome of the war.
  BUSH WARS
  48
  © Osprey Publishing • www.ospreypublishing.com
  
  Note: This is a hypothetical representation of a farm
  attack. It is a composite that is inspired by accounts of
  several historical incidents.
  SCENARIO INFORMATION 
  Duration of Game: 8 turns
  Initiative: Kinetic – Both sides consist (until the arrival
  of the Police section) of irregular forces. ZANLA has
  initiative on the first turn. Test for initiative on
  following turns.
  Special Conditions: 
  � Air Defense Environment: N/A
  � Night fighting rules are in effect.
  Fog of War: Determined normally by reaction test rolls
  Table Size: 2’x2’ (15mm/20mm), 4’x4’ (20mm/28mm)
  � A: Farm House – Armed Civilians deploy here
  � B: Barn – Guard Force Section deploys here
  � C: Woods – 2 ZANLA sections deploy here
  � D: Woods – 2 ZANLA sections deploy here
  � E: Police reinforcements arrive via this road
  RHODESIAN MISSION 
  The Communists are attacking your farm! Until now
  they have confined themselves to cutting your fences
  and mining the area roads, but now they have launched
  an actual attack. You and your family are ready for 
  them. Not only do you have a stockpile of guns and
  ammunition on hand, but you have created hardened
  fighting positions in the farmhouse. You have a
  detachment of Guard Force on site to help in the defense
  and you also have a little surprise prepared for the
  terrorists if they get too close. Planted in your garden is
  a home-made mine packed with explosives and roofing
  nails! You’ve called for help. Now you just have to hang
  on long enough for the police to arrive…
  RHODESIAN VICTORY POINTS
  � Each ZANLA Insurgent killed: 2pts
  � No armed civilians KIA by turn 5: 10pts
  RHODESIAN FORCES 
  Rhodesian Basic Attributes
  Initiative level: D8
  Confidence Level: Confident
  Supply Level: Normal
  Body armor: N/A
  Troop Quality/Morale: D8/D8 unless noted
  Armed Civilians
  1x Leader w/FN-FAL and shotgun
  3x Civilians w/FN-FAL and shotgun
  Note: As long as the civilians remain in the farm house they
  have access to their stockpile of guns and may choose to
  swap their FN-FAL rifles for shotguns if targeting an enemy
  unit inside of optimum range. If the civilians leave the farm
  house for any reason, they must choose which weapon they
  will be armed with for the remainder of the scenario.
  the rhodesian bush war, 1964–79
  49
  © Osprey Publishing • www.ospreypublishing.com
  
  Guard Force Section
  1x Leader w/G3A3
  4x Guardsmen w/Lee Enfield rifles
  Police Section (TQ/Morale: D8/D10)
  1x Leader w/Uzi sub machinegun
  1x Gunner w/L4 Bren (Lt. AP:1/AT:0)
  3x Constable w/FN-FAL
  Note: The Police Section is mounted in a Leopard Mine
  Resistant Vehicle
  ZANLA MISSION 
  You are launching a midnight attack on the local farmer
  and his family. There is only a handful of whites on the
  farm as well as a unit of militiamen. You are well armed
  and have numbers on your side, so victory is assured.
  You have taken the precaution of cutting the telephone
  lines, but there is a possibility that the enemy has radioed
  for assistance, so strike quickly and fade back into the
  darkness!
  ZANLA VICTORY POINTS 
  � Each Armed Civilian or policeman killed: 5pts
  � Each Guard Force soldier killed: 2pts
  � Destroying the Leopard: 5pts
  ZANLA FORCES 
  ZANLA Basic Attributes
  Initiative level: D6
  Confidence Level: Confident
  Supply Level: Normal
  Body Armor: N/A
  Troop Quality/Morale: D6/D8
  ZANLA Section 1
  1x Leader w/AK
  1x Gunner w/RPD (Lt. AP:1/AT:0)
  3x Guerrillas w/AK
  ZANLA Section 2
  1x Leader w/AK
  1x Gunner w/RPG-2 (Med. AP:2/AT:2(M)
  3x Guerrillas w/AK
  ZANLA Section 3
  1x Leader w/AK
  1x Gunner w/RPD (Lt. AP:1/AT:0)
  3x Guerrillas w/AK
  ZANLA Section 4
  1x Leader w/AK
  1x Gunner w/RPG-2 (Med. AP:2/AT:2(M)
  3x Guerrillas w/AK
  SPECIAL RULES 
  KINETIC ENGAGEMENT 
  For the majority of the scenario, both forces consist
  entirely of irregular combatants, therefore the game is
  played as a symmetrical engagement. That is to say normal
  first aid rules apply, the insurgents may not use out of
  contact movement, etc. For convenience, the arrival of a
  regular unit in the form of the police section in the closing
  stages of the scenario will not alter this in any way and the
  game will continue to be played as in previous turns. 
  NIGHT FIGHTING 
  The Scenario takes place at night. All night fighting 
  rules are in effect. Neither side has access to night vision
  equipment.
  GUARD FORCE 
  Guard Force units were notoriously ineffective and
  poorly armed. Most troops in such units were armed
  with obsolete bolt action rifles and most carried very
  BUSH WARS
  50
  © Osprey Publishing • www.ospreypublishing.com
  
  little ammunition. Therefore, the Guard Force section is
  subject to the Outgunned rule.
  BUILDINGS AND TERRAIN 
  The main farm house has been fortified and is
  considered to be improved (2D) cover. All other
  buildings on the map are flimsy structures that only
  provide 1D cover. The woods are average woods.
  THE BOOBY TRAP 
  The farmer has built an improvised explosive device 
  out of an old drain pipe, gunpowder, and roofing nails
  and buried it in his front garden. It can be remotely
  detonated electrically in case of an insurgent attack. As
  a reaction to any ZANLA unit that has moved inside the
  perimeter fence the armed civilian unit can detonate 
  the IED. The booby trap counts as a medium IED:
  AP:4/AT:2(M) (4” radius)
  RHODESIAN REINFORCEMENTS 
  Starting on turn 4 make a TQ test for the police section.
  If successful, the police unit may enter the board at the
  position indicated on the map. The police section enters
  mounted in the Leopard mine-protected vehicle. If the
  TQ test is unsuccessful, continue to roll at the beginning
  of each round until successful or the game ends.
  RIDING AT THE GALLOP - ON
  PATROL WITH GREY’S SCOUTS 
  Inspired by the performance of Portuguese Dragoons
  that fought that country’s wars in Angola and
  Mozambique, the Rhodesian Security Forces formed
  Grey’s Scouts in July of 1975. Grey’s took their 
  name from a mounted rifle unit that had fought in the
  colonial wars of the late 19th century and were meant to
  be a mounted infantry battalion. It was felt that troops
  mounted on horses would be extremely useful 
  in the rugged terrain of Rhodesia. Indeed, men 
  on horseback could cover two to three times the
  distance of normal infantry and could enter tight
  terrain that no vehicle would hope to traverse. 
  Due to their high degree of cross country mobility, 
  the primary missions of Grey’s Scouts were that of
  reconnaissance and tracking, although they saw action
  in a variety of other roles such as escorting convoys 
  and patrolling the rural road network to keep it clear of
  insurgent activity.
  Grey’s Scouts were trained to be mounted infantry
  who utilized their horses for tactical mobility, and
  fought on foot, but the low visibility in the dense terrain
  of Rhodesia meant that sometimes contacts occurred at
  very close range and without warning. In any event, 
  it was found that the insurgents were generally quite
  intimidated by men on horseback and that aggressive
  tactics could be quite effective. One notable engagement
  occurred in June of 1977. Several sticks of Grey’s
  troopers were following the tracks of terrorists 
  the rhodesian bush war, 1964–79
  51
  A Grey's Scouts trooper (photo: Dave
  Bennett).
  © Osprey Publishing • www.ospreypublishing.com
  
  fleeing from a contact near the border with Zambia.
  Unbeknownst to them, a large force of ZIPRA
  insurgents was waiting in ambush. Suddenly, the
  Rhodesians found themselves under close range fire
  from what was later estimated to be a full platoon of
  ZIPRA fighters!
  SCENARIO INFORMATION 
  Duration of Game: 6 turns
  Initiative: Kinetic – ZIPRA have initiative on turn 1.
  Test for initiative on subsequent turns.
  Special Conditions: 
  � Air Defense Environment: N/A
  � Woods on the map are Dense.
  � The dry creek bed provides solid cover for units in it.
  Fog of War: Determined normally by reaction test rolls
  Table Size: 2’x2’ (15mm/20mm), 4’x4’ (20mm/28mm)
  � A, B, C: Rhodesian Squads
  � 1, 2, 3: ZIPRA Units
  GREY’S SCOUTS MISSION 
  For the last several hours you have been tracking
  terrorists who fled from contact with a police unit, but
  now you have ridden into an ambush! Job one is simply
  to survive. If at all possible, break the ambush and kill
  or capture as many of the enemy as possible.
  GREY’S SCOUTS VICTORY POINTS 
  � Per ZIPRA killed or captured: 2pts
  � Per ZIPRA severely wounded: 1pt
  � No KIAs at end of turn 6: 10pts
  GREY’S SCOUTS FORCES 
  Grey’s Scouts Basic Attributes
  Initiative Level: D8
  Confidence Level: Confident
  Supply Level: Normal
  Body Armor: N/A
  Troop Quality/Morale: D8/D10
  Grey’s Scouts Stick 1
  1x Stick Leader w/FN-FAL
  1x Gunner w/Heavy Barrel FN-FAL (Lt. AP:1/AT:0)*
  2x Troopers w/FN-FAL
  *Note: Heavy Barrel FN-FAL only counts its extra support
  weapon dice if fired when dismounted. If firing while
  mounted, it counts as a normal rifle.
  Grey’s Scouts Stick 2
  1x Stick Leader w/FN-FAL
  1x Grenadier with Energa rifle grenades (Lt. AP:1/AT:0)
  2x Troopers w/FN-FAL
  Grey’s Scouts Stick 3
  1x Stick Leader w/FN-FAL
  1x Grenadier with Energa rifle grenades (Lt. AP:1/AT:0)
  2x Troopers w/FN-FAL
  BUSH WARS
  52
  © Osprey Publishing • www.ospreypublishing.com
  
  ZIPRA MISSION 
  You have the Rhodesian horse soldiers in your 
  sights! Now kill every one of them! Don’t let 
  any escape!
  ZIPRA VICTORY POINTS 
  � Per Rhodesian Killed: 3pts
  � Per Rhodesian Severely wounded: 2pts
  � Per mount killed: 1pt
  ZIPRA FORCES 
  ZIPRA Basic Attributes
  Initiative Level: D6
  Confidence Level: Confident
  Supply Level: Normal
  Body Armor: N/A
  Troop Quality/Morale: D6/D8
  1st Squad
  1st Section
  1x Squad Leader w/AK-47
  1x Gunner w/RPD (Lt. AP:1/AT:0)
  1x Guerrilla w/AK-47
  2nd Section
  1x Section Leader w/AK-47
  the rhodesian bush war, 1964–79
  53
  The first rule of surviving an ambush is to get out of
  the “kill zone” as quickly as possible. With no place
  to go, rather than dismounting and forcing their
  way out on foot, the men of Grey’s Scouts turned
  their horses into the fire and galloped through the
  enemy positions, firing their rifles from the saddle!
  Surprised by the sudden counter-attack the
  insurgents did the absolute worst thing they could
  have done under the circumstances: they panicked.
  When hard pressed by Security Forces, insurgents
  in Rhodesia would often “bombshell”, that is to say
  break formation and flee in several directions
  simultaneously to elude pursuit. Breaking contact
  with an enemy at close quarters is a risky maneuver
  at the best of times. Doing so in the face of an
  enemy on horseback was a lethal mistake.
  Over the next two hours, the Grey’s troopers
  chased down the fleeing guerrillas. The pursuit was
  finally called off with the approaching darkness. In
  the aftermath of the action, 19 ZIPRA bodies were
  recovered and an unknown number had been
  wounded. In contrast, although several had suffered
  minor wounds and a single horse had been killed,
  Grey’s suffered no fatalities. Such was the ferocity of
  the Grey’s attack that at least one of the dead
  insurgents was found to have been killed by being
  trampled. It was arguably the closest thing to a
  cavalry charge that had occurred since the end of
  World War II.
  Despite the fact that Grey’s Scouts fought in a
  number of intense engagements, during almost five
  years of active service, the unit only suffered nine
  men killed in action. Sadly, Grey’s was one of the
  Rhodesian Security Forces units that disbanded at
  the conclusion of hostilities in November of 1979. A
  similar horse-mounted tracking unit would be re-
  formed after independence by the new Zimbabwe
  National Army, but mismanagement and lack of
  resources meant that this unit would be disbanded
  within a few years.
  HISTORICAL OUTCOME
  © Osprey Publishing • www.ospreypublishing.com
  
  1x Gunner w/RPG-2 (Med. AP:2/AT:2(M)
  4x Guerrillas w/AK-47
  2nd Squad
  1st Section
  1x Squad Leader w/AK-47
  1x Gunner w/RPD (Lt. AP:1/AT:0)
  1x Guerrilla w/AK-47
  2nd Section
  1x Section Leader w/AK-47
  1x Gunner w/RPG-2 (Med. AP:2/AT:2(M)
  4x Guerrillas w/AK-47
  3rd Squad
  1st Section
  1x Squad Leader w/AK-47
  1x Gunner w/RPD (Lt. AP:1/AT:0)
  1x Guerrilla w/AK-47
  2nd Section
  1x Section Leader w/AK-47
  1x Gunner w/RPG-2 (Med. AP:2/AT:2(M)
  4x Guerrillas w/AK-47
  SPECIAL RULES 
  AMBUSH! 
  All ZIPRA units start Hidden and may conduct Ambushes.
  CAVALRY 
  Despite their official designation as mounted infantry,
  Grey’s Scouts are considered to be a cavalry unit due to
  their ability to fight effectively from horseback. See page
  123 of the Force on Force rulebook for the rules covering
  mounted units.
  SCOUTS 
  As befits their names, Grey’s Scouts excelled at tracking
  and reconnaissance. Therefore all Grey’s Scouts units are
  considered to have the Pointman characteristic.
  INSURGENTS 
  Despite being classed as (admittedly low quality)
  regulars, the ZIPRA forces are subject to Shrinkage. 
  This reflects their tendency to “bombshell” when hard
  pressed by Rhodesian forces. Likewise, the ZIPRA units
  are all considered to be Elusive.
  OPERATION DINGO - ASSAULT
  ON ZULU 1, 23 NOVEMBER 1977 
  By the middle of 1977 it was becoming clear that Rhodesia
  would be unable to control the increasing number of
  insurgent incursions along its borders. While Fireforces
  and other military formations were more than capable 
  of dealing with enemy forces that were detected, it 
  was becoming obvious that the small numbers of available
  troops would not be able to cope with the numbers of
  insurgents entering the country each month. Therefore
  the politically risky decision was made to attempt to
  destroy the enemy at their bases inside of Mozambique
  and Zambia. One of the earliest and most ambitious of
  these raids targeted the ZANLA headquarters compound
  near Chimoio some 90 kilometers inside of Mozambique,
  followed by a second strike at another enemy base three
  days later.
  The ZANLA camp at New Farm near Chimoio
  (codenamed “Zulu 1” by the Rhodesians) was a sprawling
  compound with armories, training grounds, supply
  depots, headquarters and administrative buildings, as 
  well as barracks for thousands of insurgent fighters. It was
  estimated that Zulu 1 housed some four to eight thousand
  ZANLA personnel and was protected by a ring of
  trenches, anti-aircraft cannon and heavy machineguns, as
  BUSH WARS
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  © Osprey Publishing • www.ospreypublishing.com
  
  well as other defenses. Against this formidable target 
  the Rhodesian Security Forces could only manage to raise
  180 Para dropped and heliborne troops drawn from the
  SAS and Rhodesian Light Infantry, 20 ground attack
  aircraft, and 10 helicopter gunships. 
  The plan of attack on Zulu 1 was to involve a surprise
  strike by the ground attack aircraft in three quick waves,
  followed by insertion of the ground troops who would
  set up stop groups to prevent the enemy from escaping,
  concluded by a sweep on foot through the camp. The
  plan was audacious in the extreme. If it was successful
  the raid would be a lethal blow that might seriously
  degrade ZANLA’s ability to wage war. But given that 
  a high percentage of Rhodesia’s best troops and almost
  every aircraft in their tiny air force was involved in the
  strike, failure would be a devastating loss to Rhodesia.
  Note: Due to the extremely one sided nature of the
  fighting during the Operation Dingo raid, this scenario is
  presented as a cooperative game with the players
  representing the Rhodesian forces and ZANLA units being
  controlled by a set of predetermined actions. Each player
  will control a single four-man stick. Points will be awarded
  or lost for the actions of the player’s unit only. At the end
  of the scenario the SAS player who has the highest point
  total will be considered to have won. Alternately, this
  scenario can be played as a solo game.
  Scenario Information 
  Duration of Game: 8 turns
  Initiative: Asymmetric – the Rhodesians have the
  initiative for the entire game.
  Special Conditions: 
  � Air Defense Environment: Light
  � All Rhodesian SAS sticks enter from the 
  bottom edge of the map on turn 1. At the
  beginning of every turn each Rhodesian rolls a
  D10 and takes note of the score. The Rhodesian
  units will activate in sequence from highest score
  to lowest.
  Fog of War: Determined normally by reaction test rolls.
  Special assets: 
  � Rhodesian: Dedicated K-Car support (see special
  rules)
  Table Size: 2’ x 3’ (15mm/20mm), 4’ x 6’ (20mm/28mm)
  � 1–5: Hot Spots
  � A: ZPU-1 Team
  � B: ZANLA DShK Team 
  � C: ZANLA Band 1
  � D: ZANLA Band 2
  � E: ZANLA Band 3
  � F: ZANLA Band 4
  � G: ZANLA Band 5
  � H: ZANLA Band 6
  the rhodesian bush war, 1964–79
  55
  © Osprey Publishing • www.ospreypublishing.com
  
  RHODESIAN SAS MISSION 
  You are a Rhodesian SAS NCO commanding a stick of
  four men. Your mission is to eliminate any terrorists
  remaining in area, silence any enemy anti-aircraft assets
  remaining operational, and identify and secure any high
  value targets for capture or destruction.
  RHODESIAN SAS VICTORY
  POINTS 
  � Each ZANLA insurgent killed: 1pt
  � Each Anti-Aircraft gun destroyed: 10pts
  � Each SAS solider killed: -10pts
  � Each SAS soldier seriously wounded: -5pts
  � Each building searched: variable, noted below
  � Foreign Advisor killed: 10pts
  RHODESIAN SAS FORCES 
  Rhodesian SAS basic attributes
  Initiative level: N/A
  Confidence Level: High
  Supply Level: Normal
  Body Armor: N/A
  Troop Quality/Morale: D10/D10
  Stick 1
  1x Stick leader w/FN-FAL
  1x Gunner w/FN-MAG (Med. AP:2/AT:0)
  2x Troopers w/FN-FAL
  Stick 2
  1x Stick leader w/FN-FAL
  1x Gunner w/FN-MAG (Med. AP:2/AT:0)
  2x Troopers w/FN-FAL
  Stick 3
  1x Stick leader w/FN-FAL
  1x Gunner w/FN-MAG (Med. AP:2/AT:0)
  2x Troopers w/FN-FAL
  Stick 4
  1x Stick leader w/FN-FAL
  1x Gunner w/FN-MAG (Med. AP:2/AT:0)
  2x Troopers w/FN-FAL
  ZANLA FORCES 
  ZANLA Basic Attributes
  Initiative Level: N/A
  Type: Irregular
  Confidence Level: Low
  Supply Level: Normal 
  Body Armor: N/A
  Troop Quality/Morale: D6/D8
  ZANLA Band 1
  1x Leader w/AK
  1x Gunner w/RPD (Lt. AP:1/AT:0)
  4x Guerrilla w/AK
  BUSH WARS
  56
  A K-car searches for targets of opportunity
  (photo: Dave Bennett, Model: Heller).
  © Osprey Publishing • www.ospreypublishing.com
  
  the rhodesian bush war, 1964–79
  57
  The raid was timed to occur during the morning
  muster parade at the camp to ensure that large
  numbers of enemy troops would be in the open.
  Five minutes before the first shots, a civilian
  aircraft was flown over the camp to mask the
  sound of the approaching armada. For a few
  moments the inhabitants of Zulu 1 rushed for
  cover, believing they were under attack. But once it
  was determined that the aircraft was not a threat,
  the morning’s activities continued as normal.
  Therefore, when the actual strike aircraft
  approached, the ZANLA insurgents assumed the
  civilian craft was returning and no alarm was
  raised. It was a fatal mistake.
  At 07:45 the first of the strike aircraft hit their
  targets within the camp, followed within seconds by
  two more waves. Canberra bombers, Hunter
  fighter-bombers, and elderly Vampire fighters
  brought out of mothballs for the raid attacked the
  camp with napalm, locally made “Golf” and “Alpha”
  bombs (locally made weapons similar in effect to
  thermobaric and cluster munitions respectively), as
  well as cannon fire. Within minutes paratroops of
  the SAS and RLI, and helicopter-inserted RLI
  troops were in place in a box surrounding three
  sides of the camp. These units set up stop groups
  that engaged anyone attempting to escape from the
  killing ground inside the camp. All the while
  Rhodesian K-Car gunships orbited the site
  engaging targets of opportunity with their 20mm
  auto cannons. 
  Hundreds of insurgents were killed by the initial
  airstrikes. Most of the rest panicked and ran, only to
  be ambushed by the infantry stop groups or gunned
  down by the orbiting K-cars. Isolated groups of
  ZANLA forces did stand and fight; however, most
  notably the anti-aircraft gun crews.
  Shortly after the ground troops moved in they
  began a sweep through the camp to eliminate
  surviving insurgents and to search for weapon and
  supply stockpiles to be destroyed, as well as secure
  any intelligence items. By the afternoon, the camp
  was secured and entirely in Rhodesian hands.
  The scope of the carnage inflicted on ZANLA was
  staggering. An estimated two to three thousand
  insurgents had been killed with many more
  wounded. Large amounts of weapons and other war
  material were destroyed on the spot and most of the
  buildings that had not been damaged in the raid
  were burnt to the ground. This victory had come at
  the cost of a single SAS trooper killed on the ground,
  a Vampire fighter that crashed with the loss of its
  pilot after being hit by ground fire and a handful of
  wounded. The following day the Rhodesians left the
  area and the dose was administered again three days
  later (albeit with less spectacular results) at another
  ZANLA base near Tembue.
  Later raids on insurgent bases would not have
  near the success of the raids of November 1977.
  Operation Dingo remains as one of the most
  spectacular successes and one-sided kill ratios in
  the history counter-insurgency warfare.
  HISTORICAL OUTCOME
  © Osprey Publishing • www.ospreypublishing.com
  
  ZANLA Band 2
  1x Leader w/AK
  1x Gunner w/RPG-2 (Med. AP:2/AT:2(M)
  4x Guerrilla w/AK
  ZANLA Band 3
  1x Leader w/AK
  1x Gunner w/RPD (Lt. AP:1/AT:0)
  4x Guerrilla w/AK
  ZANLA Band 4
  1x Leader w/AK
  1x Gunner w/RPG-2 (Med. AP:2/AT:2(M)
  4x Guerrilla w/AK
  ZANLA Band 5
  1x Leader w/AK
  1x Gunner w/RPD (Lt. AP:1/AT:0)
  4x Guerrilla w/AK
  ZANLA Band 6
  1x Leader w/AK
  1x Gunner w/RPG-2 (Med.
  AP:2/AT:2(M)
  4x Guerrilla w/AK
  ZANLA
  DShK Team
  (no Weapon
  Team bonus)
  1x Leader w/AK
  1x Gunner w/12.7 DShK AA
  HMG (Hvy.
  AP:3/AT:1(L)
  2x Assistant Gunner
  w/AK
  ZANLA ZPU-1 Team (no Weapon Team bonus, use
  rules for Guns)
  1x Leader w/AK
  1x Gunner w/14.5 ZPU-1 AA gun (Hvy. AP:4/AT:1(L)
  2x Assistant Gunner w/AK
  SPECIAL RULES 
  EYE IN THE SKY 
  Due to the presence of Rhodesian aircraft, ZANLA
  forces may not utilize Out of Contact Movement during
  this scenario.
  ELUSIVE 
  Due to the nature of the surprise attack, ZANLA
  units are NOT considered to be elusive for the
  purposes of this scenario.
  BOMBSHELL 
  ZANLA units are subject to the Shrinkage
  special rule.
  CALLOUS 
  All ZANLA forces have the Callous attribute.
  TRENCHES AND BUILDINGS 
  The trenches and gun pits indicated on the 
  map count as improved cover (+2D). The
  buildings are all flimsy structures that count
  as +1D cover. Wooded areas are all
  considered to be standard woods.
  RHODESIAN K-CAR
  SUPPORT 
  Starting on turn 2 at the beginning of every
  turn each Rhodesian player rolls a D10. The
  player with the highest roll may choose to call in
  a K-Car helicopter gunship to attack a target of
  BUSH WARS
  58
  Private, Royal 
  Rhodesia Regiment,
  1968
  © Osprey Publishing • www.ospreypublishing.com
  
  his choice. This attack is resolved before any Rhodesian 
  unit is activated and is treated as a pylon gun attack. This
  represents the K-Cars engaging targets of opportunity,
  therefore the player controlling the K-Car can attack any
  enemy unit on the board regardless of line of sight.
  ALOUETTE III K-CAR GUNSHIP 
  Armor: 3D8, MG 151 20mm cannon: (Hvy. AP:5/AT:2
  – May conduct pylon attacks)
  SEARCHING BUILDINGS 
  A player’s unit may search a building for high value
  targets. To conduct a search, the unit enters the building
  as per the usual movement rules and the owning player
  immediately rolls on the following table:
  ZANLA RANDOM MOVEMENT 
  ZANLA units in this scenario are not controlled by
  any player. They move and fire using the following
  rules. When a ZANLA unit is first placed either at the
  beginning of the game or via the reinforcement rules,
  roll a D6. On a score of one or two the unit is
  designated a “fighter” unit. Any other result designates
  the unit as being a “runner” unit. Note that the two
  AA gun crews are considered to be “fighters” and are
  not rolled for. “Fighter” units will stay in place where
  they are placed and will only be removed when 
  they are killed, are removed through Shrinkage, or
  they disband via the irregular morale rules. Fighters
  will attempt to interrupt the first Rhodesian unit that
  moves or fires within their Line of sight during the
  turn. If fired upon a “fighter” unit will return fire in
  the round of fire if eligible. If a fighter unit is eligible
  to act after all Rhodesian units have activated, it will
  fire upon a randomly determined Rhodesian unit in
  its line of sight. If it has no targets, a fighter unit 
  will pass its turn and do nothing. Runner units will not
  perform interrupts under any circumstance. Runner
  units will return fire in a round of fire as normal if
  eligible. If a runner unit is eligible to activate after all
  Rhodesian units have acted, the runner unit will move
  at run speed in a straight line toward a randomly
  determined table edge. Runner units, being irregulars,
  are not slowed by woods and will deviate to avoid
  buildings and enemy units. Once a figure from a
  runner unit touches a board edge, the entire unit is
  removed from play. No points are scored for figures
  that are removed from the board in this way. Note that
  for the purposes of this scenario, a runner unit without
  a leader does not have to make a troop quality check in
  order to activate. Such units are panicked and running
  for their lives, and thus do not need anyone to tell
  them what to do!
  the rhodesian bush war, 1964–79
  59
  Die
  Roll
  Result
  1
  Look Out! Roll on the ZANLA reinforcement table
  and immediately place the resulting unit on the
  building. Move the searching Rhodesian unit two
  inches outside of the building and initiate a round of
  fire as if interruption had occurred. All normal rules
  for rounds of fire apply.
  2–3
  Nothing! The building is empty.
  4
  Fancy a Snack? Your unit has discovered an enemy
  food storage building. This will be burnt to the
  ground once the location is secure. Make an
  immediate troop quality test. If you pass, your unit
  may activate as normal next turn. If you fail, your
  hungry troops spend the following turn looting the
  building. Your unit may not activate the following
  turn, and may only return fire if fired upon. Let’s just
  hope this is not some of the poisoned food Special
  Branch has been placing for the enemy to capture!
  Score 5 victory points.
  5
  Bingo! You have found an enemy weapon’s cache.
  This will be marked for destruction when the area
  is secured. Your unit may act as normal next turn.
  Score 10 victory points.
  6
  Jackpot! You have discovered a stockpile of records,
  rosters, maps, and other valuable intelligence items.
  Your unit may not activate the following turn as
  they gather this material and may only return fire if
  fired upon. Score 15 victory points.
  © Osprey Publishing • www.ospreypublishing.com
  
  ZANLA REINFORCEMENTS 
  As previously noted, there were large numbers of
  insurgents present at the Chimoio camp and groups and
  individuals still attempted to flee after the Rhodesian
  ground troops began their sweep. To reflect this, starting
  in turn 2, make two rolls on the reinforcement table at
  the beginning of each turn and place the resulting units
  on a randomly determined insurgent Hot Spot. Note
  that during this scenario the Rhodesian forces may not
  neutralize Hot Spots, which remain active through the
  entire course of the game. Should a Rhodesian unit be
  occupying a Hot Spot that spawns a ZANLA unit, simply
  reroll the Hot Spot number until a clear location is
  indicated. As noted above, roll to determine if the
  ZANLA unit is a “runner” or “fighter” immediately
  upon placing the unit.
  ZANLA REINFORCEMENT TABLE
  Roll twice on the following table at the beginning of each
  turn:
  FOREIGN ADVISORS
  In the aftermath of the raid, the bodies of several men
  thought to be Chinese or Cuban advisors or instructors
  were recovered by the Rhodesians. Only one such figure
  may be placed during the course of a game. If a later
  reinforcement roll indicates a foreign advisor, ignore the
  result and treat the roll of ‘10’ as a ‘9’ instead. The ZANLA
  unit escorting the advisor is considered to have a morale
  score of D10 and is automatically considered to be a
  “fighter” unit. Any Rhodesian unit that manages to kill the
  foreign advisor figure scores an additional 10 victory points.
  BUSH WARS
  60
  D10
  Roll
  Reinforcements Received
  1
  1D6 Guerrillas w/AK
  2
  1D6 Guerrillas w/AK, 1x Leader (TQ/Morale:
  D8/D8) w/AK 
  3
  1D6+1 Guerrillas w/AK, 1x Leader
  (TQ/Morale: D8/D8) w/AK
  4
  1D6+2 Guerrillas w/AK, 1x Leader
  (TQ/Morale: D8/D8) w/AK
  5
  1x Guerrilla w/RPG-2 (Med. AP:2/AT:2(M), 1x
  Guerrilla w/AK (no Weapon Team bonus)
  6
  2D6 Guerrillas w/AK
  7
  2D6 Guerrillas w/AK, 1x Leader w/AK, 1x
  Guerrilla w/RPD (Lt. AP:1/AT:0)
  8
  2D6 Guerrillas w/AK, 1x Leader w/AK, 1x
  Guerrilla w/RPG-2 (Med. AP:2/AT:2(M)
  9
  1x Guerrilla w/AK, 1x Leader w/AK, 1x
  Guerrilla w/RPG-2 (Med. AP:2/AT:2(M)
  10
  2D6 Guerrillas w/AK, 1x Leader (TQ/Morale:
  D8/D8) w/AK, 1x Foreign Advisor
  (TQ/Morale: D10/D10) w/PPSH-41 SMG
  Searching buildings during Operation Dingo
  (photo: Dave Bennett, models: Eureka).
  © Osprey Publishing • www.ospreypublishing.com
  
  ENEMY ARMOR! OPERATION
  SNOOPY, 20-21 SEPTEMBER
  1978 
  In the closing year of the war, Rhodesian ComOps 
  had decided the most effective way of prosecuting
  the war would be to destroy the enemy in their
  Zambian and Mozambique base camps rather
  than wait for insurgents to actually enter
  Rhodesian territory. Furthermore, on 
  3 September 1978, ZIPRA had shot 
  down a Rhodesian Airways Viscount
  airliner and subsequently massacred
  the survivors on the ground. Thus
  several major raids on insurgent
  bases were carried out in response
  to this atrocity. One of these was 
  a raid, codenamed “Snoopy”,
  carried out by a combined force
  of SAS and Rhodesian Light
  Infantry troops against the ZANLA
  headquarters compound at Chimoio
  in Mozambique.
  It was hoped that this raid would
  be a repeat of the wildly successful
  Operation Dingo raid that had struck the
  same target the previous year. Unfortunately
  for the Security Forces, in response to the
  massive losses incurred during Dingo,
  ZANLA had taken measures to limit
  casualties during future attacks, such as
  spreading out the compound over several
  miles of territory to minimize targets for 
  air strikes and put a greater effort into
  concealing anti-aircraft gun positions.
  Compounding the problem was the fact 
  that Operation Snoopy did not have the
  degree of planning or the manpower
  and aircraft available that the previous raid on Chimoio
  had enjoyed.
  On the morning of the 20th after initial air strikes 
  by the Rhodesian Air Force, troops from C Squadron,
  SAS and 2 Commando RLI began a sweep of the
  camp. Although many ZANLA insurgents 
  were killed and large amounts of weapons
  and other war materials were captured or
  destroyed, the large expanse of the camp and
  uncommonly stubborn resistance by 
  the defenders meant that the fighting
  continued until
  dusk. 
  The
  exhausted
  Rhodesian troops then
  settled in to ambush positions for the
  night with a mind to finishing up the
  operation in the morning. 
  Sometime after 2300hrs, the
  Rhodesians manning the 2 Commando
  perimeter were alarmed to hear the sound
  of armored vehicles approaching. There
  had long been a concern that troops from
  the regular Mozambique army would
  intervene during one of the cross border raids.
  Now that fear had become a reality. What was
  later estimated to be five T-54/55 tanks and 
  a large number of infantry support in armored
  personnel carriers was now approaching the
  Rhodesian position. The handful of RLI troops
  had only small arms, claymore landmines, 
  and a single RPG-7 that had been captured
  during the day’s fighting to resist this
  onslaught, and the darkness meant that
  no air support could be called upon. 
  It promised to be a long night for
  the men of 2 Commando.
  the rhodesian bush war, 1964–79
  61
  Trooper, Selous Scouts, 
  1977 
  © Osprey Publishing • www.ospreypublishing.com
  
