The MOG: Mogadishu 1993
The MOG: Mogadishu 1993 Rulebook
Table of Contents
Table of Contents
Introduction
Using Dice
The game only uses a six-sided die or D6. Sometimes the rules call for a "D3" roll. This is simply a normal D6 roll with the result halved and fractions rounded up. So, a D6 roll of 1 or 2 = 1; 3 or 4 = 2; and 5 or 6 = 3.
You may need to determine a random area where there are less than 6 options. In this case you may roll a normal D6 and re-roll if you get a result that is too high. If there are more than 6 options you may need to use a more specialist die, like a D12.
The game sometimes requires two dice to be rolled and compared. In these cases, it is convenient to have dice of different colors.
Map Clarifications
In building areas (brown borders) you cannot move diagonally – the red arrows show possible movements.
Road areas, on the other hand, allow movement at intersections across the diagonal black borders.
Components
The game comes with the following components:
- One 22 x 17-inch Game Board with a map of Mogadishu.
- 88 double-sided, 5/8th inch counters.
- One quick reference sheet.
- One 16-page Rules Booklet (you are reading it now).
You will need to provide your own six-sided dice ("D6") to play.
Map
The game map shows the central area of Mogadishu City, Somalia. There are 2 types of bordered Areas on the map where most units are placed. Some labeled T1 to T6 are used in scenario setups.
- Building Areas (indicated by brown borders): Represent the dense built-up areas of Mogadishu. Some of these have a green 2-digit number used to place Somali reinforcements.
- Road Areas: Represent areas within which there are major roads navigable to military traffic. These areas are also full of buildings and include black-cross marked intersections.
In addition, there are:
- UN Bases: Solid blue and numbered from 1 to 4. Only UN units can enter or leave these at the arrows out of them.
- UN Asset Box: Where UN support units may be located.
- UN Casualties Box: Where eliminated UN units and casualties taken by Somali forces are placed.
- Heli-Support Track: Numbered to indicate attack helicopter support for the UN.
- SNA Intel Track: Determines ability of the SNA to mobilize.
- Turn Track: To indicate what turn it is.
Counters
There are 88 counters of two types – combat counters, which have numerical strength ratings for combat, and other counters.
Combat counters (UN in blue, Somali in red with yellow highlight) are double sided, the rear side indicating whether they are pinned:
- 4 Delta Team – Each counter represents about 12-15 elite special force operatives. The best of the best.
- 5 Ranger Chalk – Each represents about 12-15 well trained infantry.
- 6 Platoons – Represent an infantry platoon of 30-40 infantrymen – they will have better anti-armor weapons than Ranger or Delta.
- 5 Humvee – Each represent about 3 vehicles. They are lightly armored with some firepower and can transport troops.
- 4 Trucks – around 3 basic military trucks each, used for transport.
- 1 CSAR – Combat Search and Rescue – an elite unit of 12 or so troops that can be inserted by helicopter to conduct a mission, for example to defend a crash site and assist casualties.
- 2 APC – each counter consists of around 3 military armored personnel carriers. Good firepower and can transport troops.
- 11 Militia – Somali militia forces – each represents up to 100 individuals.
- 8 SNA – Represents 50-100 regular infantrymen of Aidid's Somali National Alliance (SNA).
- 5 SNA RPG – Represents 50-100 regular infantrymen of Aidid's SNA equipped with Rocket Propelled Grenades (usually RPG-7).
- 4 SNA Sniper – Somali rooftop sniper teams.
- 2 SNA Technical – Group of Somali pickup trucks with a heavy weapon (usually heavy machinegun) mounted.
Other counters:
- 1 NOG – Indicates troops are equipped with night-vision equipment. The other side has an AC-130 – see optional rules.
- 1 Heli-Support Counter – Used to track helicopter fire support by aircraft such as H-6 Little Birds.
- 10 Relief Convoy – Represents the heavier Armored Personnel Carriers and Tanks of UN relief convoys.
- 2+24 Casualties – Represent injured UN troops from helicopter crashes and battles with the Somalis. Most are on the rear side of the Relief Convoy and Roadblock counters, but 2 are used to represent 2 casualties.
- 1 Prisoners – Somali/SNA officials that can be an objective.
- 14 Roadblock – Used to prevent movement of UN vehicles.
- 1 SNA Intel Counter – used to determine Somali reinforcements.
- 1 Turn Marker – for the turn track. Day turns on one side and night turns on the other.
Combat counter faces
- Infantry combat counters: the un-pinned side (front) shows the unit's two strength ratings. Infantry Strength is on the left and Anti-Armor Strength is on the right. Infantry combat counters have a pinned side (back).
- Vehicle combat counters: vehicles have three strength ratings. Infantry Strength (lower left), Anti-Armor Strength (lower right) and Armor Strength (top-right) which identifies that the unit is a vehicle. The Armor Strength is unique to vehicles.
