Tuesday 13 September 2016

In Somalia, Killing is Negotiation


SOMALI NATIONAL ALLIANCE (SNA) MILITIA

National Characteristics
Irregulars
Somalis use the Irregular unit rules

Melt Away
Somalis Leaders can spend a Chain of Command pip (not dice) to leave the table with a unit which can include themselves in contact with a JOP provided they are outside of line of sight of any enemy within 12 inches. This can be done before or after movement. They can then re enter at another jump off point (as for a normal unit placement) in a subsequent phase.

Anti American
Somalis are treated as Regulars when rolling on the Force Morale Table for initial morale.

FORCE RATINGS
Green: +2
Command Dice: 4 +1 different coloured dice counting a 5 or 6 only.

HQ
Senior Leader with AK
Junior Leader with AK

40 insurgents armed the following:
32 with AKs
4 with RPGs
4 with RPK Box Fed LMGs

NB: Player can choose to swap any RPGs or LMGs for AKs at no cost.
The insurgent player can groups these in units as they choose prior to the first phase using the following restrictions:
Min size of a unit - 3 men
Max size of a unit - 12 men

For the purposes of the rules each insurgent team counts as a ‘Leaderless Section’ activating on a Command Dice result of ‘2’, unless activated by a Leader.

Support explained
Any crewed served weapons or vehicles ignore the irregular rules and are treated as per the main rules.  All support is treated as green unless otherwise indicated.


Locals
Deploy one unit an additional 6” further from a Jump-Off point than would normally be the case or
Move a jump-off point (after the patrol phase, before the first game phase) up to 18” in any direction, so long as it is further than 12” from any enemy troops or Jump-Off Point.

Khat
Adds a bonus to any rolls on the Irregular Fire and Combat table.


Support
(Figures in brackets indicate maximum number allowed)

List 1
Khat for 1 Unit
Junior Leader (Must be attached to one unit) (1)
Exchange 1 x AK for RPG (2)
Exchange 1 x AK for LMG (2)


List 2
CoC Dice(1)
Locals (3)

Sniper (1)
Burning Tyre Barrier (1)
5 Irregular Insurgents (2)
Person Of Interest (POI) - Ranking Senior Leader (1)
Upgrade 5 Irregular Insurgents from green to regular (2)

List 3
MMG with 4 crew with a Junior Leader (1)
Technical with MMG, 4 crew with Junior Leader
4 man bodyguard to POI (Treated as Regulars armed with AKs, ignore Irregular rules)
 
List 4
12.7mm HMG AA Gun 4 crew with a Junior Leader (1)
Technical with 12.7mm AA Gun, 4 crew with a Junior Leader

List 7
Technical with 106mm Recoilless Rifle, 4 crew with a Junior Leader (1)


Weapon Rules Further Explained

RPD

  • Treat as Belt Fed LMG
RPG-7
  • May only be used when an individual man is commanded by a Leader using a Command Initiative.
  • Can target armour, infantry or bunkers.
  • AP:11 HE:3 Min 4", range bands of 12" (from 0)
  • Limited Ammo - 3
Technicals
  • Treated as soft skin vehicles. Crew shot at by small arms fire are treated as in light cover.

106mm Recoilless Rifle

  • AP: 16  HE: 5




Rangers Lead the Way



RANGERS
Special Rules for Elite Forces
Elite forces use all the elite rules as per the main rule book as well as the following:
They may move 1D6 and fire at full effect.
They may move 2D6 and fire at half effect.
They may move 3D6 and not suffer any shock.

DELTA
Special Rules for Special Forces
Special forces use all the elite rules as per the main rule book as well as the following:
They may move 1D6 and fire at full effect.
They may move 2D6 and fire at full effect.
They may move 3D6 and not suffer any shock.
They count as one troop quality higher than an Elite Unit when calculating close combat dice.
A Delta Team can only be taken as a support option.

National Characteristics
Rangers are rated as Elite.

