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LKoS Rules

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regras do jogo da luta entre Uganda contra Tanzânia
17
Transcript
2nd Edition
session, I can't wait
to play again. On
also nervous over
 playing it again.
(Board Game Geek)
  The Last King of Scotland Standard Game Rules v1.0  1
 The African Wars  Standard Game rules  TABLE OF CONTENTS  [0.0] USING THESE RULES ........................ 1
[1.0] INTRODUCTION ................................. 1
[4.0] SEQUENCE OF PLAY .......................... 2
[5.0] INITIATIVE PHASE ............................ 3
[6.0] SUPPLY STEP .................................... 3
[7.0] MOVEMENT STEP ............................. 3 
[9.0] COMBAT STEP .................................. 5
[12.0] VARIANT RULES ............................. 7
EXCLUSIVE RULES .............. 8
[0.0] USING THESE RULES  Every game in The African Wars Series
shares these Standard Game Rules. Each game
in the Series also has its own “Exclusive” Rules. When there is a conflict, the Exclusive Rules
supersede the Standard Rules.
appear in dark red lettering for quick referencing.
The instructions for this game are organized into major “Rules” sections as shown in large green
CAPS font, and represented by the number to the left of the decimal point (e.g., Rule 4.0 is the fourth Rule). These Rules generally explain the
game’s subject matter, its components, the  procedures for play, the game’s core systems,
how to set it up, and how to win.
With each Rule, there can be “Cases” that
further explain a Rule’s general concept or basic  procedure. Cases might also restrict the
application of a Rule by denoting exceptions to it. Cases (and Subcases) are an extension of a Rule shown in the way that they are numbered.
For example, Rule 4.1 is the first Case of the fourth Rule; and Rule 4.1.2 is the second
Subcase of the first Case of the fourth Rule.
Important information is in red text.
 
Text in shaded boxes, like this, provides the voice of the game’s designer, who is addressing you to explain an idea or concept that is not,
itself, a Rule or a Case.
[1.0] INTRODUCTION  The modern wars in Africa provide a rich
arena of different and unique gaming
situations beyond WWII in North Africa
(where most wargames have concentrated
their examination of wars in Africa). Some
of these wars were short affairs of a few
months, while others raged for twenty years
or more. Each of these modern African
wars shaped the political and military
future of the continent and they are still
finding their way into today’s headlines.
 The African Wars Series provides a
means for understanding these wars that
shaped modern Africa and current world
opinion.
[2.0] GAME EQUIPMENT  The Game Map: The game features a map
showing where the campaign took place.
Superimposed on it is a hexagonal grid to
regulate the placement and movement of
the pieces. Each hex or hexside contains a
certain type of terrain, with various effects
on movement and/or combat as listed on
the game’s Terrain Effects Chart.
Game Scale: Each game in the Series has
its own scales for measuring time, distance
(per hex) and unit aggregation (how many
of what troop types each piece represents)
as stated in the Exclusive Rules section.
The Playing Pieces: The square cardboard
game pieces represent the military
formations that participated. These pieces
are called “units.” The information on the
units is read as shown below:
Movement Al lowance (red = Special)
Icon Combat Strength
Combat Strength is the relative strength of
a unit when engaging in combat. Some
units have two strengths: the first number is
that unit’s Attack Strength (a 0 value
means that unit cannot attack) and the
second number is that unit’s Defense
Strength. A black number denotes standard Infantry Weapons (IF), while a red 
number denotes Heavy Weapons (HW).
Movement Allowance is the number of
Movement Points that unit can spend to
move in a single Movement Step. A black
number denotes infantry (foot) movement
capability, while a red number denotes
special (Motorized, Armored Infantry,
movement capability. These movement
type in that formation, as shown by its unit
icon and name. These include Infantry,
Armor, Armored Infantry, Motorized
Markers: Certain pieces are not fighting
units, but markers that show the status of
units and denote other important game
information. Some sample markers are
shown below:
are found on the map or the back of this
rules book on the Player Aid:
 The Game Turn Record Track 
indicates the current Game Turn.
 The Sequence of Play outlines the
Phases and Steps conducted during each
Player’s turn.
information about the effects of terrain
on movement and combat.
represent the randomness that affects all
warfare.