Note: the strength ratings have dropped. Somali units no longer have an Anti-Armor Strength as, unlike UN units, they cannot fire while pinned.
No movement rates? All infantry units have 1 action, which can be used for movement. UN vehicles have 2 actions, both of which can be used to move. SNA Technicals have only one action but can move AND then fire with it.
Stacking limits. Only two units can be placed in an area, except for:
- Prisoner – this does not count towards the two-unit limit.
- Casualties – these do not count towards the two-unit limit.
- Relief convoy – this does not count towards the two-unit limit, but only one Relief convoy counter can be placed per Road Area.
- Roadblock – this does not count towards the two-unit limit, but only one Roadblock counter can be placed per Road Area.
- Units being transported on other units (Humvee, Truck, APC) do not count towards the two-unit limit.
UN bases have no limit to the number of units in them.
Sample Force
These are the historical forces used in Operation Irene – 64 points in total:
Assault Force:
- 3 Heli-Delta Teams (15 points)
- 4 Heli-Ranger Chalks (16 points)
- 1 Delta Team (4 points)
- 1 Ranger Chalk (3 points)
- 3 Humvees (12 points)
- 1 Truck (2 points)
Support Elements:
- 1 CSAR (4 points)
- 2 Helicopter Support (8 points)
The combined infantry, plus the CSAR and prisoner require a transport capacity of 12. The 3 Humvees and 1 Truck together can transport up to 13.
Why are there no Heli-Delta or Heli-Ranger counters? The prefix "Heli" simply means Delta and Ranger counters that can be placed anywhere on the map desired during set-up. Otherwise, they must start in a UN base. Once placed on the map after set-up there is no distinction between Heli and non-Heli types, so only a single counter is used.
What is a draw container? This is any opaque container, such as a cup or cloth bag, from which you can randomly draw counters.
Setting Up the Game
To play the game, select a scenario first and then work through the setup steps in numerical order. Each scenario will have special rules to guide you and modify the generic setup rules which follow.
Generating a Random Area on the Map
Certain building areas on the map are numbered. You can generate a 2-digit random number for these as follows:
- Roll a D6. This is the first number.
- Roll another D6, this is the second number.
For example, a roll of 5 and then 3 would correspond to the map area "53".
I just placed a counter in area 66 – where does the next one go? In this eventuality, loop back to the start and place the next unit in area 11.
1. Organise Your Forces
You must create an Assault Force for the mission. Usually this will consist of Heli-borne infantry to seize prisoners and then a force from one or more UN bases to pick them up and get them safely back to base. There may also be support elements.
The scenario will specify how many Force Points to spend in total. From this you buy units to create the assault force plus support elements. The total cost of purchased units cannot exceed your Force Points, but you can spend less.
Assault Force Types and Costs
| Name | Cost | Details |
|---|---|---|
| Heli-Delta Team | 5 | Helicopter inserted elite special forces. |
| Heli-Ranger Chalk | 4 | Helicopter inserted specialist infantry. |
| Delta Team | 4 | Elite special forces. |
| Ranger Chalk | 3 | Specialist infantry. |
| Platoon | 3 | Regular infantry with heavier weapons. |
| Humvee* | 4 | Armored transport – can also fire. |
| Truck* | 2 | Unarmored, but good capacity. |
* Indicates a transport unit (see below).
Support Elements and Costs
| Name | Cost | Details |
|---|---|---|
| CSAR | 4 | Combat Search and Rescue: Can be inserted to defend a crash site. |
| Helicopter Support | 4 | Little Birds and other attack helicopters that can provide fire support. |
| NOG | 5 | Enables all units to have night-vision for firing during night turns. |
The CSAR and NOG, if purchased, are placed in the UN Asset Box.
Up to 6 Helicopter Supports can be purchased. Place the Heli-Support counter on the UN Helicopter Support box equal to the number of Helicopter Supports purchased.
Transport units: Each Humvee can transport 3 units, while each truck can transport 5. However, a Platoon counts as two units (therefore, a Humvee could transport 3 Rangers, but could only transport 1 Platoon plus 1 Ranger).
The Somali Prisoner unit also counts as two units and cannot be transported without an Infantry unit accompanying it.
Can I deploy Heli troops or the CSAR to a UN base? Not sure why you'd ever want to do this, but yes you can.
CSAR: historical note. Combat Search and Rescue were a highly trained team of medics and soldiers dedicated to retrieving casualties under fire. They were on the verge of being cancelled but proved their value in Operation Irene.
2. Place the Target
Place the Somali Prisoner unit on the map in the location specified by the scenario you are playing.
3. Set Up Initial SNA Forces
Place the SNA Intel counter on the SNA Intel track as specified in the scenario being played.