Excellent Communications
US may also add a chain of command point when they roll a single 6 for command dice.
US unit integrity is 6 inches instead of 4 inches.
Increased Command initiative range of 9 inches for Junior Leaders and 12 inches for Senior Leaders.
US may spend Chain of Command pips to increase any of their command dice rolled up to a 4.

Body Armour
Standard Body Armour

FORCE RATING
Elite: +10
Remove one rifle squad: +5
Command Dice: 5 +1 different coloured counting 1-4 only.

USAR RANGER PLATOON HQ
1x Platoon Leader, Senior Leader w/M-16 or CAR-15
1x Platoon Sgt, Senior Leader w/M-16 or CAR-15

USAR RANGER RIFLE SQUAD
1x Squad Leader, Junior Leader w/M-16 or CAR-15

Fireteam 1
1x Fireteam Leader, Team Leader w/M-16 or CAR-15
1x Grenadier w/M-203
1x Gunner w/M-249
1x Assistant Gunner w/M-16 or CAR-15

Fireteam 2
1x Fireteam Leader, Team Leader w/M-16 or CAR-15
1x Grenadier w/M-203
1x Gunner w/M-249
1x Assistant Gunner w/M-16 or CAR-15

Support
Figures in brackets denote max allowed

List 1 
Medic (1)
M923A2 5-ton truck
HMMWV unarmed Jeep

List 2
M60 GPMG with 2 crew  (2)
Fast Rope Insertion (Treat as same rules as Pre-Game barrage)

List 3
Elite Sniper (2)


List 4
Elite Sniper in a Helicopter (1)
DELTA Special Forces Assault team, 3 men and Senior Leader armed with CAR-15 (2)

List 5
HMMWV with Junior Leader and 3 crew armed with mounted 0.50cal

List 6
HMMWV with Junior Leader and 3 crew armed with mounted Auto Grenade Launcher (1)


Weapon Rules Further Explained

Underslung Grenade Launcher

  • Activated same as rifle grenade.
  • Close range 7-36. Effective range 36"+.
  • Fires with 2 dice. 
  • Roll for hits as though target is in the open unless target has overhead cover.

LAW
  • May only be used when an individual man is commanded by a Leader using a Command Initiative.   
  • Can target armour, infantry or bunkers.
  • AP: 8. HE: 3        
  • Range 4-24", Range bands of 12" (from 0)
HMMWV armed with turret mounted 0.50cal
  • Soft Skinned Jeep, 50cal M2HB MG on mount.  Treat crew as in Hard Cover when shot at by small arms fire.

HMMWV armed with turret mounted Auto Grenade Launcher
  • Soft Skinned Jeep, Auto Grenade Launcher on mount. Fires with 8D6 at close range when target is in LOS and Effective Range when target is out of LOS.   Treat crew as in Hard Cover when shot at by small arms fire.

Monday 12 September 2016

Rule changes for Chain of Command - Mogadishu (CoC Mog)




IRREGULAR FORCE RULES FOR MOGADISHU
Courtesy Happy Wanderers Abyssinian War Rules - With ammendments for Mogadishu

IRREGULARS
This section attempts portrays the psychological factors of non militarised “irregulars”. The following rules pertain specifically to troops with the Irregular trait.

Unit Size
Units of Irregulars are considered to conform to certain sizes. This affects the outcome from the effects of fire and to a certain degree combat. Units are either; Small (1-5 figures), Medium (6-10 figures) or Large (11+ figures).  A unit size includes any attached leaders.

Movement
All irregulars may move 3D6 suffering no penalty from the effects of Shock caused by such movement.

Motivation
Irregular warriors react to battlefield environments based on their current motivation. Events produce
good or bad outcomes that affect the current motivation of an irregular force. These events are the
same as those listed on the Force Morale table i.e. when something bad happens to your opponent (his force morale drops) this results in your irregular force motivation increasing, however motivation increases only if enemy Force Morale suffers a drop. Irregular motivation will also be affected by the following:
  • Any COIN casualties or critical wounds in a phase will increase motivation by +1 maximum regardless of the number
  • Any Civilians killed in a phase will increase motivation by +1 maximum regardless of the number.
Irregular forces will start the game with their motivation level set at (4) unless modified as part of a scenario or army list.