  SCENARIO INFORMATION 
  Duration of Game: 10 turns
  Initiative: Kinetic – FRELIMO on turn 1. Test for
  initiative on subsequent turns.
  Special Conditions:
  � Air Defense Environment: N/A
  � Night Fighting rules in effect
  � All woods are considered to be “average woods”.
  The stream is fordable at any point. Infantry units
  in the stream can count as being in solid cover.
  Fog of War: Determined normally by reaction test rolls
  Special Assets: 
  � FRELIMO: Reinforcements and off-table mortar
  support (see special rules)
  Table size: 2’ x 2’ (15mm/20mm), 4’ x 4’ (20mm/28mm)
  � 1–4: Location of RLI sticks
  � A: Starting location of BTR-152 containing
  FRELIMO 1st Squad and command section
  RHODESIAN LIGHT
  INFANTRY MISSION 
  You have settled into a static ambush position until you
  can resume the destruction of the Chimoio camp in 
  the morning. You now find yourself under attack by
  elements of the Mozambique regular army. Try to hold
  on as long as you can, blunt the enemy attack where
  possible, minimize your own losses, and extract friendly
  forces when the situation becomes untenable.
  RHODESIAN LIGHT INFANTRY
  VICTORY POINTS 
  � Each enemy vehicle destroyed: 5pts
  � Each enemy infantry KIA: 1pt
  � No enemy vehicles exited south board edge by 
  turn 8: 5pts
  � Each RLI stick exited off any board edge on turn 9
  or 10: 5pts
  RHODESIAN LIGHT INFANTRY
  (RLI) FORCES 
  RLI Basic Attributes
  Initiative Level: D10
  Confidence Level: Confident
  Supply Level: Abundant
  Body Armor: N/A
  Troop Quality/Morale: D10/D10
  Note: In most cases, RLI troops are rated as High
  Confidence, but in this case, their understandable unease
  at being under attack by enemy armored vehicles has
  blunted their usual aggressiveness a bit. Also, the troops
  had large amounts of captured enemy weapons and
  ammunition from the day’s action, so rate as being 
  Well Supplied.
  Stick 1
  1x Stick Leader w/FN-FAL
  1x Gunner w/FN-MAG (Med. AP:2/AT:0)
  2x Troopers w/FN-FAL
  BUSH WARS
  62
  © Osprey Publishing • www.ospreypublishing.com
  
  Stick 2
  1x Stick Leader w/FN-FAL
  1x Gunner w/FN-MAG (Med. AP:2/AT:0)
  2x Troopers w/FN-FAL
  Stick 3
  1x Stick Leader w/FN-FAL
  1x Gunner w/FN-MAG (Med. AP:2/AT:0)
  1x Gunner w/RPG-2 (Med. AP:2/AT:2(M)
  1x Trooper w/FN-FAL
  Stick 4
  1x Stick Leader w/FN-FAL
  1x Gunner w/FN-MAG (Med. AP:2/AT:0)
  2x Troopers w/FN-FAL
  the rhodesian bush war, 1964–79
  63
  The FRELIMO column was led by a Soviet-made
  BTR-152 APC loaded with infantry. The RLI
  troopers triggered a claymore mine and opened up
  with small arms fire, which had no discernable
  effect upon the enemy armored vehicle. In reply, the
  vehicle’s 12.7mm heavy machinegun and troops
  shooting from the BTR’s firing ports put up a
  massive amount of fire which pinned the
  Rhodesians down. Luckily the first shot from the
  captured RPG hit the engine compartment,
  immobilizing the vehicle, and set it ablaze. Despite
  this, a fierce firefight continued for some time
  between the RLI ambush and the trapped occupants
  of the BTR. Although they were now trapped in a
  burning vehicle the FRELIMO troops continued to
  fight, re-crewing the 12.7mm machinegun several
  times as previous gunners were hit. 
  The issue was decided when a second RPG shot
  hit the passenger compartment and killed or
  wounded many of the surviving FRELIMO troops.
  Those still able bailed out of the stricken BTR and
  continued to fight for a time from behind and
  underneath the vehicle before finally falling back
  into the darkness. 
  Shortly after, the main body of the FRELIMO
  armored column approached the Rhodesian
  position, and the RLI men found themselves under
  mortar, tank, and small arms fire. Deciding that
  their present position was untenable, the Rhodesians
  fell back for higher ground. A series of running
  firefights and fleeting engagements took place all
  night, but FRELIMO (presumably jarred by their
  losses) did not press home their attack. At dawn on
  the morning of the 21st, the Rhodesian Air Force
  was able to attack the Mozambique forces with
  Hunter fighter-bombers and K-Car gunships.The
  surviving tanks and infantry beat a hasty retreat.
  Later, 13 dead FRELIMO troops were counted in
  and around the smoldering wreckage of the
  destroyed BTR-152. Amazingly, this had come at
  the cost of only one RLI trooper who had been
  wounded in the firefight.
  Overall, Operation Snoopy (although it had not
  come near the massive success of the previous raid)
  was a success. Many hundreds of ZANLA
  insurgents had been killed and large amounts of
  war material captured, but it had also shown that
  future external operations would not be the one
  sided affairs that previous raids had been. The
  insurgents were learning from their mistakes and
  would, in the future, prove to be quite stubborn in
  defense of their bases against Rhodesian attack.
  HISTORICAL OUTCOME
  © Osprey Publishing • www.ospreypublishing.com
  
  FRELIMO MISSION 
  Your unit has been ordered to support your ZANLA
  comrades and repel the Imperialist violation of your
  nation’s borders. Eliminate any Rhodesian forces you
  encounter and push through their position to link up
  with remaining ZANLA fighters.
  FRELIMO VICTORY POINTS 
  � Each RLI KIA: 3 pts
  � Each vehicle exiting south board edge by turn 8: 
  5 pts
  � Each RLI stick remaining on table at end of turn
  10: 3 pts
  FRELIMO BASIC ATTRIBUTES 
  Initiative Level: D8
  Confidence Level: Confident
  Supply Level: Normal
  Body Armor: N/A
  Troop Quality/Morale: D8/D8
  FRELIMO Motor Rifle Platoon
  Command Section (riding in 1st Squad’s BTR-152)
  1x Lieutenant w/pistol
  1x Senior Sgt w/AK-47
  1x Private w/AK-47
  1st Squad (deployed in BTR-152 on table as indicated)
  Section 1
  1x Squad Leader w/AK-47
  1x Gunner w/PKM (Med. AP:2/AT:0)
  1x Private w/AK-47
  Section 2
  1x Section Leader w/AK-47
  1x Gunner w/RPG-7 (Med. AP:2/AT:2(M)
  4x Privates w/AK-47
  1x BTR-152 APC
  2nd Squad (enters turn 3 from North table edge)
  Section 1
  1x Squad Leader w/AK-47
  1x Gunner w/PKM (Med. AP:2/AT:0)
  1x Private w/AK-47
  Section 2
  1x Section Leader w/AK-47
  1x Gunner w/RPG-7 (Med. AP:2/AT:1(M)
  4x Privates w/AK-47
  1x BTR-152 APC
  3rd Squad (enters turn 3 from North table edge)
  Section 1
  1x Squad Leader w/AK-47
  1x Gunner w/PKM (Med. AP:2/AT:0)
  1x Private w/AK-47
  Section 2
  1x Section Leader w/AK-47
  1x Gunner w/RPG-7 (Med. AP:2/AT:1(M)
  4x Privates w/AK-47
  1x BTR-152 APC
  1x T-54/55 Tank (enters turn 3 from North table edge)
  SPECIAL RULES 
  TANKS IN THE DARK 
  The rules for Night Fighting as found on page 43 of the
  Force on Force rulebook are in place. The FRELIMO force
  lack night vision equipment. One randomly determined
  RLI stick is considered to have night vision gear.
  Unusually, the Rhodesian forces deployed for Operation
  Snoopy were issued with night vision equipment, but
  there does not seem to have been enough to go around.
  BUSH WARS
  64
  © Osprey Publishing • www.ospreypublishing.com
  
  Therefore after deployment roll randomly to determine
  which RLI stick is issued the equipment.
  AMBUSH! 
  The RLI sticks start Hidden and may conduct
  Ambushes. RLI Stick One is also equipped with
  claymores. Stick One may only fire claymores one time
  during the scenario.
  STICK MEDICS 
  Due to the presence of a trained medic in each RLI stick,
  the Rhodesian units roll on the Advanced First Aid chart
  to determine wounds when making first aid checks.
  TIMID 
  The FRELIMO forces, although well trained and
  determined, are a bit uneasy about night operations.
  This is especially true of the vehicles which are reluctant
  to move at night in the presence of enemy infantry. 
  To reflect this no FRELIMO may move at fast speed.
  Furthermore on any turn after the turn in which it
  entered the table a vehicle wishing to move must pass a
  troop quality test in order to do so. A vehicle that fails
  that test may change facing, but may not move. Such
  vehicles may conduct fire as normal.
  frelimo reinforcements 
  Only the first squad and command element of the
  FRELIMO force starts in play. This represents the 
  lead element of the column that gave the men of 2
  Commando such fits. The rest of the FRELIMO forces
  arrive anywhere along the north table edge on turn 3. 
  FRELIMO MORTAR SUPPORT 
  Starting on turn 3, the FRELIMO force may call upon 
  a battery of 82mm mortars. This counts as a medium
  mortar salvo (AP:4/AT:2 4” radius) and the strike may
  be called in by any infantry leader model. Due to the
  difficulty in accurately calling in artillery in the dark,
  the troop quality check to obtain the strike is rolled at a
  -1. Keep in mind that Squad Leader models also suffer
  a -1 penalty when requesting artillery. See page 108 
  in the Force on Force rulebook for details on mortar
  strikes.
  FIREFORCE 
  Rhodesia, summer of 1978 – Operation Thrasher
  Warzone
  An observation post manned by a Territorial unit 
  has spotted a group of suspected ZANLA insurgents
  crossing the border from Mozambique. A Fireforce
  consisting of a troop from 3 Commando, Rhodesian
  Light Infantry has been rushed to the scene in an
  attempt to kill or capture as many of the enemy force as
  possible before they have a chance to disperse.
  This hypothetical scenario depicts a typical Fireforce
  action that typified fighting in Rhodesia during the latter
  stages of the war and demonstrates the concept of
  “vertical envelopment” in practice. At first glance, this
  the rhodesian bush war, 1964–79
  65
  A Lynx conducts a napalm strike (photo:
  Dave Bennett, model: Testors).
  © Osprey Publishing • www.ospreypublishing.com
  
  scenario may seem a bit one-sided... and it should! Any
  insurgent unit that found itself the target of a Fireforce
  operation was in huge trouble. The victory conditions
  are such that the ZANLA player should have a fighting
  chance at winning the game with a little clever play... 
  and a bit of luck.
  SCENARIO INFORMATION 
  Duration of Game: 10 turns
  Initiative: RLI has initiative for duration of game.
  Special Conditions: 
  � ZANLA are irregulars, and are Elusive and Callous
  � Air Defense Environment: N/A
  � The stream that bisects the table provides solid
  cover for figures in the streambed. The stream
  itself blocks LOS due to the high brush lining its
  banks. The round huts provide solid cover but are
  shoddily built (Building Strength 3D6).
  Fog of War: Determined normally by reaction test rolls
  Special assets:
  � RLI: 1x Lynx light ground attack aircraft strike any
  time after turn 1. Standard FO rules apply. 
  � RLI: 1x Alouette III “K-Car” in support. Strikes
  from the K-Car may be called any time starting
  turn 2. Once again, normal FO rules apply.
  Table Size: 3’ x 2’ (15mm/20mm), 6’ x 4’ (20mm/28mm)
  RHODESIAN LIGHT
  INFANTRY MISSION 
  You are the officer commanding 3 Commando,
  Rhodesian Light Infantry (RLI) currently stationed 
  at the Mount Darwin air base. Half an hour ago, the
  call came in from a local OP reporting a large band of
  terrorists moving near the border. Your reaction force
  was quickly embarked on the aircraft and you are en
  route to the scene of the contact. Your force consists 
  of three helicopter borne sticks and another four to be
  inserted by parachute. On call you have a Lynx ground
  attack aircraft with a load of napalm and rockets 
  and you will provide further fire support with the
  20mm auto cannon mounted on the K-Car
  command/gunship helicopter.
  Your mission is to kill or capture as many of the enemy
  as possible before they scatter. The enemy has a nasty
  tendency to “bombshell” (that is to say scatter in all
  directions) at the first opportunity, so you have to move
  fast. Your general plan is to set three stop groups and then
  sweep the enemy into a crossfire using the paratroops.
  Excessive friendly casualties are unacceptable.
  RLI VICTORY POINTS 
  � Each Insurgent killed or captured: 1pt
  BUSH WARS
  66
  © Osprey Publishing • www.ospreypublishing.com
  
  RLI FORCES 
  RLI Basic Attributes
  Initiative Level: N/A
  Confidence Level: High
  Supply Level: Normal
  Body Armor: N/A
  Troop Quality/Morale: D10/D10
  Stick One
  1x Stick Leader w/FN-FAL
  1x Gunner w/FN-MAG (Med. AP:
  2/AT:0)
  2x Troopers w/FN-FAL
  Stick Two
  1x Stick Leader w/FN-FAL
  1x Gunner w/FN-MAG (Med.
  AP:2/AT:0)
  2x Troopers w/FN-FAL
  Stick Three
  1x Stick Leader w/FN-FAL
  1x Gunner w/FN-MAG (Med.
  AP:2/AT:0)
  2x Troopers w/FN-FAL
  3x Alouette III G-Car transports
  Armor: 3D8
  Firepower: Pylon – Twin .303 Browning
  (AP:4/AT:0)
  1–3 Paratrooper sticks (see special 
  rules)
  1x Stick Leader w/FN-FAL
  1x Gunner w/FN-MAG (Med.
  AP:2/AT:0)
  2x Troopers w/FN-FAL
  1x Alouette III K-Car gunship
  Armor: 3D8
  Firepower: MG 151 20mm cannon (Hvy.
  AP:5/AT:2 – May conduct pylon attacks)
  1x Lynx light ground attack aircraft
  Napalm and white phosphorous
  rocket strike – (AP:8/AT:6(H) 
  6” radius
  ZANLA MISSION 
  You and your band of freedom
  fighters infiltrated across the 
  border into Zimbabwe in the early
  morning hours. You are well armed
  and ready to wage the Chimurenga
  against the hated oppressor. Your
  initial goal was to secure a base of
  operations from which to wage your
  struggle and politicize the masses
  according to Mao’s principles of guerrilla
  war, 
  but 
  the 
  familiar 
  sound 
  of
  approaching helicopters means that Ian
  Smith’s killers will soon be on the scene
  to disrupt your plans. 
  Previous experience has shown the
  enemy will attempt to surround and
  destroy your force. You have decided to
  attempt to push through the enemy line and
  perhaps slip out of the trap now being set for
  you. 
  Your primary goal is to escape with as much
  of your force intact as possible, but every
  dead Rhodesian is another blow struck in
  support of the revolution!
  the rhodesian bush war, 1964–79
  67
  ZIPRA regular, 
  1978
  © Osprey Publishing • www.ospreypublishing.com
  
  ZANLA VICTORY POINTS 
  � Per Rhodesian seriously wounded: 1pt
  � Per Rhodesian killed or captured: 3 pts
  � Per Rhodesian helicopter forced down or destroyed:
  10 pts
  � Per insurgent that exits the Western board edge
  before the end of turn 10: 2 pt
  ZANLA FORCES 
  ZANLA basic attributes
  Initiative Level: N/A
  Confidence Level: Normal
  Supply Level: Normal
  Body Armor: N/A
  Troop Quality/Morale: D6/D6
  ZANLA Commander w/TT35 pistol
  ZANLA Band one 
  1x Leader w/AK-47
  1x Gunner w/RPD (Lt. AP:1/AT:0)
  4x Guerrillas w/AK-47
  ZANLA Band two 
  1x Leader w/AK-47
  1x Gunner w/RPD (Lt. AP:1/AT:0)
  4x Guerrillas w/AK-47
  ZANLA Band three 
  1x Leader w/AK-47
  1x Gunner w/RPD (Lt. AP:1/AT:0)
  4x Guerrillas w/AK-47
  ZANLA Band four 
  1x Leader w/AK-47
  1x Gunner w/RPD (Lt. AP:1/AT:0)
  4x Guerrillas w/AK-47
  ZANLA Weapons Team
  1x Gunner w/RPG-2 (Med. AP:2/AT:2(M)
  1x Guerrilla w/AK-47
  ZANLA Weapons Team
  1x Gunner w/RPG-2 (Med. AP:2/AT:2(M)
  1x Guerrilla w/AK-47
  SPECIAL RULES 
  DEPLOYMENT 
  All ZANLA units start on the board and are considered 
  to be Hidden. On turn 1 the three RLI stop groups are
  inserted via helicopter. The Alouette III G-cars may enter
  from any table edge. 
  ZANLA REINFORCEMENTS 
  Starting turn 2, roll for ZANLA reinforcements against
  an insurgency level of “4.” If reinforcements appear 
  roll 1D10 on the following table. All ZANLA troops are
  considered to be Troop Quality/Morale: D6/D6. Unless a
  leader is specified, units come onto the board leaderless.
  Roll to see on which Hot Spot each unit enters. Units may
  be placed within 4” of the Hot Spot. 
  RHODSIAN REINFORCEMENTS 
  At the beginning of turn 3 the Rhodesian player rolls
  1D6. On a roll of 1 or 2, 1 paratrooper stick may enter as
  reinforcement from the Eastern board edge. A roll of 3 or
  4 allows 2 sticks, rolling 5 or 6 allows 3. This represents
  troops from the sweep line approaching. 
  STICK MEDICS 
  A single trooper from each RLI stick is considered to 
  be medic trained and be carrying a “stick medic’s pack”.
  Therefore the RLI troops use the Advanced First 
  Aid table.
  BUSH WARS
  68
  © Osprey Publishing • www.ospreypublishing.com
  
  EYE IN THE SKY 
  With the Fireforce commander directing the action 
  from his perch in the K-Car and a close air support Lynx
  orbiting the area, enemy forces will find it hard to move
  without being seen. Therefore, ZANLA units may not
  employ Out of Contact Movement.
  BOMBSHELL 
  ZANLA units suffer from the Shrinkage rule.
  the rhodesian bush war, 1964–79
  69
  D10
  Roll
  Reinforcements Received
  1
  2x Guerrillas w/AK, 1x Guerrilla w/RPD 
  (Lt. AP:1/AT:0)
  2
  2x Guerrillas w/AK, 1x Guerrilla w/RPD 
  (Lt. AP:1/AT:0) PLUS roll again
  3
  1D6 Guerrillas w/AK, 1x Leader (D8/D8) w/AK 
  4
  1D6 Guerrillas w/AK, 1x Leader (D8/D8) w/AK 
  5
  1D6 Guerrillas w/AK, 1x Guerrilla w/RPG-2
  (Med. AP:2/AT:1(M) 
  6
  2D6 Guerrillas w/AK
  7
  2D6 Guerrillas w/AK, 1x Guerrilla w/RPD 
  (Lt. AP:1/AT:0), 1x Leader w/AK
  8
  2D6 Guerrillas w/AK, 1x Guerrilla w/RPG-2
  (Med. AP:2/AT:2(M), 1x Leader w/AK
  9
  1D6 Guerrillas w/AK, 1x Guerrilla w/RPG-2
  (Med. AP:2/AT:2(M), 1x Leader w/AK
  10
  5x Guerrillas w/AK, 1x Leader (D8/D8) w/AK
  PLUS roll again
  © Osprey Publishing • www.ospreypublishing.com
  
  70
  The roots of the long conflict that raged in Southwest
  Africa (now known as Namibia) and would eventually
  spill over into Angola can be directly traced to the end 
  of the First World War and the dissolution of Germany’s
  colonial possessions. 
  After Germany’s defeat in World War I, the control of
  its former colony, Southwest Africa, was handed over to
  South Africa by a League of Nations mandate. After the
  end of World War II, South Africa petitioned the newly
  formed United Nations to be permitted to absorb the
  territory as a province. The request was refused, which in
  turn led to a drawn out legal battle by South Africa in 
  the International Court of Justice, which would eventually
  end in 1971 with the court declaring South Africa’s
  continued occupation of Southwest Africa to be illegal.
  South Africa’s treatment of Southwest Africa as a de facto
  province would lead to unrest within the country and
  eventually into an insurgency campaign.
  It is impossible to examine the factors that led to 
  the Border War without discussing Apartheid. Simply put,
  Apartheid was a set of laws and ordinances that were 
  put in place in the post-World War II years by the South
  African government to control the black majority
  population. Apartheid laws greatly restricted the
  employment opportunities and freedom of movement of
  black South Africans as well as completely removing their
  voice in the government by denying them the vote. It was
  the extension of these policies into Southwest Africa 
  that was the sticking point that caused the UN’s refusal to
  allow the annexation of the territory. To the eyes of most
  white South Africans, the policies were an understandable
  defensive measure, but to most of the rest of the world
  they appeared to be a human rights violation and the
  suppression of the majority population by a powerful
  minority 
  group. 
  The 
  result 
  was 
  international
  condemnation that would eventually lead to economic
  sanctions and embargoes that would complicate South
  Africa’s war effort.
  The threat that the South Africans saw, was the spread
  of Communism in southern Africa. The so-called
  “domino effect” in which one country falling to
  Communism facilitating similar events and eventual
  Communist revolutions in neighboring countries had
  been one of the justifications for Western intervention in
  Vietnam. In southern Africa, this phenomenon became a
  reality, with several countries falling in turn to Marxist
  movements. By 1980, South Africa was the only
  THE SOUTH AFRICAN BORDER
  WAR, 1966-89
  The South African Border War took a more
  conventional form than other African
  conflicts. Shown here, South African
  infantry with a Casspir mine-protected APC
  (photo: Dave Bennett, models: Peter Pig &
  QRF).
  © Osprey Publishing • www.ospreypublishing.com
  
  remaining country in the region that had not come under
  control of a Communist-backed leftist regime.
  The first real fighting in Southwest Africa began in
  1966 when insurgents from the Soviet-backed Southwest
  African People’s Organization (SWAPO) launched attacks
  into the country from bases in newly independent
  Zambia. Thus began a long counter-insurgency campaign
  in which elements of the South African Defense Forces
  and Police would attempt to locate and destroy insurgent
  incursions into the territory as well as eventually attacking
  enemy bases in neighboring countries. 
  The conflict was very similar in nature to the fighting
  that occurred at roughly the same time in Rhodesia. (See
  chapter three for details of that conflict.) Tracking 
  and reconnaissance units located insurgent groups that
  had crossed the border and then highly trained and well-
  armed SADF units would be called in to destroy them.
  The difference was, of course, that South Africa’s army
  was many times the size of the Rhodesian Security Forces
  and employed numbers of advanced aircraft, armored
  vehicles, and other heavy weapons that the Rhodesians
  could only dream of. Against this, the forces of SWAPO
  could only field light weapons such as small arms, with
  the occasional heavy weapon or vehicle in support.
  SADF units ranged from poorly trained militia type
  units in Southwest Africa itself with some police units, to
  modern mechanized formations, to a wide range of highly
  trained special forces and counter-insurgency specialist
  units. Two of the more famous of these were the 32nd
  Light Infantry Battalion and Koevoet. The 32nd Battalion
  was a lightly armed, mixed-race, Portuguese-speaking
  unit that was deployed on long range “search and destroy”
  type missions inside of Angola. Koevoet (Afrikaans 
  for “crowbar”) was a specialist police unit that was also
  utilized for tracking down and destroying insurgent
  groups. Koevoet formations were fast moving columns
  mounted in mine-protected APCs that employed highly
  skilled trackers on foot to lead them to their targets. Both
  units would be among the most successful South African
  formations of the war and would amass a sizable kill rate.
  The South African Border War, 1966–89
  71
  An Angolan BTR-60 (photo: Dave Bennett, models: Peter Pig & Skytrex).
  © Osprey Publishing • www.ospreypublishing.com
  
  As was the case with Rhodesia, South Africa’s war
  completely changed after the coup in Portugal in 1974.
  The territories that had formerly been colonies of Portugal
  (Angola and Mozambique) were given independence 
  and both immediately fell into disorder and civil war.
  Understandably concerned about a new hostile state
  appearing on the border with Southwest Africa, South
  Africa threw its support behind the two anti-Communist
  insurgent groups in Angola: União Nacional para a
  Independência Total de Angola (UNITA) and the
  National Front for the Liberation of Angola (FNLA). This
  would eventually lead to direct South African incursions
  into Angola and confrontations with the Marxist faction
  fighting to control Angola, the Popular Movement for the
  Liberation of Angola (MPLA). Although South African
  intervention in the opening stages of the Angolan Civil
  War would be brief, it would open up a new front in 
  the border war. Although the civil war in Angola would
  continue for decades, by the late ‘70s a Soviet-backed
  government would be in political control of Angola.
  South African intervention in Angola also brought
  Cuba into the conflict. In aid of its fellow Marxists, the
  Cuban government sent aid to Angola starting in 1975.
  Cubans provided advisors and training to the Angolan
  army, many of the pilots in their air force, and eventually
  ground forces to suplement the Angolan army. By 1987
  there were over 40,000 Cubans operating in Angola,
  including some 20,000 troops comprising 12 mechanized
  infantry regiments. 
  By the 1980s, the Border War had changed in
  character. Although the entry of Angola into the mix
  provided SWAPO a new friendly nation from which to
  launch its insurgent campaign, the war began to take on
  more and more of a conventional character with clashes
  between regular armored forces and a full scale air 
  war between two relatively modern air forces. This would
  come to a climax in late 1987 around the town of Cuito
  Cuanavale in southeast Angola. It began as a large scale
  Angolan offensive to destroy UNITA. The subsequent
  South African counter attack was eventually halted by the
  intervention of large numbers of Cuban troops in March
  of 1988. Cuito Cuanavale was the largest land battle fought
  on the African continent since the end of World War II.
  To this day, there is a debate amongst Cuban and South
  African sources as to who actually “won” the battle, 
  but given that Angolan/Cuban forces failed in their initial
  mission of destroying UNITA forces in southern Angola
  (and in the process suffered a casualty rate several times
  higher than their opponents) Cuito Cuanavale should
  probably be regarded as a South African tactical victory.
  The battle of Cuito Cuanavale shocked both sides with
  its intensity and soon after its conclusion the combatants
  resumed peace talks to bring the war to an end. The final
  agreement resulted in the eventual withdrawal of South
  African and Cuban forces from Angola and a transition 
  to independence in 1989 for the new nation of Namibia. 
  It is debatable as to how much the South African border
  war contributed to the eventual fall of the Apartheid
  government. Despite decades as a pariah nation under
  BUSH WARS
  72
  A South African Eland 90 armored car and
  mounted infantry on patrol (photo: Dave
  Bennett, models: Peter Pig).
  © Osprey Publishing • www.ospreypublishing.com
  
  international sanctions, South
  Africa never experienced the sort
  of economic stresses and manpower
  shortages that eventually brought
  Rhodesia to its knees. That being
  said, the demands on white South
  African citizens due to the country’s
  National 
  Service 
  system 
  would
  eventually cause war weariness and
  discontent amongst the section of the
  population liable to conscription. In any
  event, a general election in 1994 would
  lead to an African National Congress-
  dominated government and an end to the
  Apartheid system as well as the likelihood
  of 
  further 
  South 
  African 
  military
  intervention in neighboring countries.
  The death toll of the South African
  Border War is thought to be around
  500,000 in all, although the real total is
  unknown and this figure may very well be too
  low. Large sections of Namibia were devastated
  and the actual border area was almost totally
  depopulated by war’s end. 
  From a gaming perspective, the Border War
  has much to offer. Not only does it feature classic
  counter-insurgency type engagements, it also
  offers up something almost totally unique to 
  the region: large scale combined arms battles
  involving tanks and other heavy forces. Finally,
  there is much diversity to keep the gamer
  interested in that there are no less than five
  separate factions involved in the fighting 
  and the troops involved ranged 
  from lightly armed insurgents, to
  mounted cavalry, to tanks and
  mechanized infantry.
  OPERATION DRIEHOEK: RECCE
  ON THE SAVANNAH 
  5 February 1980
  This scenario takes place in the 5th military region of
  Angola, comprised of the provinces of Cunene, Huila
  and Namibe, and headquartered in the city of Lubango
  (formerly Sá da Bandeira). It represents one of the first
  operations in 1980 that would set the pattern 
  for continuous low-intensity fighting between
  elements of the SADF and the
  SWAPO guerrillas (PLAN). 
  Information 
  available 
  at 
  the time to the SADF GHQ, mostly
  acquired from UNITA informers
  and 
  aircraft 
  reconnaissance,
  identified guerrilla zones of
  concentration, paths and supply
  caches in the area of the village
  of Chiede (20 km north of the
  Namibia’s border) in preparation
  for attacks on villages near the
  border. These attacks would receive
  some support, mostly political and
  logistical, from the FAPLA.
  UNITA information, passed through
  secret channels, seemed to indicate three
  armed groups, ranging from 25 to 150
  fighters each, were active in the region,
  all staging at convenient locations to
  cross the Namibian Border. 
  An SADF task force was created 
  to launch an operation on 4 February
  1980 and was composed of two
  companies from 32nd Battalion,
  including Recce groups. 
  While the mechanized groups
  (mounted in Buffels and Unimogs)
  The South African Border War, 1966–89
  73
  SADF pathfinder, 
  44 Para Brigade, 1982
  © Osprey Publishing • www.ospreypublishing.com
  
  were crossing the border toward their objectives, 
  Recce sticks were inserted by helicopter deep in the
  rear of assumed gatherings points of the SWAPO
  guerrillas. The Recce units were tasked not only 
  with gathering more reliable intel, but also with
  disrupting SWAPO activity and, if possible, the
  destruction of any ammunition and weapon caches
  they encountered. Once Recce units fixed the 
  enemy’s position, they were to push any armed 
  groups from the PLAN towards the mechanized 
  group, catching the guerrillas between a hammer and
  an anvil. 
  This scenario depicts an action typical of the Recce
  Teams early operations in the Chiede area. It revolves
  around their efforts to establish the exact positions of
  the PLAN’s armed groups and develop intelligence on
  SWAPO activity. 
  The scenario in itself is comprised of two parts, the
  first concerning the gathering of intel, and the second
  with the complementary mission. Thus, two maps are
  presented with this scenario. 
  PART 1: “GET ME A PRISONER”
  SCENARIO INFORMATION 
  Duration of Game: 6 turns
  Initiative: Asymmetric – SADF has Initiative for the
  duration
  Special Conditions: 
  � SADF units are Recce units and are considered to
  have the Indigenous Scout capability at full TQ 
  � Air Defense Environment: N/A
  Fog of War: Generated by Reaction Tests
  Table Size: 3’ x 3’ (15mm/20mm), 4’ x 4’ (20mm/28mm)
  � 1: PLAN Force may set up anywhere south of the
  dotted line, but at least 6” from south border
  � 2: SADF Forces setup on the north map border
  SADF MISSION 
  You have been inserted some kilometers to the rear of 
  the enemy by Alouette III G-Car. After rechecking 
  your position, you are to advance towards a major 
  known geographic landmark, pinpointed by the UNITA
  information services.
  BUSH WARS
  74
  HISTORICAL OUTCOME
  Operation Driehoek was a success that put a
  temporary stop to further actions by SWAPO
  armed groups and forced them to locate their
  training camps deeper inside Angola under the
  protective umbrella of the MPLA government.
  This Operation also marked the start of some
  successful anti-PLAN actions on the part of the
  SADF special groups, establishing the most
  common pattern of action on the border until
  the end of hostilities in 1989.
  © Osprey Publishing • www.ospreypublishing.com
  
  Intel available at the moment states that this area is a
  gathering spot for one of the PLAN’s armed groups in
  the area. You are to identify the enemy and develop an
  estimate of their numbers and quality.
  Detect and engage the group – force them towards the
  mechanized groups en route towards you. Capture at least
  one prisoner for further interrogation, with the objective
  of recovering valuable information about the presence of
  eventual weapons caches in the area or other intel.
  SADF VICTORY POINTS 
  � Per PLAN Infantry Unit Reduced below half
  strength: 3pts
  � Per PLAN fighter captured: 5pts
  SADF FORCES 
  SADF Basic Attributes
  Initiative Level: D10
  Confidence Level: High
  Supply Level: Normal
  Body Armor: N/A
  Troop Quality/Morale: D10/D10
  SADF 1st Reconnaissance Regiment
  Zulu Group Stick A
  1x FTL w/small arms 
  1x Gunner w/FN MAG (Med. AP:2/AT:0)
  1x Rifleman w/small arms and Radio
  1x Gunner w/RPG-7 (Med. AP:2/AT:2(M)
  Zulu Group Stick B
  1x FTL w/small arms 
  1x Gunner w/FN MAG (Med. AP:2/AT:0)
  1x Rifleman w/small arms 
  1x Gunner w/RPG-7 (Med. AP:2/AT:2(M)
  Zulu Group Stick C
  1x FTL w/small arms 
  1x Gunner w/FN MAG (Med. AP:2/AT:0)
  1x Rifleman w/small arms 
  1x Gunner w/RPG-7 (Med. AP:2/AT:2(M)
  SADF Assets
  Roll 1D6
  1–5: Alouette III G-car (Armor: 3D8) w/7.62mm FN-
  MAG (Med. AP:2/AT:0) – TQ/Morale: D10/D10
  6: Alouette III K-car (Armor: 3D8) with MG 151/20
  mm Cannon (Hvy. AP:5/AT:2 – May conduct pylon
  attacks) – TQ/Morale: D10/D10
  PLAN MISSION 
  You are in southern Angola preparing to start this
  season’s strikes on the Apartheid’s occupied area of your
  beloved Namibia.
  Following some tutelage in camps established by 
  the People’s Republic of Angola Army (FAPLA) you 
  have been trained, either militarily or politically, to
  accomplish the objectives of the Great Revolution. 
  You are travelling with your comrades towards a
  concentration point near the border when scout
  elements report helos nearby. You expected a possible
  attack by the dreadful forces of the SADF.
  Your group is ordered to hold the fascists while your
  leaders prepare an enveloping force to the rear, which
  will take some time. 
  Sacrifice yourself for the Revolution and Freedom of
  Namibia, and bring down the hateful troops of SADF,
  many of whom are traitors to the cause. Leave no one
  behind in any case.
  You must resist until turn 5 and try to escape the
  tabletop on turn 6.
  The South African Border War, 1966–89
  75
  © Osprey Publishing • www.ospreypublishing.com
  