Place all the Somali combat counters into a draw container.
For each point of SNA Intel roll a D3 and place that number of Somali counters from the draw container onto the map as specified below:
- Roll 2D6 to generate a random map area and place the first unit there.
- If the D3 roll was 2 or 3 then place the next unit in the next sequentially higher map area (for example, if the first unit was placed in map area 23 then the next unit is placed in map area 24).
- A unit cannot be placed if the area:
- already has two units in it; or
- contains either a UN unit or a casualty.
- In this case, proceed to the next highest map area and place the unit there.
If the SNA Technical is drawn, randomly determine an adjacent road area meeting the placement criteria above and place it there. If this is not possible, skip to the next area.
Place the number of roadblocks equal to the SNA intel randomly as above in the same manner as the SNA Technical (i.e., on a road). In addition, a roadblock cannot be placed in a road area that already contains a roadblock. If there is no adjacent road area possible to place a roadblock, then that roadblock is not placed.
Example setup of Technical. A technical is drawn for building area 46. There are 3 road areas adjacent (numbered 1, 2 and 3 arrows). Areas 1 and 3 are available but area 2 has a UN unit in it so the technical cannot be placed there.
4. Deploy Assault Force
Heli-Delta and Heli-Rangers are placed anywhere on the map as desired, but no more than 2 per area.
They can be placed in the same area as a Prisoner or Somali units (excepting an area containing an SNA Technical).
Roll a D6 for each Heli-Ranger Chalk – on a roll of 1, that Ranger Chalk is mis-deployed – move it to any adjacent area of your choice which is not already occupied by 2 UN units or an SNA Technical.
If there is a Somali unit in the same area as any UN unit, they fight an immediate Assault Combat – see the COMBAT section.
All non-Heli units are placed in one or more UN bases. Infantry may start embarked on transports, if desired.
Move these units as desired out of the UN base(s), conforming to the normal movement rules (see UN Action Phase section for these). They cannot fire or disembark during this move.
If it is not possible to move out due to a roadblock and/or Somali units, remove these units, but do not move unit(s) out of the base until turn 1.
CSAR historical note. See the note under step 1 above.
5. CSAR Deployment
If you have the CSAR counter, you may move it from the UN Asset Box into the same area as any casualty counter. If you do this, roll a D6, subtracting 1 if there is a Somali combat counter in the same area, and subtract another 1 if any Somali unit in the area is an un-pinned SNA RPG counter. On a modified roll of less than 1, the CSAR is eliminated, and a casualty is placed in an adjacent randomly determined area.
If there is a Somali unit in the same area as the deployed CSAR counter, they fight an immediate Assault combat – see the COMBAT section.
6. Turn Marker
Place the turn marker on turn 1, you are now ready to play.
Turn marker note. The turn marker has two sides, one side indicating a daytime turn and the other side indicating a nighttime turn. The scenario will specify what side to use.
Combat Section
Combat is a large part of the game. There are two types of combat:
- Fire Combat. This is shooting at opponents in different areas. The target, if hit, can become pinned (making it less effective), or even eliminated.
- Assault Combat. This is where one combat unit attempts to capture an area occupied by the opponent, representing combat with hand-weapons and grenades, as well as close range shooting. Vehicles cannot engage, or be engaged, in assault combat. Assault combat is riskier as one side or the other will be eliminated.
Fire Combat
Any combat unit can optionally perform fire combat provided:
- Infantry: has not moved.
- Vehicles: the unit has not moved, or it is an un-pinned vehicle which has only moved 1 area. Trucks cannot perform fire combat.
Fire combat must be against a valid target. A valid target is any combat unit in an adjacent area (excepting a UN base or area occupied by a UN Relief Convoy).
A unit in a building area may fire at a combat unit in a building area across a shared road area. (Exception: Somali units cannot do this if the road is occupied by a UN Relief Convoy).
UN units in a base may fire at any units in the road area(s) linked to that base. UN units in the same road area as a UN Relief Convoy may fire.
A single unit can only make one fire combat attack per turn.
If there is more than one target in an area, then Somali units must target them in this priority order:
- Vehicles – vehicle with highest Armor Strength if there is more than one (choose randomly if 2 are the same).
- Infantry – infantry with highest Infantry Strength if there is more than one (choose randomly if 2 are the same).
In addition, Somali units must target un-pinned units before they target pinned ones.
Cross road fire example. In the example, the Delta Team can fire at any one Militia or the Technical. However, they cannot target the SNA RPG as it is not in the same building area, in a building area across a road area, or in an adjacent road area.
What does being "pinned" represent? Infantry or vehicles that are pinned by enemy fire are spending their time hiding, evading, or otherwise avoiding incoming fire, making them less effective at maneuver or returning fire.
Can more than one unit fire at the same target? Yes, although resolve each fire individually – their effects are not combined.