The levels of motivation are from bad to good;  
Reluctant (1), Committed (2-3), Motivated (4-5), Highly motivated (6).

Motivation is kept track of by using the Irregular Motivation Track (visible to both sides) or a 6-sided cube suitably marked, with motivation increasing or decreasing as described above.

Firing
Irregular warriors react differently to the effects of fire. They may shrug off a deadly fusillade or be quite badly affected by barely effective shooting.
The normal use of tracking Shock in Chain of Command is not used. Whenever an irregular unit
receives shock and/or losses from fire it rolls on the following table to determine an immediate outcome; no shock is recorded, but losses are removed before determining unit size in the test. An enemy Section that fires all its Teams at the same target assesses all its fire effects against it at one time.

When an Irregular unit suffers 2 (small units), 4 (medium units) or 6 (large units) shock from firing and combat (counting each kill as two shock for the purposes of testing), cross reference the platoon
Command Dice rating with the size of the unit taking the hits.

NB: Replace reference to War Drums with Khat


Close Combat
Irregular’s motivation affects their close combat ability.

Irregular units lose 1 dice per current Motivation Level from their starting total rounded up before any other negative modifiers are applied.

e.g. An irregular unit has a current motivation of (6).  It adds up its starting combat dice for a total of 24 dice before any negative modifiers are applied.  It now deducts 1 dice from this total per 6 (current motivation level) for a total deduction of 4 dice.  Other Negative modifiers are then applied.

In the above example the following motivation levels would have deducted the following dice from an original pool of 24

Motivation (6) - 4 dice
Motivation (5) - 5 dice
Motivation (4) - 6 dice
Motivation (3) - 8 dice
Motivation (2) - 12 dice
Motivation (1) - 24 dice


NB: The shock received as a result of a combat result (p60) may cause a test on the Irregular table
above, but only if the irregular unit loses – it ignores shock if it wins the combat.

Leaders & Pin Effects
An attached leader can rally units from one morale condition to another. He does so by using 1 Command Initiative point when activated and rolling 1D6 per one expended (all at once). On a score of 6 the morale of a unit increases i.e. from Broken to Pinned, or Pinned to No Effect (it is possible for to go from broken to no effect in one phase).

NB: Being pinned can be a temporary state in a Turn as irregular morale waxes and wanes with only their current motivations accounted for by the roll of the dice and their leader’s ability to motivate.

Broken and Pinned
Broken and Pinned units, with or without attached leaders, may roll on the Irregular table to remove the effects of being Pinned or Broken in their phase. They may do so on their own command dice, however they must apply any better or worse result rolled (not the same result), unless they have a leader attached (who negates any worse result outcome).

End of Turn
When an end of turn occurs for any reason motivation returns to (4) ‘Committed’ as enthusiasm wanes or panic passes.

Pinned units roll a dice on the Irregular Fire & Combat effect table.
If they score a [✓] then they may remove any Pin markers the unit may have.
If they roll pinned [P] or [B] Broken they remain Pinned.

Broken units roll a dice on the Irregular Fire & Combat effect table. 
If they score a [✓] then they may remove any Pin markers the unit may have.
If they roll pinned [P] they remain Pinned.
If they roll broken [B] then they are removed from play.


RULES OF ENGAGEMENT
The following rules of engagement have been designed in order to better reflect the issues faced in Mogadishu.