[3.0] SETTING UP THE GAME  The players determine which side they will
 play. This game’s Exclusive Rules provide
the rest of its set up instructions (see pg.8).
[4.0] SEQUENCE OF PLAY  The game is played over a number of
Game Turns defined in this game’s
Exclusive Rules (see pg.8), each of which
is composed of two Player Phases. During
each Game Turn, the players alternate
maneuvering their units and resolving
combat in the sequence outlined below.
At the conclusion of the last Game Turn,
consult the End Game Victory Conditions 
(11.2) and determine the winner.
The Game Turn
Phase, followed by two Player Activation 
Phases, according to this sequence:
The Sequence of Play
 player rolls one die to determine
Initiative (5.0) for the player order.
2. First Player Activation Phase: 
A. Supply Step: The First Player notes
the Supply status of each of their
units (6.0).
 places any Reinforcements (7.5) and
may then move their units (7.0).
C. Combat Step: The First Player may
attack with their units (9.0).
3. Second Player Activation Phase: 
The Second Player conducts Steps A, B 
and C, just as the First Player did,
 but with their own units.
4. Housekeeping: After both
 players have completed their
Activation Phases, that Game
 
 
Game Turn Track. If the last Game Turn
was just completed, check this game’s
Exclusive Rules to determine the winner. 
[5.0] INITIATIVE PHASE  Procedure
each Player rolls one die (shown as “z”).
If there is a tie, reroll until it is broken.
The Player with the highest die roll chooses 
who receives the Initiative (i.e., goes first)
for that turn. The Player with the
Initiative is the First Player and conducts
their Activation Phase first.
To perform at their maximum capability,
combat units must be in supply. Each
 player traces supply for their units (only) as
the first Step of their Activation Phase. 
[6.1] Line of Supply: A unit is in supply 
when it is on, or within one (1) hex of (i.e.,
adjacent to), a supply source or a road hex
leading to a supply source.
If tracing supply along a road , that road
must connect the friendly supply source to 
the tracing unit, uninterrupted by enemy
units or their Zones of Control unless
friendly units occupy those hexes (see 8.0).
This path of connected road hexes is called
a Line of Supply (LOS) and it is traced
 from the friendly supply source forward to 
the unit.
supply sources are listed in this game’s
Exclusive Rules. 
are automatically in supply.
move and fight at their full values.
[6.5] Out of Supply Effects:
Indicate units that cannot trace a
valid Line of Supply by placing
on them. Every unsupplied unit suffers the
following adverse effects:
rounded up (7.0).
Zone of Control (8.0).
(i.e., it rolls one fewer die).
  Its Zone of Control (8.0) does not block
enemy Lines of Supply, but its physical
 presence in a hex still does.
[7.0] MOVEMENT STEP  General Rule
Each unit has a Movement Allowance 
(MA) printed on its counter in the lower-
right corner, in either black text (a “leg”
unit) or red text (a special unit). During
your Movement Step, all of your supplied
units can move up to their printed MA.
Your unsupplied units (6.0) can only move
up to half of their MA, rounded up.
Procedure
from its Movement Allowance for each hex
it enters, per the cost listed on the game’s
Terrain Effects Chart. As a unit moves, it
traces a path, in any direction or combin-
ation of directions, of contiguous hexes
through the map’s hex grid, paying the MP
cost for each hex entered or hexside
crossed. Units pay the Road cost if they are
entering that hex from a hex containing a
connecting Road hex; otherwise, they pay
the cost of the other terrain in the hex.
Restrictions and Prohibitions
red MA (i.e., Motorized, Mechanized
Infantry, certain Artillery units, and Tank
units) cannot enter Marsh or Forest hexes
unless they do so by using a Road.
Infantry units can cross a non-bridged
River hexside (bridges exist wherever a
 Road   River hexside), but only
 
when stacked with an Engineer 
unit. Note that the Engineer unit
needn’t cross that River hexside
itself to allow infantry units
stacked with it to cross. Engineer units can
freely cross River hexsides themselves.
[7.2] Movement Point Requirement:
its MPs each turn. Unused MPs cannot be
accumulated from turn to turn, nor
transferred from unit to unit.