  PLAN/SWAPO VICTORY POINTS 
  � If the SADF didn’t manage to get a single Prisoner:
  PLAN Decisive Victory
  � Per SADF Soldier KIA or heavily wounded: 3pts
  � Per SADF Soldier Lightly wounded: 2pts
  � Per SADF Soldier POW: 3pts
  PLAN FORCES 
  PLAN Basic Attributes
  Initiative Level: N/A
  Confidence Level: Confident
  Supply Level: Normal
  Body Armor: N/A
  Troop Quality/Morale: D6/D8
  Group “Agostinho Neto”
  1x Leader w/small arms
  1x Gunner w/PKM (Lt. AP:1/AT:0)
  5x Rifleman w/small arms 
  Group “Amilcar Cabral”
  1x Leader w/small arms 
  4x Rifleman w/small arms 
  1x Gunner w/RPG-7 (Med. AP:2/AT:2(M)
  Group “Che Guevara”
  1x Leader w/small arms 
  1x Gunner w/PKM (Lt. AP:1/AT:0)
  5x Rifleman w/small arms 
  Group “Fidel Castro”
  1x Leader w/small arms 
  4x Rifleman w/small arms 
  1x Gunner w/RPG-7 (Med. AP:2/AT:2(M)
  SPECIAL RULES 
  PLAN REINFORCEMENTS 
  Insurgency level 3. Use the following reinforcements
  (only these are available: once both groups arrive, no
  more reinforcements are available):
  Group “Lenin”
  1x Leader w/small arms 
  D6+2x Rifleman w/small arms 
  Group “Karl Marx”
  1x Leader w/small arms 
  D8+2x Rifleman w/small arms 
  PLAN DEPLOYMENT 
  Groups deployed on the table are Hidden. Set 5 Hot
  Spots, divided between the west,
  east and south border, at least
  6” apart.
  BUSH WARS
  76
  SADF lieutenant, 
  32 Battalion, 1985
  © Osprey Publishing • www.ospreypublishing.com
  
  PART 2: “KNOCK ‘EM OUT”
  SCENARIO INFORMATION 
  Duration of Game: 6 turns
  Initiative: Asymmetric – SADF has Initiative for the
  duration
  Special Conditions: 
  � SADF units are Recce units and are considered to
  have the Indigenous Scout capability at full TQ 
  � Air Defense Environment: N/A
  Fog of War: Generated by Reaction Tests
  Table Size: 3’ x 3’ (15mm/20mm), 4’ x 4’ (20mm/28mm)
  � 1: PLAN Force set up inside the marked area
  � 2: SADF Forces set up on the north map border
  SADF MISSION 
  If you manage to capture at least one prisoner in Part 1,
  roll on the interrogation table below to determine your
  follow-up mission. If you took no prisoners, this scenario
  is completed.
  SADF VICTORY POINTS 
  � Per PLAN Infantry Unit Reduced below Half
  Strength: 3pts
  � If TARGET (as rolled on the above table) captured
  or destroyed/eliminated: 15pts
  SADF FORCES 
  Any element in good condition from Part 1 (at least 
  50% strength) will be in use on part 2, entering 
  from north border, while any badly wounded figure will
  be evacuated by Alouette III after part 1 of the scenario.
  The SADF has the same Assets as were available in
  Part 1. 
  PLAN/SWAPO MISSION 
  You have been discovered! Now it’s time to protect your
  most cherished asset (as determined by the roll on the
  SADF interrogation table). Hold the enemy long enough
  to secure the safety of the asset and then make your
  escape! Live to fight the evil SA another day! 
  Cause maximum damage to the SADF while
  protecting the Asset.
  PLAN/SWAPO VICTORY POINTS 
  � If the SADF didn’t manage to Detect/Capture/
  Disable the Assets: PLAN Decisive Victory
  � Per SADF Soldier KIA or heavily wounded: 3pts
  � Per SADF Soldier Lightly wounded: 2pts
  � Per SADF Soldier POW: 5pts
  The South African Border War, 1966–89
  77
  D6 Roll Follow-up mission
  1–3
  Weapons Cache. A weapons cache is nearby.
  Find and destroy it
  4
  POI. A local political leader of the SWAPO
  is in hiding a few klicks from you. Capture
  or eliminate him
  5
  POI. A local militia leader was in one of the
  PLAN groups that managed to escape. Track
  him down and capture or eliminate him
  6
  Wonder Weapon. PLAN has a new weapon
  nearby (AFV, Technical, AA battery). Find it
  and destroy it
  © Osprey Publishing • www.ospreypublishing.com
  
  PLAN FORCES 
  PLAN Basic Attributes
  Initiative Level: N/A
  Confidence Level: Confident
  Supply Level: Normal
  Body Armor: N/A
  Troop Quality/Morale: D6/D8 unless noted
  Group “Nelson Mandela” (TQ/Morale D8/D8)
  1x Leader w/small arms 
  1x Gunner w/RPG-7 (Med. AP:2/AT:2(M)
  5x Rifleman w/small arms 
  This is the group attached to the Asset for its protection.
  Group “Trotsky”
  1x Leader w/small arms
  4x Rifleman w/small arms 
  1x Gunner w/PKM (Med. AP:2/AT:0)
  Group “Estaline”
  1x Leader w/small arms 
  1x Gunner w/PKM (Med. AP:2/AT:0)
  5x Rifleman w/small arms 
  Group “Nino Vieira”
  1x Leader w/small arms 
  4x Rifleman w/small arms 
  1x Gunner w/RPG-7 (Med. AP:2/AT:2(M)
  SPECIAL RULES 
  PLAN REINFORCEMENTS 
  Insurgency level 3. Use the following reinforcements
  plus any Group that escaped from part 1:
  Group “Mao”
  1x Leader w/small arms 
  D8+3x Rifleman w/small arms 
  Group “Julius”
  1x Leader w/small arms 
  D6+4x Rifleman w/small arms 
  PLAN DEPLOYMENT 
  Groups deployed on the table are Hidden. Set 5 Hot
  Spots, divided between the west, east and south border,
  at least 6” apart. Secretly place the objective asset in the
  PLAN set-up area. These assets can only move if SADF
  forces approach within their Optimum Range.
  BUSH WARS
  78
  This scenario represents one of the most common
  actions seen in the Border Wars. It has a lot in common
  with similar actions seen during the Portuguese Colonial
  Wars (after 1970) and the Bush Wars that pitted Ian
  Smith’s Rhodesia against ZANU and ZIPRA forces – the
  famous Fireforce actions.
  We have set a random table for the possible missions,
  all based on historical actions, to make this scenario
  more re-playable. With some thought, this scenario 
  could be used for a variety of African settings. One
  possible use is to change forces, putting some Angolan
  Special Forces on the hunt for Jonas Savimbi in February
  2002, a mission which would end with the death of the
  latter: Part 1 would take place around a small camp on
  the savannah and Part 2 near a small river. 
  To represent a more normal SADF operation, instead
  of sticks from the Recce, just use a couple of Buffels or
  Recce Unimogs loaded with infantry.
  SCENARIO NOTES
  © Osprey Publishing • www.ospreypublishing.com
  
  OPERATION ASKARI: FINAL
  ASSAULT ON CUVELAI 
  11 December 1983
  Operation Askari was the 6th big offensive by the SADF
  in southern Angola. The operation kicked off on 6
  December 1983 and wrapped up by the end of January
  after a string of mild successes and plenty of controversy in
  the UN. The SADF’s goal was to derail a possible spring
  offensive by PLAN (the armed forces of SWAPO) in
  northern Namibia by creating a buffer region controlled
  by the SADF and their UNITA allies and free of the
  influence of PLAN, FAR or FAPLA troops operating from
  the axis of Cahama, Mulondo and Cuvelai.
  After the first skirmishes, the FAPLA decided to go on
  the defensive, utilizing fortified lines which they had begun
  preparing in 1980 in the hopes that these prepared
  defenses would mitigate the greater offensive capacity of
  the SADF. The SADF soon faced a new tactical reality in
  which FAPLA met their thrusts with heavily entrenched
  troops well supported by AA, tanks and artillery.
  Particularly novel was the aggressive use of AFVs by
  FAPLA in armored counterattacks. SADF troops found
  themselves entangled in close combat operations against a
  very tenacious enemy.
  The advance stalled while SADF struggled to penetrate
  their enemy’s defensive works. In some areas, SA regulars
  were taking a terrible beating and found themselves on 
  the edge of disaster. One such unit was the 82nd Mech
  Battalion (Citizen Unit) operating in the Cuvelai sector.
  Their situation deteriorated to the point that SADF GHQ
  was forced to rush the 61st Mech Battalion, an elite unit
  assigned to the Cahama sector, to try to force a victory in
  the Cuvelai area.
  After some 11 hours of hard fighting in which the SA
  enjoyed superiority in both air and artillery support, the
  61st Mech Battalion manage to break the FAPLA defenses
  and set about mopping up enemy troops in Cuvelai, 
  a task that would require another full day to complete. 
  This victory marked the high water point for Operation
  Askari and constituted the only major objective fulfilled
  before the operation was called off a short time later. 
  This scenario depicts the actions by men of Task Force
  X-RAY (61st Mech Battalion) in breaking the final line of
  fortifications on the southern outskirts of Cuvelai.
  The South African Border War, 1966–89
  79
  This scenario’s designer, José Ventura, is in debt to
  José Pargana regarding this scenario. José Pargana
  generously provided the majority of the research
  upon which “Operation Askari” is based. 
  For game balance, give the FAPLA player an
  extra 50% of fortifications as dummies, to be set
  on the start of the game. The SADF must detect
  which ones are occupied or not. Only occupied
  fortifications will count for Victory conditions.
  The presence of Olifants in the battle is a much
  disputed issue, with the South African official
  sources stating that they weren’t there. Both SADF
  & FAPLA veterans steadfastly assert Olifants were
  used in this particular action, even stating that one
  was immobilized, and later towed way. It is up to
  you to use them or not. If not, replace them with
  Ratel 90s.
  SCENARIO NOTES
  © Osprey Publishing • www.ospreypublishing.com
  
  SCENARIO INFORMATION 
  Duration of Game: 10 turns
  Initiative: SADF has Initiative until turn 5. Test thereafter.
  Special Conditions: 
  � Air Defense Environment – Light
  � FAPLA forces start the game Hidden, fortifications
  are visible
  Fog of War: Generated by Reaction Tests
  Special Assets: Generated by Reaction Tests and as
  described on the forces roster
  Table Size: 3’ x 2’ (15mm or 20mm), 6’ x 4’ (20mm or
  28mm)
  � 1: FAPLA Force may set up anywhere north of the
  dashed line
  � 2: SADF Forces enter on the south map border
  SADF MISSION 
  For the last 48 hours, the 61st Mech Battalion has 
  been involved in some close and personal combat with
  entrenched elements from FAPLA and their “Cuban
  Advisers. Thanks to our artillery superiority and close
  support from Impalas and Alouettes, we managed to
  reach the final phase line just outside the ramshackle city
  of Cuvelai. The only thing of importance in this area is
  the airstrip. 
  SADF VICTORY POINTS 
  � Per bunker cleared: 3pts
  � Per vehicle or half-strength + unit that exits north
  edge of the table by end of turn 8: 3pts
  � Per vehicle or half-strength + unit that exits north
  edge of the table on turn 10: 1pt
  � Per FAPLA Infantry Unit reduced below half
  strength: 3pts
  � Per FAPLA Vehicle Disabled: 3pts
  � Per FAPLA Vehicle Destroyed: 5pts
  SADF FORCES 
  SADF Basic Attributes
  Initiative Level: D10
  Confidence Level: High
  Supply Level: Normal
  Body Armor: N/A
  Troop Quality/Morale: D10/D10 (unless otherwise
  noted)
  SADF Elements from 61st Mech Battalion
  Squad 1
  1x Ratel 20 IFV 
  Fireteam 1A
  1x FTL w/R4
  1x Gunner w/FN MAG (Med. AP:2/AT:0)
  2x Rifleman w/R4
  BUSH WARS
  80
  © Osprey Publishing • www.ospreypublishing.com
  
  Fireteam 1B
  1x FTL w/R4
  1x Gunner w/RPG-7 (Med. AP:2/AT:2(M)
  2x Rifleman w/R4
  Squad 2
  1x Ratel 20 IFV 
  Fireteam 2A
  1x FTL w/R4
  1x Gunner w/FN MAG
  (Med. AP:2/AT:0)
  2x Rifleman w/R4
  Fireteam 2B
  1x FTL w/R4
  1x Gunner w/RPG-7
  (Med. AP:2/AT:2(M)
  2x Rifleman w/R4
  Squad 3
  1x Ratel 20 IFV 
  Fireteam 3A
  1x FTL w/R4
  1x Gunner w/FN MAG (Med.
  AP:2/AT:0)
  2x Rifleman w/R4
  Fireteam 3B
  1x FTL w/R4
  1x Gunner w/RPG-7 (Med.
  AP:2/AT:2(M)
  2x Rifleman w/R4
  Eland Platoon (TQ/Morale: D8/D10)
  2x Ratel 90
  SADF Assets 
  Roll D6
  1–2: SADF Tank Platoon (TQ/Morale: D8/D10)
  2x Olifant Mk.1a MBT (if they didn’t appear earlier
  due to Fog of War card, they show up at the start of
  turn 7)
  3: TAC Team (TQ/Morale: D10/D10)
  1x Ratel Command
  1x Terminal Air Controller w/small arms 
  1x Impala (Slow) Aircraft doing a maximum of
  2 bomb runs – 2x Light Bomb (250lbs JDAM):
  AP:8/AT:6(H) (6” radius)
  4: FO Team (TQ/Morale: D10/D10)
  1x Ratel Command
  1x Forward Observer w/small arms
  3x Fire Missions Heavy Mortar Salvo:
  AP:6/AT:2(M) (6” radius)
  5: UNITA/FALA Regular Squad
  (TQ/Morale: D8/D8)
  1x Truck
  Fireteam A
  1x FTL w/AK
  1x Gunner w/RPD (Lt. AP:1/AT:0)
  3x Rifleman w/AK
  Fireteam B
  1x FTL w/AK
  1x Gunner w/RPG-7 (Med. AP:2/AT:2(M)
  3x Rifleman w/AK
  6: UNITA/FALA Irregular Squad
  (TQ/Morale: D6/D8)
  1x Truck
  The South African Border War, 1966–89
  81
  SADF captain, 32 Battalion
  Recce Wing, 1983
  © Osprey Publishing • www.ospreypublishing.com
  
  Fireteam A
  1x FTL w/AK
  1x Gunner w/RPD (Lt. AP:1)
  3x Rifleman w/AK
  Fireteam B
  1x FTL w/AK
  1x Gunner w/RPG-7 (Med. AP:2/AT:2(M)
  3x Rifleman w/AK
  FAPLA MISSION 
  Once again, the racist army from South Africa attacks
  our beloved country and state. But now we have the
  support of our brothers and comrades from across the
  Atlantic! We are now prepared for the enemy, with good
  shelters to deny their artillery and aviation.
  We are holding the last line of defense – and are the
  best prepared – so we must not fail! So the Commissar
  told us... 
  Hold the current position and destroy any unit trying
  to reach Cuvelai!
  FAPLA VICTORY POINTS 
  � No SADF units exit the board by the end of turn
  10: DECISIVE FAPLA VICTORY!
  � Per SADF vehicle disabled/K.O.: 5pts
  � Per SADF Soldier POW: 3pts
  � Per SADF Infantry Unit reduced below half
  strength: 2pts
  FAPLA FORCES 
  FAPLA Basic Attributes
  Initiative Level: D8
  Confidence Level: Confident
  Supply Level: Normal
  Body Armor: N/A
  Troop Quality/Morale: Varies, see below.
  Elements 2nd Battalion from 11th Brigade
  (TQ/Morale D8/D8)
  Squad 1
  Fireteam 1A
  1x Lt. w/AK
  1x Gunner w/PKM (Med. AP:2/AT:0)
  3x Rifleman w/AK
  Fireteam 1B
  1 x Lt. w/AK
  1x Gunner w/RPG-7 (Med. AP:2/AT:2(M)
  3x Rifleman w/AK
  Squad 2
  Fireteam 2A
  1x Lt. w/AK
  1x Gunner w/PKM (Med. AP:2/AT:0)
  3x Rifleman w/AK
  Fireteam 2B
  1x Lt. w/AK
  1x Gunner w/RPG-7 (Med. AP:2/AT:2(M)
  3x Rifleman w/AK
  Squad 3
  Fireteam 3A
  1x Lt. w/AK
  1x Gunner w/PKM (Med. AP:2/AT:0)
  3x Rifleman w/AK
  Fireteam 3B
  1x Lt. w/AK
  1x Gunner w/RPG-7 (Med. AP:2/AT:2(M)
  3x Rifleman w/AK
  BUSH WARS
  82
  © Osprey Publishing • www.ospreypublishing.com
  
  Anti-Aircraft Team (TQ/Morale D8/D8)
  1x Lt. w/small arms
  1x Gunner w/SA-7 Strela
  HMG Team (Weapon Team Bonus) (TQ/Morale
  D8/D8)
  1x Lt. w/12.7mm DShK HMG (Hvy.AP:3/AT:1(L)
  3x Gunner 
  HMG Team (Weapon Team Bonus) (TQ/Morale
  D8/D10)
  1x Lt. w/1x 12.7mm DShK (Hvy.AP:3/AT:1(L) 
  3x Gunner
  Sagger Team (Weapon Team Bonus) (TQ/Morale
  D8/D8)
  1x Lt. w/Small Arms
  1x Gunner w/MCLOS AT Missile Launcher (Sagger:
  Hvy AT:3/AP:4) 
  Tank Platoon (TQ/Morale D6/D8)
  2x T-54/T-55 MBT
  Fortifications 
  2x HMG Bunker (+3D cover)
  5x Sandbag position for a team (+2D cover)
  12x Barbed wire elements (4”)
  FAPLA Assets
  Roll D6
  1–2: FAPLA Tank Platoon (TQ/Morale: D6/D8)
  2x T-54/T-55 MBT
  3: AA Gun Truck (TQ/Morale: D8/D8)
  1x Truck w/ZPU-23-2
  4: FAPLA Regular Squad (TQ/Morale: D8/D8)
  Fireteam A
  1x Lt. w/AK
  1x Gunner w/PKM (Med. AP:2/AT:0)
  3x Rifleman w/AK
  Fireteam B
  1x Lt. w/AK
  1x Gunner w/RPG-7 (Med. AP:2/AT:2(M)
  3x Rifleman w/AK
  5–6: PLAN/SWAPO Irregular Squad (TQ/Morale:
  D6/D8)
  Fireteam A
  1x FTL w/AK
  1x Gunner w/RPD (Lt. AP:1/AT:0)
  3x Rifleman w/AK
  Fireteam B
  1x FTL w/AK
  1x Gunner
  w/RPG-7 (Med.
  AP:2/AT:2(M)
  3x 
  Rifleman
  w/AK
  The South African Border War, 1966–89
  83
  SADF special forces operator, 1982
  © Osprey Publishing • www.ospreypublishing.com
  
  BUSH WARS
  84
  OPERATION CONGRESSO II:
  KILLING BUSHES 
  By late 1984, UNITA controlled almost a third of Angolan
  territory, including some areas rich in natural resources
  and fundamental to the survival of a complex military
  machine. This situation, together with their significance
  in the context of Cold War secondary conflicts, led to
  support from groups as diverse as the USA (mostly via
  the CIA), the People’s Republic of China and the
  government of South Africa. Most of this support was
  provided covertly, as a means of opposing the USSR and
  Cuban pretensions on the area.
  On the part of the government of the Popular Republic
  of Angola (MPLA), the status quo was difficult to accept.
  From 1985 on, with direct supervision from Soviet 
  and Cuban advisors, a new build-up of the national army
  (FAPLA), flush with newly arrived military material, was
  underway. In 1986, the Central Command of the FAPLA,
  was confident enough to start planning a new offensive
  in Kuando Kubango, south east of Angola, in the 6th
  Military Region. Its goal was the city of Mavinga, the
  nerve center of UNITA.
  The operation started in early June, with a two-
  pronged attack towards Mavinga and Jamba (UNITA
  GHQ) with inter-arms mechanized units well supported
  by aerial assets. The story of this operation would set a
  pattern for the late Border War actions, pitting UNITA
  vs. FAPLA, with spearheads thrusting into a sea of
  guerrillas with little opposition as the guerrillas evaded
  contact and destruction. As the guerrillas came nearer to
  vital UNITA nodes, UNITA resistance began to mount,
  calling in heavy assets available to UNITA, such as 
  AT weapons and some captured AFVs: the famous
  “Cassadores” units. On the rearguard, the flexible
  guerrilla UNITA groups began to attack the already
  unreliable FAPLA logistics network. This, coupled with
  a lack of coordination by the FAPLA commanders, soon
  bogged down their advance, ultimately resulting in 
  its cancellation. The status quo was restored, but at the
  cost of thousands of lives on both sides. Even so, in 
  early August of 1986 some FAPLA spearheads still
  endangered UNITA centers of power. The SADF
  activated some of their units, attacking FAPLA 
  forces using the long range G5 artillery system and
  Valkiri MLRS (Operation Alpha Centauri). By the
  middle of August, the FAPLA offensive finally died 
  out completely. 
  This scenario depicts actions by one of FAPLA’s
  spearheads, mostly recce troops late in the campaign, as
  they begin to face heavy opposition from UNITA forces
  who are now under orders to bring FAPLA incursions to
  a halt. 
  A South African Ratel 90 support vehicle
  (photo: William Atkinson, model: Liberation).
  © Osprey Publishing • www.ospreypublishing.com
  
  SCENARIO INFORMATION 
  Duration of Game: 12 turns
  Initiative: Kinetic – FAPLA through turn 5; test for
  subsequent turns
  Special Conditions: 
  � FALA/UNITA units already on table in Hidden
  and Ambush Situation
  � Air Defense Environment - None
  Fog of War: Generated by Reaction Tests
  Special Assets: Generated by Reaction Tests and as
  described on the forces roster
  Table Size: 3’ x 2’ (15mm/20mm), 6’ x 4’ (20mm/28mm)
  � 1: UNITA Forces may set up anywhere south of the
  dashed line, but at least 6” from south border
  � 2: FAPLA Forces setup north of the dashed line
  FAPLA MISSION 
  Over the last month, units from FAPLA, together with
  some Cuban support units, started a major offensive to
  destroy UNITA forces that occupy the southern portion
  of our motherland.
  You are commanding an armored spearhead. You are
  tasked with detecting and engaging UNITA formations.
  You are to keep moving towards their HQs in Mavinga
  and Jamba.
  FAPLA VICTORY POINTS 
  � Per FALA/UNITA Infantry Unit Reduced below
  half strength: 5pts
  � Per FALA/UNITA soldier captured: 3pts
  FAPLA FORCES 
  FAPLA Basic Attributes
  Initiative Level: D8
  Confidence Level: Confident
  Supply Level: Normal
  Body Armor: N/A
  Troop Quality/Morale: D8/D8
  FAPLA elements from 13th Mech Brigade
  Battlegroup Command
  1x Major w/pistol & AK 
  1x Political Commissar w/pistol & AK (TQ/Morale
  D8/D10)
  Player selects which vehicle this element occupies
  1st Section
  Team 1
  1x SL w/AK
  1x Gunner w/RPK (Lt. AP:1/AT:0)
  3x Rifleman w/AK
  The South African Border War, 1966–89
  85
  © Osprey Publishing • www.ospreypublishing.com
  
  Team 2
  1x ASL w/AK
  1x Gunner w/RPK (Lt. AP:1/AT:0)
  2x Rifleman w/AK
  1x Gunner w/RPG-7 (Med. AP:2/AT:2(M)
  1x BTR-152V (one of the section elements must
  crew the PKM GPMG (Med. AP:2/AT:0) to be used)
  2nd Section
  Team 1
  1x SL w/AK
  1x Gunner w/RPK (Lt. AP:1/AT:0)
  3x Rifleman w/AK
  Team 2
  1x ASL w/AK
  1x Gunner w/RPK 
  (Lt. AP:1/AT:0)
  2x Rifleman w/AK
  1x Gunner w/RPG-7 
  (Med. AP:2/AT:1(M)
  1x BTR-152V (one of the section
  elements must crew the PKM GPMG
  (Med. AP:2/AT:0) to be used
  Esquadra de Reconhecimento
  2x BDRM-2
  FAPLA Assets
  Roll D6
  1–5: 2x PT-76 
  6: 2x T-55
  FALA/UNITA
  MISSION 
  For the last month the communist
  regime of MPLA, supported by the
  USSR and Cuban invaders, have started an offensive to
  invade the liberated Angolan territory under the rule of
  our wise and beloved leader, Jonas Savimbi.
  In the beginning, our orders were to lay low and avoid
  potentially lethal contact with the enemy, but now 
  our patience is at an end! The enemy is destroying our
  villages and murdering or maiming countrymen! Finally
  the orders releasing our wrath on the enemy have arrived.
  Our leader commands us to stop and destroy our foes.
  For that, we have received some important
  assistance in the form of the Cassadores and the
  promises of more support in the future!
  FALA/UNITA VICTORY
  POINTS 
  � Per FAPLA Soldier KIA or heavily
  wounded: 2pts
  � Per FAPLA AFV KO or out
  of action: 5pts
  FALA/UNITA
  FORCES 
  FALA/UNITA Basic Attributes
  Initiative Level: D6
  Confidence Level: Confident
  Supply Level: Normal
  Body Armor: N/A
  Troop Quality/Morale: D6/D8 unless noted.
  Starting units
  Team “Cassadores” (TQ/Morale: D8/D8)
  1x Leader w/pistol and small arms
  1x Gunner w/small arms
  2x crewmen w/small arms
  BUSH WARS
  86
  SADF recce operator, 
  1984
  © Osprey Publishing • www.ospreypublishing.com
  
  1x jeep (M38 or Land Rover) with 106mm RR M8
  (AP:4/AT:3(M)
  Squad “Assunte” 
  1x Leader w/pistol and small arms
  1x Gunner w/RPK (Lt. AP:1/AT:0)
  5x Rifleman w/small arms 
  Squad “Bonito” (TQ/Morale: D8/D8)
  1x Leader w/pistol and small arms
  5x Rifleman w/small arms 
  1x Gunner w/RPG-7 (Med. AP:2/AT:2(M)
  Squad “Carlos” 
  1x Leader w/pistol and small arms
  1x Gunner w/RPG-7 (Med. AP:2/AT:2(M)
  5x Rifleman w/small arms 
  Squad “Demdê” 
  1x Leader w/pistol and small arms
  5x Rifleman w/small arms 
  1x Gunner w/RPG-7 (Med. AP:2/AT:2(M)
  Squad “Inácio” 
  1x Gunner w/DShK HMG (Hvy.AP:3/AT:1(L) 
  2x Crewmen w/small arms 
  FALA/UNITA Reinforcements (deploy after turn 5)
  Squad “Anatole” (TQ/Morale: D10/D8)
  1x Leader w/pistol and small arms
  3x Rifleman w/small arms 
  1x Gunner w/RPK (Lt. AP:1/AT:0)
  Squad “Inácio” (TQ/Morale: D10/D8)
  1x Leader w/pistol and small arms
  3x Rifleman w/small arms 
  1x Gunner w/RPG-7 (Med. AP:2/AT:2(M)
  CARAVANA 
  1984–88
  One of the major problems for the governmental units 
  in Angola (FAPLA) was the logistic arm. In a country
  where most infra-structures dated from the colonial
  period and after two decades of civil war were or
  destroyed or in bad shape, the unreliable organization
  of the services, mined roads and guerrilla ambushes
  created bottlenecks which affected all military
  operations, particularly in south and south-east Angola.
  The Cuban contingent and their heavy involvement
  in the fighting prompted the Cuban GHQ in Angola to
  reorganize logistic support for troops at the front. After
  some study and analysis, they adopted what would be
  called the “Caravana” (caravan) approach, where groups
  of military and civilian trucks would travel into
  endangered areas to bring not only troops, but also food,
  fuel, ammo, and everything the local population needed.
  The Caravana was often the only outside contact some
  places had until the end of the conflict, so it wasn’t
  unusual to see trucks and buses carrying civilians in the
  columns. Soon these Caravanas were regularly traveling
  from the major ports and supply nodes, such as Namibe,
  Huambo and Lubango, into dangerous areas like Cuito
  Cuanavale, Cuvelai, Cahama, Cassinga, and Menongue.
  Of particular importance was the route from
  Menongue to Cuito Cuanavale labeled as “Estrada de la
  Muerte” (Road of Death) due to frequent attacks by the
  SADF’s air force and artillery as well as UNITA guerrillas
  who mined the roads and bridges and ambushed
  convoys. Despite the peril often involved in the Caravana
  system, their regularity and organization helped maintain
  the civilian population and eventually secured a political
  victory in battle for Cuito Cuanaval, and forced the end
  of the involvement of the SADF in Angola.
  One interesting aspect of the Caravanas was the local
  development of armed and improvised armored escorts
  The South African Border War, 1966–89
  87
  © Osprey Publishing • www.ospreypublishing.com
  
  using solutions very similar to (if not based on) the 
  US experience in Vietnam. A “Caravana” was normally
  composed of two to four columns, each comprised of
  dozens of vehicles, with some Caravans measuring one
  or two kilometers in length. A column would have 
  its integral support, normally a lead vehicle (more often
  than not a BTR-152), a recce AFV (normally one 
  from the BDRM family), a command truck (BTR-152 
  or a Radio Truck) and an armored gun truck that often
  mounted the deadly ZPU-4 (quad mounted KPVT
  14.5mm machine guns) or a BTR-152. 
  Intermingled with the logistics trucks, but in the first
  half of the column, were two to four armored trucks
  carrying teams of FAPLA/Cuban troops, with some 
  of these trucks mounting MGs in shield positions. 
  The trucks also featured an armored open top box, 
  with firing slits, and at least one truck in the column
  mounting an improvised revolving turret containing an
  AGS 17 or a DShK HMG. At the tail of the column 
  was another BTR-152. Distance between vehicles in the
  column was at least 30m and no more than 50m, while
  between the tail of a column and the head of the
  following, the maximum distance allowed was 100m.
  Normally a hand-picked team of infantry would ride on
  the exterior of the lead AFV to provide a quick reaction
  force and spot mines. 
  A common tactic used by guerrillas was to sow some
  mines in an area and wait nearby in hiding. The sound
  of the mines exploding would signal the execution of an
  ambush. As a result, it was standard operating procedure
  for Caravan leaders to dismount and check likely
  ambush sites on foot. Then mines could be defused and
  a counter-ambush could be launched against the
  guerrillas. 
  The following scenario is purely hypothetical, but is
  entirely based on historical Caravana actions. 
  SCENARIO INFORMATION 
  Duration of Game: 12 turns
  Initiative: Kinetic – FAPLA/Cuban first six turns. Test
  for initiative on subsequent turns.
  Special Conditions: 
  � FALA/UNITA units already on table in Hidden
  and Ambush Situation
  � While travelling in column the maximum move is
  5”
  � No non-military truck will ever leave the road
  � Air Defense Environment: N/A
  Fog of War: Generated by Reaction Tests
  Table Size: 3’ x 2’ (15mm/20mm), 6’ x 4’ (20mm/28mm)
  � 1: UNITA Forces may set up anywhere in the
  Owanbo village, Dug-in (+2D to cover) and Hidden 
  BUSH WARS
  88
  © Osprey Publishing • www.ospreypublishing.com
  
  � 2: FAPLA/Cuban Forces setup along the road from
  the west border; at least 4 vehicles must start on
  the table.
  FAPLA/CUBAN MISSION 
  As usual, one of our bases is under attack by the racist
  South Africans and their UNITA lackeys. It is important
  to cross the gauntlet of fire and deliver everything 
  our brave comrades require to keep fighting for the
  Revolution.
  Open the way towards our objective to the east, protect
  the trucks, and destroy any opposition you encounter!
  VICTORY POINTS 
  � Per FALA/UNITA element KIA: 2pts
  � Per truck that exits by the east table border: 10pts
  FAPLA/CUBAN FORCES 
  FAPLA/Cuban Basic Attributes
  Initiative Level: D8
  Confidence Level: Confident
  Supply Level: Normal
  Body Armor: N/A
  Troop Quality/Morale: D8/D10, unless noted
  The South African Border War, 1966–89
  89
  I must admit that the Cuban film The Caravana
  (1992) heavily influenced the creation of this
  scenario, as it packs lot of info which I later
  confirmed by other sources.
  The Logistic Convoy theme was a less-than-
  glamorous part of the Border War and didn’t attract
  a lot of attention from those who wrote about the
  War, so the info is scattered and I had to rely
  mostly on info from veterans and several TV
  reports on the Angolan Civil War.
  To model the AFVs used in Caravanas, I
  managed to track the most common varieties
  which are presented in this scenario, but the
  variation was huge, especially among the purpose-
  built Armored Trucks, mainly built on the chassis
  of Soviet URAL-4320 trucks, but other models
  were also used.
  All models of BTR-152 were used, but it seems
  that the open topped BTR-152V was much sought
  after because the open top permitted an easier way
  of bail out! Normally the open BTR had sun cover
  provided by a tarpaulin to protect the crew from
  the tropical rain and sun.
  Of the BDRMs, the most common model used
  was the BDRM-2 version with a KPV 14.5 in the
  turret. BTR-60s (open top and turret versions) were
  also known to be used in several Caravanas, mostly
  on the central plateau of Angola.
  The Gun trucks look too similar to the ones
  used in Vietnam by the US Army to deny a heavy
  US influence. So far I’ve identified I URAL-4320
  trucks equipped with ZPU-4s and armored cabs,
  BTR-152s with custom built ZPU-4s (also used in
  convoys by the Soviets in Afghanistan) and ZPU-
  23-2 also mounted in Ural Trucks, with armored
  rear rests to protect the crew from behind. I hope
  that someone will do a proper photographic history
  of these Gun Trucks used by the former Soviet
  Block and Allies, as the theme is full of variations…
  On the Civilian side of the road, most trucks
  were European brands, with M.A.N., Scannia, and
  M.B. contributing the most. Some of these trucks
  dated from the Colonial era and some were painted
  in the most amusing patterns, making them an
  ideal subject for modelers! 
  – José Ventura
  SCENARIO NOTES
  © Osprey Publishing • www.ospreypublishing.com
  