The following rules of engagement are in effect:
COIN forces cannot fire on or enter into close combat with insurgents which are not considered a threat. 
  • Technicals and crew served weapons are considered a threat and may be engaged.
  • Civilian units may not be engaged without penalty (see political victory).
  • Neither insurgent nor COIN forces may shoot through or past 2 inches of civilians.
  • Covering fire is not allowed within 4 inches of civilians.
  • COIN units may engage just the one unit as long as they only using single shot fire - so all assault rifles would count as semi auto and no MGs/HE. Otherwise hits get shared meaning that any other units within 4 inches will be hit.
  • Units on Over watch can react to insurgents 'tooling up' however this requires a successful spotting roll by the over watch unit of 2+. If successful the team react to this. 
  • Insurgent units not tooled up can be engaged and searched/dispursed if a COIN unit gets to close combat range (this does not count as entering close combat).  It takes one phase to 'secure' being the turn it moves into close combat range.  The insurgents can not move away in their next phase and then one activation to resolve the search/dispursal. This results in the insurgent unit being immediately removed from play reflecting it's arrest/dispursal.  For each of these units removed from play a COIN force rolls a D6 and on a 5+ the insurgents are found to be a threat and arrested.  An arrested unit tests on the morale table as section wiped out. Any other result does not require a morale test to be made.
  • It takes a full, activated Phase to switch between being 'tooled up' and not being 'tooled up'. The unit may take no other action.
  • Insurgent forces that are tooled up are treated as a threat.
  • Units who are tooled up may spend an entire activated Phase out of line of sight of any enemy  to cache their weapons and return to being treated as non threatening.
  • Holy places and other civilian buildings may be deemed as a non engagement zone preventing or limiting the use of HE etc and limiting them to smalls arms fire or no fire zones.  These will be scenario dependant.
If the enemy are 'tooled up' they can be engaged as follows:
  • By troops activated by a leader but not by troops activated as a unit. For example, a section activated on a 2 cannot engage, but a 3 would allow the leader to authorise the engagement.
  • By snipers.
  • If they have engaged friendly forces, then they may be engaged by all troops as normal.
  • Remember, if there are civilians within 2" of the line of fire OR within 4" of the target, they will take hits too EXCEPT from snipers and Designated Markmen.  Civilians within 4 inches will avoid being hit if the unit engages using single shot as described above.

INSURGENT POLITICAL VICTORY
Political Victory is kept track of by using the Political Victory Track (visible to both sides) or a 6-sided cube suitably marked.

At the start of a scenario the The Political Victory Table is set to 0.

The political Victory tally is increased by the following:

Political Victory Table
Insurgent player
Each COIN soldier KIA or critically wounded                         +1
Each soft skin/light armoured vehicle destroyed                      +2
Each COIN soldier POW                                                          +3
Each civilian killed by COIN forces                                         +3
Each instance of collateral damage                                           +3   
Each fully armoured vehicle destroyed                                     +5
Each helicopter shot down                                                         +5
COIN forces failing to observe no fire or restricted fire zones +5

Scores are doubled if the media are present.
If the media are killed and the Insurgents are blamed then they cannot win a political victory.
(See Media Rules)

Insurgent Political Victory
An Insurgent force can win via a Political victory when their Political Table score reaches a total of (5) and they manage to retire all remaining on table units from the field while their own morale remains at (3) or more.

Retiring from the field
In order to retire from the field an insurgent unit may leave via a friendly jump off point (JOP) or any table edge provided no enemy units are within 12 inches of the unit and LOS.

Each unit leaving the game this way via a JOP or table edge will not return and will roll with the risk of Dispersing on a 5+ if from a friendly JOP or 4+ if from any table edge.

If a unit Disperses a roll is made against section wiped out on the morale table.


OTHER RULE CHANGES
Team Leaders
Team Leaders command a specific team whether that be a fire team or a support weapons team. They may also be a vehicle commander.
These are present to represent forces with strong JNCO leadership, giving them more flexibility in using the command dice they have.
  • Team Leaders are activated on a 2.
  • They have 2 initiative points. 
  • A team leader can only influence his own team and he must be within unit integrity of them. 
  • They only test for leader casualty if their own team suffers a casualty. 
  • If their team suffers as many casualties as men in the unit then they are automatically hit. 
  • Team leaders that are hit are immediately killed (they do not roll on the leader casualty result).  
  • A team leader killed causes a roll on the Bad Think Happens table under Junior Leader wounded.
Weapons Table
These rules use the updated weapons tables from Cold War  Supplement rules.
For those using the original WW2  Chain of Command rules use the following:

Replace the Assault Rifle stats with:

WEAPON  
Assault Rifle
FIREPOWER  2/1 (reduced from 3/1)
CLOSE 0‐12”  (Reduced from 0-18)
EFFECTIVE 12‐48”
NOTES Firepower is range dependent.