Units without enough MPs to enter a hex
and/or cross a hexside cannot do so, even if
that means such units cannot move at all
during that Movement Step.
stack of units, moves separately, and one
unit’s/stack’s movement must be completed
 before the next ones can begin.
[7.4] Stacking: A unit can remain
“stacked” with other friendly units, within
the following limitations:
  No more than three friendly units can be
stacked in any hex at the end of a unit’s
movement.
against the stacking limit. Any number of
friendly Air units can exist in a hex.
  The presence of a Road does not affect
the stacking limit in that hex.
Overstacking: When a hex is overstacked
following a retreat from combat (permitted
only under certain Exclusive Rules), their
owner must immediately eliminate units
from that hex sufficient to bring it back
within the stacking limit. If, at the end of a Player Turn, you discover units to be in
violation of the stacking limit, their owner
must immediately Retreat any units
necessary out of their overstacked hex to an
adjacent safe hex (see 8.4) to satisfy the
stacking requirement. 
are placed on their entry hex for free at the
 beginning of their owner’s Movement Step
for that turn and conduct movement and
combat as other units on the map do. 
[7.5.1] Reinforcement Supply: Newly
(6.0) on the turn they arrive. After that
turn, they determine their supply status
normally. 
in an EZOC, but the presence of an
enemy unit in their entry hex prevents
the placement of those reinforcements.
If an alternative entry hex is not
available, those blocked reinforcement
[7.5.3] No Voluntary Delay: Reinforce-
ments cannot be delayed voluntarily.
[8.0] ZONES OF CONTROL  General Rules
Only supplied ground units with a red 
Combat Strength
(Heavy Weapons)
unit’s influence outside of its immediate
area through firepower and/or maneuver-
ability. ZOCs do not extend across or into
impassable hexsides or hexes. Thus red  Strength units do not exert their ZOC into
non-road connected Marsh or Forest 
hexes.
units never exert a Zone of Control.
 
 
of Control (EZOC) must immediately cease
their movement, regardless of how many
Movement Points they might have remaining.
The ZOCs of friendly units do not affect the
movement of other friendly units.
A friendly unit can exit an EZOC if it
started its movement in that EZOC and  it
does not move from that hex directly into
another hex in an EZOC. You cannot move
 your units directly from one hex in an
 EZOC into another; they must move into a
hex not in an EZOC first, before entering a
new hex in an EZOC. 
Units can always exit EZOCs when
instructed by Combat Results (9.0).
[8.2] Blocking Supply: EZOCs block
friendly Lines of Supply (6.1). However,
for the purposes of tracing a Line of
Supply, an EZOC is negated if there is a
friendly unit in that hex. That is, friendly
units negate EZOCs for the purposes of
tracing Lines of Supply. 
Step, your units in EZOCs are not required
to attack. Further, if any of your units
attack, they are not obligated to attack all
enemy units exerting an EZOC upon them.
[8.4] Retreating: A unit cannot retreat into
an EZOC. If forced to do so, it is elimin-
ated instead. The presence of a friendly unit
in the hex being retreated into does negate
that EZOC for purposes of retreating.
 Note that the stacking restrictions apply
immediately after retreats (see 7.4).
[8.5] Placement: Placing Reinforcement
[9.0] COMBAT STEP  General Rule
During your Movement Step, your units
that are adjacent to enemy units may
initiate attacks. Attacking is completely
voluntary; an attacking unit can attack any
units at the attacking player’s discretion.
When a unit attacks multiple hexes, that is
considered a single Battle and resolved
with one roll of the dice.
Standing Together: When attacked, all 
defending units in a hex are attacked
together  using their combined strength.
Fatigue: No unit can attack more than
once per Combat Step (exception: via
Momentum Attacks, see 9.7), and no
defending unit (or hex) can be attacked  
more than once per Combat Step (except
for a Momentum Attack, again see 9.7).
The Battle Sequence
A. The Attacker indicates which units are
attacking and which adjacent defending
hex(es) is (are) being attacked (9.1).
B. The Attacker can conduct Air Strikes, if
eligible (see the Exclusive Rules; this Step
is skipped during Momentum Attacks).
Apply the Defender’s losses immediately.