Target is Infantry
The firer rolls a D6 and adds their Infantry Strength. The firer subtracts one (1) during night turns unless they are UN and have paid for NOG.
The defender rolls a D6 and adds their Infantry Strength.
- If the defender's total is higher than the firer, then nothing happens.
- If the firer's total is equal to or greater than the defender's, flip the defender to their pinned side. If the defender was already pinned, then the defender is eliminated.
- If the firer's total is double or more than that of the defender's, the defender is eliminated.
Eliminated Somali units are returned to the draw container. Eliminated UN units are removed to the UN Casualties Box and replaced with a casualty counter.
Target is a Vehicle
The firer rolls a D6 and adds their Anti-Armor Strength.
The defender rolls a D6 and adds their Armor Strength.
- If the defender's total is higher than the firer's total, then nothing happens.
- If the firer's total is equal to or greater than the defender's, flip the defender to its pinned side. If the defender was already pinned, then the defender is eliminated. See below for effect.
- If the firer's total is double or more than that of the defender's, the defender is eliminated. See below for effect.
Eliminated vehicle effect:
- Remove the vehicle: SNA Technical is returned to the draw container. UN vehicle is removed to the UN Casualties Box and replaced with a casualty counter.
- Roll a D6 for each unit carried by the vehicle – on a roll of 1-4 the unit is placed in the same area. It is placed on its pinned side if it is Infantry. On a roll of 5-6:
- An infantry unit removed to the UN Casualties Box and replaced with a casualty counter.
- A casualty is unaffected.
- The Somali Prisoner counter is flipped to its casualties' side. If it is already on that side, then it is removed from the game.
Target is a Roadblock
Any UN combat unit may perform a Fire Combat against a roadblock in the same or an adjacent Road Area (including firing from a connected UN base).
Roll a D6 and add the firing unit's Anti-Armor Strength. If the total is 7 or more remove the roadblock. Otherwise, there is no effect.
Assault Combat
This is where one side attempts to move into an area occupied by one or more enemy infantry combat counters (the "defender"). Assault Combat cannot be attempted against road areas with a vehicle present. Also, vehicles cannot attempt Assault Combat.
The moving combat unit rolls a D6 and adds their Infantry Strength.
The defender rolls a D6 and adds their Infantry Strength. If there is more than one defender, then the unit with the highest Infantry Strength is used (choose randomly if there is more than one defender with the same Infantry Strength).
Whichever side has the lowest total is eliminated. In the case of a draw the Somali is eliminated.
Eliminated Somali units are returned to the draw container.
Eliminated UN units are removed to the UN Casualties Box and replaced with a casualty counter.
If there are two defenders and one is eliminated then the attacker returns to the area where they came from and the combat is over, with two exceptions:
- CSAR deployment: If the CSAR unit has been inserted into an area with two Somalis and has eliminated one, perform a second combat against the remaining unit.
- Set-Up: If a UN infantry is in an area with two Somalis and has eliminated one, perform a second combat against the remaining unit.
A Somali unit wins the assault – is the casualty automatically removed? No – removing the casualty (or casualties) can only happen in the Somali action phase. If this is the Somali action phase, then another Somali unit must remove the casualty as the one doing the Assault has already performed its action this turn. This gives the UN player the chance to save the UN unit that lost the assault.
Playing the Game
The game is played as a series of turns. In each turn the same set of phases are completed until the end game conditions are achieved.
Turn Order
Each game turn, complete each of the below phases in the order numbered:
- Somali Reinforcement Phase. Somali forces and roadblocks are placed.
- UN Air Support Phase. Air support fire can be used to target Somali forces and the CSAR can be deployed.
- Somali Action Phase. Somali units move and shoot. They can overrun undefended casualties.
- Somali Recovery Phase. Pinned Somali units recover.
- UN Action Phase. UN forces can move and shoot.
- UN Relief Phase. UN relief convoy builds up. Game may end.
1. Somali Reinforcement Phase
Perform each of the following numbered steps in this phase. It is possible you will run out of counters, in which case move to the next step or phase.
- Roadblock Placement: Roll for a random building area and place a single roadblock on a random adjacent road area (as per setup).
- SNA Reinforcements: Roll a D3 per point of Somali Intel and place units as per setup.
2. UN Air Support Phase
For each Heli-Support point, identify an area and for each Somali combat unit in the area roll a D6:
- On a roll of 1, the Somali unit is unaffected.
- On a roll of 2-4, the Somali unit is flipped over to its pinned side. If the unit is already on its pinned side, then it is eliminated, except for SNA Snipers, which cannot be eliminated in this way.
- On a roll of 5 or 6, the Somali unit is eliminated, except for SNA snipers which are flipped to their pinned side if not already on their pinned side.
Multiple Heli-Support attacks: You may target the same area with as many Heli-Support points as you want.