Further weapon specific details will be detailed in the Army List sections.

Close Combat Results
For those using the original WW2 Chain of Command rules adjust the close combat results as follows:
Treat any close combat roll of 5 as a point of shock instead of a casualty and any roll of 6 as a casualty and 2 points of shock.
Troops wearing body armour ignore the first casualty suffered from each round of close combat instead treating it as a point of shock instead.

Body Armour
Standard Body Armour ignores the first casualty suffered from each round of shooting instead treating it as a point of shock instead.

For each casualty caused on troops wearing Body Armour, throw two dice. Any double means the man has suffered  a critical wound rather than being killed.

Critical Wounds
Any team suffering a critical wound is immediately Pinned, representing the diminished combat capability of the Team as they deal with their mate. To remove the pin, care of the casualty has to be passed on. A pinned marker caused by a critical wound can be immediately resolved by the following:
  • Activating a Medic to move into contact with the affected Team. 
  • A Leader spending 2 command initiatives to remove the pin marker.

Elite Snipers
Activated/deployed on a One (1).
Any shooting will avoid hitting Civilians.

They may target any Unit on the table which is in direct line of sight, rolling a D6 and hitting on a roll of 2+.

The target then rolls for effect as though in the open, ignoring any cover they are in.
Any Shock inflicted causes an insurgent unit to take a test on the Irregular Fire and Combat effect table regardless of the units size.

If a kill is achieved then any Leader, specialist or figure equipped with a 'special weapon' such as an MG, RPG or such with the target Unit rolls to see if he has been hit, which occurs on a roll of 2+. If there are multiple such options and a hit is scored, the firer chooses the target.

On the first time the Elite sniper fires at a Unit covering the area he is firing from, the Team or Teams on Over watch roll a D6. They adjust for relative quality by 1 for each level  and, on a 6 they spot the sniper; on any other result they fail to identify his position.

The next time the sniper fires at them they will roll a D6, adding +1 to their dice roll, with an additional +1 being added each time the sniper fires. Only when they spot the sniper will they be able to fire at his position.

Example: This means poorer quality troops will not be able to spot the sniper first time. Green troops spotting an Elite sniper would be at a basic -2, which means they could not spot him the first 2 times he fires and need a six on the third.


ELITE SNIPERS IN HELICOPTERS
General Rules
The helicopter is represented on the table and it is a target and it will need to be obvious where it is.

The helicopter is extra vulnerable as it is trying to provide a stable platform and not dodge incoming.

Elite Snipers in a helicopter hit on a 3+.

Line of sight

Where the Helicopter is defines line of sight except for dead ground.
Dead ground is 1.5 times the distance of obstacle crossed. So, if the line from the helicopter crossed 4" of building, this would count as 6" of dead ground for single story, double for each additional story. This is because the helicopter has to be quite low or the target becomes very small.

Deployment

The helicopter is activated the same as a vehicle using a Junior Leader on a 3.

The helicopter comes on from any table edge. Insurgents will hear/see it before it arrives and they might also have people watching the airfield and calling in on a mobile if anything launches.
As a result the COIN player declares that he has a helicopter mounted sniper before game starts and then he must give at least one phase warning of its arrival declaring before he rolls his command dice. The COIN player spends one phase activation to declare which table edge it will arrive from. This is done by marking the table edge that the helicopter will arrive from. On its next activation the COIN player places the helicopter on the table edge that it is arriving from moving it in a straight line from this point to where it wishes to deploy on table.  An insurgent player may over watch or interrupt at any point to fire on the helicopter.