C. Note the total Red, and the total Black 
Combat Strengths for both sides’ units in
this Battle. These totals are how many
dice are rolled by each side to resolve the
Battle (9.2).
adjust the number of dice rolled (9.3),
hexsides first, and then the Defender’s
terrain, removing Red dice as a priority.
E. Roll dice for Red Combat Strengths and
Black Combat Strengths separately (or
use two different colored sets of dice). Red Combat Strength (CS) dice score a
Hit on results of 5 and 6; Black 
Combat Strength (CS) dice score a Hit 
only on results of 6 (9.4).
F. Apply the combat results inflicted by
these ground units, assigning Hits and Retreats, if applicable (9.5).
G. If desired and eligible, attacking units
that Advanced After Combat (9.6) can
conduct a Momentum Attack (9.7).
 
Procedure
declaring the attack during their Combat 
Step is the “Attacker” and the other player
is the “Defender,” regardless of the overall
strategic situation.
before any are resolved. Then, each
individual Battle is resolved, one at a time
(plus Momentum Attack follow-ups; see
9.7), in any order the Attacker desires.
A previously-declared Battle for that turn
cannot be called off after seeing the results
of earlier Battles; it must still be conducted!
[9.2] Resolving Combat: A unit’s Combat
Strength is the number of dice it rolls (die
rolls are shown as this symbol: z) in its
effort to score Hits against enemy units.
Most units have a single Combat Strength,
 but some have two: e.g., 0/1, or 1/2. The
first number is its “Attack Strength,”
which is the number of dice it rolls when it
is attacking; the second number is its
“Defense Strength” and is used when that
unit is defending. A ‘0’ Attack Strength
means that unit cannot attack, but it does
still defend using its Defense Strength.
[9.3] Terrain/Supply Effects on Combat: During Step C of the Battle Sequence, refer
to the Terrain Effects Chart. It explains
how terrain affects the current Battle with a
reduction of the number of dice thrown by
the Attacker . These effects are:
[9.3.1] Defending Across Hexsides: 
when between the hex the Attacking
units occupy and any adjacent hexes
occupied by Defending units in that
Battle, subtract the indicated number of
Attacker’s dice, but only from among
those specific units attacking across the
terrain-affected hexsides at that Battle.
 After these dice have been subtracted,
check the terrain in the Defender’s hex.
[9.3.2] Defender’s Terrain: After the
hexside terrain dice are subtracted from
the Attacker’s roll, if the targeted
defending hex terrain benefits the
defense, subtract the indicated number of
dice from the Attacker’s total Red +
Black dice that remain. If the defenders
occupy one or more hexes with more
than one different terrain type, apply the
single terrain benefit that is most
advantageous to the Defender.
[9.3.3] Supply: Unsupplied attacking 
ing units roll one fewer die (i.e., -1 z).
[9.3.4] Red Dice First: Each subtraction
of dice performed must be from the Red
dice (z) in that group first. 
[9.3.5] Restricted Attacks: Units with
Red  Movement Allowances (i.e., Tank
and Motorized units) can attack into
Marsh and Forest terrain hexes only if a
Road crosses the hexside between their
hex and the Defender’s target hex. 
Example: Four units attack a unit in aForest  hex as illustrated below:
 At first, the dice roll sums look pretty good for the Attacker withz z z +z z attacking
dice versusz z defending
dice, but it looks very different after checking for terrain effects!
Checking for hexside effects first  (9.3.1), the two green units are attacking across aRiver  hexside (shown by the blue arrow) withz z +z. The
River  hexside subtracts two dice from among all the units conducting cross-hexside attacks at that Battle, and Red dice are always subtracted first (9.3.4), so the adjusted strength of the cross-river Attackers is reduced toz.
 
 
what remains of the Attacker’s total dice (in this case:z +z z). The Defender’sForest
terrain subtracts1 more of the Attacker’s dice, and since there is aRed die still in the attack, it is removed as a first priority (9.3.4).
Therefore, due to the Defender’s strong position, the Attacker will roll onlyz z (which,
as you can see, is the same that the defending units will be rolling back against the Attacker). 
[9.4] Combat Dice: Units with Heavy
Weapons (those with a Red CS) score a
Hit on results of 5 and 6. Units with
Infantry Weapons (those with a Black CS)
score a Hit only on results of 6.