  FAPLA/Cuban Lead Column
  1st (lead) vehicle 
  1x BTR-152V (one element must stay on the AFV to
  crew the PKM GPMG if it is going to be used)
  1x SL w/AK
  1x Gunner w/RPK (Lt. AP:1/AT:0)
  3x Rifleman w/AK
  Note: At least one of the elements must be inside the
  BTR – the others can ride on the exterior
  2nd Vehicle (Recce Element)
  1x BDRM-2
  1x ASL w/AK
  3x Rifleman w/AK
  1x Gunner w/RPG-7 (Med. AP:2/AT:2(M)
  Note: These elements ride on exterior, and are not part
  of the crew
  3rd Vehicle
  1x ZPU-4 Gun Truck
  4th Vehicle
  1x Radio/Command Truck
  3x Radio Operators plus:
  Major Marco de la Serra w/small arms and pistol
  1x Political Commissar w/small arms and pistol
  Civilian Transports (TQ/Morale: D6/D6)
  6x Civilian/Commercial Trucks/Buses/Trailers 
  Note: These elements are organized as the
  FAPLA/Cuban player wishes
  Armored Trucks
  2x Armored Trucks w/2x PKM (Med. AT:2/AP:0),
  armored shields and integral crew, each carrying: 
  Protection Team A
  1x Team Leader w/AK
  1x Gunner w/RPK (Lt. AP:1/AT:0)
  3x Rifleman w/AK
  Protection Team B
  1x Team Leader w/AK
  3x Rifleman w/AK
  1x Gunner w/RPG-7 
  (Med. AP:2/AT:2(M)
  One truck may replace its 
  2 PKMs with 1x AGS-17 
  (Hvy. AP:3/AT:0)
  FAPLA/Cuban Assets
  1x Mil-8 “Hip-E” Gunship
  (Armor 3D8, Firepower
  Pylon: AP:3/AT:0; 
  Strafe AP:4/AT:1(L)
  (TQ/Morale: D8/D8)
  BUSH WARS
  90
  Section leader, 1 Battalion, South African
  Cape Corps, 1987
  © Osprey Publishing • www.ospreypublishing.com
  
  FALA/UNITA MISSION 
  We are on the way to victory, about to conquer another
  fortified base belonging to the communist regime of
  Luanda. Our allies are pressing the Cubans and their
  MPLA puppets, so we need to help them, preventing any
  reinforcements and logistics from reaching the enemy
  base! Destroy or immobilize all trucks and AFVs!
  FALA/UNITA VICTORY POINTS
  � Per FAPLA/Cuban AFV KO or out of action: 15pts
  � Per Truck KO or immobilized: 10pts
  FALA/UNITA FORCES 
  FALA/ UNITA Basic Attributes
  Initiative Level: D8
  Confidence Level: Confident
  Supply Level: Normal
  Body Armor: N/A
  Troop Quality/Morale: D8/D8, unless noted
  FALA Force
  FALA Command Team 
  1x Leader w/small arms and pistol
  1x Radio Operator (FO for a battery of Medium
  mortars (82mm) off-table; unreliable
  communications)
  2x Rifleman w/small arms 
  FALA Team 1 
  1x Leader w/small arms and pistol
  1x Gunner w/RPK (Lt. AP:1/AT:0)
  1x Gunner w/RPG-7 (Med. AP:2/AT:2(M)
  3x Riflemen w/small arms 
  FALA Team 2 
  1x Leader w/small arms and pistol
  4x Rifleman w/small arms 
  1x Gunner w/RPG-7 (Med. AP:2/AT:2(M)
  FALA Team 3 
  1x Leader w/small arms and pistol
  1x Gunner w/RPK (Lt. AP:1/AT:0)
  4 x Rifleman w/small arms 
  FALA Team 4 (TQ/Morale: D6/D8) 
  1x Leader w/small arms and pistol
  4x Rifleman w/small arms 
  1x Gunner w/RPG-7 (Med. AP:2/AT:2(M)
  FALA Team 5 (TQ/Morale: D6/D8)
  1x Leader w/small arms and pistol
  4x Rifleman w/small arms 
  1x Gunner w/RPG-7 (Med. AP:2/AT:2(M)
  FALA Team 6 
  1 x Gunner w/DShK HMG (Hvy.AP:3/AT:1(L) 
  2 x Crewmen w/small arms 
  FALA/UNITA Assets
  Roll D6
  1–4: FALA Team (TQ/Morale: D6/D8)
  1x Leader w/small arms and pistol
  4x Rifleman w/small arms 
  1x Gunner w/RPG-7 (Med. AP:2/AT:2(M)
  5–6: FALA Team (TQ/Morale: D8/D8)
  1x Leader w/small arms and pistol
  1x Gunner w/RPK (Lt. AP:1/AT:0)
  1x Gunner w/RPG-7 (Med. AP:2/AT:2(M)
  3x Rifleman w/small arms 
  The South African Border War, 1966–89
  91
  © Osprey Publishing • www.ospreypublishing.com
  
  OPERATION HOOPER: DUMBOS
  AT TUMPO 
  1 March 1988
  The battle of Cuito Cuanavale was perhaps one of the
  most important episodes of the Border Wars, as in its
  aftermath the SADF ended its intervention in Angolan
  territory, and, in due time, spelled the end of the
  Apartheid regime.
  During 
  September 
  and 
  October 
  of 
  1987,
  FAPLA/Cuban forces launched Operation Saludado
  Octobre in an attempt to finally subdue UNITA forces in
  south-eastern Angola. The operation ended in a series
  of bitter fights and the destruction of the forces
  attempting to cross the Lomba, by the South African
  forces which intervened on UNITA’s behalf – the so-
  called Operation Modular.
  Having gained the upper hand, SADF forces and
  UNITA launched Operation Hooper with the intent of
  pushing out all FAPLA forces east of the Cuito River.
  The operation was a success except for the region
  around the Tumpo River triangle, a fortified position
  east of the Cuito River and an essential position for the
  defense of Cuito Cuanavale. The Cubans responded 
  by sending in Maniobra XXXI Aniversário de las FAR,
  military material and around 1500 elite troops to
  bolster FAPLA forces in the Cuito sector. Despite 
  this effort, the situation for the besieged Angolans 
  and Cubans became critical in January of 1988 as 
  the SADF/UNITA tightened their grip around 
  Cuito Cuanavale.
  The SADF and UNITA brought in their own
  reinforcements and launched a series of ground assaults
  on 25 February 1988 against the entrenched
  FAPLA/Cuban positions at Tumpo, none of which
  yielded any tangible results. 
  On the first attempt (TUMPO 1), the SADF expected
  that the UNITA’s infantry forces would break through
  the entrenched FAPLA units, an effort that actually
  failed miserably, proving their inability to win against
  UNITA arms without SADF support. The TUMPO 2
  (Operation Hooper) and TUMPO 3 (Operation Packer)
  clashes that followed set a depressing pattern: SADF
  armor and engineers could punch through the enemy’s
  defensive line, but the UNITA units supported 
  them failed to provide adequate infantry support 
  for these armored spearheads. The FAPLA/Cuban
  reinforcements, on the other hand, were able to quickly
  assemble quick reaction forces that stopped any assaults
  that won past their entrenched comrades. The fighting
  ended in a stalemate.
  SADF reports from the period recognized the value
  and capacity of the FAPLA/Cuban forces to bolster
  emplaced defenses and halt, or at least contain, any
  breakthrough by any attacking unit. These same reports
  tended to omit the actions of enemy AFVs, while Cuban
  and Angolan reports stated that during TUMPO 2 
  the SADF armored spearheads managed to pass the final
  defensive line, but were stopped cold, by a courageous,
  even if suicidal, counterattack by a Cuban T-55
  BUSH WARS
  92
  A South African Oliphant 1a tank and its
  prey (photo: Dave Bennett, models: Peter
  Pig and QRF).
  © Osprey Publishing • www.ospreypublishing.com
  
  company. This sudden attack, even though it failed 
  to KO any SADF AFV, coupled with the gathering 
  dusk, robbed the SADF of their operational momentum
  and prevented any effective exploitation of their
  breakthrough. 
  By the end of TUMPO 3, the FAPLA forces were
  highly motivated to keep fighting and resist the
  SADF/UNITA efforts to dislodge them, a novel change
  that was unparalleled by their previous behavior in the
  conflict. After TUMPO operations 4 through 6 ended 
  in stalemates, The SADF were forced to confront the 
  fact that the tide was against them. SADF/UNITA forces
  began to withdraw from the area and the Angolan
  Government was quick to claim victory. The Border
  Wars were coming to an end.
  This scenario is hypothetical. It is based primarily on
  Cuban and FAPLA reports to build the tactical situation.
  Here, the SADF breakthrough unit manages to pass the
  minefields and reach the empty 3rd line of field defenses,
  while at the same time the first Cuban AFV, under cover
  of some elevations to the west, prepares to counter-
  attack…
  SCENARIO INFORMATION 
  Duration of Game: 12 turns
  Initiative: Kinetic – SADF has Initiative on turn 1. 
  Test for initiative on following turns.
  Special Conditions: 
  � Infantry in Field Positions have a +2 bonus Cover
  � Only a path on the minefields was cleared, so
  check for mine casualties when any unit moves
  outside the cleared area of the field – See Force on
  Force rule book, p.122 (Hybrid Minefield:
  AP:3/AT:3 (L)
  � Air Defense Environment – N/A
  Fog of War: Generated by Reaction Tests
  Table Size: 3’ x 2’ (15mm/20mm), 6’ x 4’ (20mm/28mm)
  � 1: SADF AFVs may set up in the designated area
  on the north end of the table. SADF infantry can
  occupy the empty trenches in the northern area,
  and the empty field fortifications beyond. 
  � 2: FAPLA/Cuban Forces start in the designated
  area on the south end of the board. Their AFVs are
  positioned behind the low hills. Their infantry is
  positioned on the reverse slopes of the hills and/or
  in the trenches on them.
  SADF MISSION 
  For the last 3 months we’ve been chasing the FAPLA 
  and Cuban forces out of south-east of Angola. If we can
  occupy Cuito Cuanavale, the war will end!
  The FAPLA/Cuban forces have been hanging on to
  this small piece of terrain they call Tumpo, bombarded
  day and night by our long range G-5 artillery. Now it is
  The South African Border War, 1966–89
  93
  © Osprey Publishing • www.ospreypublishing.com
  
  BUSH WARS
  94
  time to break through – just as we expect our UNITA
  allies to do in the south!
  While things were not perfect – most minefields must
  be cleared by detonating Plofadder missiles manually –
  we have reached the final line of defense! FAPLA
  defenses have crumbled before us and some of the
  UNITA teams on the back of the Oliphants have
  occupied the enemy trenches!
  We have received information that a group of FAPLA
  tanks is approaching our position. We must destroy
  them and keep advancing aggressively south! 
  SADF VICTORY POINTS
  � Per FAPLA/Cuban AFV KO or out of action: 5pts
  SADF/UNITA FORCES 
  SADF/UNITA Basic Attributes
  Initiative Level: D8
  Confidence Level: High
  Supply Level: Normal
  Body Armor: N/A
  Troop Quality/Morale: D8/D8 unless noted. 
  Elements from SADF 61st Mech
  AT Troop (TQ/Morale: D10/D10)
  1x Ratel-90 (Command)
  3x Ratel-90
  Tank Troop 
  1x Oliphant Mk.1a (Command)
  2x Oliphant Mk.1a
  UNITA/FALA Semi-Regular elements 
  Fireteam A 
  1x FTL w/AK
  1x Gunner w/RPD (Lt. AP:1/AT:0)
  3x Rifleman w/AK
  Fireteam B (TQ/Morale: D6/D8)
  1x FTL w/AK
  1x Gunner w/RPG-7 (Med. AP:2/AT:2(M)
  3x Rifleman w/AK
  Fireteam C 
  1 x FTL w/AK
  1 x Gunner w/RPD (Lt. AP:1/AT:0)
  3 x Rifleman w/AK
  FAPLA/CUBAN MISSION  
  We must defend Cuito “hasta la muerte” because the city
  is the key to victory against the Apartheid regime 
  and their UNITA minions. To defend Cuito Cuanavale
  means the Tumpo position must hold.
  After failing on the first attempt, the SADF/UNITA
  forces were able to break the northern perimeter using
  heavy artillery, sappers and lots of tanks. Your T-55 unit
  must throw itself into the battle and block any SADF
  advance at all costs – it’s a time for heroes and real men!
  FAPLA/CUBAN VICTORY POINTS  
  � Per SADF AFV KO or out of action: 15pts
  � Per SADF/UNITA soldier KIA or Heavily
  Wounded: 2pts
  FAPLA/CUBAN FORCES 
  SADF/UNITA Basic Attributes
  Initiative Level: D8
  Confidence Level: Confident
  Supply Level: Normal
  Body Armor: N/A
  Troop Quality/Morale: Varies, see below.
  © Osprey Publishing • www.ospreypublishing.com
  
  Elements from the 25 BrI (TQ/Morale: D8/D8)
  Squad 1
  Fireteam 1A
  1x Lt. w/AK
  1x Gunner w/PKM (Med. AP:2/AT:0)
  3x Rifleman w/AK
  Fireteam 1B
  1x Lt. w/AK
  1x Gunner w/RPG-7 (Med.
  AP:2/AT:2(M)
  3x Rifleman w/AK
  Squad 2
  Fireteam 2A
  1x Lt. w/AK
  1x Gunner w/PKM (Med.
  AP:2/AT:0)
  3x Rifleman w/AK
  Fireteam 2B
  1x Lt. w/AK
  1x Gunner
  w/RPG-7 (Med.
  AP:2/AT:2(M)
  3x Rifleman w/AK
  Cuban Tank Company (TQ/Morale: D8/D10)
  1x T-55 MBT (Command)
  6x T-55 MBT
  Note: Historically, the Cuban crews were eager to 
  stop and destroy SADF armor, so they should move
  and fire rather than attempting to go hull down.
  Also, do not apply the first bailout result for any
  Cuban crew. 
  FAPLA/Cuban Assets
  Roll D6
  1–2: HMG Team
  (TQ/Morale: D8/D10)
  1x Lt. w/12.7mm DShK 
  (Hvy. AP:3/AT:1(L)
  3x Gunner
  3–4: AGS-17 Team
  (TQ/Morale: D8/D10)
  1x Lt. w/AGS-17 Plamya 
  (Hvy. Support, AP:3/AT:0)
  3x Gunner
  5–6: Sagger Team
  (TQ/Morale: D8/D10)
  1x Lt. w/small arms
  1x Gunner w/MCLOS 
  AT Missile Launcher 
  (Sagger: Hvy, AP:4/AT:3(M) 
  95
  The South African Border War, 1966–89
  SADF rifleman, 61 
  Mechanized Battalion, 1980s
  © Osprey Publishing • www.ospreypublishing.com
  
  The disruption of post-colonial civil war and revolution
  in Africa has continued right up to the present day, 
  from the Liberian Civil War that began in 1989 to the
  Arab Spring of 2011 in such places as Egypt, Libya, 
  and Tunisia. 
  Some conflicts were mostly internal affairs. For
  example, the 1992–2002 Algerian Civil War pitted
  Islamic rebels (such as the Islamic Salvation Front)
  against government forces. And in Uganda, groups such
  as the Allied Democratic Forces and the Uganda
  National Rescue Front II fought against the government
  between 1996 and 2004. Even in Darfur between 2003
  and 2011, it was mostly rebel groups (such as the 
  Sudan Liberation Movement/Army and the Justice and
  Equality Movement) pitted against the government, with
  little outside intervention.
  Other actions saw extensive intervention by foreign
  forces. Some were former colonial powers and United
  Nations (UN) forces, while others saw neighboring
  African countries becoming involved. 
  Examples of the former include the First Ivorian
  Civil War from 2002 to 2007 (on the Ivory Coast – 
  in which the French intervened in 2004 and the UN in
  2005), The Liberian Civil Wars from 1989 to 1996 and
  again from 1998 to 2004+ (in which the Economic
  Community of West African States and the UN
  intervened until a transitional government was installed
  in 2003), the Rwandan Civil War from 1990 to 1993 (in
  which France and Zaire unsuccessfully intervened on
  behalf of the government), the Somali Civil War from
  1991 to the present (in which the United States, the 
  UN, and Ethiopia intervened), and the Sierra Leone
  BUSH WARS
  96
  Loot and Pillage (photo: Brad Janicki).
  RECENT AFRICAN CONFLICTS
  © Osprey Publishing • www.ospreypublishing.com
  
  Civil War (in which the United Kingdom, the UN, 
  and Guinea successfully intervened on behalf of the
  government). It is the Sierra Leone Civil War in which
  the 2 scenarios from this section are based, as British
  forces attempted to rescue several British soldiers and
  their Sierra Leone Army liaison that had been captured
  by West Side Boy rebels. The US intervention in
  Somalia is covered in the Force on Force companion
  book, Day of the Rangers.
  Examples of the latter include the Chad Civil Wars
  from 1998 to 2002 and 2005 to 2010 (in which Sudan
  backed Muslims in the north of the country against
  Christians in the south), the Congo (Brazzaville) Civil
  War, in which Angola supported rebels against
  government forces. Some of the most confusing of these
  conflicts were the First (1996 to 1997) and Second (1998
  to 2003) Congo Wars. In the First Congo War, Angola,
  Uganda, and Rwanda supported (ultimately successful)
  rebel forces, while UNITA rebels from Angola supported
  government forces. Then, in the Second Congo War,
  Angola, Namibia, and Zimbabwe supported their
  government against the new revolutionaries.
  Last, and with some of the most recent action, were
  the revolutions of the so-called Arab Spring of 2011. In
  Egypt, Tunisia, and Libya, popular uprisings turned 
  into full-blown civil wars, with each seeing their former
  governments toppled, and new provisional governments
  established. In Libya, NATO deployed air power and
  special forces to aid the rebels.
  These revolutions, civil wars, and interventions all
  provide interesting fodder for players of Force on Force,
  with regular armies, insurgents, organized (and some
  not so organized) rebels, and western forces all
  represented. 
  OPERATION BARRAS 
  Sierra Leone, 10 September 2000
  By 25 August 2000, Sierra Leone (in western Africa) 
  had been an independent nation for 39 ½ years. During
  much of that time, it was ravaged by various coups and
  revolutions. In 1991 the brutally violent Revolutionary
  United Front (RUF) began an armed campaign against
  the then-current government. Then, in 1997, the Armed
  Forces Revolutionary Council (AFRC) staged a coup.
  For the next 3 years, various groups fought against each
  other, with the RUF, the AFRC, and Soldier Rebels
  (SOBELs) on one side, and government forces on the
  Recent African Conflicts
  97
  Post-Cold War Africa: A continent at war
  with itself (photo: Brad Janicki).
  The West Side Boys in action (photo: Brad
  Janicki).
  © Osprey Publishing • www.ospreypublishing.com
  
  other. From February 1998, a Nigerian-led peacekeeping
  force was caught in the middle.
  In October 1999, a larger Indian-led peacekeeping
  force was established. Things, however, kept going
  downhill, and in May 2000, British troops (1 Para BG)
  were deployed to Sierra Leone for Operation Palliser, a
  non-combatant evacuation mission. Then, in July 2000,
  elements of the Royal Irish Regiment (RIR) deployed to
  Sierra Leone for a training mission. 
  On 25 August 2000, a RIR patrol (consisting of 11
  RIR men, their Sierra Leone Army (SLA) liaison, 2 Land
  Rovers, and a Land Rover WMIK) was ambushed and
  captured by the West Side Boys. The West Side Boys, 
  a loosely anti-RUF group, operated in the area of the
  Rokel Creek, out of the small villages of Gberi Bana and
  Magbeni – roughly across the “creek” (more of a river)
  from each other. It was to these villages that the West
  Side Boys took their captives and their vehicles.
  By 10 September 2000, 5 of the RIR men had been
  released. However, the West Side boys were becoming
  more and more erratic and potentially violent. London
  decided to rescue the remaining captives before the
  West Side Boys could move them, or worse, kill them.
  Early in the morning of 10 September 2000, D Sqdn,
  22 SAS assaulted Gberi Bana to rescue the captives,
  while A Coy, 1 Para assaulted Magbeni to divert the
  West Side Boys there and to recover the RIR patrol’s
  vehicles. These scenarios replicate these actions and
  they can be played separately, or together as one larger
  scenario.
  OPERATION BARRAS: RESCUE
  AT GBERI BANA 
  Gberi Bana, Sierra Leone, 10 September 2000
  Elements of D Squadron, 22 SAS, fast-roped from CH-
  47 Chinook helicopters directly into Gberi Bana, and
  assaulted the village just before dawn on 10 September
  2000. Supported by an SAS observation team that had
  been keeping the village under surveillance, 22 SAS had
  the captives rescued within 20 minutes, with minimal
  casualties. This scenario is inspired by the action at
  Gberi Bana. British forces have been reduced a bit and
  the village reduced in size somewhat to enhance
  playability. However, the scenario should give players the
  right feel for the action, and what the opposing forces
  must have dealt with during the fight
  SCENARIO INFORMATION 
  Duration of Game: 10 turns
  Initiative: British Forces have initiative throughout the
  game.
  BUSH WARS
  98
  © Osprey Publishing • www.ospreypublishing.com
  
  Recent African Conflicts
  99
  Special Conditions:
  � Air Defense Environment: N/A
  Fog of War: Determined normally by Reaction Test rolls
  Special Assets: 
  � British: 2x CH-47 Chinook Helicopters (defense:
  3D10), each w/2x side-facing MGs –
  AP:3/AT:0). The helicopter crews are
  equipped with night vision devices. 
  Table Size: 3’ x 2’ (15mm/20mm), 6’ x 4’
  (20mm/28mm)
  � A: RIR, SLA captives
  � B: Civilian captives
  � C: Boat landing point 
  � D: SAS Observation Team Set-
  up point
  � 1–5: West Side Boys’ entry
  points
  BRITISH
  MISSION 
  Elements of D Squadron, 22 SAS
  Regiment must attack the Village of Gberi
  Bana to rescue the 6 members of the Royal
  Irish Regiment. They must also rescue the
  captive SLA liaison. They must then escort
  the captives to LZ3 D by the end of turn
  10.
  BRITISH VICTORY
  POINTS 
  � Each 
  live 
  RIR/SLA 
  captive
  rescued and escorted to LZ3 D at
  the end of turn 10: 4pts
  � Each live civilian captive rescued:
  1pt
  BRITISH FORCES 
  British Force Basic Attributes
  Initiative Level: N/A 
  Confidence Level: Confident
  Supply Level: Normal
  Body Armor: 22 SAS: British Player option
  (+1D). SAS Observation Team: No. 
  Troop Quality/Morale: D10/D12
  Typical Unit Attributes:
  � Regulars
  � TAC
  � SAS are Stealthy
  � Advanced First Aid
  Elements, D Sqdn, 22 SAS
  All elements of D Sqdn, 22 SAS begin
  the game mounted in the Chinook
  helicopters (3 teams per helicopter).
  The 2 helicopters enter on turn 1
  at any point the British
  Player 
  chooses. 
  The SAS teams
  may all fast
  rope in on turn
  2. Once the SAS teams fast rope in, the
  helicopters must leave the board. All 22 SAS
  teams use Stealthy movement, and are
  equipped with night vision devices.
  6x Teams, each with:
  1x Team Leader w/C7A1
  1x Grenadier w/C7A1/M203 UGL (Lt.
  AP:1/AT:0)
  1x Gunner w/KN Minimi SAW (Lt.
  AP:1/AT:0)
  1x Trooper w/C7A1
  SAS operator, Sierra
  Leone, 2000
  © Osprey Publishing • www.ospreypublishing.com
  
  BUSH WARS
  100
  SAS Observation Team
  The SAS Observation team begins set up at Point D on
  the map, with LOS on Building A/Entry Point 1. The
  team is organized as the other SAS teams (see above).
  They begin Hidden, use Stealthy movement, and are
  equipped with night vision devices.
  WEST SIDE BOYS MISSION 
  With the sounds of helicopters right on top of them, the
  West Side Boys in Gberi Bana have quite literally been
  given a rude awakening. They must quickly get into the
  fight, and keep the British from rescuing their soldiers
  (by keeping them out of British hands or by killing them).
  WEST SIDE BOYS VICTORY POINTS
  � Each RIR/SLA captive not rescued by the British:
  3pts
  � Each civilian captive not rescued by the British: 1pt
  � Each British helicopter shot down/destroyed: 4pts
  WEST SIDE BOYS FORCES 
  West Side Boys Basic Attributes
  Initiative Level: N/A 
  Confidence Level: Confident
  Supply Level: Poor
  Body Armor: N/A
  Troop Quality/Morale: D6/D10
  Typical Unit Attributes:
  � Irregular
  � Callous
  � Hopped Up
  � Caveman CASEVAC
  � Subject to Shrinkage
  SAS fast-roping into Gberi Bana, Sierra Leone, 2000
  © Osprey Publishing • www.ospreypublishing.com
  
  West Side Boys
  4x West Side Boys w/small arms (begin at Point 1)
  3 more groups of West Side Boys (roll for each on the
  reinforcement table below) start the game at locations
  1–5, as determined by a D6 roll. On a roll of 6, the player
  may choose the entry point. Only one group may occupy
  each building and any additional groups are set up with
  2” of that building.
  SPECIAL RULES 
  TERRAIN 
  Most buildings are “shoddy” buildings (3D6 Building
  Strength Dice). Building A and Entry Point 2, however,
  are more substantial structures, and are normal
  buildings (6D8). Forested areas are Dense Woods.
  NIGHT FIGHTING 
  Turns 1–4 take place at night. Night Fighting rules are in
  effect on those turns. For groups firing at helicopters 
  at night, determine the range by measuring from the
  firing figure(s) to the center of the helicopter’s flight
  stand/marker.
  ROYAL IRISH REGIMENT
  CAPTIVES 
  6 RIR captives and their SLA liaison begin the game 
  in Building A (and the British know they are there,
  thanks in part to the SAS Observation Team). 
  They must remain in the building until a British unit 
  or West Side Boys group enters the building, at which
  time they become Dependents of that unit or group.
  West Side Boys may kill the captives by at least 
  one group spending an entire turn in the building 
  with them (with no other British present in the
  building). That group may do nothing else that 
  turn (killing the captives counts as their one fire 
  that turn), and may not react to other British forces. 
  If the captives become dependents of a British unit,
  they must be escorted as a group to LZ3 D by the 
  end of turn 10 and remain there, in order to count 
  as “rescued”. 
  CIVILIAN CAPTIVES 
  5 civilian captives begin the game in each building marked
  “B”. They must remain in the building until a British unit
  or West Side Boys group enters the building, at which time
  they become Dependents of that unit or group. West Side
  Boys may kill the captives by at least one group spending
  an entire turn in the building with them (with no other
  British present in the building). That group may do
  nothing else that turn (killing the captives counts as 
  their one fire that turn), and may not react to other British
  forces. If they become dependents of a British unit, 
  the British may release them to fend for themselves (each
  group becomes a civilian mob, and is moved by the British
  player until they are either re-captured by West Side Boys,
  they are killed, or the game ends. If the British release the
  civilian captives in such a manner, they only get points for
  civilians if they are still alive at the end of turn 8. 
  Recent African Conflicts
  101
  Street fighting in Magbeni (photo: Brad
  Janicki).
  © Osprey Publishing • www.ospreypublishing.com
  
  BUSH WARS
  102
  HOPPED UP 
  All West Side Boys groups are considered Hopped Up
  with mild stimulants, per the main rules. They are,
  however, still subject to Shrinkage rules.
  CAVEMAN CASEVAC 
  The West Side Boys use the Caveman CASEVAC rule.
  WEST SIDE BOYS
  REINFORCEMENTS 
  2 groups of reinforcements arrive on turns 2 through 6
  in the same manner as the starting forces, except roll
  1D6 for location as normal. On a roll of “6”, roll another
  d6, and place as follows:
  1–2: place forces within 2” of Point C – they are
  reinforcements from Magbeni.
  3–6: player may choose arrival location, including
  Point C.
  Only one group may occupy each building and
  additional groups are set up with 2” of that building. If
  the West Side Boys entry point has been neutralized,
  that group is lost.
  OPERATION BARRAS: ASSAULT
  ON MAGBENI 
  Magbeni, Sierra Leone, 10 September 2000
  A Company, 1 Para, assaulted the village of Magbeni at
  dawn on 10 September 2000. They landed via helicopter
  insertion just southwest of the village, and assaulted the
  village on foot. Supported by 2 Army Lynx attack
  helicopters and a contractor-flown Hind-E helicopter, 1
  Para had the village secured and the RIR vehicles recovered
  within 40 minutes. They suffered only light casualties in the
  process. This scenario is inspired by the action at Magbeni.
  British forces have been reduced to less than full company
  strength and the village reduced in size, to enhance
  playability while still giving the British player(s) the ability
  to maneuver an infantry company. However, the scenario
  should give players the right feel of the action, and what the
  opposing forces must have dealt with during the fight. 
  D12 Roll
  Reinforcements
  Received
  1–2
  4x West Side Boys w/small arms, 1x
  RPG-7 (Med. AP:2/AT:2(M)
  3–4
  1D6 West Side Boys w/small arms,
  PLUS roll again
  5–6
  1D6+3 West Side Boys w/small
  arms, 1x LMG (Lt. AP:1/AT:0)
  7–8
  1D6+3 West Side Boys w/small
  arms, PLUS roll again 
  9–10
  1x Leader, 4x West Side Boys
  w/small arms, 1x RPG-7 (Med.
  AP:2/AT:2(M)
  11–12
  1x Leader, 1D6+3 West Side Boys
  w/small arms, 1x LMG (Lt.
  AP:1/AT:0)
  © Osprey Publishing • www.ospreypublishing.com
  
  SCENARIO INFORMATION 
  Duration of Game: 10 turns
  Initiative: British Forces have initiative throughout the
  game.
  Special Conditions:
  � Air Defense Environment: N/A
  Fog of War: Determined normally by Reaction Test rolls
  Special Assets: 
  � British: 1 x Army Lynx attack helicopter (strafe
  attack – AP:6/AT:3(M) vs. deck)
  � British: 1 x Contractor flown Hind-E attack
  helicopter (strafe attack - AP:6/AT:3(M) vs. deck)
  Table Size: 3’ x 2’ (15mm/20mm), 6’ x 4’ (20mm/28mm)
  � A: Boat launch
  � 1–5: West Side Boys entry points
  BRITISH MISSION 
  Elements of A Company, 1st Battalion, the Parachute
  Regiment must attack, seize, and hold the Village of
  Magbeni. They must also recover the Royal Irish Land
  Rovers. They must also prevent any West Side Boys from
  leaving the Village via the boats tied up at the boat launch. 
  BRITISH VICTORY POINTS 
  � Each West Side Boys entry point neutralized: 3pts
  � LZ1 D held at the end of turn 10: 3pts
  � Each RIR vehicle recovered: 2pts
  � Each West Side Boy that escapes via the boat
  launch: -2pts
  BRITISH FORCES 
  British Force Basic Attributes
  Initiative Level: N/A (British Forces are regulars)
  Confidence Level: Confident
  Supply Level: Normal
  Body Armor: Yes (+1D) 
  Troop Quality/Morale: D8/D10
  Elements, A Coy, 1 Para
  All elements of A Coy, 1 Para begin the game set up in the
  British Set-up Area (LZ1 D). 
  Company HQ
  1x Company OC w/SA80
  1x Company 2IC w/SA80
  2x RTOs, w/SA80
  2x Medics
  1x Signals section (2 men w/SA80s and radio, acting as
  TAC team for attack helicopters)
  2 Platoons, each with:
  Platoon HQ
  1 x Platoon Leader w/SA80
  1 x RTO w/SA80 
  1 x Light Mortar Team
  1 x Gunner w/51mm light mortar (Lt. AP:1/AT:0,
  smoke)
  1 x Assistant Gunner w/SA80
  1 x Sniper team
  1 x Sniper w/L115A1 rifle
  1 x Observer w/SA80 
  2 x Squads, each with:
  Fireteam 1
  1 x Squad Leader w/SA80
  1 x Grenadier w/SA80 UGL (Lt. AP:1/AT:0)
  1 x Gunner w/GPMG (Med. AP:2/AT:0)
  1 x Assistant Gunner w/SA80
  Fireteam 2
  1 x Team Leader w/SA80
  1 x Grenadier w/SA80 UGL (Lt. AP:1/AT:0)
  1 x Gunner w/GPMG (Med. AP:2/AT:0)
  1 x Assistant Gunner w/SA80
  Note: Each Fireteam can fire one LAW (Med. Support,
  AP:2/AT:2(H) per turn. Make a TQ Test for each attempt
  Recent African Conflicts
  103
  © Osprey Publishing • www.ospreypublishing.com
  
  BUSH WARS
  104
  to fire a LAW after the first. If the test fails, the unit is out
  of LAWs.
  WEST SIDE BOYS MISSION 
  With the sounds of helicopters just southwest of Magbeni
  and gunfire from Gberi Bana, the West Side Boys in
  Magbeni have quite literally been given a rude awakening.
  They must quickly get into the fight, keep the British from
  recovering their Land Rovers, and send reinforcements to
  Gberi Bana to help keep the captives from being freed.
  WEST SIDE BOYS VICTORY
  POINTS 
  � Each British Para KIA: 2pts
  � Each British Para WIA (serious wound): 1pt
  � Each Land Rover not recovered by the British: 3pts
  � Each West Side Boys entry point not neutralized
  by the British: 3pts
  � LZ1 D not held by the British at the end of turn 1:
  3pts
  � Each West Side Boy who escapes via the boat
  launch: 2pts
  WEST SIDE BOYS FORCES 
  West Side Boys Basic Attributes
  Initiative Level: N/A 
  Confidence Level: Confident
  Supply Level: Poor
  Body Armor: N/A
  Troop Quality/Morale: D6/D10
  The fight for Magbeni, Sierra Leone, 2000
  © Osprey Publishing • www.ospreypublishing.com
  