A helicopter can move anywhere on the table when activated and is always vulnerable to over watch/interrupt fire when it moves.  The on board sniper is activated on a 1 and cannot fire in the same phase that the helicopter moves.

Firing at the Helicopter

The rules for firing at snipers do not apply to Helicopter mounter Snipers and are replaced by the following rules.  All shooting is deemed to be at the helicopter.

To make an anti-aircraft attack the unit must not be pinned or suppressed and rolls 2D6 and adjusts as follows:

SUBTRACT

-1 for each point of Shock on the firer

ADD

+2 if the firer is a heavy anti-aircraft unit e.g. S60 or SAM
+1 if the firer is a light anti-aircraft unit such as AA MGs
+1 if the helicopter is stationary
+1 if the firer is using an RPG

Check the result against the following table to see if the aircraft has been hit.
Target Roll
Helicopter         11

If the roll is successful and the target is hit roll on the following table to see what the effect is.  

Again add
+1 if the firer is a light anti-aircraft unit or RPG,
+2 if a heavy anti-aircraft unit or a SAM-7 ground to air missile.

Dice Result

1-5 Aircraft driven off, may not attack/land/disembark troops this turn.
6 Aircraft damaged, leaves the table immediately and does not return.  Roll on morale table as support unit routs
7+ Aircraft downed and crashes off table.  Roll on morale table as support unit killed and Junior Leader killed.  Adjust Insurgent Political Table by +5.

ATTACK HELICOPTERS
Whenever a U.S force rolls command dice allowing them a consecutive phase ie. two, three or four sixes instead of taking the next phase they may opt for a helicopter attack simulating the over head helicopter support that the U.S forces had in Mogadishu.  The U.S players phase will end after the helicopter attack.

NB: This can be taken instead of any consecutive phase.  So the U.S player could have rolled two phases in a row then instead of taking a third phase could opt for a helicopter attack.

Deployment
The U.S player places the helicopter on any table edge then moves it in a straight line to the point of the table it wishes to deploy.  During it's movement any enemy units on overwatch may attempt to fire on the helicopter. The Attack Helicopter remains on the table during the enemy players next phase and can be attacked by the enemy player.  Any successful enemy attack results are applied.  At the end of the enemy players phase the helicopter is removed from the table.

Anti-Aircraft Fire Against an Attack Helicopter

To make an anti-aircraft attack against an Attack Helicopter the unit must not be pinned, suppressed or broken and  rolls 2D6 and adjust as follows:

SUBTRACT
-1 for each point of Shock on the firer
-2 if the firer is in an area under fire from a transport helicopter door gunner

ADD
+2 if the firer is a heavy anti-aircraft unit
+1 if the firer is a light anti-aircraft unit such as AA MGs
+1 if the firer is using an RPG
+1 if the helicopter is carrying excessive load

Check the result against the following table to see if the aircraft has been hit.
Target Roll
Attack helicopter        12

If the roll is successful and the target is hit roll on the following table to see what the effect is. Again add
+1 if the firer is a light anti-aircraft unit or RPG,
+2 if a heavy anti-aircraft unit

Dice Result
1-5 Aircraft driven off, may not attack this turn.
6 Aircraft damaged, leaves the table immediately
7+ Aircraft downed. Roll a D6 adding +2 if firing at a helicopter. On 1-4 it leaves the table before crashing. On 5 or 6 it crashed on the table. Roll a Deviation Dice and 6D6 to see the location, ignoring any HIT result.

Attack Helicopters Firing
Attack Helicopters may only attack targets that are visible from the air. This will be any enemy unit located in the Open, in Broken or Heavy terrain. A target in really heavy terrain may only be targeted if it is on the fringe of that terrain type, i.e. within 4” of the edge. Any target that is further inside a really heavy terrain feature may not be targeted by attack Helicopters.