Example of priority. There are two units in the same road area next to a Somali Militia – a Truck and a Ranger Chalk. Since there is a vehicle present the Militia does not attempt an assault combat but instead shoots at the truck using fire combat (number 5). If there was another area adjacent to the Militia with just a UN infantry unit in it, then the Militia would preferentially attack it using Assault combat (number 4).
If you have the CSAR counter in the UN Asset Box, you may move it from the UN Asset Box into any area, following the same procedure defined in Setup.
3. Somali Action Phase
Pinned Somali units perform no actions in this phase.
Move un-pinned Somali units in this order:
- SNA technical
- SNA RPG
- SNA Snipers
- SNA infantry
- Somali Militia
Each un-pinned Somali unit performs the first possible action from the below priority list.
- Move onto an undefended Somali Prisoner counter. The Prisoner counter is removed from play.
- Move onto an undefended casualty. Remove the casualty and place it in the UN Casualties box. This uses the unit's action even if the casualty is in the same area as the Somali unit.
- SNA Technical, SNA RPG and SNA Snipers perform fire combat (see combat section) if possible. SNA Technicals may move 1 area and then perform fire combat.
- SNA Regulars and Somali Militia attempt Assault Combat (see combat section) against an adjacent UN infantry unit, provided there is not a vehicle in the same area.
- SNA Regulars and Somali Militia perform fire combat at an adjacent UN vehicle.
- Move towards the closest UN combat unit or casualty or Somali Prisoner (excepting those in any UN base).
A Somali unit just moved into the same area as a casualty – is the casualty immediately removed? If the unit just moved there then yes, remove the casualty. If the unit had to fight an assault combat, then no, another unit needs to remove the casualty, or the same unit can do it in the next turn.
My Somali unit is moving onto multiple undefended casualties in an area – do they all get removed? Yes – all the casualties get placed in the UN Casualties box.
What happens if I cannot move closer to a UN unit because there are 2 other units occupying the area I want to move into? Do not move the unit this turn unless there is an equally close alternative area.
Some Somali units are unable to move because they are cut-off by the Relief Convoy – what now? Remove these units to the Draw Container.
Movement
Possible movement allowed is:
- For infantry: from the area it occupies to any adjacent area not occupied by a UN vehicle or Relief Convoy. Somali Militia and SNA Regulars may enter areas occupied by UN infantry which triggers assault combat.
- For SNA Technicals: from a road area they occupy to an adjacent road area not occupied by a UN unit (Note that, like UN vehicles, they are not affected by roadblocks).
A maximum of two Somali units can be present in a single area.
No Somali unit can move into a UN base.
If you are unable to determine which area a unit should move to, roll a die to decide.
Does a roadblock stop infantry moving into a road area? No, it only prevents UN vehicles.
4. Somali Recovery Phase
All pinned Somali units are flipped over to their un-pinned side.
5. UN Action Phase
Un-pinned infantry units can perform one of the following actions:
- Move (including as part of assault combat).
- Perform Fire Combat.
- Embark onto a transport vehicle.
- Disembark from a transport vehicle.
Pinned infantry can only perform one action, either fire combat or recover. Flip the unit from pinned to un-pinned side to recover.
Casualties and the Somali prisoner can only embark on a transport. They can only be disembarked at a UN Base. If they are in a building area and the adjacent Road area contains a UN Relief Convoy, they can be immediately evacuated to a connected UN base.
Un-pinned vehicles can do a single move before or after one of the following actions. Pinned vehicles can only do one of the following actions:
- Move.
- Perform Fire Combat.
- Embark and/or disembark any number of units.
- Recover: Pinned unit flipped from pinned to un-pinned side.
In what order do I perform actions with my UN units? You may perform actions with your units in any order.
Can I move casualties or the prisoners? No, these can only be embarked on a vehicle or UN Relief Convoy.
Movement (UN Action Phase)
Infantry units may move to any adjacent area except a road area that is occupied by a SNA Technical. If the destination area contains Somali infantry, then Assault Combat is immediately resolved.
Vehicles can only move to an adjacent road area but cannot move into road areas occupied by Somali units, including roadblocks.
Vehicles can move into a road area that would temporarily mean that there are more than 2 units in the area provided that these units are able to immediately embark on the vehicle.
UN units can move into UN bases. When this happens all units in transports are automatically disembarked. The disembarked units cannot perform any other action this turn.
If a unit moves into a road area occupied by a Relief Convoy, then it may optionally immediately move to any UN base connected to the Relief Convoy.
Embarking units on a transport vehicle:
The vehicle must either be adjacent to the building area or in the same road area as the Infantry/casualty/Prisoner boarding it. The vehicle can load any number of units up to its transport capacity. The units boarding cannot move, fire, or recover before boarding.