  West Side Boys
  4 groups of West Side Boys (roll for each on the
  reinforcement table below) start the game at locations
  1–5, as determined by a D6 roll. On a roll of 6, the player
  may choose the entry point. Only one group may occupy
  each building and any additional groups are set up 
  with 2” of that building. In addition a 3-ton truck with
  a ZPU-2 (twin 14.5mm HMG – Hvy. AP:4/AT:2(L) may
  be placed between any 2 buildings in the village. It must
  be crewed by at least 2 West Side Boys from any group
  that is generated (1 of whom must drive if it is to be
  driven and fired at the same time).
  SPECIAL RULES 
  TERRAIN 
  Buildings that do not contain West Side Boys entry points
  are dilapidated and are in ruins. Buildings with West Side
  Boys entry points are “shoddy” buildings (3D6 Building
  Strength Dice). Forested areas are Dense Woods.
  THE BOAT LAUNCH 
  There are 3 boats tied up at the Boat Launch. They
  should be treated as soft-skin vehicles for purposes of
  boarding, fire combat, and close combat. They may 
  be occupied by up to 6 individuals. Once a group 
  boards a boat, the boat may move (and is subject to
  interruptions/reactions) the following turn. Each boat
  takes an entire turn to move directly off the North or
  East board edge.
  ROYAL IRISH REGIMENT LAND
  ROVERS 
  The West Side Boys player may place 2 unarmed British
  Land Rovers and a Land Rover WMIK anywhere in
  Magbeni. Once placed, they may only be moved by a
  unit/group that boards them. They will start upon a
  successful TQ check, but the weapons on the WMIK are
  inoperable. They may not be driven off the board at 
  any time. 
  HOPPED UP 
  All West Side Boys groups are considered Hopped Up
  with mild stimulants, per the main rules. They are,
  however, still subject to Shrinkage rules.
  CAVEMAN CASEVAC 
  The West Side Boys use the Caveman CASEVAC rule.
  WEST SIDE BOYS
  REINFORCEMENTS 
  Reinforcements arrive on turns 2 through 8 in the same
  manner as the starting forces, 1 group per turn. Roll 1D6
  for location. On a roll of 6 Player may choose the entry
  point. Only one group may occupy each building and
  additional groups are set up with 2” of that building. If
  the West Side Boys entry point has been neutralized, that
  group is lost.
  Recent African Conflicts
  105
  D12 Roll
  Reinforcements
  Received
  1–2
  4x West Side Boys w/small arms, 
  1x RPG-7 (Med. AP:2/AT:2(M)
  3–4
  1D6 West Side Boys w/small arms,
  PLUS roll again
  5–6
  1D6+3 West Side Boys w/small
  arms, 1x LMG (Lt. AP:1/AT:0)
  7–8
  1D6+3 West Side Boys w/small
  arms, PLUS roll again 
  9–10
  1x Leader, 4x West Side Boys
  w/small arms, 1x RPG-7 (Med.
  AP:2/AT:2(M)
  11–12
  1x Leader, 1D6+3 West Side Boys
  w/small arms, 1x LMG 
  (Lt. AP:1/AT:0)
  © Osprey Publishing • www.ospreypublishing.com
  
  OPERATION BARRAS: THE
  WHOLE FIGHT 
  Gberi Bana and Magbeni, Sierra Leone, 10 September
  2000
  Ambitious players may wish to play both of these
  scenarios at the same time. If so, please make the
  following adjustments:
  � The “Assault on Magbeni” scenario begins on turn
  5 of the “Rescue at Gberi Bana” scenario.
  � The “Rescue at Gberi Bana” scenario then takes 
  14 turns (with turns 1–4 still taking place at night).
  � With the 4 extra turns in the “Rescue at Gberi
  Bana” scenario, the captives must leave the board
  by helicopter extraction from LZ3 D, in order to
  get points for rescuing the captives. All 17 captives
  may be extracted on one Chinook helicopter. 
  Any 22 SAS team may call in the helicopter by a
  successful TQ check. The helicopter appears on
  the board that turn, and must land and be boarded
  by normal rules.
  � Any West Side Boys that successfully leave the
  “Assault on Magbeni” board by boat appear 2 turns
  later as reinforcements at point C on the “Rescue
  at Gberi Bana” board. Any reinforcements created
  during the “Rescue at Gberi Bana” scenario 
  may only appear at the West Side Boys entry points
  (marked 1 through 5) on that board. A “6” on any
  reinforcement location roll during the “Rescue 
  at Gberi Bana” scenario would only mean the 
  West Side Boys player may choose which 
  West Side Boys entry point in which to place that
  group (not including Point C).  
  � At the end of turn 14, victory points are tallied 
  per the 2 scenarios, and totaled up into combined
  totals. The overall winner is the side with the
  highest combined total.
  � If the two halves of the scenario are being played
  simultaneously, Fog of War cards from one table will
  affect the other, as applicable. Some common sense
  may need to be used when applying this concept.
  BUSH WARS
  106
  © Osprey Publishing • www.ospreypublishing.com
  
  The organizations presented below are rough guidelines
  for the forces they represent, not inviolable “army lists”
  handed down from on high. It is not uncommon for
  commanders to beef up a fireteam with extra men 
  or assets or reduce a squad or fireteam by a third or
  more if lacking in manpower. Commanders may strip
  the machine-gunners from their squads to use as an ad
  hoc “weapons squad,” or rifle/grenade launchers may
  be replaced with regular rifles due to restrictive ROEs in
  an area. 
  In short, unit organizations are as fluid as the
  battlefields they fight on. Don’t get too caught up
  canonical adherence to TO&Es. If you don’t have an
  organization chart for the Third Royal Etruscan
  Grenadiers, exercise a little common sense – chances are
  they’re organized along the lines of the Cold War Soviet
  WARPAC forces or similar to modern western forces.
  The following organization descriptions represent
  common units found on the battlefields represented in
  African bush wars.
  This force list and the organization descriptions it
  includes are not exhaustive. They are tailored to reflect
  the assets and manpower that would be applied to a
  typical Force on Force mission, so they cut off at the
  Platoon (or equivalent) level.
  Organizations are described from the bottom up,
  starting with the fireteam and working up to the platoon.
  THE CONGO CRISIS 
  Given that a large number of different forces were
  engaged in the Congo during the six years of conflict
  only a selection of units can be examined: 
  Congolese Units 
  Soldiers fighting for both the Congo central government
  and the various break-away provinces utilized a very
  similar organization based upon the Belgian army’s
  structure. Both the Armee Nationale Congolaise and the
  Katangese Gendarmes utilized a platoon structure of
  three eight man squads, with three platoons comprising
  a company. The latter started life as a police force tasked
  with securing the borders and was later enlarged and
  used as a military force. Katangese Gendarmes seem 
  to have had very inconsistent battlefield performance 
  as a result and their equipment was very inconstant. 
  The ANC (not to be confused with the South African
  militant organization of the same name) with its record
  of mutiny and poor performance against the Simba
  would be of similar quality. A typical squad organization
  for either force might be as follows:
  Typical Congolese Unit Characteristics
  Initiative Level: D6 to D8
  Confidence Level: Low to Confident 
  Supply level: Poor to Normal
  Body Armor: N/A
  Troop Quality/Morale: D6 to D8/D8
  Typical Unit Attributes:
  � Poor Initiative
  � Some low-end units subject to Outgunned rule
  Katangese Gendarme or Armee Nationale Congolaise
  Rifle Section 
  Command Team
  1x Leader w/FN-FAL
  1x Gunner w/FN-MAG (Med. AP:2/AT:0)
  2x Riflemen w/FN-FAL
  107
  SAMPLE ORGANIZATIONS
  © Osprey Publishing • www.ospreypublishing.com
  
  BUSH WARS
  108
  Rifle Team
  1x Leader w/FN-FAL
  3x Riflemen w/FN-FAL
  Note: In both forces, individual units were sometimes of
  better quality and probably should be rated slightly higher
  than the typical unit outlined above.
  MERCENARIES 
  As one might imagine, the organization of mercenary
  units was quite flexible and varied from unit to 
  unit. However, the organization utilized by Hoare’s 
  5 Commando at the time of the Simba revolt is typical.
  This consisted of seven platoon-sized units each
  consisting of four eight-man sections. 
  Typical Mercenary Unit Characteristics
  Initiative Level: D8 to D10
  Confidence Level: Confident to High 
  Supply level: Normal
  Body Armor: N/A
  Troop Quality/Morale: D8/D10
  Typical Unit Attributes:
  � Despised
  � Medic (commonplace for many mercenary units)
  Mercenary Rifle Section 
  Command Team
  1x Leader w/FN-FAL
  1x Gunner w/FN-MAG (Med. AP:2/AT:0)
  2x Riflemen w/FN-FAL
  Rifle Team
  1x Leader w/FN-FAL
  3x Riflemen w/FN-FAL
  UNITED NATIONS FORCES 
  12 nations provided troops for the UN contingent that
  fought in the Congo Crisis. Each of these would have
  been armed and uniformed in the style of its own home
  army. Provided below is the platoon organization for the
  Irish forces in the Congo. 
  The Irish army of the early 1960s was organized,
  uniformed, and armed almost exactly like the British
  army of the 1940s and a platoon consisted of three ten-
  man sections.
  Typical UN Unit Characteristics
  Initiative Level: D8 to D10
  Confidence Level: Confident to High 
  Supply level: Normal
  Body Armor: N/A
  Troop Quality/Morale: D8/D10
  Typical Unit Attributes:
  � Medic (common for UN units)
  � Often subject to Outgunned rule
  Irish Rifle Section 
  Command Team
  1x Leader w/Sten SMG
  1x Gunner w/Bren Gun (Lt. AP:1/AT:0)
  2x Riflemen w/No. 4 Lee Enfield
  Rifle Team
  1x Leader w/No. 4 Lee Enfield
  5x Riflemen w/No. 4 Lee Enfield
  Note that when facing most opponents in this theatre, Irish
  troops will be subject to the Outgunned rule.
  © Osprey Publishing • www.ospreypublishing.com
  
  109
  BELGIANS 
  The Belgian Para Commandos that participated in
  Operation Dragon Rouge were an excellent and well-
  armed unit, but they suffered under rules of engagement
  that were designed to limit collateral damage. The Para
  Commandos were organized into eight-man squads,
  with three such squads comprising a platoon.
  Typical Belgian Para Commando Attributes
  Initiative Level: D10
  Confidence Level: Confident to High 
  Supply level: Normal
  Body Armor: N/A
  Troop Quality/Morale: D10/D10
  Typical Unit Attributes:
  � Medic (common for Belgian units)
  � Rules of Engagement (see below)
  Para Commando Squad 
  Command Section
  1x Leader w/Vingeron M2 SMG
  1x Gunner w/FN-MAG (Med. AP:2/AT:0)
  2x Riflemen w/FN-FAL
  Rifle Section
  1x Leader w/Vingeron M2 SMG
  3x Riflemen w/FN-FAL
  RULES OF ENGAGEMENT 
  When a Para Commando unit wishes to fire on a Unit of
  Simbas, it must make a TQ test to assure that the enemy
  unit is a legal target under the rules of engagement. If
  this test is passed, the unit fires as usual. If the test fails,
  the para-commando unit loses its ability to shoot that
  turn other than to return fire in exchanges of fire.
  THE SIMBA 
  What the Simba lacked in modern weapons and military
  training, they made up for in ferocity. One writer has
  described them as being fueled by a “nasty combination
  of ideology, drugs, belief in magic, and testosterone”.
  This is reflected in their unit statistics and special rules.
  The Simba also lacked any formal command structure,
  and instead operated in mobs. For game purposes, it’s
  best to run Simba units as ten figure teams.
  Typical Simba Unit Characteristics
  Initiative Level: N/A 
  Confidence Level: High 
  Supply level: Normal to Poor
  Body Armor: N/A
  Troop Quality/Morale: D6/D10
  Typical Unit Attributes:
  � Irregulars
  � Poorly Armed (see below)
  � A Nasty Combination (see below)
  � Callous
  � Fanatics: May not use out of contact movement
  Simba Mob 
  Command Team
  1x Leader w/FN-FAL
  6x Fighters w/Mixed weapons
  POORLY ARMED 
  Simba units typically had access to few modern firearms
  and little training with what they did possess. Therefore,
  Simba mobs are always subject to the Outgunned rule.
  In addition, when determining the number of firepower
  dice to roll when shooting, only count half of the figures
  in the unit for firing purposes, no matter how the
  Sample Organizations
  © Osprey Publishing • www.ospreypublishing.com
  
  individual models are armed. Note that neither of these
  penalties apply to Simba in close combat, where the usual
  number of dice are thrown.
  A NASTY COMBINATION 
  Simba warriors are said to have gone into battle under
  the influence of drugs and on occasion been able to
  shrug off the effect of wounds that would have felled a
  normal man. Certainly their fanatical fervor made their
  charge a fearsome and dangerous thing. Therefore,
  Simba mobs are subject to the rules for strong stimulants
  as per page 114 of the Force on Force rulebook.
  Congo Crisis Uniforms and
  Weapons 
  Congo 
  ANC and Katangese Gendarme units both wore 
  ex-Belgian army uniforms. These would either be a solid
  green or more rarely one of several distinctive camouflage
  patterns of the “brush stroke” and “jigsaw” variety. The
  most commonly worn headgear was the ubiquitous US
  M1 steel helmet, Katangese troops are recorded as wearing
  “brightly colored scarves”, most likely in the red, white 
  and green colors of the Katangese flag, to distinguish
  themselves from their ANC enemies. 
  The weapons employed by Congolese units varied
  quite a bit. The most common rifle would have been the
  FN-FAL, but stocks of the older semi-automatic FN49
  rifle are known to been used as well. Poorly armed units
  may have been issued World War II-era Belgian bolt-
  action rifles. The standard machinegun in Congolese
  units was the FN-MAG general-purpose machinegun,
  but once again the older FND (a Belgian version of the
  US Browning Automatic rifle) would be seen in some
  ill-equipped units. 
  Mercenary 
  Given their status, uniformity amongst mercenary
  units was at best inconstant. Despite this, some
  mercenary commanders sought to impose uniformity
  on their troops. Mike Hoare was famously
  contemptuous of camouflage uniforms, deriding them
  as “fancy dress”. Thus the men of 5 Commando mostly
  wore plain green or khaki uniforms. Webbing was
  often a mixture of British Pattern 37 and World War II
  American types. The most common headgear in 5
  Commando were berets in a variety of colors (often
  with insignia of the man’s former military unit if he had
  previous military experience) and US M1 helmets.
  Mercenary units usually were armed with FN-FAL
  BUSH WARS
  110
  Belgian “Brushstroke” pattern camouflage
  (photo: Eric H. Larson).
  Belgian “Jigsaw” pattern camouflage
  (photo: Eric H. Larson).
  © Osprey Publishing • www.ospreypublishing.com
  
  rifles, although this could vary wildly. FN-MAGs were
  the most common machinegun, although US .30 and
  .50 caliber Browning machineguns were commonly
  mounted on vehicles.
  Other mercenary units wore similar clothing.
  However, photographs of the mercenaries that served in
  Katanga show many of them to be wearing Belgian and
  French camouflage uniforms and hats.
  Ireland 
  The Irish contingent in the Congo was shipped out
  before uniforms appropriate for a hot climate could be
  issued. The men, thus sweltered in their dark khaki-drab
  wool battledress uniforms. Not surprisingly, photos
  show the Irish fighting in their shirtsleeves having
  abandoned their blouses. Webbing was the British 37 
  or 44 pattern and most men wore British model 44
  “turtle” helmets.
  Belgium 
  The Para Commandos who captured Stanleyville wore
  the standard Belgian camouflage uniform of the day,
  which was printed in a distinctive green, brown, tan, and
  black pattern that was printed in a “jigsaw puzzle” shape.
  Although the Belgian army wore the US M1 steel helmet
  at that time, most photographs taken during Dragon
  Rouge show the Para Commandos wearing their 
  red berets instead. Weapons included FN-FAL rifles,
  FN-MAG machineguns, with NCOs and officers
  carrying Vingeron M2 sub machineguns.
  Simba “Uniforms” 
  Photographs of Simba are rare, but the few existing ones
  and descriptions of their appearance indicate that they
  wore a mixture of traditional tribal dress and Western
  clothing with the odd item of cast-off or captured
  military clothing. Simba also wore headdresses and
  ornaments made of chicken feathers and monkey skins.
  These sometimes took the form of a stylized lion’s mane
  made of monkey fur. 
  The Simba began the revolt very poorly armed. Most
  Simba in the early days were armed with traditional
  tribal weapons such as pangas, spears, and bows with a
  handful of civilian firearms and old bolt-action rifles
  sprinkled in. As the movement became more successful,
  these were supplemented by more modern firearms
  captured from their enemies. Late in the war, 
  Soviet-made weapons were supplied to the Simbas 
  by their Communist backers. These were mostly 
  World War II-era weapons, as this predates the large-
  scale introduction to Africa of large numbers of
  AK-47s. There were never enough firearms to go
  around, and even in the closing stages of the revolt, a
  sizable portion of any Simba force would still be armed
  with traditional weapons.
  PORTUGUESE COLONIAL WAR
  ORGANIZATIONS  
  Portuguese Regular
  Military Units 
  Portugal started the war in the colonies unprepared for
  an asymmetric conflict, as a more conventional type of
  war was expected due to the Soviet-backed Zambian
  units rolling into Angola.
  The basic organization used by Portuguese troops
  had a profoundly British influence, with a platoon using
  the 3 sections of 10 elements (soldiers) plus a platoon
  HQ with 5 to 7 elements. 
  Normally the sections would divide into teams
  (esquadras), one with the group MG and the others
  acting as an assault component. 
  Three such platoons composed a Company. Lack of
  replacements and casualties soon decreased the average
  section size to 7 to 8 elements.
  111
  Sample Organizations
  © Osprey Publishing • www.ospreypublishing.com
  
  Typical Portuguese Regular Unit Characteristics
  Initiative Level: D8
  Confidence Level: Low to Confident 
  Supply level: Poor to Normal
  Body Armor: N/A
  Troop Quality/Morale: D8/D6 to D10
  Typical Unit Attributes:
  � Medic Attribute is commonplace
  � Many units should have Indigenous Scout Attribute
  � High end/elite units should have Pointman
  Attribute
  Note: Individual units on both sides of the conflict were
  sometimes of better quality and could be rated slightly
  higher than the typical unit outlined above.
  Typical 1961–74 Organization 
  Platoon HQ
  1x Lieutenant w/small arms
  1x Gunner w/small arms and Grenade launcher (Lt.
  AP:1/AT:0)
  3x Rifleman w/small arms and 1 radio
  1x Gunner with 2” Mortar (Lt. AP:1/AT:0) with HE
  and Smoke shells (normally carrying 6 to 12 between
  the riflemen)
  1x Gunner with a 3.5” M20 Bazooka (Med.
  AP:3/AT:2(L) normally carrying only HEAT rounds (3
  to 4 of them)
  Section MG Team
  1x TL w/small arms
  1x Gunner w/small arms with Grenade launcher (Lt.
  AP:1/AT:0)
  1x Gunner with MG
  2x Rifleman w/small arms
  Section Maneuver Team
  1x ATL w/small arms
  1x Gunner w/small arms with Grenade launcher (Lt.
  AP:1/AT:0)
  3x Rifleman w/small arms 
  As far as equipment is concerned, the Portuguese units
  started with bolt-action rifles of World War II vintage, or
  even from World War I, with Mauser 98, Kropatchev,
  Steyr Mannlicher and so on in use. After 1962, the units
  started to be issued some FN-FALs (in small numbers
  and soon replaced after 1964 by the G-3) and a number
  of Armalite AR-10s (quickly relegated to the Airborne
  and Heliborne units) until the Army settled on the
  CETME G-3.
  The Officers and NCO’s tended to use SMGs, with
  the FBP (a local clone of the M3 grease gun in 9 mm)
  being the most common. Cavalry units were issued the
  Uzi SMG.
  Where the section MG was concerned, a wide
  variation was common, with LMGs like the Dreyse
  MG13 and Madsen being in use until 1974, all 7.92mm
  caliber (Lt. AP:1/AT:0), followed by MG42 – yes, the
  BUSH WARS
  112
  Portuguese troops (and many insurgents
  after the Portuguese departure) wore
  uniforms in color variations of this M1963
  “vertical lizard” pattern (photo: Eric H.
  Larson).
  © Osprey Publishing • www.ospreypublishing.com
  
  World War II MG – (Med. AP:2/AT:0) mostly used 
  by the Marine and Special Forces, and from 1968–69 
  the HK-21 started to replace all the previous versions
  (Lt. AP:1/AT:0).
  The 2” mortar was always in short supply and due 
  to their weight and low firepower most units keep it 
  at the barracks, more often than not replacing it 
  with improvised Rocket launchers. The same applies 
  to the M20 Bazooka, with few available,
  and even less used in the field. Special
  troops tended to use it more 
  often than the regular troops, as
  they appreciated the Bazooka’s
  demolition power.
  One of the most common
  improvisations of the Portuguese
  troops was the use of the French
  Air-Ground free-flight, 37mm
  SNEB rocket: as used on the AT-
  6 ground attack aircraft. This
  was basically a tube with a liner
  inside and some electrical wires
  connected to a 6-volt battery.
  Being lighter than alternative
  weapons, it was popular with the
  troops, especially the Marines and
  Air force ground troops (OGMA
  37mm SNEB Rocket Launcher (Med.
  AP:2/AT:1(L).
  After 1970, came the introduction of
  the RPG-2 and later the RPG-7; captured
  stocks of these weapons often became
  replacements for Special Units’ shoulder
  launched missiles. The RPG became a
  prized weapon to capture. 
  From 1968 on, an increase of local soldiers started 
  to appear due to a program of “Africanization” 
  as Portuguese manpower started to decline. By 1972, 
  it wasn’t uncommon to have full African platoons, 
  albeit led by European officers. These troops tended 
  to have a greater fighting spirit than European 
  units due to their cultural background and ethnic
  motivations. 
  Portuguese Special Units 
  From 1963 on, Portugal started to use special units 
  to complement their regular units.
  These special units started to get
  better training in asymmetric
  operations and infiltration tactics
  than the regular troops. They often
  received better pay as well. 
  Regular troops proved less effective
  as the guerrilla war developed. The
  average Portuguese soldier had a rural
  background, had little if any instruction in
  unconventional warfare and didn’t understand
  what the war was about in the first place.
  Desertion was minimal, but many regular units
  demonstrated a decided lack of initiative and
  aggressiveness. This led to the increased use of
  special units. 
  Comandos (Commandos), Paraquedistas
  (Paras) and Fusileiros (Marines) units were
  created, and used with some success in all
  theatres of operation. These units used the
  same organization as Regular troops and
  indeed behave in game terms like
  regular troops after 1968, so use the
  same characteristics.
  113
  FRELIMO guerrilla,
  1970
  Sample Organizations
  © Osprey Publishing • www.ospreypublishing.com
  
  BUSH WARS
  114
  As these units tended to be used more often than
  regular units, special units were comprised of handpicked
  soldiers and received training reminiscent of the US
  Rangers or SEALs. Their success prompted the High
  Command to create more of them, from all service arms. 
  So DFE (Marine-type SEALs), GE (Delta-type teams,
  mostly made of former Guerrilla members, highly
  efficient), Flechas (as GE but controlled by PIDE/DGS),
  and Grupo de Comandos Especiais (Ranger type units)
  were soon formed and send into action. From 1963-69
  special operations were primarily aimed at controlling
  guerrilla actions rather than destroying the guerrillas
  themselves. Special units were well suited for this type
  of limited action and excelled at gathering information,
  hunting guerrillas groups attempting to infiltrate 
  new areas, capturing or killing command elements, 
  and so forth. 
  While these special units generally had a formal
  paper organization, more often or not they relied on ad
  hoc organizations based on the team’s capabilities and
  available transportation. So if a Zebro rubber boat or
  Alouette III Helicopter would be used for mission
  insertion, a 4-team unit will be used. On a normal foot
  patrol or raid, teams would normally consist of five or
  six members. It was common for three to five teams to
  work together on a mission. 
  Typical Portuguese Special Unit Characteristics
  Initiative Level: D8 to D10
  Confidence Level: Confident to High
  Supply level: Low to Normal
  Body Armor: N/A
  Troop Quality/Morale: D10/D10 to D12
  Note that individual units on both sides of the conflict
  were sometimes of better quality and could be rated
  slightly higher than the typical unit outlined above.
  Typical Special Forces Team 
  1x Team Leader w/small arms
  1x Gunner w/small arms and Grenade launcher (Lt.
  AP:1/AT:0)
  1x Gunner w/OGMA 37mm SNEB Rocket Launcher
  (Med. AP:2/AT:1(L) or RPG-7 (Med. AP:2/AT:2(M)
  1–2x Rifleman w/small arms and radio
  1x Gunner with MG42 (Med. AP:2/AT:0) – could be
  replaced by an HK-21 from 1971 onwards, but not in
  the DFE or Comandos
  If in a normal operation, like a patrol or a raid, most
  elements will use Portuguese equipment with G-3 (or
  AR-10 if heliborne units), but in an infiltration or
  ambush action deep in Guerrilla country (or across the
  borders) these units tended to use AK-47s and RPG-2
  & RPG-7 as weapons of choice. 
  Almost all Portuguese troops were considered light
  infantry, relying on speed of maneuver and carrying the
  minimum load of equipment on the battlefield.
  Guine – PAIGC 
  As did most Guerrilla movements in Africa, Partido
  Africano da Indendanciada Guine e Cabo Verde (African
  Party for the Independence of Guinea and Cape Verde)
  started under the patronage of supporting countries 
  and was equipped with whatever gear those patrons could
  or would share with them. While affecting a Soviet
  organizational style, PAIGC was a bit overreaching in their
  nomenclature, particularly with regard to pompously
  named “companies” that generally consisted of 30 to 50
  fighters and “brigades” of 200 to 250 men. The most
  common unit actually used in the field was the “group,”
  which usually consisted of 30 to 50 men divided into bands
  of six to fifteen guerrillas. 
  The PAIGC rapidly evolved into an effective fighting
  © Osprey Publishing • www.ospreypublishing.com
  
  force that was quite capable of exploiting Portuguese
  weaknesses to their advantage. By 1972, PAIGC
  effectively controlled a third of the Guine Territory and
  succeeded in establishing local governments in the areas
  they controlled. 
  After Independence in 1974, the Guine national
  army, adopted full Soviet style organizations. 
  Typical PAIGC Attributes
  Initiative Level: D6 to D8
  Confidence Level: Confident
  Supply level: Poor to Normal
  Body Armor: N/A
  Troop Quality/Morale: D6 to D8/D8 to D10
  – after 1972, at least 50% of their forces will
  be regular.
  Typical 1963–74 PAIGC
  Organization (as noted by
  Portuguese Intel) 
  Typical Fighting Band – Platoon in
  PAIGC parlance
  1 x Leader w/PPSh or AK
  1 x Gunner w/DPM or RPD LMG
  (Lt. AP:1/AT:0)
  5–10 x Rifleman w/AKS or AK
  1x Gunner with RPG-2 or RPG-7
  (Med. AP:2/AT:2(M)
  Note on PAIGC weapons: Until 1967 the most
  common weapons used were the Mosin-Nagant,
  Mauser 98 and PPSh SMGs. From 1968, the
  AKS (Soviet or Chinese copies) and the
  AK became the most common weapons
  found with guerrillas killed or captured by
  Portuguese forces. PAIGC also had numbers
  of DShK HMG, 60mm , 82 mm
  and 120mm Mortars, together
  with 122mm rocket launchers mostly used in standalone
  form (as in Vietnam or, or more recently, Afghanistan),
  KPM 14.5mm in AA mode, supported by SAM-7 Strella
  launchers and ZPU 23-2. In the Liberated Area (General
  Government) the use of 76mm Zis-2 and 122mm M38
  Howitzers was reported in PIDE/DGS documents.
  Angola – UPA 
  Calling the Union of Peoples of Angola a fighting
  movement is humorous at best, as it was basically a
  political movement that tried to co-opt and control all
  intellectual groups that opposed the Portuguese
  Government in Angola. UPA
  was primarily an ethnic biased
  group and most of their actions
  were against local workers on
  Portuguese farms and Plantations.
  The group evaporated by 1961, making
  way for more formalized groups.
  The only known “organization” used
  by the UPA was the “band,” comprising
  from 50 to 200 fighters armed with ethnic
  weapons, such as machetes, spears and a few
  muzzle-loaders or old hunting rifles.
  For organization and stats, use those from
  the Villa Teixeira scenario, as they are typical of
  the groups fielded by the UPA.
  Angola – FNLA 
  Often considered the successors of the UPA
  movement, the Frente Nacional de Libertação de
  Angola (National Liberation Front of Angola),
  did draw some of its leadership from the older
  movement, but at its base, it was a new,
  independent organization. UPA leadership also
  contributed to the development
  of the MPLA and UNITA.
  115
  FRELIMO regular, 1974
  Sample Organizations
  © Osprey Publishing • www.ospreypublishing.com
  
  Initially supported by Mobutu’s Zaire and the USA,
  the FNLA’s operations were limited to areas near the
  Zaire frontier. The FNLA quickly lost steam under the
  combined weight of successful Portuguese intervention
  and internal political conflict. By 1964 the MPLA was
  taking control of regions formerly claimed by the FNLA.
  Like most guerrilla movements in the area, the
  “band” or “group” was the FNLA’s base element. Its
  largest operations involved only 50 to 70 guerrilla
  fighters. FNLA groups tended to “bombshell” quickly
  after encountering Portuguese units.
  Most FNLA fighters were armed with European
  weaponry from World War II, usually from French, Czech
  or US sources, and were lacking heavy weapons. Between
  1973 until 1975, the Chinese started to send some numbers
  of copies of Soviet weapons and the FNLA adopted a Soviet
  style organization. Their groups disbanded after the defeat
  at the battle of Quifagondo fought for the control of the
  governments of Luanda and Angola 1975.
  Typical FNLA Attributes
  Initiative Level: N/A
  Confidence Level: Low 
  Supply level: Poor to Normal
  Body Armor: N/A
  Troop Quality/Morale: D6/ D6 to D8
  Typical Unit Attributes:
  � Irregulars
  Typical FNLA Band 
  1x Leader w/SMG
  12–24x Riflemen w/Bolt-Action Rifles (MAS-36,
  Mauser, Mosin-Nagant, Garand, etc.)
  Angola – MPLA 
  The Movimento Popular de Libertação de Angola or
  Popular Movement for the Liberation of Angola (MPLA)
  started as a Marxist orientated group that emerged after
  the dissolution of the UPA. From the very start, the MPLA
  received support from Soviet-backed countries like
  Zambia, so it was natural that they would nominally use
  soviet-style TO&E and designations. The organization
  seems impressive on paper, but in reality so-called
  companies and brigades usually consisted of a couple of
  dozen to a couple hundred men. Still, the MPLA tended
  to be well armed with SKS, AKs, DPMs, RPKs, RPDs, and
  some RPGs
  While the MPLA leadership tried to organize their
  field troops (FAPLA - Forcas Armadas Populares de
  Libertacao d Angolain or Armed Forces for the
  Liberation of Angola) in the Soviet style, complete with
  Military Regions and GHQ for them, in reality their
  ability to control territory was extremely slim after 1968
  thanks to regular patrols along the border and the
  actions of Portuguese special forces. 
  Despite their intent to create an effective and
  disciplined fighting force, the MPLA was unable to fulfill
  their ambition to create an effective and disciplined
  fighting force until late 1975, when the Cubans started
  their intervention in Angola.
  The most common unit encountered in the field was
  a “group” ranging from 30 to 50 fighters which would
  typically attempt to ”bombshell” as soon as they made
  contact with Portuguese forces.
  After the Independence in 1975, the MPLA armed forces
  (FAPLA) finally adopted full Soviet style organizations. 
  Typical MPLA Attributes
  Initiative Level: D6
  Confidence Level: Confident
  Supply level: Poor to Normal
  Body Armor: N/A
  Troop Quality/Morale: D6 (and very rarely D8, only
  on pick-up individuals) /D8 to D10
  BUSH WARS
  116
  © Osprey Publishing • www.ospreypublishing.com
  
  Typical 1963-74 MPLA/FAPLA Organization 
  Typical Infiltration Group
  1x Leader w/PPSh or AK
  1x Gunner w/DPM or RPD LMG (Lt. AP:1/AT:0) or
  RPG-2 or RPG-7 (Med. AP:2/AT:2(M)
  8–10x Rifleman w/AKS or AK
  Mozambique – FRELIMO 
  As in Angola and Guine, the Frente de Libertação 
  de Moçambique or Liberation Front of Mozambique
  (FRELIMO), started as a foreign-based liberation
  movement, mostly connected with a specific ethnic
  group and a Marxist political concept. It soon embraced
  Soviet-style conceptions. Despite its close ties to 
  the Soviet Union, the FRELIMO leadership also
  contrived to receive some Chinese technical, tactical,
  and political support.
  In late September, 1964, the Portuguese military
  leadership’s lack of strategic vision allowed FRELIMO to
  plan and execute several successful operations,
  particularly in the north, near their safe havens in
  Tanzania.
  As FRELIMO fighters grew bolder and better
  equipped, they were able to put several Portuguese
  actions in check, often through the use of elusive tactics
  that avoided direct contact and featured extensive
  mining and ambushes along main supply routes. 
  As usual with these types of groups, FRELIMO made
  use of Soviet-style designations coupled with a more ad
  hoc organizations. 
  After 1972, internal problems associated with 
  ethnic divisions within FRELIMO, and the improved
  Portuguese military tactics helped re-establish
  equilibrium to the fighting within Mozambique.
  Portuguese Special Units were able to destroy most of
  FRELIMO’s logistic support inside Mozambique and
  abroad (in Malawi, Zambia and Tanzania). These efforts
  were so successful that by 1974, FRELIMO actions were
  heavily deterred and the Portuguese held firm control
  over most of Mozambique’s rural areas.
  Like the MPLA, the FRELIMO fighters tended to be
  well armed with few old weapons in use. By 1970, they
  had received a large supply of SKS, AK, RPDs, along
  with some numbers of RPGs. Still, the most commonly
  deployed weapon in the FRELIMO arsenal was the
  antipersonnel mine, sown along roads and verges.
  As 
  in 
  other 
  former 
  Portuguese 
  colonies, 
  the FRELIMO armed forces (FPLM after 1974) 
  finally adopted full Soviet-style organization after
  Independence in 1975.
  Typical FRELIMO Attributes
  Initiative Level: D6 (or even D8 on early operations)
  Confidence Level: Confident
  Supply level: Poor to Normal
  Body Armor: N/A
  Troop Quality/Morale: D6 (could go up to D8 on early
  operations)/D8 to D10
  117
  Rhodesian troops escorting an Eland 90
  armored car (photo: Dave Bennett, models:
  Eureka & Force of Arms).
  Sample Organizations
  © Osprey Publishing • www.ospreypublishing.com
  