The Firing Process for Attack Helicopters is the same as either that for infantry fire or anti vehicle fire depending on the target. The only difference being that anti infantry fire may deviate. The attacker selects an aiming point as the target and confirms that the enemy he is targeting a legitimate target i.e. in Line of Sight and visible and not against ROE. If it is not visible, he will need to move the helicopter.  The attack helicopter fires at the aiming point but the fire will deviate as follows. Throw 2D6.

Attack Helicopters fire with 10D6 unless using door gunners.

Attack Helicopter DEVIATION
ROLL        
2     Deviate 4D6 inches   
3     Deviate 3D6 inches    
4     Deviate 2D6 inches   
5     Deviate 1D6 inches    
6     On target    
7+   On target   
   
The firer then throws the firepower dice as normal reducing cover by one level unless the targets are in a bunker. Hits are allocated as normal against all units in the impact area, which is defined below and the dice for effect is as normal.

Where two different enemy units are attacked they must be no further than 24” apart.

Door Gunners
Door gunners fire as for a vehicle mounted internal weapon, the reduction being due to the relative instability of the firing platform.

Off table support assets
These are ignored from the Cold War rules

Civilians Rules
Treated as a Civilian unit mounted on a 3inch round base and are activated on a command dice of 1.

Can move 1d6 or 2d6 when activated.

Civilians can be dispersed if a COIN unit gets to close combat range (this does not count as entering close combat) this results in the Civilian unit being immediately removed from play reflecting it's dispersal.  No morale test is made for the dispersal of Civilians.

NB: This is different to the rules relating to unarmed insurgents.

Civilians will react every time they hear shooting from any US units.

Roll 1D6 per civilian unit at the end of every phase that US shooting has occurred.

Result
1 - Halt
2 - Move 1d6 in random direction*
3 - Move 2d6 in random direction*
4 - Move 1d6 towards nearest cover
5 - Move 2d6 towards nearest cover
6 - Civilians are dispersed and removed from the table

* Random direction roll is per mortar direction roll chart.

Collateral Damage
When COIN forces fire any crew served support (.50 and above and including rockets and missiles such as LAWs, AT-4s and Javelin etc.) or vehicle mounted weapon (.50 and above) at or into any structure, any ‘Kill’ result may result in inadvertent civilian casualties or damage to civilian infrastructure.

Whenever such fire occurs, the Insurgent player must roll 1d6 for each Kill result with a 6 indicating collateral damage has occurred. Each result of collateral damage results in a +3 to the Political Victory tally.   This does not apply in a 'free fire zone'.

The Press
At the start of any scenario roll a D6. On a result of 1 a press team will be attached to the COIN force. The press team will accompany the most senior leader for the entire game. If that Leader is killed or wounded, roll a D6 and on a 4-6 the press team suffers the casualty. This will affect morale.

Where a media team is involved in the game Political Victory scores are doubled.

If a member of the media team is killed roll a D6 at the end of the game to determine where the press apportion blame.
On 1-3 the media presents the COIN forces in a negative manner, on 4-6 they blame the Insurgent forces.

If the side blamed wins the scenario this victory is turned into a draw.

If the media are killed and the Insurgents are blamed then they cannot win a political victory.

Burning Tyre Barriers
These are treated similarly to Road Blocks however they also block line of sight the same as smoke grenades.

Collection of References and Links


Rules of Engagement
"Task Force Ranger RULES OF ENGAGEMENT 
One of the most delicate matters faced by UNOSOM II and TFR was when to employ weapons against SNA militia or hostile crowds in an urban setting. With a global media watching, and the potential for Aideed gaining a propaganda coup if innocent civilians died, American and UN military forces had to be extremely careful when, where, and against whom to authorize deadly force. In Somalia, Garrison’s men used modified UNOSOM II rules of engagement (ROE), which provided guidance for soldiers in how to act against a potential foe. UN personnel could only apply deadly force to defend themselves or persons under their protection against any real or intended hostile acts. In addition, UNOSOM II members had the authority to employ lethal means if persons attempted to resist or prevent the UN personnel from conducting their duties. Before exercising deadly force, the UN troops had to use verbal warnings. If the warnings did not work, the troops would shoot into the air to ward off any foes. If these acts did not work, then UN peacekeepers could apply deadly force if they felt threatened. 