In addition, a unit can "embark" in the same manner to a UN Relief Convoy and be immediately moved to a connected UN base.
Example of embarking units. In the example, three units can embark on the truck:
- The Delta Team in the same area as the truck.
- The Delta Team in the building area next to the road area occupied by the truck.
- The casualty in the building area next to the road area occupied by the truck.
Two units cannot embark on the truck:
- The pinned Ranger Chalk can only recover or fire.
- The Platoon is not in a building area next to the truck, and it is in a different road area.
Disembarking units from a transport vehicle:
A transport vehicle can disembark any number of infantry units. These units are placed either on the same road area as the vehicle or any adjacent building area, remembering that only two units can occupy a single area. The disembarked units may immediately perform an Assault Combat if the building area they disembark into is occupied by Somali forces.
6. UN Relief Phase
You may optionally place a UN Relief Convoy counter as below:
Roll a D6. On a roll of 1-4 place the UN Relief Convoy counter at the correspondingly numbered UN Base. On a roll of 5 or 6 you may place it at whichever base you want.
If there is already a Relief Convoy counter at the base, place the Relief Convoy counter on a road connected to the base. If there is already a convoy counter on the road, then you may place the counter on a road area attached to this road and so on until you place a convoy counter on a road area without a convoy counter:
- If this road area contains a roadblock, then you may remove the roadblock instead of placing the Relief Convoy counter.
- If there are Somali units, other than a roadblock, in the Road Area then these units are removed and placed in the draw container and the Relief Convoy counter is placed.
- If there are any UN units in the road area any of these can be optionally moved to a UN base connected to the Relief Convoy – all units are also disembarked.
Can I move a Relief Convoy counter? No – once finally placed, it remains where it is on the map.
Relief Convoy example. In the example below there is a new Relief Convoy counter to be placed at UN base 3. UN base 3 and two road areas leading from it already have Relief Convoys in them, so the new counter must be placed in one of the two road areas indicated by the arrows.
If the area with the Roadblock is chosen, then the Relief Convoy is not placed, and the Roadblock is removed. If the area with the Somali combat counter (in this case, a Technical) is chosen then the Somali combat counter is removed and replaced with the new Relief Convoy counter.
Check to see if the mission is complete. The mission is complete if the following conditions are all met:
- All UN combat units are in a UN base or in the same road area as a Relief Convoy counter.
- There are no casualties on the map in any building or road areas.
- The scenario may specify other mission ending criteria.
If the mission is complete, then the game ends and you can calculate your level of victory as specified in the scenario. Otherwise, advance the game turn 1 place and start a new turn.
Mission Penalty Points
When the mission is complete, total your Mission Penalty Points (MPP) and consult the scenario to see how well you did:
- Each UN unit, including Relief Convoys, on the map not in a UN base = 1 MPP.
- Each UN combat unit in the UN Casualties Box = 2 MPP.
- Each casualty on the map not in a UN base = 4 MPP.
- Each casualty in the UN Casualties Box = 6 MPP.
- The Prisoner is still on the map, not in a UN base, or has been removed by Somalis = 100 MPP.
Scenarios
Each scenario is a separate game and will have its own special rules that modify the main game rules. Some require use of certain optional rules. The scenarios are chronological: Radio Mogadishu and Black Hawk Down are the hardest. Lig-Ligato and Russian Embassy are the easiest, with Lig-Ligato being a good introduction to the game.
Historical background text printed alongside each scenario is omitted from this transcription.
Radio Mogadishu
1. Organise Your Forces
This scenario does not use Force Points. Instead, set up the following UN forces in the indicated starting locations:
- T1 = 1 Platoon.
- T4 = 1 Platoon and 1 Delta.
- Road area to the left of T4 = 1 Platoon and 1 truck.
- T5 = 3 Platoons transported in 2 trucks.
2. Place the Target
There is no target in this game. The objective is to get the forces all safely back to UN base 1. The other UN bases are not in play in this scenario.
3. Setup Initial SNA Forces
Place the SNA Intel counter on 3 on the SNA Intel track. Do not roll randomly for the roadblocks. Instead, place 3 roadblocks in the unoccupied road areas of 21st October Road along the top edge of the map and one Roadblock in the road area at the bottom of UN base 1.
4. Deploy Assault Force
After the deployment, no UN units can move until the UN action phase of turn 1.
Other changes
- All turns are day turns.
- In the UN Relief Phase, do not roll a D6 – instead the Relief Convoy is always placed at UN base 1.
Optional variant
- Your force consists of 1 Delta at T4.
- You then have 24 Force Points to spend. You must purchase at least 3 platoons so there is at least 1 platoon in each of the other 3 starting areas. Other units can be placed in the 4 starting areas as desired within the game rules. Units can start in transports.
- Your Force Points can only be spent on the following types: Platoon, Truck, Humvee, APC (see optional rules).