  Typical 1964–74 FRELIMO Organization 
  Typical Infiltration Group
  1x Leader w/SKS or AK
  1x Gunner w/DPM or RPD LMG (Lt. AP:1/AT:0) or
  RPG-2 or RPG-7 (Med. AP:2/AT:2(M)
  8–12x Rifleman w/AKS or AK
  RHODESIAN BUSH WAR
  ORGANIZATIONS 
  Rhodesian Security Forces
  Organizations 
  Most units of Rhodesian Security Forces were
  organized in a very similar manner, especially by 
  the early 1970s. Therefore, to avoid repetition we will
  discuss the two types of squad organization utilized,
  followed by giving game statistics for various 
  unit types.
  The Infantry Section 
  Prior to the 1965 UDI declaration infantry units of the
  Rhodesian Security Forces were organized in a similar
  manner to that of other British Colonial and
  Commonwealth nations. That is to say each rifle
  section consisted of a command team, a maneuver
  element, and a machinegun team to provide support.
  This remained the standard organization for a 
  short time after independence and indeed some 
  units would retain the old section organization
  throughout the war, however by the early ‘70s most
  Rhodesian units would adopt the four-man “Stick”
  model discussed below.
  The Commonwealth style Section was organized 
  as follows:
  Command Group 
  1x Corporal w/FN-FAL
  2x Privates w/FN-FAL
  Gun Group
  1x Lance Corporal w/FN-FAL
  1x Gunner w/FN-MAG (Med. AP:2/AT:0)
  2x Loaders w/FN-FAL
  Rifle Group
  5x Privates w/FN-FAL
  A rifle platoon would generally consist of three rifle
  sections led by a four-man command section.
  This organization would be primarily used by Rifle
  Companies of the Rhodesian Regiment and Rhodesian
  African Rifle prior to around 1970 as well as those of the
  Rhodesian Light Infantry prior to its conversion to a
  commando Battalion.
  The Infantry Stick 
  The infantry stick emerged due to the need to develop 
  an infantry unit that was capable of being transported
  by the Alouette III helicopter. The Alouette was a small
  aircraft, and after being fitted with a door gunner and
  armor for the pilot, its lift capacity was reduced to only
  four men. The stick organization would be adopted by
  the vast majority of Rhodesian units (police and guard
  force units being the most notable exceptions) by war’s
  end. The stick was organized as follows:
  1x Stick Leader w/FN-FAL
  1x Gunner w/FN-MAG (Med. AP:2/AT:0)
  2x Privates w/FN-MAG
  Platoon or troop organization under the stick model was
  far more fluid than the older section organization. For
  example a typical Fireforce deployment would consist of
  three sticks deployed by helicopter and a further three to
  five airborne sticks.
  BUSH WARS
  118
  © Osprey Publishing • www.ospreypublishing.com
  
  One side-effect of the stick organization was an
  increase in firepower due to each stick being allocated a
  machinegun rather than one gun for each section. This
  inevitably led to a shortage in machineguns. In practice
  this meant that many units would have to make do with
  older Bren guns rather than the standard FN-MAG.
  Typical Unit Attributes for Rhodesian Security Forces 
  � Regulars
  � Cover/Drake Shooting
  � Advanced First Aid Training: Troopers with
  specialized medic training were common in
  Rhodesian units. Even down to the stick level it
  was not unusual for someone in the unit to be a
  trained medic and carry a “stick medic” kit.
  Therefore, unless otherwise specified by a scenario
  Rhodesian regular units have the Advanced First
  Aid Training characteristic. This does not apply 
  to Guard Force and other militia units or 
  police troops.
  � Attributes peculiar to a specific formation will be
  described in the appropriate sections below.
  THE SELOUS SCOUTS 
  The Selous Scouts were one of the units comprising the
  Rhodesian Special Forces whose mission was stated to
  be the “clandestine elimination of terrorists within and
  without the county.” 
  Typical Selous Scouts Attributes
  Initiative Level: D10 to D12
  Confidence Level: Confident to High
  Supply level: Abundant
  Body Armor: N/A
  Troop Quality/Morale: D10 toD12/D10 to D12
  Typical Unit Attributes:
  � Regulars
  � Selous Scouts have Indigenous Scouts and when on
  pseudo-operations are considered to be Stealthy.
  The Selous Scouts utilized the stick model of organization.
  On pseudo-operations this was likely to have been 
  altered to reflect the organization they were attempting
  to mimic.
  THE RHODESIAN SAS 
  The SAS spearheaded many of the cross border
  operations during the war.
  Typical Rhodesian SAS Attributes
  Initiative Level: D10 to D12
  Confidence Level: Confident to High
  Supply level: Abundant
  Body Armor: N/A
  Troop Quality/Morale: D10 to D12/D10 to D12
  The SAS utilized the stick model of organization after
  about 1970. Prior to that point they are known to have
  operated in five-man teams.
  THE RHODESIAN LIGHT
  INFANTRY 
  Arguably the premier Rhodesian unit; the RLI
  perfected the Fireforce concept and were commonly
  deployed in cross border raids late in the war.
  Typical Rhodesian Light Infantry Attributes
  Initiative Level: D10 
  Confidence Level: Confident to High
  Supply level: Abundant
  Body Armor: N/A
  Troop Quality/Morale: D10/D10 to D12
  The RLI utilized the section organization until about 1970
  and then adopted the stick model.
  119
  Sample Organizations
  © Osprey Publishing • www.ospreypublishing.com
  
  RHODESIA REGIMENT,
  INDEPENDENT RIFLE COMPANIES,
  AND RHODESIAN AFRICAN RIFLES 
  These troops comprised about four battalions in all, and
  performed a large percent of the routine soldiering of
  the war. The Rhodesian African Rifles were a very well
  thought of unit that often was utilized in a Fireforce role.
  Typical Rhodesia Regiment/RAR Attributes
  Initiative Level: D8 to D10
  Confidence Level: Confident to High (RAR troops
  should tend to be classed as High)
  Supply level: Normal to Abundant
  Body Armor: N/A
  Troop Quality/Morale: D8/ D8 to D10
  These units originally utilized the section organization,
  but many adopted the stick model in the second half of the
  war. RAR units in the Fireforce would do so as a matter of
  course.
  GREY’S SCOUTS 
  A unique horse mounted infantry unit that was formed
  in the final years of the conflict.
  Typical Grey’s Scouts Attributes
  Initiative Level: D8 to D10
  Confidence Level: Confident to High
  Supply level: Normal to Abundant
  Body Armor: N/A
  Troop Quality/Morale: D8/ D8to D10
  Typical Unit Attributes:
  � Mounted Cavalry
  � Pointman
  Grey’s Scouts operated in the stick formation. Units of
  Grey’s Scouts were often detached to other formations and
  usually fought in groups of two or three stick in such cases.
  Grey’s sticks very rarely were armed with a machinegun.
  COVER/DRAKE SHOOTING 
  Rhodesian troops, particularly members of Fireforce,
  developed a method of dealing with ambushes in the
  bush in which they would “kill” any soft cover that might
  hide an ambusher. Quick “double-taps” were fired into
  the base of tree-trunks, clumps of thick foliage, etc. This
  technique proved to be quite effective in not only flushing
  enemy ambushes, but also killing ambushers who, thanks
  to their poor training, had an unfortunate habit of
  clumping close together and using obvious positions.
  To reflect this capability, Rhodesian regular units can
  attempt to Cover Shoot enemy units that are Hidden or
  laying in Ambush.
  When a Rhodesian unit approaches within Optimum
  Range of a Hidden or Ambushing enemy unit, it can
  perform Cover Fire before any spotting checks or
  Ambush attacks are performed. Cover Shooting can only
  be used by units that are Well Supplied. The Cover
  Shooting unit will roll a half Firepower attack against the
  Hidden/Ambushing unit. Keep track of the number of
  successful (4+) die rolls were made in the attack.
  The Hidden/Ambushing unit will defend as normal
  and its Defense will not be reduced if the Firepower
  value is lower than its Basic Defense. Casualties are
  determined as normal.
  If the Cover Shooting attempt rolled more successes
  than failures, the Ambush is blown and a Round of 
  Fire is resolved in which the Cover Shooting unit
  automatically fires first.
  If the Cover Shooting attempt caused one or more
  casualties, normal Morale rules apply. If the
  Hidden/Ambushing unit fails its Morale check, it is
  automatically Spotted.
  BUSH WARS
  120
  © Osprey Publishing • www.ospreypublishing.com
  
  PARA-MILITARY FORCES 
  THE BRITISH SOUTH AFRICAN
  POLICE 
  The BSAP (a name carried over from the pre-UDI days)
  took a very active role in the war. In addition to normal
  rural policing duties, BSAP maintained two units 
  (The Anti-Terrorism Unit and Police Support Unit) that
  took a direct role in counter-insurgency operations. Given
  that most Rhodesian policemen were former soldiers and
  due to their direct combat role, they are rated higher than
  most police units under Force on Force. BSAP units also
  operated in a five-man section throughout the conflict.
  Typical BSAP Attributes
  Initiative Level: D8
  Confidence Level: Confident to High
  Supply level: Normal
  Body Armor: N/A
  Troop Quality/Morale: D8/D8 to D10
  Typical Unit Attributes:
  � May deploy Dog Teams
  BSAP Police Troop
  BSAP Police Section
  1x Sergeant w/Sterling or Uzi sub machinegun
  1x Gunner w/L4a2 Bren (Lt. AP:1/AP:0)
  3x Constables w/FN-FAL
  A police troop consisted of three to seven such sections,
  although it would rarely have them all in the same
  location. Occasionally Police units would field “support
  sections.” Ideally these would be armed with an FN-MAG
  if available and possibly a second Bren.
  GUARD FORCE AND SECURITY
  FORCE AUXILIARY UNITS 
  These were militia units meant to provide internal
  security in order to free up military and police units for
  more active duties. These were of dubious military value.
  This was especially so in the case of the Security Force
  Auxiliaries who were often amnestied insurgents of
  dubious loyalty. These operated nominally in eight man
  sections, but were often not at full strength due to
  desertions. Militia units should be treated as irregulars in
  Force on Force.
  Typical Auxiliary Unit Attributes
  Initiative Level: D6 to D8
  Confidence Level: Low to Confident
  Supply level: Poor
  Body Armor: N/A
  Troop Quality/Morale: D6/D6 to D8
  Typical Unit Attributes:
  � Irregulars
  � Generally subject to Outgunned rule.
  � Subject to Shrinkage.
  Typical Militia Unit
  1x Corporal w/G3
  7x Guards w/Lee Enfield
  121
  ZANLA insurgents (photo: Dave Bennett,
  models: The Assault Group).
  Sample Organizations
  © Osprey Publishing • www.ospreypublishing.com
  
  Although some militia units were fortunate enough to
  be issued with G3 rifles or captured insurgent weapons,
  most were only armed with World War II vintage 
  bolt action Lee Enfield rifles. Whatever weapons these
  units did happen to have, only a very limited amount of
  ammunition was ever issued. Thus militia units should
  always be subject to the Outgunned rule.
  INSURGENT FORCES 
  The two insurgent groups that fought in the war had 
  a distinct character based upon who happened to be
  training and supplying them. 
  THE ZIMBABWE AFRICAN
  NATIONAL LIBERATION ARMY
  (ZANLA) 
  ZANLA was mainly backed by the Chinese and 
  thus followed the Maoist principles of guerrilla 
  warfare. Although ZANLA had a fairly sophisticated
  organization on paper, this was at best wishful thinking.
  In reality ZANLA groups usually infiltrated Rhodesia in
  numbers between a dozen and one hundred. In combat
  ZANLA forces operated in small teams of roughly five 
  to eight men, but even this could vary wildly given the
  informal nature of their organization. A typical ZANLA
  team might resemble the following:
  Typical ZANLA Attributes
  Initiative Level: N/A in most cases
  Confidence Level: Low to Confident
  Supply level: Poor to Normal
  Body Armor: N/A
  Troop Quality/Morale: D6/D6 to D8
  Typical Unit Attributes:
  � Irregular
  � Elusive
  � Callous
  � Subject to Shrinkage
  Typical ZANLA Unit
  1x Leader w/AK-47
  1x Gunner w/RPD (Lt. AP:1/AT:0) or RPG-2 (Med.
  AP:2/AT:2(M)
  4x Guerrillas w/AK-47
  ZANLA forces should always be treated as irregulars 
  and should usually be subject to Shrinkage to reflect their
  tendency to “Bombshell” when hard pressed by security
  forces. When defending their bases in Mozambique in the
  last year of the war, ZANLA forces often showed a greater
  willingness to fight and should be rated D8 or in some
  cases (such as AA gun crews) as high as D10 for morale. 
  THE ZIMBABWE PEOPLE’S
  LIBERATION ARMY (ZIPRA) 
  ZIPRA were trained and armed by the Soviet Union 
  and several countries in the Warsaw pact. Thus, 
  their motivation was to fight a more conventional
  revolutionary war. Like ZANLA, ZIPRA’s organization
  never really achieved the sophistication that their
  training called for, but it was more rigid and consistent.
  BUSH WARS
  122
  ZIPRA regulars (photo: Dave Bennett,
  models: Eureka).
  © Osprey Publishing • www.ospreypublishing.com
  
  Most ZIPRA units fought in squad-sized units organized
  along Soviet lines. Rhodesian forces could quickly
  determine which of the two insurgent groups they 
  were facing by their battlefield behavior. Due to the fact
  that they often utilized conventional fire and maneuver
  tactics and were organized like a conventional force,
  ZIPRA units should be treated as low quality regulars.
  Typical ZIPRA Attributes
  Initiative Level: D6
  Confidence Level: Confident to Low
  Supply level: Poor to Normal
  Body Armor: N/A
  Troop Quality/Morale: D6/D6 to D8
  Typical Unit Attributes:
  � Elusive
  � Subject to Shrinkage despite being regulars
  ZIPRA Squad
  Command Section
  1x Leader w/AK-47
  1x Gunner w/RPD (Lt. AP:1/AT:0)
  1x Guerrilla w/AK-47
  Rifle Section
  Grenadier w/RPG-2 (Med. AP:2/AT:2(M)
  4x Guerrillas w/AK-47
  A ZIPRA platoon might consist of two to four such squads
  and a small command element.
  FRELIMO 
  Although not up to Western standards, the newly
  reorganized army of Mozambique fought in a
  professional manner and was organized and armed
  along Soviet lines. Rhodesian troops were on occasion
  surprised by the tenacity that the “Freddies” showed
  under fire.
  Typical FRELIMO Attributes
  Initiative Level: D6 to D8
  Confidence Level: Confident to Low
  Supply level: Normal
  Body Armor: N/A
  Troop Quality/Morale: D8/D6 to D8
  Typical Unit Attributes:
  � Poor Initiative
  FRELIMO Squad
  Command Section
  1x Sergeant w/AK-47
  1x Gunner w/RPD (Lt. AP:1/AT:0)
  1x Loader w/AK-47
  Rifle Section
  1x Corporal w/AK-47
  1x Grenadier w/RPG-2 (Med. AP:2/AT:2(M)
  4x Privates w/AK-47
  A platoon would consist of three or four such Squads
  (often mounted in BTR-152 or BTR-60 APCs).
  123
  Mozambique regulars in action (photo: Dave
  Bennett, models: Force of Arms & Mongrel).
  Sample Organizations
  © Osprey Publishing • www.ospreypublishing.com
  
  Rhodesian Bush War
  Uniform And Weapon Guide 
  Rhodesian Security Forces 
  At the time of the UDI declaration Rhodesian forces
  were issued the British tropical uniform in a light drab
  khaki color, consisting of battledress trousers, two-
  pocket shirt, and bush hat. With this was issued either
  World War II vintage Pattern 37 webbing or more rarely
  the newer pattern 58 model. The standard rifle at the
  time was the British issue L1a1 semi-automatic version
  of the FN-FAL. This was to be the standard load out for
  Rhodesian soldier during the first two or three years of
  the war.
  Soon after independence a new two-piece uniform
  was designed that was made in a distinct three color
  camouflage pattern consisting of green and brown areas,
  over-printed with groups of narrow green and brown
  brush strokes. This was issued with a new peaked cap
  with a neck flap that could be worn in three positions. As
  existing stocks of British-made webbing dried up, a new
  Rhodesian set was introduced in 1969, but this proved
  unpopular due to its perceived shoddy construction 
  and the ammunition pouches only holding a single
  magazine each. This set was supplemented by imported
  sets of South African Pattern 70 webbing. Both styles 
  of web gear were a dark green color when issued, but
  quickly faded to a light green or grey shade with use.
  Footwear issued with the new uniform was brown
  leather boots of the South African or Israeli “two buckle”
  style in brown leather. South African steel helmets were
  issued, but almost never worn in the field.
  As stocks of the L1a1 dried up due to the arms
  embargo, large numbers of FN-FAL rifles were imported
  from South Africa as well. These came from several
  sources, but most were the South African produced 
  R1 as issued to the SADF. The ubiquitous FN-MAG
  remained the standard light machinegun throughout the
  war, but many units had to make do with the 7.62
  version of the elderly Bren gun due to shortages. Oddly
  enough the Rhodesians do not seem to have utilized the
  MAG in its tripod-mounted sustained-fire role, instead
  preferring .50 caliber Browning machineguns and
  captured DShKs instead. Other captured weapons saw
  much use, with RPD and RPK light machineguns being
  very popular. Likewise, captured RPGs were sometimes
  issued, but these were mostly in cross border raids where
  there was a threat of FRELIMO armor. Some units
  utilized Uzi, Sterling, and locally made “Rhuzi” sub
  machineguns as well as semi-automatic Browning “auto
  five” 12 gauge shotguns for close quarters work. Finally,
  many units utilized standard NATO rifle grenades 
  of both anti-personnel and anti-tank varieties and a 
  wide selection of fragmentation, white phosphorous,
  and smoke grenades were carried.
  In most Rhodesian units, uniform regulations while
  in the field were extremely relaxed. Many troopers
  tailored their shirts to shorten the sleeves and many 
  men wore privately acquired t-shirts either printed in a
  BUSH WARS
  124
  The distinctive Rhodesian camouflage
  pattern employed by all branches of the
  Rhodesian Security Forces and police
  (photo: Eric H. Larson).
  © Osprey Publishing • www.ospreypublishing.com
  
  camouflage pattern or in solid colors like khaki or green.
  Instead of long pants, shorts were commonly worn in
  the field. These were usually the Rhodesian army’s green
  PT shorts, but privately purchased examples in colors
  such as khaki, black, or dark blue were sometime seen.
  Some men cut down issue pants to create camouflaged
  shorts. Toward the end of the war, the one-piece jump
  suit manufactured in Rhodesian camouflage became a
  common item as did custom-made camouflage hats of
  the “boonie hat” variety.
  Unsatisfied with their issue webbing, Rhodesian
  troops sometimes wore captured “chicom” chest pouches
  to carry their ammunition. The popularity of this
  resulted in a large variety of homemade chest pouches
  and assault vests becoming popular. Later some of the
  designs were professionally made to be sold to the troops
  through Rhodesian tailors and sporting goods stores. All
  of these chest pouches and vests were generally referred
  to as “Fireforce Vests”.
  Finally, White Rhodesian troops almost always
  applied streaks of black camouflage cream to exposed
  skin before going into action if time permitted. Likewise
  in the final years of the war, painting weapons with
  green, yellow, or brown camouflage paint became almost
  universal.
  Insurgent Forces And The
  Mozambique Army 
  ZANLA forces, as befitted their very irregular nature,
  were very haphazard in their dress. Most wore civilian
  clothing or a mix of military and civilian items in the
  field. Photographic evidence indicates that dark colors
  like green, brown, and tan were common and clothing
  made of blue denim was also popular. Where military
  camouflage was worn, it was usually ex-Portuguese
  “lizard pattern” or East German “raindrop pattern”
  material. After 1975, some ZANLA units were fortunate
  enough to receive khaki Mozambique army uniforms.
  In any event, uniformity was the exception rather than
  the rule.
  ZIPRA units were much more uniform in appearance
  than their ZANLA counterparts. Plain two-piece khaki
  or green uniforms were commonplace as were a variety
  of camouflage items. Portuguese and East German
  camouflage was once again the most common, but both
  Soviet and Cuban camouflage uniforms were sometimes
  present. 
  Both insurgent groups utilized webbing from a
  variety of sources, but chest pouches of the “chicom”
  pattern were so common as to be almost universal.
  The Mozambique army of the 1970s was in a stage of
  transition and a variety of uniforms were worn. The most
  common was a two piece khaki set, although some units
  continued to wear old Portuguese uniforms. East German
  camouflage was as always very common in FRELIMO’s
  army. Mozambique army units wore a mix of Soviet,
  Chinese, and East German webbing and steel helmets of
  Soviet, East German, and Bulgarian origin were issued.
  125
  East German Strichmuster (known in the West
  as “Raindrop” or “Rice Fleck” pattern)
  camouflage was shipped in large quantities
  to Africa and saw service with many different
  groups and nations (photo: Eric H. Larson).
  Sample Organizations
  © Osprey Publishing • www.ospreypublishing.com
  
  Insurgents in Rhodesia used a very large variety of
  weapons, but SKS and AK-47 type rifles from a variety
  of sources were most common. Sub machineguns such
  as the PPSh-41 were also used and Soviet Tokarev TT-33
  and Czech CZ-52 pistols were badges of rank for
  insurgent leaders. The RPD was the most commonly
  used machinegun but some guerrillas used World War II
  vintage DP machineguns and newer RPKs and PK
  general-purpose machineguns were sometime
  encountered. Hand grenades were usually
  Chinese “stick grenade” type models and soviet
  F1 and RGD-5s. RPG anti-tank rocket
  launchers were commonplace, with both
  the RPG-7 and older RPG-2 model
  being used. Soviet or Chinese recoilless
  rifles were sometimes used and
  insurgent bases in neighboring
  countries were usually defended by
  heavy weapons such as heavy
  machineguns and anti-aircraft guns.
  THE SOUTH AFRICAN
  BORDER WAR 
  The SADF 
  The South African Defense Forces
  (SADF) were broadly broken down
  into two types of units: Citizen Force (CF)
  and Permanent Force (PF). Citizen
  Force units drew their manpower 
  from reservists who had previously
  completed their military obligation
  under South Africa’s National Service
  system. Under this system, all white
  males were liable to an initial call-up
  with the regular army for two years and
  then service for a number of years after in
  the reserves. On the other hand, Permanent
  Force units were composed of those who had voluntarily
  enlisted or were currently performing their national service
  and comprised South Africa’s standing army.
  The SADF was very flexible in its organization. At
  higher levels of organization, individual sub-units could
  be temporarily brought together to perform a specific task
  in a similar manner to the “Kampfgruppe” system that 
  the Germans had employed in World War II. 
  At lower levels, this flexibility meant that the
  specific composition of platoons and squads
  could vary based upon, for example, the transport
  capacity of the vehicles being utilized. Thus the
  following organizations should be considered
  representative of the ideal and that a unit’s
  composition could vary a good deal at any
  given point. 
  Infantry 
  The two main sorts of infantry formations
  employed by the SADF were Modular
  Infantry and Mechanized Infantry units.
  Modular Infantry were mainly comprised
  of reservists from the CF built around a
  cadre of PF leaders. Modular units were 
  not armed and equipped to the standard
  that Mechanized formations enjoyed, and
  the five Modular Infantry battalions were
  mainly deployed in a static role along 
  the border. A Modular platoon consisted 
  of four ten man sections Modular units
  sometimes employed Buffel mine
  protected APCs, but usually utilized
  trucks and land rovers for transport.
  Typical Modular Infantry Attributes
  Initiative Level: D8 to D10
  Confidence Level: Confident to High
  BUSH WARS
  126
  SADF captain, 32
  Battalion, 1981
  © Osprey Publishing • www.ospreypublishing.com
  
  Supply level: Normal 
  Body Armor: N/A
  Troop Quality/Morale: D8/ D8 to D10
  Typical Unit Attributes:
  � Medics are commonplace
  Modular Infantry Section
  1st Group
  1x Leader w/R4 
  1x Gunner w/FN-MAG (Med. AP:2/AT:0)
  2x Riflemen w/R4
  2nd Group
  1x Leader w/R4
  6x Riflemen w/R4
  Note: Modular infantry units would
  sometimes be armed with a Bren gun
  instead of an FN-MAG. The Bren is
  classed as a SAW (Lt. AP:1/AT:0)
  The Mechanized infantry formations were
  much better armed than their Modular
  counterparts and were more suitable for
  aggressive operation. Mechanized units 
  were organized into platoons of three sections
  transported by Ratel 20 IFVs. A fourth 
  vehicle (usually either a Ratel 60 or Ratel
  12.5/Command) transported the platoon
  leader as well as the platoon’s 60mm mortar. 
  Typical Mechanized Infantry Attributes
  Initiative Level: D8 to D10
  Confidence Level: Confident to High 
  Supply level: Normal to Abundant
  Body Armor: N/A
  Troop Quality/Morale: D8 to D10/
  D8 to D10
  Typical Unit Attributes:
  � Medics are commonplace
  Mechanized Infantry Section
  1st Group
  1x Leader w/R4
  1x Gunner w/FN-MAG (Med. AP:2/AT:0)
  2x Riflemen w/R4
  2nd Group
  1x Leader w/R4
  1x Grenadier w/RPG-7 (Med. AP:2/AT:2(M)
  2x Riflemen w/R4
  Note: The RPG-7 would not always be
  present as captured stocks were limited.
  In addition the section commander
  might on occasion carry a 40mm grenade
  launcher.
  The “Parabats”: The
  1st Parachute
  Battalion 
  In the last years of the war, other units
  were added to form a full airborne brigade, 
  but for most of the conflict, the 1st Parachute
  Battalion (nicknamed the “Parabats”) was the
  only airborne unit in the SADF. Airborne units
  operated in 7 man sections due to 14 man lift
  capacity of the Puma helicopter. 
  Typical Parabat Attributes
  Initiative Level: D10
  Confidence Level: Confident to High 
  Supply level: Normal to Abundant
  Body Armor: N/A
  Troop Quality/Morale: D8 to D10/
  D8 to D10
  127
  Sample Organizations
  Sergeant, 201 Battalion,
  South-West Africa Territory
  Force, 1980s
  © Osprey Publishing • www.ospreypublishing.com
  
  Parabat Section
  1st Group 
  1x Leader w/R5
  1x Gunner w/FN-MAG (Med. AP:2/AT:0)
  1x Rifleman w/R5
  2nd Group
  1x Leader w/R5
  3x Riflemen w/R5
  Note: The R5 is a short barreled version of the 5.56mm R4
  assault rifle. As usual, squads could be armed with extra
  weapons such as RPGs, grenade launchers, and even an
  extra machinegun if the squad could obtain one.
  The Special Forces: 32nd Light
  Infantry Battalion and the
  Recce Companies 
  These units employed a similar organization and showed
  the same high degree of skill in operation. The Recce
  units in particular were often employed in pseudo-
  operations much akin to the activities of the Selous
  Scouts in the Rhodesian Bush War in that they would
  operate dressed as enemy forces on a variety of
  reconnaissance and counter-insurgency missions. The
  32nd battalion, of course was a COIN specialist unit that
  performed “Search and Destroy” operations also inside
  of enemy held territory. 
  Typical Special Forces Attributes
  Initiative Level: D10 to D12
  Confidence Level: High 
  Supply level: Normal to Abundant 
  Body Armor: N/A
  Troop Quality/Morale: D10 to D12/ D10 to D12
  Typical Unit Attributes:
  � Stealthy when on pseudo-operations
  � Pointman
  Special Forces Section
  1st Group
  1x Leader w/R4 and M79 Grenade launcher (Lt.
  AP:1/AT:0)
  1x Gunner w/FN-MAG (Med. AP:2/AT:0)
  2x Riflemen w/R4
  2nd Group
  1x Leader w/R4
  1x Grenadier w/RPG-7 (Med. AP:2/AT:2(M)
  4x Riflemen w/R4
  Note: Use of captured arms in these units was
  commonplace, especially when employed on Pseudo
  operations. As always extra special weapons were issued
  were available.
  Paramilitary Forces 
  Inside of Southwest Africa, the South Africans
  employed a variety of police, militia, and territorial
  units of varying efficiency. While police formations
  tended to be good quality, others lacked in training and
  effectiveness. In particular, South Africa formed several
  units of “Guard Force” militia that were very similar in
  nature to and performed the same tactical role as 
  the Guard Force units in Rhodesia had; providing static
  security for indigenous population centers to free 
  up other troops) These were “organized” on an ad-hoc
  basis and should probably be treated using the same
  unit stats provided under the Rhodesian section. (with
  the exception of being subject to the Outgunned rule as
  these units usually were armed with more up to 
  date weapons than were Rhodesian Guard Forces.) 
  In addition there existed seven battalions of Southwest
  African Territorial Forces raised from the local
  population for internal security operations inside of
  Southwest Africa. These should be given similar stats
  to the Modular Infantry units. 
  BUSH WARS
  128
  © Osprey Publishing • www.ospreypublishing.com
  
  Finally, the most well-known of the paramilitary
  forces employed by the South Africans was the
  Southwest African Police Counter-Insurgency Unit,
  more familiarly known as “Operation K” or “Koevoet”.
  (Koevoet is Afrikaans for “Crowbar”, a reference to its
  role of “prying” SWAPO insurgents from their hiding
  places) Koevoet would later be vilified and accused 
  of numerous atrocities in the Western press and by
  SWAPO propaganda, but it would gain for itself a
  reputation as a highly skilled counter-insurgency
  specialist formation that had one of the highest kill rates
  of the war. Koevoet units generally operated in groups 
  of four ten man sections mounted in Casspir (and later
  Wolf Turbo) vehicles. 
  Koevoet 
  Typical Koevoet Attributes
  Initiative Level: D10
  Confidence Level: High 
  Supply level: Normal to Abundant
  Body Armor: N/A
  Troop Quality/Morale: D8 to D10/ D8 to D10
  Typical Unit Attributes:
  � Indigenous Scouts
  Koevoet Section
  1st Group
  1x Leader w/G3 or R4
  1x Gunner w/RPD (Lt. AP:1/AT:0)
  2x Riflemen w/G3 or R4
  2nd Group
  1x Leader w/G3 or R4
  1x Grenadier w/RPG-7 (Med. AP:2/AT:2(M)
  4x Riflemen w/G3 or R4
  Note: Koevoet formations employed a good number of
  captured small arms, especially light machineguns and
  RPGs. Some men preferred to use AK-47s to their issued
  rifles as well. Koevoet units should always enjoy the
  presence of an Indigenous Scout.
  UNITA 
  As the war progressed UNITA gained support and
  training from South Africa and began to be (albeit to a
  limited degree) capable of operating as a conventional
  force. UNITA platoons were organized into three 
  ten man sections, but these could vary quite a bit in
  practice. In Force on Force, UNITA are treated as poor
  quality regulars.
  Typical UNITA Attributes
  Initiative Level: D6 to D8
  Confidence Level: Confident 
  Supply level: Normal 
  Body Armor: N/A
  Troop Quality/Morale: D6 to D8/D8 
  Typical Unit Attributes:
  � Poor Initiative
  129
  Much of Angola's armored force consisted
  of old World War II-era vehicles like this T-
  34/85 and SU-100 (photo: Dave Bennett,
  models: Battlefront & Old Glory).
  Sample Organizations
  © Osprey Publishing • www.ospreypublishing.com
  
  UNITA Infantry Section
  1st Team
  Leader w/G3, FN-FAL or AK-47
  Gunner w/RPD (Lt. AP:1/AT:0)
  3x Riflemen w/G3, FN-FAL or AK-47
  2nd Team 
  Leader w/G3,FN-FAL or AK-47
  Grenadier w/RPG-7 (Med. AP:2/AT:2(M)
  3x Riflemen w/G3, FN-FAL or AK-47
  The Angolan Army;
  FAPLA 
  The regular Angolan army was, after the
  departure of the Portuguese, remodeled along
  Soviet lines. Such was the influence of the Soviet
  model that the training manuals utilized by 
  the Angolans were simply Red Army manuals
  translated from Russian! The cutting edge of the
  Angolan army were five Motor Rifle brigades.
  These were mechanized infantry formations
  that usually utilized BTR-152s or BTR-60s
  for transport. Late in the conflict, a small
  number of BMP-1s were also introduced. The
  Angolan army also employed some 17 regular
  infantry brigades in static defensive roles inside of
  Angola. These were generally of lesser quality than
  the Motor Rifle units and less capable of offensive
  operations. Finally, local militia units also existed,
  but their quality was dubious at best, and these
  were confined to internal security duties.
  Angolan infantry were organized on the
  Soviet model in three-squad platoons.
  Typical FAPLA Attributes
  Initiative Level: D8
  Confidence Level: Confident 
  Supply level: Normal 
  Body Armor: N/A
  Troop Quality/Morale: D8/D8 to D10
  Typical Unit Attributes:
  � Poor Initiative
  Motor Rifle Squad
  1st Team
  Leader w/AK-47
  Gunner w/RPD or RPK (Lt. AP:1/AT:0)
  3x Riflemen w/AK-47
  2nd Team
  Leader w/AK-47
  Grenadier w/RPG-7 (Med.
  AP:2/AT:2(M)
  3x Riflemen w/AK-47
  Note: The above stats reflect Motor Rifle
  units. Regular infantry formations
  should have a morale value of D8. 
  Angolan Militia 
  Typical Angolan Militia Attributes
  Initiative Level: D6
  Confidence Level: Low to Confident
  Supply level: Poor to Normal
  Body Armor: N/A
  Troop Quality/Morale: D6 to D8/D8 
  Typical Unit Attributes:
  � Outgunned
  Militia Squad
  1st Team
  Leader w/PPSh-41 SMG
  Gunner w/RPD or DP (Lt.
  AP:1/AT:0)
  3x Riflemen w/M91/30
  BUSH WARS
  130
  Special Constable, South
  African Police Security 
  Branch, 1980s
  © Osprey Publishing • www.ospreypublishing.com
  