UNOSOM II leaders provided detailed guidance on a number of issues. Specifically prohibited were acts of reprisal, unnecessary collateral damage, and UN personnel using excessive force to accomplish any mission. UN forces could use “all necessary force: to disarm or demilitarize individuals and groups” if those enemies were attacking or intending harm against UNOSOM II or innocent people. In particular, UN military forces could conduct all reasonable actions to confiscate or demilitarize crew-served weapons, whether the crew appeared to be threatening or ready to use those weapons immediately against the UN. Later, any “organized militias, technical vehicles, and other crew-served weapons” were considered immediate threats and UN personnel could engage those targets without restriction. The UN also classified as a danger any militias in vehicles appearing to advance toward UNOSOM II forces. Again, UN ground or air forces could engage these threats with deadly force. 

TFR further refined the UNOSOM II ROE. Garrison’s soldiers included two major situations in their ROE – one against unarmed mobs and rioters and the other concerning when to apply deadly force. Like the UN, TFR soldiers used a combination of verbal warnings and shots in the air to control and disperse a crowd. The ROE also authorized riot control agents (tear gas) and less-lethal munitions (e.g. plastic pellet grenades) to repel a hostile mob. 

American SOF could use deadly force in four cases. First, Garrison authorized its use against any militiamen threatening or shooting at the TFR. Second, TFR members could shoot at any armed civilian acting with hostile intent. Third, like the UN soldiers, Garrison’s military force could strike without restriction against crew-served weapons. Fourth, TFR could use lethal weapons against any unarmed but hostile crowds when verbal warnings, riot control agents, warnings shots, or less-lethal devices had failed to control the crowd. TFR ROE also emphasized minimizing collateral casualties and property damage, and the rules called on treating any prisoners or detainees “humanely.” With these rules, TFR went into combat in Mogadishu."

Courtesy of Gothic Serpent (Raid) 
 
CPT Kurt J Smith first hand report.
http://www.benning.army.mil/library/content/virtual/donovanpapers/other/STUP5/SmithKurt%20CPT.pdf

Too Fat Lardies Fighting Season
http://toofatlardies.co.uk/blog/?cat=24

Victorian Steel "Leave No Man Behind" photo albums
http://www.victorian-steel.com/apps/photos/album?albumid=15966338
http://www.victorian-steel.com/apps/photos/album?albumid=15968440
http://www.victorian-steel.com/apps/photos/album?albumid=15817077
http://www.victorian-steel.com/apps/photos/album?albumid=15820533

Force on Force - Day of the Rangers
http://www.ambushalleygames.net/force-on-force-core-rules-pdf/day-of-the-rangers-pdf-version

The Nuton Cave
http://thenutoncave.blogspot.com.au/2013/06/black-hawk-down.html

A Grab Bag of Games
http://agrabbagofgames.blogspot.com.au/2014/01/chain-of-command-modern-bush_23.html
http://agrabbagofgames.blogspot.com.au/search/label/Bush%20Wars%3ARhodesia
https://agrabbagofgames.wordpress.com/tag/chain-of-command/
https://drive.google.com/file/d/0B5kunsSnxsRpeGtDMGNLbFV6dUU/view
https://abyssiniancrisis.wordpress.com/tag/coc-specific-rules/


Welcome



The following Blog will be used as a resource for adapting Chain of Command to the Battle of Mogadishu/Operation Gothic Serpent 3 - 4 October 1993.

These rules are designed in line with current play testing of Chain of Command Cold War supplements but can also be used with the the original Chain of Command WW2.

Some entries will be work in progress drafts which will be updated.

This site has been fully updated and relaunched from 25 February 2017.