- In addition, one Heli-support may be purchased.
Victory conditions
If not completed earlier, the game ends at the end of turn 8.
Mission Point Total
- 0-5 = Excellent: Howzat!
- 6-11 = Good: Hit for six.
- 12-18 = Mediocre: Bye ball.
- 19-26 = Bad: That's not cricket.
- 27 or more = Terrible: Bowled out.
Bloody Monday
1. Organise Your Forces
- You have 45 Force Points to spend.
- You must spend 5 points on a TOW Barrage (see optional rules).
- The Assault Force cannot contain any Delta or Heli-Delta.
2. Place the Target in location T6 on the map. Also place a Somali militia in the same location.
3. Setup Initial SNA Forces Place the SNA Intel counter on 2 on the SNA Intel track.
Other changes
- All turns are day turns.
Victory conditions
If not completed earlier, the game ends at the end of turn 6.
Mission Point Total
- 0 = Excellent.
- 1-2 = Good.
- 3-4 = Mediocre.
- 5-10 = Bad.
- 11 or more = Terrible.
Lig-Ligato Compound
1. Organise Your Forces
- You have 40 Force Points to spend.
- Any non-Heli forces must start in UN Base 3.
2. Place the Target in location T2 on the map.
3. Setup Initial SNA Forces Place the SNA Intel counter on 1 on the SNA Intel track. Do not place any SNA RPG or SNA Technicals in the draw container; they are not used in this scenario.
Other changes
- All turns are night turns.
Mission Point Total
- 0 = Excellent: A fine example of TFR's utility in this theatre.
- 1 or more = Terrible: TFR leadership shake-up.
Russian Embassy
This is the same as the Lig-Ligato Compound scenario, with the following changes:
- Place the target in location T3 on the map.
- Add the SNA Technicals to the Draw Container.
- Place the SNA Intel counter on 2 on the SNA Intel track.
Mission Point Total
- 0 = Excellent: Treble Vodka!
- 1-2 = Good: Double Vodka!
- 3-4 = Mediocre: Single Vodka!
- 5-6 = Bad: Water
- 7 or more = Terrible: No water.
Atto's Garage
This is the same as the Lig-Ligato Compound scenario, with the following changes:
- Place the target in location T6 on the map.
- Add the SNA Technicals and RPGs to the Draw Container.
- Place the SNA Intel counter on 3 on the SNA Intel track.
- All turns are day turns.
Mission Point Total
- 0 = Excellent: Ferrari.
- 1-4 = Good: Ford Pickup.
- 5-7 = Mediocre: Toyota Pickup.
- 8-11 = Bad: Fiat.
- 12 or more = Terrible: Yugo.
Irene – "Black Hawk Down"
1. Organise Your Forces
- You have 64 Force Points to spend.
- You must purchase at least one Heli-Delta team and one Heli-Ranger Chalk. Other forces must be placed in either of UN bases 2 or 3 (they can be split between both, if desired).
2. Place the Target in location T1 on the map.
3. Setup Initial SNA Forces Place the SNA Intel counter on 4 on the SNA Intel track.
4. Deploy Assault Force
After the deployment, including any combat, is complete, one or more of the deployment helicopters have been shot down.
Roll a D3 – this is the number shot down ("Black Hawk Down"). If there is one or more SNA RPG units adjacent to any Assault Force unit then count a roll of 1 as a roll of 2.
For each Black Hawk Down, roll a D6:
- On a 1-3 place a casualty in a randomly determined area adjacent to the prisoner.
- On a 4-6 place a casualty as above and then move it to an adjacent randomly determined area.
Other changes
- Turns 1-7 are day turns, the rest are night.
Victory conditions
If not completed earlier, the game ends at the end of turn 10.
Mission Point Total
- 0-5 = Excellent: Medal of Honor.
- 6-12 = Good: Successful mission.
- 13-16 = Mediocre: Questions are being asked.
- 17-25 = Bad: Maybe a desk job suits you better?
- 26 or more = Terrible: You are requested to appear before an investigative committee.
Hypothetical Raid
This is a hypothetical raid – as such it uses a more randomized setup to produce a different scenario each time.
1. Organise Your Forces
Roll a D6 to determine how many Force Points you get to spend, or choose a level below:
- 40 points (−6 MPP)
- 50 points (−4 MPP)
- 55 points (−2 MPP)
- 60 points
- 70 points (+2 MPP)
- 80 points (+4 MPP)
2. Place the Target in location T1 to T6 on the map corresponding to a D6 roll. Alternatively, you may wish to roll 2D6 to generate a random map building area.
3. Setup Initial SNA Forces Roll D3 and add two. Place the SNA Intel counter on the resulting number on the SNA Intel track.