  2nd Team
  Leader w/M91/30
  4x Riflemen w/M91/30
  Note: Militia units were often armed with World War II-
  era weapons such as Mosin-Nagant M91/30 or M44 rifles
  and thus should be subject to the Outgunned rule. 
  Cubans 
  The presence of large numbers of Cuban forces in
  Angola, gave FAPLA a degree of effectiveness greater
  that other African armies. By 1987 there were some
  40,000 Cubans in Angola, although most of these acted
  in an instructor or advisory role. About 20,000 Cubans
  manned the various Cuban Motor Rifle units. It was 
  the presence of these Cuban forces in direct combat that
  brought a halt to the SDAF’s counter-attack at Cuito
  Cuanavale. 
  Cuban Motor Rifle units also followed the Soviet
  model employed by their Angolan allies. Cuban forces
  were better armed than their Angolan comrades,
  however. 
  Note: In most cases Cuban forces should be restricted to
  advisor figures attached to unit leaders. If such advisors
  are present, Angolan units should be treated as having a
  positive die shift modifier to their morale. If separate
  Cuban units are modeled, use the following stats:
  Typical Cuban Attributes
  Initiative Level: D8
  Confidence Level: Confident 
  Supply level: Normal to Abundant
  Body Armor: N/A
  Troop Quality/Morale: D8/D10
  Typical Unit Attributes:
  � Poor Initiative
  Motor Rifle Squad
  1st Team
  1x Leader w/AK-47
  1x Gunner w/RPK (Lt. AP:1/AT:0)
  3x Riflemen w/Ak-47
  2nd Team
  1x Leader w/AK-47
  1x Grenadier w/RPG-7 (Med. AP:2/AT:2(M)
  3x Riflemen w/AK-47
  SWAPO 
  Unsurprisingly, the organization of SWAPO units varied
  a good deal like most insurgent forces. The theoretical
  organization called for thirty man platoons, each 
  with three ten-man sections, but the ideal was rarely
  achieved. Thus, the following should be considered
  representative rather than standard. 
  SWAPO units showed a greater willingness to 
  stand and fight than did their ZANLA counterparts in
  Rhodesia, but were still horribly outmatched when
  facing well-trained regulars. Understandably, SWAPO
  units sought to avoid direct fighting with SADF units
  and instead preferred a hit and run style of fighting and
  striking “soft targets”. 
  Typical SWAPO Attributes
  Initiative Level: N/A
  Confidence Level: Confident 
  Supply level: Normal to Poor
  Body Armor: N/A
  Troop Quality/Morale: D6/D6 to D8
  Typical Unit Attributes:
  � Irregulars
  � Elusive
  � Callous
  131
  Sample Organizations
  © Osprey Publishing • www.ospreypublishing.com
  
  SWAPO Guerrilla Squad
  1st team
  Leader w/AK-47
  Gunner w/DP or RPD (Lt. AP:1/AT:0)
  3x Riflemen w/AK-47
  2nd Team
  Leader w/AK-47
  Grenadier /RPG-2 (Med. AP:2/AT:2(M)
  South African Border Wars
  Uniform and Weapon Guide 
  South Africa 
  Most South African soldiers were not issued camouflage
  uniforms. Instead the standard uniform for the entire
  period was a two piece uniform in a rich brown color
  known as “nutria brown”. Likewise SADF vehicles were
  almost universally painted brown (albeit a different,
  lighter shade) as well. The result was that brown became
  identified as the color of the military, much as had olive
  green become synonymous with the US Army prior to
  the widespread issue of camouflage. 
  Webbing during the early years of the war was the
  green Pattern 70 style which was similar to the British
  Pattern 58 webbing. In the later years of the conflict, this
  would be replaced with a new system based around a
  nylon assault vest known as Pattern 83. Prior to the mid-
  1980s a steel helmet based upon the French design was
  issued. This was replaced with a ballistic nylon helmet
  similar in shape to the US PASGT helmet of the same
  period. The later helmet was issued with a nutria brown
  cover, but the steel helmet had no issued cover. As a
  result, it was often worn with either a net or an
  improvised cover made out of burlap sacking to hide the
  shiny surface. In any event, helmets were not commonly
  worn in the field. Instead a short brimmed bush hat
  similar in shape to that worn by the Israeli military was
  the most common headgear.
  Members of the 32nd Battalion wore a uniform made
  of a distinctive camouflage pattern that came in two
  variants: a “summer” and a “wet season” print. This was
  worn with a matching cap or a beret made of the same
  camouflage cloth. Recce operators would often wear
  clothing designed to resemble enemy uniforms when 
  on operations. To this end a wide variety of “copy
  camouflage” items were manufactured for issue on such
  occasions. Collectors have identified such clothing made
  in over a dozen different camouflage patterns. Special
  forces operators were given a wide degree of freedom in
  deciding upon what their personal equipment would be.
  This led to an eclectic mix of webbing and gear in every
  unit. SADF issue items were worn alongside private
  purchase items, items from the equipment of other
  countries, and captured enemy webbing. When
  operating in concert with conventional units, special
  forces troops would often wear the standard nutria
  brown uniform to avoid confusion and friendly fire
  accidents. 
  BUSH WARS
  132
  The camouflage pattern worn by Koevoet
  troops. This would later be replaced by a
  plain green uniform to reduce the chance
  of friendly fire accidents (photo: Eric H.
  Larson).
  © Osprey Publishing • www.ospreypublishing.com
  
  Finally, Koevoet troopers were originally issued
  uniforms in a distinctive camouflage pattern that
  somewhat resembled that worn by the Portuguese army,
  but this was found to result on occasion in friendly 
  fire accidents as Portuguese camouflage was popular
  amongst their enemies. This was eventually replaced
  with a plain green uniform. Headgear was
  usually a matching cap, although Koevoet
  members often went into action either bare-
  headed or with privately acquired headgear
  such as balaclavas. Koevoet troops were
  known for their casual un-military
  appearance, and there was much
  variety in each unit. 
  Early in the war, the standard
  rifle of the SADF was a locally
  produced copy of the FN-FAL
  known as the R1, but by the
  1980s, this was being replaced
  by a licensed copy of the Israeli
  Galil under the name R4.
  Supplementing these in many
  units (especially the para-
  military formations and the elite
  units) were large numbers of captured 
  AK-47s.
  The standard light machinegun 
  of the SADF for most of the war was
  the FN-MAG, but in the closing
  years it was starting to be replaced
  by the Vektor SS-77. South Africa
  also employed large numbers of the
  elderly Browning M1919. This weapon
  was chambered in 7.62 NATO and
  was designated as the MG4 in South
  African service, but it was mostly
  utilized as a vehicle weapon. The
  SADF also employed the M2HB .50 caliber heavy
  machinegun as well as captured examples of the Soviet
  12.7mm DShK and 14.5mm KPV machineguns. 
  Finally, extensive use was made of captured RPG-7s at
  all levels and examples of the US M79 grenade launcher
  were occasionally seen. Where the M79 (Lt. AP:1) was
  used, it was usually issued to the section leader.
  UNITA 
  During 
  the 
  insurgency
  campaign 
  against 
  Portugal,
  UNITA had a reputation for being
  very poorly armed and equipped, 
  but large scale supply by South Africa and
  (covertly) by the US in the 1980s left
  UNITA much better off than before.
  UNITA troops wore a plain green
  uniform or occasionally SADF issue nutria
  brown. Webbing was SADF issue or the
  ubiquitous Chicom style chest pouches. 
  The primary small arms used by UNITA
  were at first ex-Portuguese G3 and FN-FAL
  rifles, but large numbers of AK variants later
  supplemented these. Support weapons were
  invariably captured Angolan weapons of Soviet
  origin such as RPDs and RPG-7s. Where vehicles
  were utilized they were captured enemy types.
  Angola 
  At first the Angolan army utilized
  Portuguese camouflage uniforms, but in
  the later years of the war many units were
  supplied with Cuban-made uniforms. Supply
  was always a problem, so these might
  be mixed within the same unit.
  These were worn with either a
  matching camouflage cap or a dark
  133
  Sample Organizations
  SWAPO detachment RPG
  gunner, 1980
  © Osprey Publishing • www.ospreypublishing.com
  
  BUSH WARS
  134
  green beret and Soviet steel helmets were standard issue,
  although not always worn in the field. A mix of Soviet
  and East German webbing and personal equipment were
  issued although, as always, Chinese style chest pouches
  were extremely common. 
  The standard rifle of the Angolan army was the
  ubiquitous AK-47, although some less well armed units
  would have to make do with SKS carbines. Militia units
  were often given old World War II era bolt action rifles.
  Machineguns could either be RPDs or the more recent
  RPK models. Heavy support weapons came in the form
  of 12.7mm DShK heavy machineguns and (rarely)
  Soviet AGS-17 grenade launchers. RPG-7s were
  commonly issued to units for anti-tank work and man-
  packed AT-3 “Sagger” anti-tank missiles were
  occasionally present.
  Cuba 
  Cuban troops in Angola wore a distinctive uniform in 
  a grey “lizard” type camouflage pattern. The same
  uniform was issued to their Angolan allies in the final
  years of the conflict. The iconic Cuban “coffee can” field
  cap was worn with this uniform and it was usually made
  in the same camouflage material as the rest of the
  uniform, although green examples were sometimes seen.
  In the field Sovietmade SSh-40 (and rarely SSh-68)
  helmets were usually worn. Soviet style webbing
  completed the Cuban uniform. 
  Cuban small arms were identical to that of the
  Angolan army, although they were more likely to be up
  to date examples such as RPK light machineguns. 
  SWAPO 
  Like most insurgents SWAPO guerrillas wore a mix 
  of civilian clothes and items of camouflage supplied by
  their backers. Civilian clothing was most often in
  sensible dark colors such as brown and green. Military
  camouflage patterns varied widely. The most commonly
  used patterns were East German “Rain drop”
  camouflage and items made from the old Portuguese
  “lizard” pattern. More rarely Soviet, Cuban, Egyptian,
  Libyan, and Tanzanian uniform items would be seen.
  Webbing, when used at all, was invariably Soviet, East
  German, or Chinese style chest pouches.
  SWAPO insurgents usually carried AK-47s from a
  variety of sources or, less commonly, SKS carbines.
  Support weapons included machineguns such as RPDs
  and DPs as well as RPG-2s and RPG-7s. When operating
  inside of Angola in defense of their bases and in concert
  with regular Angolan units, SWAPO forces sometimes
  employed heavier weapons such as mortars, recoilless
  rifles, and vehicles up to old T-34 tanks.
  Cuban “Grey Lizard” pattern camouflage as
  worn by both Cuban and Angolan troops
  (photo: Eric H. Larson).
  © Osprey Publishing • www.ospreypublishing.com
  
  RHODESIAN VEHICLES 
  135
  VEHICLES
  SOFT-SKIN VEHICLES
  Name
  Type
  Firepower
  MGs
  Front
  Armor
  Side
  Armor
  Rear
  Armor
  Deck
  Armor
  Crew
  Attributes/Notes
  Land Rover 
  W
  Usually unarmed
  N/A
  1D6
  1D6
  1D6
  1D6
  1+7
  Convoy Escort
  Vehicle
  W
  M2hb (Med. AP:4/AT:1)
  or Twin .303 Browning
  (Lt. AP:4/AT:0)
  N/A
  1D6
  1D6
  1D6
  1D6
  2+2
  Represents a variety of land rovers,
  pickups and other light vehicles armed
  for escort and patrol work.
  Unimog or
  Bedford Truck
  W
  Usually unarmed
  N/A
  1D6
  1D6
  1D6
  1D6
  1+15
  Occasionally armed with a single MG.
  Vaporizer
  W
  Usually unarmed
  N/A
  1D6
  1D6
  1D6
  1D6
  1+4
  A small dune buggy type patrol and
  utility vehicle. Known as a “Vaporizer”
  as it was said to be “vaporized” if it
  detonated a land mine.
  Leopard
  W
  Usually unarmed
  N/A
  2D6
  2D6
  2D6
  1D6
  1+5
  Mine Resistant
  Up Armored
  Open Top 
  A small mine-resistant transport used by
  the Police and government agencies as
  well as being sold to the public.
  Pookie
  W 
  Spider multi-barrel
  shotgun (Lt. AP:5/AT:0).
  May only fire once per
  game
  N/A
  2D6
  2D6
  2D6
  1D6
  1
  Up Armored
  Mine Detection
  See Rhodesian Bush War section for
  special rules in regards to the Pookie’s
  mine detection ability.
  LIGHT VEHICLES
  Name
  Type
  Firepower
  MGs
  Front
  Armor
  Side
  Armor
  Rear
  Armor
  Deck
  Armor
  Crew
  Attributes/Notes
  Kudu
  W
  M2hb (Med. AP:4/At:1)
  or Twin .303 Browning
  (Lt. AP:4/AT:0)
  N/A
  2D8
  2dD8
  1D8
  1D8
  1+7
  Bar armor
  Mine Resistant
  Hardened
  Open Top 
  A medium mine-resistant transport used
  by the Rhodesian military and Police.
  Crocodile
  W
  M2hb0 
  (Hvy. AP:4/AT:1(L)  
  or Twin .303 Browning
  (Lt. AP:4/AT:0)
  N/A
  2D8
  2D8
  1D8
  1D8
  1+14
  Mine Resistant
  Hardened
  Open Top 
  The heavy mine-resistant transport used
  by the Rhodesian miltary.
  Pig
  W
  20mm Autocannon
  (AP:3/AT:2(L)
  2D
  2D8
  2D8
  1D8
  1D8
  5+4
  Open Top 
  An improvised armored vehicle built on
  a Unimog chassis, used by the Selous
  Scouts.
  Ferret Mk 2/5
  W
  Twin 7.62 GPMG 
  (Med. AP:4/AT:0)
  N/A
  3D8
  2D8
  2D6
  1D6
  2
  Eland 90
  W
  90mm Cannon
  (AP:4/AT:3(M) 
  7.62 MG4 (Med.
  AP:3/AT:0)
  3D
  3D8
  2D8
  2D6
  1D6
  3
  © Osprey Publishing • www.ospreypublishing.com
  
  BUSH WARS
  136
  SOUTH AFRICAN VEHICLES 
  LIGHT VEHICLES
  Name
  Type
  Firepower
  MGs
  Front
  Armor
  Side
  Armor
  Rear
  Armor
  Deck
  Armor
  Crew
  Attributes/Notes
  Eland 60
  W
  60mm Breech Loading
  Mortar (AP:4/AT:2(M)
  3D
  3D8
  2D8
  2D6
  1D6
  3
  Eland 90
  W
  90mm Cannon
  (AP:4/AT:3(M)
  3D
  3D8
  2D8
  2D6
  1D6
  3
  Casspir 
  W
  M2hb or DShK 
  (Hvy. AP:4/AT:1(L) or
  Twin MG4 (AP:4/AT:0)
  3D
  3D8
  2D8
  2D6
  1D6
  2+12
  Mine Resistant
  Hardened 
  Buffel 
  W
  M2hb or DShK 
  (Hvy. AP:4/AT:1(L) or
  Twin MG4 (AP:4/AT:0)
  3D
  3D8
  2D8
  2D6
  1D6
  2+10
  Mine Resistant
  Hardened
  Open Top 
  Wolf-Turbo
  W
  M2hb or DShK 
  (Hvy. AP:4/AT:1(L) or
  Twin MG4 (AP:4/AT:0)
  3D
  3D8
  2D8
  2D6
  1D6
  2+10
  Mine Resistant
  Hardened
  A improved version of the Casspir used
  by Koevoet.
  Ratel 12.7
  “Command”
  W
  M2hb or DShk 
  (Hvy. AP:4/AT:1(L)
  3D
  3D8
  2D8
  2D6
  1D6
  3+6
  Mine Resistant
  Slow Turret
  Hardened
  Ratel 20
  W
  20mm Autocannon
  (AP:3/AT:2(L)
  3D
  3D8
  2D8
  2D6
  1D6
  3+9
  Mine Resistant
  Slow Turret
  Hardened 
  The APC version of the Ratel series.
  Ratel 60
  W
  60mm Breech Loading
  Mortar (AP:4/AT:2(M)
  3D
  3D8
  2D8
  2D6
  1D6
  3+6
  Mine Resistant
  Slow Turret
  Hardened 
  Infantry support vehicle.
  Ratel 90
  W
  90mm Cannon
  (AP:4/AT:3(M)
  3D
  3D8
  2D8
  2D6
  1D6
  3+6
  Mine Resistant
  Slow Turret
  Hardened 
  Infantry support vehicle.
  Ratel ZT-3
  W
  ATGM Launcher
  (AP:3/AT:6(H)
  3D
  3D8
  2D8
  2D6
  1D6
  3
  Mine Resistant
  Slow Turret
  Hardened
  SOFT-SKIN VEHICLES
  Name
  Type
  Firepower
  MGs
  Front
  Armor
  Side
  Armor
  Rear
  Armor
  Deck
  Armor
  Crew
  Attributes/Notes
  Land Rover 
  W
  Usually unarmed
  N/A
  1D6
  1D6
  1D6
  1D6
  1+7
  Unimog or
  Samil Truck
  W
  Usually unarmed
  N/A
  1D6
  1D6
  1D6
  1D6
  1+15
  Occasionally armed with a single MG.
  Jakkal
  W
  Usually unarmed
  N/A
  1D6
  1D6
  1D6
  1D6
  1+1
  A small jeep style vehicle. Occasionally
  armed with a single .50 or 7.62 MG
  HEAVY VEHICLES
  Name
  Type
  Firepower
  MGs
  Front
  Armor
  Side
  Armor
  Rear
  Armor
  Deck
  Armor
  Crew
  Attributes/Notes
  T-55
  T
  100mm (AP:5/AT:4(H)
  12.57 HMG (Hvy.
  AP:4/AT:1(L)
  3D
  3D8
  2D8
  1D8
  1D6
  4
  Obsolete
  Light for Class
  Rhodesia obtained a small number of 
  ex-Polish T-55s late in 1979, but the
  ceasefire occurred before they could 
  be used in action
  © Osprey Publishing • www.ospreypublishing.com
  
  137
  ANGOLAN, CUBAN AND MOZAMBIQUE VEHICLES 
  MEDIUM VEHICLES
  Name
  Type
  Firepower
  MGs
  Front
  Armor
  Side
  Armor
  Rear
  Armor
  Deck
  Armor
  Crew
  Attributes/Notes
  Rooikat
  W
  76mm Cannon
  (AP:4/AT:4(M)
  3D
  3D10
  2D10
  2D10
  1D6
  4
  A heavy armored car introduced too late
  to see service in the Border War.
  HEAVY VEHICLES 
  Name
  Type
  Firepower
  MGs
  Front
  Armor
  Side
  Armor
  Rear
  Armor
  Deck
  Armor
  Crew
  Attributes/Notes
  Oliphant 1a
  MBT
  T
  105mm (AP:4/AT: 4(H)
  3D
  4D10
  3D10
  2D10
  2D6
  4
  Obsolete
  HESH rounds give +1 Firepower die vs.
  structures
  Oliphant 1b
  MBT
  T
  105mm (AP:4/AT: 4(H)
  3D
  5D10
  4D10
  2D10
  2D6
  4
  Obsolete
  Hardened
  HESH rounds give +1 Firepower die vs.
  structures
  SOFT-SKIN VEHICLES
  Name
  Type
  Firepower
  MGs
  Front
  Armor
  Side
  Armor
  Rear
  Armor
  Deck
  Armor
  Crew
  Attributes/Notes
  GAZ-69
  W
  Usually unarmed
  N/A
  1D6
  1D6
  1D6
  1D6
  1+8
  Angola, Cuba & Mozambique
  Zil-131
  W
  Usually unarmed
  N/A
  1D6
  1D6
  1D6
  1D6
  1+16
  Angola, Cuba & Mozambique
  LIGHT VEHICLES
  Name
  Type
  Firepower
  MGs
  Front
  Armor
  Side
  Armor
  Rear
  Armor
  Deck
  Armor
  Crew
  Attributes/Notes
  BRDM-2
  W
  14.5mm HMG (Hvy.
  AP:4/AT:1(L)
  3D
  3D6
  2D6
  1D6 
  1D6
  4
  Amphibious
  Angola, Cuba & Mozambique
  BRDM-AT
  W
  ATGM (AT-3)
  (AP:3/AT:4(H) 
  N/A
  3D6
  2D6
  1D6 
  1D6
  4
  Amphibious
  Angola & Cuba
  BTR-152
  W
  Pintel Mounted MG
  (Med. AP:3/AT:0) OR
  Pintel Mounted DShk
  (Hvy. AP:4/AT:1(L)
  N/A
  3D6
  2D6
  1D6 
  1D6
  2+14
  Open Top
  Poor Armor
  Angola & Mozambique
  BTR-60PA
  T
  Pintel Mounted MG
  (Med. AP:3/AT:0)
  N/A
  3D6
  2D6
  1D6 
  1D6
  2+14
  Amphibious
  Open Top
  Poor Armor
  Angola & Mozambique
  BTR-60PB
  T
  14.5mm HMG (Hvy.
  AP:4/AT:1(L)
  3D
  3D6
  2D6
  1D6 
  1D6
  3+8
  Amphibious
  Poor Armor
  Angola, Cuba & Mozambique
  BMP-1
  T
  73mm (AP:4/AT:2(M)
  ATGM (AT-3)
  (AP:3/AT:4(H)
  3D
  3D8
  2D8
  2D6
  1D6
  3+7
  Amphibious
  Poor Armor
  Most Examples lacked the ATGM
  launcher
  Angola & Cuba
  ZSU-23-4
  T
  4x 23mm Auto-cannon
  (AP:4, AT:3(M)
  N/A
  3D8
  2D8
  2D6
  1D6
  3
  Cuba
  ZSU 57-2
  T
  2x 57mm Auto-cannon
  (AP:5/AT:3(M)
  N/A
  3D8
  2D8
  2D6
  1D6
  3
  Angola & Mozambique
  PT-76
  T
  D56-T 76.2mm Cannon
  (AT:3/AP:3(M)
  3D
  3D8
  2D8
  2D6
  1D6
  3
  Amphibious
  Angola & Cuba
  vehicles
  © Osprey Publishing • www.ospreypublishing.com
  
  BUSH WARS
  138
  There are actually quite a few miniature companies 
  out there who at the time of writing produce figures and
  models suitable to this gaming genre. Some of these
  produce more than one range suitable to one or more of
  the conflicts covered here. Therefore, we will discuss the
  three most comonly utilized scales in turn and list 
  who makes what in each section. This should not be
  considered to be a complete list of what is avaiable, but
  it should provide the gamer with a good base from
  which to start his collection.
  HEAVY VEHICLES 
  Name
  Type
  Firepower
  MGs
  Front
  Armor
  Side
  Armor
  Rear
  Armor
  Deck
  Armor
  Crew
  Attributes/Notes
  T-54/55
  T
  100mm (AP:5/AT:4(H) 
  12.57 HMG (Hvy.
  AP:4/AT:1(L)
  3D
  3D8
  2D8
  1D8
  1D6
  4
  Obsolete
  Light for Class
  Angola, Cuba & Mozambique
  T-62
  T
  115mm (AP:4/AT:5(H) 
  12.57 HMG (Hvy.
  AP:4/AT:1(L)
  3D
  4D10
  3D10
  2D8
  2D6
  4
  Angola & Cuba
  MEDIUM VEHICLES
  Name
  Type
  Firepower
  MGs
  Front
  Armor
  Side
  Armor
  Rear
  Armor
  Deck
  Armor
  Crew
  Attributes/Notes
  T-34/85
  Medium Tank
  T
  85mm ZiS-S-53
  (AP:4/AT:3(M)
  3D 
  4D8
  2D8
  2D8
  1D8
  4
  Obsolete
  Slow Turret
  Angola & Mozambique
  SU-100 
  T
  100mm (AP:5/AT:4(H)
  N/A
  4D8
  2D8
  2D8
  1D8
  4
  Obsolete
  Angola
  LIGHT VEHICLES
  Name
  Type
  Firepower
  MGs
  Front
  Armor
  Side
  Armor
  Rear
  Armor
  Deck
  Armor
  Crew
  Attributes/Notes
  Jeep
  W
  Usually unarmed
  1D8
  1D6
  1D6
  1D6
  1D6
  3
  Exposed Gunner
  Armoured
  Jeep
  W
  Usually unarmed
  1D8
  1D8
  1D8
  1D8
  1D8
  3
  Tin Can
  Some jeeps in the Belgian and
  mercenary service were armored
  MEDIUM VEHICLES
  Name
  Type
  Firepower
  MGs
  Front
  Armor
  Side
  Armor
  Rear
  Armor
  Deck
  Armor
  Crew
  Attributes/Notes
  M8 
  Greyhound 
  W
  37mm cannon/M1919A4
  AP:4/AT:1(L)3D
  M2HB Commander's MG 
  (Hvy. Support, AP:4/AT:1(L)
  1D8
  1D8
  1D8
  1D8
  1D8
  3
  Exposed Gunner
  Used by ANC and Mercenary units 
  Ferret Mk 2/5
  W
  Twin 7.62 GPMG 
  (Med. Support, P4/AT0)
  N/A
  3D8
  2D8
  2D6
  1D6
  2
  CONGO VEHICLES
  MINIATURES GUIDE
  © Osprey Publishing • www.ospreypublishing.com
  
  15MM 
  Far and away the most prolific line of figures suitable 
  for gaming African wars is produced by Peter Pig
  (www.peterpig.co.uk). Peter Pig’s “AK-47 Republic”
  range includes a large number of figures suitable for both
  African insurgent groups as well as regular forces such 
  as Portuguese and Rhodesians. Peter Pig also features a
  fair selection of suitable vehicles from Unimog trucks to 
  T-55 tanks. Figures from their Modern Israeli line also
  make very good South Africans...especialy if one is
  willing to take the time to do a head swap to produce
  figures in “boonie hats” - the 15mm SADF figures
  featured our photographs are examples of this.
  The best source out there for 15mm vehicles is QRF
  Models Limited (www.quickreactionforce.co.uk). QRF
  has a huge range of vehicles, helicopters, and artillery
  pieces that covers just about everything. They are
  currently the only manufactuer that makes SADF
  vehicles in this scale. QRF also makes a line of Soviet
  infantry that with an appropriate paint job will work 
  for regular African armies such as that of Angola and
  Mozambique as a well as a single pack of Rhodesians.
  Rebel Minis (www.rebelminis.com) has a growing
  range of modern 15mm figures, including two packages
  of African troops that work well for insurgents and
  regulars respectively. Likewise, Old Glory Miniatures
  (www.oldgloryminiatures.com) has a couple of packs of
  “African Irregulars” in their Command Decision line,
  with rumors of more to come.
  Finally, don’t forget that figures designed for 
  the conflict in Somalia can sometimes be used in Bush
  Wars games. Just avoid sculpts in traditonal Somali 
  dress! One example is the Cannon Fodder Miniatures
  line now sold through Blaze Away Miniatures
  (www.blazeaway.com.au). Another source are the
  Somali clansmen produced by Flashpoint Miniatures
  (www.flashpoint-miniatures.com).
  20MM 
  20mm has long been a favorite of skirmish gamers, 
  and there are many sources for figures in this scale 
  as well. One of the oldest is the venerable Platoon 20
  range, now sold through East Riding Miniatures
  (shop.eastridingminiatures.co.uk). They offer a range 
  of “generic African soliders” and even their highly
  cinematic “Wild Geese” range has a place. Likewise, their
  modern Soviets and East Germans can be used in
  regular armies with the right paint job.
  Liberation Miniatures, sold through RH Models,
  (www.rhmodels.com) has a very large range of African-
  specific models including Rhodesians, South Africans
  and a plethora of militia and insurgent types, as well as
  Cubans. Liberation also features many useful vehicles,
  including the only SADF vehicles in this scale. A large
  percentage of the photos in this supplement feature
  Liberation Miniatures.
  Under Fire Miniatures (www.underfireminiatures.com)
  also produces a range of Rhodesians that really captures
  the eclectic dress of Rhodesian Security Force units in 
  the field, as well as a pack of Sealous Scouts dressed as
  insurgents. Under fire also produces modern British
  troops suitable for our “Operation Barras” scenarios.
  Finally, Elheim Figures, the producers of the 
  official licensed Force on Force miniature range,
  (www.elhiemfigures.com) has a range of Africans that
  are suitable for both regulars and insurgents. Some of
  Elheim’s African range are armed with older weapons
  and are thus suitable for Congo Crisis scenarios.
  28MM 
  Nothing beats the spectacle of a table full of well-painted
  28mm miniatures! In 28mm one of the best sources 
  is Eureka Miniatures (www.eurekamin.com.au – US
  distributor is www.eurekaminusa.com). Eureka makes
  the only Rhodesian figures avaiable in this scale. 
  139
  miniatures guide
  © Osprey Publishing • www.ospreypublishing.com
  
  BUSH WARS
  140
  Along with their nine Rhodesian poses, Eureka also
  offers a line of ZANLA figures that are suitable for many
  African insurgent groups. Eureka’s line is exanding 
  as well. The sculptor has indicated that he plans on
  eventually producing more Rhodesians as well as
  Portuguese troops.
  The Assault Group’s (www.theassaultgroup.com)
  “Dirtiest Africa” line of militia figures are suitable for
  most “AK-47 era” insurgent groups. TAG also produces
  a line of Modern British troops and a large number of
  weapon packs for the conversion minded modeler. 
  Two 28mm companies make Congo Crisis figures.
  The best of these is produced by Britannia Minatures
  (www.britannia-miniatures.com/catalog) and includes
  both mercenary troops (which with appriate paint jobs
  could represent many Congolese units) and some very
  characterful Simba. Britannia’s mercenary line includes
  several different armed jeeps as well as personality
  models for Mike Hoare and Siegfreid Muller. Britannia
  also has a range of Somalis that make good insurgents.
  The other source for specific Congo Crisis miniatures is
  Mongrel Miniatures, now stocked by Newline Designs
  (www.newlinedesigns.co.uk). Mongrel has a small range
  of Congo mercenaries, that as usual are suitable for a
  wide range of units in this conflict. (Note that African
  natives produced by any number of companies for
  Colonial and “Darkest Africa” games are suitable to
  represent Simba armed with traditional weapons)
  The biggest stumbling block for 28mm modern
  gaming is always the availability of suitable vehicles. 
  One source for usuable vehicles is Sloppy Jalopy
  (www.sloppyjalopy.com) which produce a number of
  suitable Soviet vehicles and a very nice Ferret armoured
  car. Another source is Force of Arms Miniatures
  (www.forceofarms.co.uk) which makes a number of
  vehicles appropriate to Africa including the usual Soviet
  models, Centurian tanks, and a very well made
  Panard/Eland 90 armored car.
  32 Battalion: 
  32nd Light Infantry Battalion. A SADF
  COIN specialist unit comprised largely
  of ex-FNLA troops.
  ANC: 
  African National Congress, an anti-
  Apartheid militant group in South Africa.
  After 1994 the ruling party. ALSO Armee
  Nationale Congolaise, the armed forces
  of the Congo after Independence.
  AK-47: 
  Avtomat 
  Kalashnikova. 
  A 
  Soviet
  designed 7.62x30 caliber assault rifle
  that since the late ‘60s has been the most
  common military rifle in Africa.
  Blue Job: 
  English and Rhodesian slang for an
  airman.
  Brown Job: 
  English and Rhodesian slang for a
  soldier.
  BSAP: 
  British South African Police. The
  Rhodesian police force. The name is a
  holdover from pre-independence days.
  Buffel: 
  An open-topped mine-protected vehicle
  used by South Africa
  Caçadores: 
  Portuguese light infantry units. Many
  saw service in Angola and Mozambique.
  CASEVAC: 
  Casualty evacuation.
  GLOSSARY OF TERMS 
  AND ACRONYMS
  © Osprey Publishing • www.ospreypublishing.com
  
  Casspir:
  A mine-protected vehicle used by South
  Africa.
  CF: 
  Citizen Force. Units comprising men
  drafted under South Africa’s national
  service system.
  COIN: 
  Counter-Insurgency
  ComOps: 
  Combined Operations. The Rhodesian
  military 
  leadership 
  comprising
  representatives from all branches.
  CT: 
  Communist Terrorist, a term for
  insurgents used by Rhodesian troops.
  Donga: 
  A ditch or dry river bed.
  Drake Shoot: A tactic utilized by some Rhodesian
  troops to flush out hidden enemy troops.
  It involved systematically firing near each
  bit of cover likely to conceal the enemy.
  Fireforce: 
  An air mobile quick reaction force,
  usually comprised of highly trained
  COIN specialists, with organic strike
  aircraft and gunship support utilized by
  Rhodesia.
  Flecha: 
  Irregular 
  troops 
  utilized 
  by 
  the
  Portuguese army in a tracking and
  COIN role.
  Floppy: 
  A term for insurgents used by
  Rhodesian Troops. 
  FN-FAL: 
  A Belgian designed 7.62 caliber battle
  rifle that was the primary arm of NATO
  nations for years. It is very commonplace
  in African wars.
  FNLA: 
  Frente Nacional de Libertação de
  Angola: an Insurgent group in Angola.
  FN-MAG: 
  A Belgian-designed light machinegun.
  Known as an M240 in US service and
  L7a1 to the British.
  Frantan: 
  A locally produced napalm mixture
  utilized by Rhodesia.
  Freddie: 
  A term for Mozambique troops used by
  Rhodesians.
  FRELIMO: 
  Frente de Libertação de Moçambique,
  an insurgent group in Mozambique.
  After 1975 the ruling party.
  G5: 
  A 155mm artillery piece in South
  African service known for its long range.
  G6: 
  A wheeled self-propelled gun utilized by
  South Africa.
  G-Car: 
  An Alouette II helicopter used as a troop
  transport by Rhodesia.
  Gook: 
  A vulgar term for insurgents used by
  Rhodesian troops. Presumably the term
  was introduced by American Vietnam
  veterans in Rhodesian service.
  JOC: 
  Joint 
  Operations 
  Command. 
  A
  regional command center comprising
  representatives 
  from 
  various
  Rhodesian government agencies and
  branches of the military.
  Kaplyn 
  (Afrikaans) Cutline. An area along 
  the Southwest Africa/Angolan border
  that was cleared of vegetation to
  facilitate the detection of insurgent
  movement. 
  K-Car: 
  An Alouette III helicopter armed with a
  20mm autocannon utilized as a gunship
  and command vehicle. Used by
  Rhodesia and South Africa.
  Koevoet: 
  (Afrikaans) Crowbar. A COIN specialist
  unit of the South African Police whose
  name refers to “prying” insurgents from
  hiding places in the bush.
  Kopje/koppie: (Afrikaans) Hill.
  Lekker: 
  (Afrikaans) Good. Nice
  MPLA: 
  Movimento Popular de Libertação de
  Angola, an insurgent group in Angola.
  141
  Glossary of terms and acronyms
  © Osprey Publishing • www.ospreypublishing.com
  