4. Deploy Assault Force
After the deployment, including any combat, is complete, one or more of the deployment helicopters have been shot down. For this, use the same rules as the Irene "Black Hawk Down" scenario.
Other changes
Roll a D6 – on a roll of 1-3 turn 1 is day, otherwise it is night. Roll 2D6 – this is the turn that day changes to night or vice versa.
Victory conditions
Use the same conditions as the Irene "Black Hawk Down" scenario.
Optional Rules
Use as many or as few of these optional rules as you wish.
Remember that this is your game. Feel free to make your own optional rules, or change any of the rules in this game, or scenario setups, to suit your own interests or ideas. For example, you may wish to remove some or even all RPG teams from the draw container to give yourself a better chance. You may wish to add extra forces at one or more UN bases. You might want to add new counters, such as Tanks. It is up to you – have fun!
AC-130
This was a large plane which could circle the battlefield out of small-arms range. It was equipped with fearsome firepower. The AC-130 is a support element and costs 10 Force Points. If purchased, place the AC-130 counter in the UN Asset box on the map.
If the AC-130 is present in the UN Asset Box, then it may target up to 4 areas during the UN Air Support Phase in the same manner as helicopter support with the following exceptions:
- A roll of 1 or 2 has no effect.
- A roll of 3 or 4 the target unit becomes pinned. A unit already pinned is eliminated – including SNA snipers.
- A roll of 5 or 6 eliminates any unit, including SNA snipers.
APC
This combat counter represents around 3 armored personnel carriers. It costs 5 Force Points to purchase and has a transport capacity of 3.
UN Coordination
Some operations were put in difficulty due to inadequate coordination, which was especially an issue if support was needed. However, the risk of the SNA getting intel was increased the more people knew about an operation.
In the setup when organizing your forces you may spend 5 Force Points to place a relief convoy counter on any UN base of your choice. You may spend up to 10 points to do this twice (on 2 different bases), if desired.
If this option is chosen, roll a D6 – on a roll of 1, place D3 Somali units on the map as per setup.
TOW Barrage
This allows you to fire a barrage of TOW (Tube-launched, Optically tracked, Wire-guided) missiles at the target before the team assaults.
This option costs 5 Force Points and is activated immediately after step 3 (Set Up Initial SNA Forces) during setup:
- Flip the prisoner to its casualty side.
- Roll a D6 for any Somali unit in the same Area as the prisoner. On a roll of 1-2 that unit is flipped to its suppressed side. On a roll of 3-6 it is eliminated and returned to the draw container.
Note: the source uses both "suppressed side" (in this option) and "pinned side" (everywhere else) for the same counter face; it is transcribed as printed.
Vulnerable Heli-Support
If an area with an un-pinned SNA RPG unit is targeted during the UN Aerial Support phase, then make another D6 roll and on a roll of 1 place a casualty in a random area adjacent to the SNA RPG. The Heli-support points are not decreased though. This optional rule does not apply to the AC-130.
Random Events
Nothing ever goes to plan in war or UN operations. At the start of each turn roll two D6 and add them together to generate a random event:
- 2. Spies: SNA Intel level is increased by 1 for this turn only.
- 3. Air Priorities: Heli-Support is not available for this turn only.
- 4. Jort: One UN combat unit may be immediately moved to an adjacent area within the normal rules of the game.
- 5. Tires Burn Out: Remove a roadblock of your choice.
- 6. Fresh Tires: Place a random roadblock.
- 7. Local Riot: Roll a D4 to determine a random UN base. This base cannot be entered or exited for this turn only and a Relief Convoy cannot be added from this base. If a Relief Convoy is rolled for this base, re-roll the die.
- 8. UN Command Confusion: Remove 1 UN convoy of your choice.
- 9. Mines: Select any UN vehicle that is not pinned – this unit becomes pinned.
- 10. Mortars: Select any UN infantry that is not pinned – this unit becomes pinned.
- 11. Khat: If it is a day turn, place D6 new Somali forces as per the setup SNA forces phase. If it is a night turn, roll a D6 and remove that number of Somali Militia units of your choice from the map to the draw container.
- 12. Collaborators: SNA Intel level is decreased by 1 for this turn only.
Random events option. Instead of a random event every turn you may instead first roll a D6 and only implement a random event if the roll is 4 or more.
What happens if a rolled random event is not possible? In this eventuality there is no random event for the turn.
Find Out More
Some useful sources if you want to know more (listed as printed in the booklet):
- Battle of Mogadishu: Anatomy of a Failure. A Monograph by Major Roger N. Sangvic, Military Intelligence.
- Black Hawk Down – Book by Mark Bowden.
- Black Hawk Down – Film directed by Ridley Scott.
- Gothic Serpent – Osprey Raid series book by Clayton K. S. Chun.
"A cat in her house has the teeth of a lion." – Somali Proverb.