  BUSH WARS
  142
  NDP: 
  (Afrikaans) Nasionale Dienspligtige.
  National servicemen.
  Noddy Car: 
  Slang for an Eland armored car.
  Ouen/Oke: 
  (Afrikaans) Boy, guy, “mate.”
  PATU: 
  Police Anti-Terrorist Unit. A COIN
  specialist unit of BSAP.
  Panga: 
  A short heavy bladed machete type tool
  commonly used as a weapon in Africa.
  Parabat: 
  The 
  SADF’s 
  airborne 
  unit 
  –
  ParaBattalion, or a member of this unit.
  PF: 
  Permanent Force. Regular units of the
  South African standing army.
  Patriotic Front. The joint organization of ZANU and
  ZAPU formed in 1979.
  Pookie: 
  A small mine detection vehicle used by
  Rhodesia.
  R1: 
  The South African variant of the FN-
  FAL rifle.
  R4: 
  A 5.56mm assault rifle utilized by South
  Africa from the 1980s on. It is a licensed
  copy of the Israeli Galil
  RAR: 
  Rhodesian African Rifles. A highly
  regarded unit of the Rhodesian Security
  Forces.
  Recce: 
  Reconnaissance or member of a
  reconnaissance unit.
  RENAMO: 
  Resistencia Nacional Mocambicana. An
  anti-Communist insurgent group in
  Mozambique, active after the country
  gained independence.
  RLI: 
  Rhodesian Light Infantry. A commando
  battalion of the Rhodesian Security
  Forces best known for its Fireforce
  operations.
  RPD: 
  A Soviet-designed, drum-fed light
  machinegun 
  commonly 
  used 
  by
  insurgents in Africa.
  RPG: 
  Rocket Propelled Grenade. A Soviet
  designed anti-tank rocket commonly
  encountered in Africa.
  SAAF: 
  South African Air Force.
  SADF: 
  South African Defense Force. The South
  African military.
  Selous Scouts: A Rhodesian Special Forces unit that
  specialized in tracking and destroying
  insurgent groups, often while dressed as
  enemy troops.
  Simba: 
  Communist-backed rebels in the Congo
  known for their ferocity and belief in
  tribal magic.
  Slot: 
  Rhodesian slang to shoot or kill.
  Stonk: 
  Rhodesian slang term for attack or
  bombard.
  SWAPO: 
  Southwest African People’s Organization.
  An insurgent group active in Southwest
  Africa/Namibia.
  Terr: 
  Short for “terrorist.” A term for insurgents
  used by Rhodesian and South African
  troops.
  Unimog: 
  A 2.5 ton Mercedes truck common used
  in Africa.
  UNITA: 
  União Nacional para a Independência
  Total de Angola, an insurgent group in
  Angola.
  ZANU: 
  Zimbabwe African National Union, an
  insurgent group in Rhodesia. After 1980
  the ruling party of Zimbabwe.
  ZANLA: 
  Zimbabwe African National Liberation
  Army, the militant arm of ZANU.
  ZAPU: 
  Zimbabwe African People’s Union, an
  insurgent group in Rhodesia.
  ZIPRA: 
  Zimbabwe People’s Liberation Army, the
  militant arm of ZAPU.
  © Osprey Publishing • www.ospreypublishing.com
  
  143
  BIBLIOGRAPHY
  Abbott, Peter & Botham, Phillip, Modern African Wars
  (1): Rhodesia 1965–80. Osprey Publishing Ltd., 1986.
  Abbot, Peter & Rodrigues, M., Modern African Wars (2):
  Angolia and Mozambique 1961–1974. Osprey
  Publishing, Ltd., 1988.
  Arnold, Guy, The A to Z of Civil Wars in Africa.
  Scarecrow Press, 2009.
  Binda, Alexandre, The Saints: The Rhodesian Light
  Infantry, 30 Degrees South Publishing, 2008
  Geraghty, Tony, Soldiers of Fortune: A History of the
  Mercenary in Modern Warfare, Pagasus Books 2009I
  Heitman, Helmoed-Romer, Modern Wars in Africa (3).
  Osprey Publishing Ltd., 1991.
  Hoffman, Bruce; Taw, Jennifer M. & Arnold, David,
  Lessons for Contemporary Counterinsurgencies: The
  Rhodesian Experience. Rand/Arroyo Center for the
  US Army, 1991.
  Marston, Daniel & Malkasian, Carter, Counterinsurgency
  in Modern Warfare. Osprey Publishing Ltd., 2008.
  Mockler, Anthony, The New Mercenaries. Paragon
  House, 1985.
  Moorcraft, Paul L., The Rhodedian War, A Military
  History, Stackpole Books 2010
  Odom, Maj. Thomas P., Leavenworth Papers 14: 
  Hostage Rescues in the Congo, 1964-1964. Leavenworth,
  US Army Command and General Staff College
  Pitta, R. & Fanell, J., South African Special Forces. Osprey
  Publishing Ltd., 1993.
  Venter, Al J., War Dog: Fighting Other People’s Wars.
  Casemate, 2006.
  Williams, David, On the Border: The White South
  African Military Experience, 1965–1990. Tafelberg,
  2008.
  Wood, J.R.T.,  Counter-Strike From the Sky: The Rhodesian
  All Arms Fireforce and the War in the Bush, 1974-80,
  30 Degrees South Publishers, 2011
  © Osprey Publishing • www.ospreypublishing.com
  
  ARTWORK REFERENCES
  p.31
  Portuguese infantryman, 1961 – by Ronald Volstad,
  from MAA 202: Modern African Wars (2): Angola
  and Mozambique 1961–74
  p.34
  Portuguese cabo, Caçadores, 1961 – by Ronald Vol-
  stad, from MAA 202: Modern African Wars (2): 
  Angola and Mozambique 1961–74
  p.40
  Warrant officer, Portuguese paratroops, 1974 – 
  by Ronald Volstad, from MAA 202: Modern African
  Wars (2): Angola and Mozambique 1961–74
  p.43
  Angolan MPLA guerrilla, 1970 – by Ronald Volstad,
  from MAA 202: Modern African Wars (2): Angola
  and Mozambique 1961–74
  p.58
  Private, Royal Rhodesia Regiment, 1968 – by Mike
  Chappell, from MAA 183: Modern African Wars (1):
  Rhodesia 1965–80
  p.61
  Trooper, Selous Scouts, 1977 – by Mike Chappell,
  from MAA 183: Modern African Wars (1): Rhodesia
  1965–80 
  p.67
  ZIPRA regular, 1978 – by Mike Chappell, from MAA
  183: Modern African Wars (1): Rhodesia 1965–80
  p.73
  SADF pathfinder, 44 Para Brigade, 1982 – by Simon
  McCouaig, from ELI 47: South African Special Forces
  p.76
  SADF lieutenant, 32 Battalion, 1985 – by Simon 
  McCouaig, from ELI 47: South African Special Forces
  p.81
  SADF captain, 32 Battalion Recce Wing, 1983 – 
  by Simon McCouaig, from ELI 47: South African 
  Special Forces
  p.83
  SADF special forces operator, 1982 – by Simon 
  McCouaig, from ELI 47: South African Special Forces
  p.86
  SADF recce operator, 1984 – by Simon McCouaig,
  from ELI 47: South African Special Forces
  p.90
  Section leader, 1 Battalion, South African Cape
  Corps, 1987 – by Paul Hannon, from MAA 242:
  Modern African Wars (3): South-West Africa
  p.95
  SADF rifleman, 61 Mechanized Battalion, 1980s – 
  by Paul Hannon, from MAA 242: Modern African
  Wars (3): South-West Africa
  p.98
  SAS operator, Sierra Leone, 2000 – by Howard 
  Gerrard, from RAID 10: Certain Death in Sierra
  Leone – The SAS and Operation Barras 2000
  p.100 SAS fast-roping into Gberi Bana, Sierra Leone, 2000 –
  by Howard Gerrard, from RAID 10: Certain Death in
  Sierra Leone – The SAS and Operation Barras 2000
  p.104 The fight for Magbeni, Sierra Leone, 2000 – by
  Howard Gerrard, from RAID 10: Certain Death in
  Sierra Leone – The SAS and Operation Barras 2000
  p.113 FRELIMO guerrilla, 1970 – by Ronald Volstad, from
  MAA 202: Modern African Wars (2): Angola and
  Mozambique 1961–74
  p.115 FRELIMO regular, 1974 – by Ronald Volstad, from
  MAA 202: Modern African Wars (2): Angola and
  Mozambique 1961–74
  p.126 SADF captain, 32 Battalion, 1981 – by Paul Hannon,
  from MAA 242: Modern African Wars (3): South-
  West Africa
  p.127 Sergeant, 201 Battalion, South-West Africa Territory
  Force, 1980s – by Paul Hannon, from MAA 242:
  Modern African Wars (3): South-West Africa
  p.130 Special Constable, South African Police Security
  Branch, 1980s – by Paul Hannon, from MAA 242:
  Modern African Wars (3): South-West Africa
  p.133 SWAPO detachment RPG gunner, 1980 – by Paul
  Hannon, from MAA 242: Modern African Wars (3):
  South-West Africa
  144
  © Osprey Publishing • www.ospreypublishing.com
  
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  © Osprey Publishing • www.ospreypublishing.com
  
  AN EXCELLENT POSITION
  One of your units has found an
  excellent position that affords them
  unexpected protection from enemy fire!
  You may designate which of your units
  has located this “excellent position.” As
  long as the unit stays in its current
  position it receives an additional
  Defense die over and above any Cover
  or Armor dice. If the unit moves, it
  loses this advantage. Other units
  moving into the same position will not
  receive the additional Defense die.
  This card may not be played on a
  fortified position.
  This card is played immediately.
  AN EXCELLENT POSITION
  One of your units has found an
  excellent position that affords them
  unexpected protection from enemy fire!
  You may designate which of your units
  has located this “excellent position.” As
  long as the unit stays in its current
  position it receives an additional
  Defense die over and above any Cover
  or Armor dice. If the unit moves, it
  loses this advantage. Other units
  moving into the same position will not
  receive the additional Defense die.
  This card may not be played on a
  fortified position.
  This card is played immediately.
  ZERO ALPHA REPEAT LAST?
  The company net informs you that
  soldiers from your company have been
  injured or killed in another
  engagement. Roll 1D6 to determine
  how the news affects them:
  1-3: Your force becomes despondent
  and demoralized. Lower your force’s
  Morale die by one type (i.e., D8 Morale
  is reduced to D6). Morale cannot be
  lowered beyond D6.
  4-6: Your force is fired up and hungry
  for some pay-back! Raise the Morale of
  every unit in your force by one die type
  (i.e., D8 Morale is raised to D10).
  Morale cannot be raised above D12.
  This card is played immediately.
  YOU’RE GROUNDED! 
  A ferocious dust or sandstorm blows
  up, grounding all air assets.
  All units have their Optimum Range
  reduced to 6”.
  This card is played immediately.
  AMMO CONDITION BLACK 
  A supply snafu has left your units low
  on ammo. Your force is now considered
  to be Poorly Supplied.
  This card is played immediately.
  AMMO CONDITION BLACK 
  A supply snafu has left your units low
  on ammo. Your force is now considered
  to be Poorly Supplied.
  This card is played immediately.
  IED CONTACT!! 
  An IED has detonated near one 
  of your units!
  Randomly determine which unit has
  been struck by the attack. The unit takes
  an AP:2/AT:2(M) (3” radius) attack to
  which it may not React. The stricken
  unit’s Defense is determined as usual.
  This card is played immediately.
  IED CONTACT!! 
  An IED has detonated near one 
  of your units!
  Randomly determine which unit has
  been struck by the attack. The unit takes
  an AP:2/AT:2(M) (3” radius) attack to
  which it may not React. The stricken
  unit’s Defense is determined as usual.
  This card is played immediately.
  MINE STRIKE!! 
  An anti-personnel mine has been
  detonated by one of your units!
  Randomly determine which unit has
  been struck by the attack. The unit
  takes an AP:3 attack to which it may not
  React. The stricken unit’s Defense is
  determined as usual.
  This card is played immediately.
  © Osprey Publishing • www.ospreypublishing.com
  
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  © Osprey Publishing • www.ospreypublishing.com
  
  MINE STRIKE!! 
  An anti-personnel mine has been
  detonated by one of your units!
  Randomly determine which unit has
  been struck by the attack. The unit
  takes an AP:3 attack to which it may not
  React. The stricken unit’s Defense is
  determined as usual.
  This card is played immediately.
  MINE STRIKE!! 
  An anti-personnel mine has been
  detonated by one of your units!
  Randomly determine which unit has
  been struck by the attack. The unit
  takes an AP:3 attack to which it may not
  React. The stricken unit’s Defense is
  determined as usual.
  This card is played immediately.
  MINE STRIKE!! 
  An anti-personnel mine has been
  detonated by one of your units!
  Randomly determine which unit has
  been struck by the attack. The unit
  takes an AP:3 attack to which it may not
  React. The stricken unit’s Defense is
  determined as usual.
  This card is played immediately.
  MINE STRIKE!! 
  An anti-personnel mine has been
  detonated by one of your units!
  Randomly determine which unit has
  been struck by the attack. The unit
  takes an AP:3 attack to which it may not
  React. The stricken unit’s Defense is
  determined as usual.
  This card is played immediately.
  MINE STRIKE!! 
  An anti-personnel mine has been
  detonated by one of your units!
  Randomly determine which unit has
  been struck by the attack. The unit
  takes an AP:3 attack to which it may not
  React. The stricken unit’s Defense is
  determined as usual.
  This card is played immediately.
  SUSPECT DEVICE!
  A possible landmine has been spotted
  in the path of one of your units. There is
  no time to summon the engineers, so
  the device must be bypassed!
  Randomly determine the unit that has
  spotted the explosive. Your opponent
  may place a marker at least 6” from that
  unit and at least 4” from nearby units.
  None of your units may approach
  within 4” of the marker.
  This card is played immediately.
  SUSPECT DEVICE!
  A possible landmine has been spotted
  in the path of one of your units. There is
  no time to summon the engineers, so
  the device must be bypassed!
  Randomly determine the unit that has
  spotted the explosive. Your opponent
  may place a marker at least 6” from that
  unit and at least 4” from nearby units.
  None of your units may approach
  within 4” of the marker.
  This card is played immediately.
  COMMS BREAKDOWN!?! 
  Your communication net has broken
  down! Radio traffic has been temporarily
  disrupted by atmospheric conditions. 
  If the scenario allows Initiative to change
  hands, your opponent automatically
  gains Initiative on the next turn.
  If the scenario doesn’t allow Initiative to
  change hands, your units must remain
  in place until the end of the next turn
  while the comms are sorted out. Your
  units may move into cover if they are
  not already there but no other
  movement is allowed. Your units may
  fire as normal.
  This card does not apply to irregular
  forces. This card is played immediately.
  BLUE ON BLUE! 
  One of your units has been struck by
  friendly fire, either from an errant
  aircraft or off target indirect fire.
  Randomly determine which unit has
  been struck. If it is an infantry unit,
  each figure in the unit must roll a 4+ to
  avoid becoming a casualty. If a vehicle is
  struck, roll on the 2 Hits column of the
  Vehicle Damage Results chart.
  If you had air assets they are grounded
  as a result of the attack and lost for the
  rest of the game.
  This card is played immediately.
  © Osprey Publishing • www.ospreypublishing.com
  
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  © Osprey Publishing • www.ospreypublishing.com
  
  EYE IN THE SKY 
  If your force is regulars facing
  insurgents in an asymmetric
  engagement, a recce helicopter arrives
  on the scene. The insurgent player loses
  the ability to make out of contact moves
  for the remainder of the game.
  GUYS, YOU NEED AN ASSIST
  DOWN THERE? 
  If your force contains regulars , a K-Car, Hind,
  or other helicopter gunship has arrived over
  your battlespace on its way back to its base to
  refuel and rearm. If not, then you don’t.
  The gunship stays on station for one turn and
  may use its guns to provide one attack in
  support of ground units. This attack strikes
  the enemy unit with the Firepower of the
  gunship’s guns. Due to the angle and accuracy
  of the attack, infantry targets lose one die of
  Defense. Vehicular targets are always struck
  on their deck. The gunship’s attack is rated at
  (Med. Support, AP:6/AT:3(M).
  The gunship is removed from play at the end
  of the turn it arrives.
  This card is played immediately.
  WHERE ARE YOU GOING? 
  One of your assets (your opponent’s
  choice) is recalled by higher command
  or are required to support a sister unit
  in contact. 
  Roll 1D6: 
  1-2: Leaves immediately, even if
  activated this turn. 
  3-4: Leaves next time it activates. 
  5-6: Agrees to stick around 1 more turn.
  Roll again at the end of your next turn.
  This card is played immediately.
  RONDFOK! 
  An officer in the lofty realms of the chain of
  command takes a personal interest in your
  operation and decides he knows better than
  any “strategic corporal” on the ground. His
  confusing and poorly considered commands,
  passed down through the company net, have
  robbed your force of its tactical initiative.
  Your force loses Initiative (if you had it) and
  you cannot regain Initiative until General
  Confusion loses interest in your operation.
  Roll a D6 at the end of each turn. On a 5 or 6
  the General has lost interest and you can test
  for Initiative on the following turn.
  Otherwise, your opponent automatically
  gains Initiative.
  This card is played immediately.
  CRACK ON! 
  A unit of your choice is in the zone!
  They’re clicking along like a well-oiled
  machine and nothing can stand in 
  their way!
  The selected unit’s TQ and Morale are
  raised by one die type and they are
  treated as if they have High Confidence
  for the duration of the turn (at the end
  of the turn, all values return to normal).
  This card is played immediately.
  MAN DOWN! 
  A randomly selected unit in your force
  has suffered a non-combat casualty.
  Immediately treat the unit as if it has
  taken a casualty. Roll on the First Aid
  table appropriate to the unit to determine
  the severity of the casualty’s injuries.
  This card is played immediately.
  THE COST OF THE LOWEST
  BIDDER 
  A randomly determined vehicle in your
  force suffers a breakdown of some sort.
  Roll a D6:
  1 – Electrical system failure. Vehicle
  completely disabled
  2 – 3: Mobility failure – vehicle is
  immobilized
  4 – 5: MGs or AGLs are so jam prone
  that they cannot lay down effective fire
  6 – Main gun disabled
  This card is played immediately.
  ROLL OVER! 
  A randomly determined vehicle in your
  force suffers a rollover on harsh ground.
  The vehicle is immobilized and must be
  either righted or towed by a similar size
  vehicle (which takes three turns of base
  contact with the immobilized vehicle)
  or denied to the enemy either with
  grenades or from the air. 
  All crew and passengers must make roll
  a 4+ to avoid becoming a casualty
  This card is played immediately.
  SHUFFLING THE STACK 
  New fast-air assets are arriving while
  those that are bingo on fuel withdraw.
  JTACs/FACs need some time to orient
  the new pilots to troop positions on the
  ground to avoid de-confliction and a
  possible friendly fire incident. 
  Your force may not call for any further
  air strikes from the time this card is
  drawn until the end of the next turn.
  This card is played immediately.
  © Osprey Publishing • www.ospreypublishing.com
  
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  © Osprey Publishing • www.ospreypublishing.com
  
  AMPED UP! 
  Your force’s squad and platoon level
  leaders are doing a fine job of focusing
  your men’s attention on the job at hand
  – their situational awareness is so
  amped up that it’s highly unlikely
  anyone will get the jump on them!
  Your units receive a +1 to all Reaction
  tests for the duration of the game.
  This card is played immediately.
  SUSPECT DEVICE!
  A possible landmine has been spotted
  in the path of one of your units. There is
  no time to summon the engineers, so
  the device must be bypassed!
  Randomly determine the unit that has
  spotted the explosive. Your opponent
  may place a marker at least 6” from that
  unit and at least 4” from nearby units.
  None of your units may approach
  within 4” of the marker.
  This card is played immediately
  THE GOLDEN BB 
  This card may be played by any AT
  capable weapon at the time that it
  engages a vehicular target. The vehicle
  engaged is automatically destroyed,
  brewing up in such a dramatic fashion
  that it raises the morale of the AT
  weapon’s force by one die type and
  lowers the morale of the opposing force
  one die type for the duration of the
  current turn.
  This card may be held by the drawing
  player until their next AT fire at a
  vehicle, then it must be played. 
  I JUST GAVE IT A GOOD SMACK! 
  An enterprising crew member is able to
  put his mechanical skills to good use
  and restore one of your broken-down
  vehicles to action!
  If your Force has suffered any Fog of
  War induced vehicle breakdowns (not
  combat damage), this card will restore
  one of them to action. Randomly
  determine which vehicle is repaired.
  This card may be held and played later.
  I JUST GAVE IT A GOOD SMACK! 
  An enterprising crew member is able to
  put his mechanical skills to good use
  and restore one of your broken-down
  vehicles to action!
  If your Force has suffered any Fog of
  War induced vehicle breakdowns (not
  combat damage), this card will restore
  one of them to action. Randomly
  determine which vehicle is repaired.
  This card may be held and played later.
  WHO GOES THERE? 
  A dust, sandstorm, or sudden jungle
  downpour descends upon the battlefield,
  obscuring vision and muting sound.
  All fire is treated as if it is outside
  Optimum Range and units more than
  18” away may not be engaged at all. All
  units on both sides may only make
  Tactical moves for fear of drawing
  friendly fire.
  This effect remains in play for the
  duration of the game unless a Fog of
  War card negating it is drawn.
  This card is played immediately.
  A BREAK IN THE CLOUDS 
  The sun breaks through the clouds and
  momentarily drives away the dust,
  sandstorm or any other negative
  weather effect currently in play. 
  This card negates any weather-related
  Fog of War or scenario effects for the
  duration of the game or until a new
  weather Fog of War card is drawn.
  This card is played immediately.
  SORRY GUYS, EVERYTHING’S
  TASKED... 
  Sometimes, close air support is
  stretched thin and even urgent requests
  cannot be met immediately. 
  If you are the insurgent player, play this
  card to automatically block one of your
  opponent’s airstrike requests. If
  regulars, discard.
  This card may be held and played later.
  SORRY GUYS, EVERYTHING’S
  TASKED... 
  Sometimes, close air support is
  stretched thin and even urgent requests
  cannot be met immediately. 
  If you are the insurgent player, play this
  card to automatically block one of your
  opponent’s airstrike requests. If
  regulars, discard.
  This card may be held and played later.
  © Osprey Publishing • www.ospreypublishing.com
  
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  ABORT! ABORT! 
  Sometimes leaders or FOs make such
  egregious errors in the heat of combat
  that no amount of fail-safes can save
  them. This is one of those times.
  Someone’s managed to mix up the map
  grids to potentially tragic results… 
  Play this card when one of your
  opponent’s unit leaders or FOs calls in
  an air strike or artillery/mortar/MLRS
  salvo. Instead of its intended target, the
  strike will land squarely on the unit that
  requested it.
  This card may be held and played later.
  IT’S A BAD DAY TO DIE 
  One of your units is seized by a sense of
  impending doom that fills them with
  dread and melancholy. 
  A randomly determined unit in your
  force suffers a -1 Negative Die Shift to
  their Morale (cannot be reduced below
  D6 by this card) and loses one level of
  Confidence (cannot be reduced below
  Poor Confidence with this card) for the
  duration of the game or until countered
  by another Fog of War card.
  This card is played immediately.
  IT’S A GOOD DAY TO DIE 
  One of your units is filled with a gallant
  disregard for their own safety and
  intense desire to “get the job done.”
  A randomly determined unit in your
  force receives a +1 Positive Die Shift to
  their Morale (cannot be raised above
  D12 by this card) and gains one level of
  Confidence (cannot be raised above
  High Confidence with this card) for the
  duration of the game or until countered
  by another Fog of War card.
  This card is played immediately.
  HYDRATION CHECK! 
  The exertion of combat and the heavy
  loads carried by the troops has taken its
  toll on an infantry unit belonging to the
  initiative player. A randomly
  determined infantry unit which has not
  yet been activated must spend the
  duration of the turn re-hydrating. It
  may react to enemy fire, but with a -1
  die roll modifier to its Reaction test die-
  roll. The unit’s firepower is halved. 
  This card is played immediately.
  CAUGHT NAPPING! 
  Lack of sleep, heat and constant stress
  or a case of D&V has taken its toll on an
  infantry unit belonging to the non-
  initiative player. A randomly
  determined infantry unit which has not
  yet failed a Reaction test (i.e., is still
  eligible to React) loses its ability to
  React to enemy units. The unit may
  react to enemy fire directed at it, but
  with a -1 die roll modifier to its
  Reaction test die-roll. The unit’s
  firepower is halved.
  This card is played immediately.
  WHERE’D THEY COME FROM? 
  A base of civilians, a goat herder or
  donkey cart appears in the middle of
  the battlespace. Randomly determine
  direction by rolling for table edge. The
  civilians will then continue across the
  board in a straight line at 3” movement
  per turn until they exit the board or are
  dispersed by regular forces. 
  This card is played immediately.
  IS THAT A CIVIE? 
  A base of civilians appears in the
  middle of the battlespace in a randomly
  determined structure or building. They
  will attempt to flee the contact in a
  random direction or until they are
  dispersed by regular forces. 
  This card is played immediately.
  RENDER AID 
  A base of civilians carrying a wounded
  child who has been caught in the
  crossfire appears within 6” of a
  randomly determined regular unit. The
  regular unit must provide basic medical
  care or call forward their medic to do so
  for one full turn before sending the
  civilians toward safety - they will walk
  at 3” per turn toward the safest, logical
  table edge. 
  This card is played immediately
  WHO ARE YOU? RICHARD
  VALENTINE CECIL? 
  A pair of civilian media types has been
  attached to your unit. Immediately
  place with the headquarters element or
  most senior man on the ground. They
  must be protected at all costs and loss of
  either will garner a -5 Victory Points.
  The pair will act as noncombatant
  Dependents. If they survive the mission,
  their footage of your troops in action
  adds 3 Victory Points to your total. For
  insurgent forces, this is a propaganda
  team from a Warsaw Pact nation
  instead. 
  This card is played immediately.
  © Osprey Publishing • www.ospreypublishing.com
  
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  SF’S COMING IN 
  If you are a regular force, a patrol of
  four special operators on a special
  reconnaissance tasking in the area links
  up with your force. They attach
  themselves to a unit you designate.
  They are Stealthy and have Night
  Vision. They are armed with assault
  rifles and one SAW. They are all
  Advanced First Aid trained and can call
  in air support with the SF bonus. They
  have a Troop Quality/Morale of
  D10/D12. They may be separated from
  the unit to act on their own if desired.
  This card is played immediately. 
  NODDY CARS! 
  A light armored (Eland 90, Ferret, M8
  Greyhound, BRDM-2, or other light
  vehicle appropriate to the conflict -
  choose a model from your collection)
  roars up to join your force . It enters
  from the most logical friendly table
  edge. The vehicle crew has a Troop
  Quality/Morale of D8/D10. If you do
  not have an appropriate model or it
  would be illogical for your force to have
  this support, draw again.
  This card is played immediately.
  GUARDIAN ANGELS 
  An off-board sniper team on an unrelated task
  chimes onto your net and announces they
  have eyes on your operation. These “Hunters
  of Gunmen” will add a little punch to your
  force! On each turn, you may pick one enemy
  unit for the off-board sniper team to engage.
  Roll 1D6 to determine if the sniper team is in
  position to effectively engage the target unit:
  1: Sniper team has been recalled. No fire this
  turn. Discard this card immediately.
  2: Sniper team can’t engage the target unit.
  3-4: Sniper team engages target w/5D10
  Firepower. Cannot designate leaders/support
  weapons as casualties.
  5-6: Sniper team engages target w/5D10
  Firepower. Can designate leaders/support
  weapons as casualties.
  Off-board teams may not be fired upon.
  This card is played immediately.
  THAT’S A GRAND CROSS OF
  VALOUR (OR HONORIS CRUX)
  RIGHT THERE... 
  A member of one of your units
  performs an act of self-sacrificing valor
  to save the lives of his comrades. This
  card can be played when an infantry
  unit receives multiple casualties in a
  single round of fire. The number of
  casualties taken, however many there
  were, is reduced to 1 (randomly roll
  which one remains a casualty). This
  card may be held and played later.
  STOPPAGE! 
  A randomly determined support
  weapon in a randomly determined unit
  in your force seizes up and cannot be
  restored to action for the duration of
  the game (unless the “I Just Gave it a
  Good Smack” card is played).
  This card is played immediately.
  STOPPAGE! 
  A randomly determined support
  weapon in a randomly determined unit
  in your force seizes up and cannot be
  restored to action for the duration of
  the game (unless the “I Just Gave it a
  Good Smack” card is played).
  This card is played immediately.
  AMBUSH!! 
  A previously undetected insurgent unit
  springs an Ambush!
  If your force is utilizing insurgent Hot
  Spots roll on your reinforcement table.
  The resulting unit may be placed any
  were on the table you choose, but must
  be placed at least 6” from an enemy
  unit. Immediately roll a TQ test to
  ambush any enemy unit within ambush
  range as per the normal ambush rules. 
  Discard this card and draw again if you
  are playing a regular force or are not
  utilizing insurgent Hot Spots.
  AMBUSH!! 
  A previously undetected insurgent unit
  springs an Ambush!
  If your force is utilizing insurgent Hot
  Spots roll on your reinforcement table.
  The resulting unit may be placed any
  were on the table you choose, but must
  be placed at least 6” from an enemy
  unit. Immediately roll a TQ test to
  ambush any enemy unit within ambush
  range as per the normal ambush rules. 
  Discard this card and draw again if you
  are playing a regular force or are not
  utilizing insurgent Hot Spots.
  AMBUSH!! 
  A previously undetected insurgent unit
  springs an Ambush!
  If your force is utilizing insurgent Hot
  Spots roll on your reinforcement table.
  The resulting unit may be placed any
  were on the table you choose, but must
  be placed at least 6” from an enemy
  unit. Immediately roll a TQ test to
  ambush any enemy unit within ambush
  range as per the normal ambush rules. 
  Discard this card and draw again if you
  are playing a regular force or are not
  utilizing insurgent Hot Spots.
  © Osprey Publishing • www.ospreypublishing.com
  
  First published in Great Britain in 2012 by Osprey Publishing,
  Midland House, West Way, Botley, Oxford, OX2 0PH, UK
  44–02 23rd St, Suite 219, Long Island City, NY 11101, USA
  E-mail: info@ospreypublishing.com
  Osprey Publishing is part of the Osprey Group
  Ambush Alley Games LLC
  1792 Denim Lane, Enid, OK 73703, USA
  E-mail: info@ambushalleygames.com
  © 2012 Osprey Publishing Ltd. and Ambush Alley Games LLC.
  All rights reserved. Apart from any fair dealing for the purpose of private study, research, criticism or review,
  as permitted under the Copyright, Designs and Patents Act, 1988, no part of this publication may be
  reproduced, stored in a retrieval system, or transmitted in any form or by any means, electronic, electrical,
  chemical, mechanical, optical, photocopying, recording or otherwise, without the prior written permission
  of the copyright owner. Inquiries should be addressed to the Publishers.
  A CIP catalog record for this book is available from the British Library
  Print ISBN: 978 1 84908 769 8
  PDF e-book ISBN: 978 1 84908 770 4
  Authors: Martin Wolverton, José Ventura, Jim Wonacott, Shawn Carpenter
  AAG Editor: Shawn Carpenter
  Additional Editing: Peggy Carpenter, Kathy Murphy
  Play-Testers: AJSP (Associação de Jogos de Simulação de Portugal: Artur Ramos, José Pargana, Nuno
  Pereira, Filipe Martins, Miguel Mata, Luis Reis and Paulo Barreiro), Jim Roots, Michael Moore, Jim
  Wonacott, Chris Mihlan, Donogh McCarthy, Tim Spakowski, Jon Walters, Curt Johnson, Joe Trevithick,
  Rene Raap, Jay Arnold, Rob Adams, Jake Rose, Doug Robinson, Graeme Hawkins, Scott Wadyko,
  Christopher Maes, Ken Gordhamer, Rik Eddon, Andrew Brown, Charlie Walker, Rutger van Marissing,
  Eric Emerson, Les Shorey. To anyone we’ve omitted – our heartfelt thanks and apologies for the oversight!
  The following companies have miniatures displayed in this book: Devil Dog Designs, Elhiem Figures,
  Eureka, Heller, Liberation Minis (RH Models), Mongrel Miniatures, Old Glory, Peter Pig, QRF, Skytrex,
  Testors, and The Assault Group
  Miniatures Photos by William Atkinson, Dave Bennett, Brad Janicki, Eric H. Lawson, Tim Spakowski,
  Martin Wolverton
  Other Photos by US Dept. of Defense
  Maps: Shawn Carpenter.
  Cover concept and page layout by Myriam Bell Design, UK
  Cover artwork by Ramiro Bujeiro
  Typeset in Bank Gothic and Minion Pro
  Originated by PDQ Media, Bungay, UK
  Printed in China through Worldprint Ltd.
  12 13 14 15 16
  10 9 8 7 6 5 4 3 2 1
  Osprey Publishing is supporting the Woodland Trust, the UK’s leading woodland conservation charity, by
  funding the dedication of trees.
  www.ospreypublishing.com
  © Osprey Publishing. Access to this book is not digitally restricted. In return, we ask you that you use it for
  personal, non-commercial purposes only. Please don’t upload this pdf to a peer-to-peer site, email it to everyone
  you know, or resell it. Osprey Publishing reserves all rights to its digital content and no part of these products
  may be copied, stored in a retrieval system or transmitted in any form by any means, electronic, mechanical,
  recording or otherwise (except as permitted here), without the written permission of the publisher. Please
  support our continuing book publishing programme by using this pdf responsibly.
  © Osprey Publishing • www.ospreypublishing.com
  
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