Red CS and Black CS dice are resolved
simultaneously. You may wish to use
different colored dice for each to track
more easily their respective Hits.
[9.5] Assigning Hits: Apply all Hits 
“simultaneously.” That is, perform all dice
rolls for both sides before applying both
sides’ losses afterward.
takes the first Hit (if the Defender suffers
any Hits). Likewise, the Defender selects
which attacking unit takes the first Hit 
inflicted in that Battle. After your opponent
assigns your initial Hit, both players then
assign all additional Hits from that Battle
to their own units as they choose.
Generally, each Hit is applied as a unit
elimination (i.e., that unit is permanently
removed from play). Some units, as
specified in the Exclusive Rules, can
 Retreat  to satisfy a Hit.
You must apply all Hits unless all units on
that side are eliminated.
defending hexes (only, not attacking hexes)
are vacated through Battle eliminations
and/or Retreats, a number of surviving
attacking units that participated in that
Battle up to the stacking limit (7.4) can
immediately occupy the vacated hex. This
is called Advance After Combat, which is
a “free” post-Battle move without supply or
EZOC restrictions (but terrain restrictions
still apply in that units cannot advance into
 prohibited terrain or across prohibited
hexsides).
that have just Advanced After Combat (9.6)
have the option to conduct an additional
immediate attack against any enemy units
adjacent to their newly-advanced-into hex.
This option must be exercised before the
next scheduled Battle is resolved, if any.
Exercising this option is called launching a
Momentum Attack, and the Momentum
Battle that ensues is an exception to the
restriction that units can only attack or be
attacked once per turn. Momentum Attacks
can be repeated by units that continue to
Advance After Combat following
Sequence for Momentum Attack Battles.
 No further Air Strikes are permitted in
support of those units.
[10.0] SPECIAL UNIT TYPES   No Standard rules; see Exclusive Game Rules.
[11.0] HOW TO WIN   No Standard rules; see Exclusive Game Rules.
[12.0] VARIANT RULES  Each game in The African Wars Series
games has its own Exclusive Rules section
(which follows) explaining the above three
Rules sections.
Documentation and Development: Bryan
Armor with Alan Emrich
Playtesting: Wulf Corbett, Ian Wakeham, Keith
Mageau, Norm Stewart, Andy Nicoll, James Nolan,
John Stryker, Duncan Rice, Steve Darell, Gary
Cope, Doug Southwell, Scott Peth
Proofreading: Bill Barrett, Ian Wakeham
 
 The Last King
[0.0] EXCLUSIVE RULES  These Exclusive Rules for The Last King
of Scotland, when combined with The
African Wars Series Standard Game
Rules, form the entirety of the rules needed
to play this game.
numbering sequence as (and are meant to
neatly “overlap”) the Standard Rules.
When there is a conflict, these Exclusive 
Rules supersede the Standard Rules. 
[1.0] INTRODUCTION   The Last King of Scotland simulates
the Uganda-Tanzania War of 1978 - 1979
that ousted Uganda’s President for Life, Idi
Amin Dada. With a seeming fascination for
all things Scottish, Idi Amin referred to
himself as the “uncrowned king of
Scotland”. When Amin fled Uganda, in a
sense he truly became “The Last King of
Scotland.”
 1 11” x 17” paper map
 1 11” x 17” mounted map (boxed
edition only) 
only) 
Uganda and northern
Tanzania, where this
campaign took place.
sizes range from platoons
to battalions. Each game
Opponents: The Ugandan Player controls
Ugandan (black on gray), Libyan (black
on green), and Palestinian Liberation
Army (PLA; green on gray) units.
The Tanzanian Player controls Tanzanian 
(black on tan), Mozambique (black on
yellow), and anti-Ugandan Guerrilla 
(green on tan) units.
Infantry: soldier silhouettes; black
 piece silhouette; black or red Combat
Strengths; red Movement
Strength (except Mig17); no Movement
Allowance
represent the randomness that affects all
warfare, but especially this war.
The Ugandan Army was composed of 75%
mercenaries and the Tanzanian Army was
composed of 80% new recruits.
[3.0] SETTING UP THE GAME  Sort the units into their respective sides,
setting aside units with white text (these
are variant units; see 12.0) and then follow
these set up instructions:
locations listed on the back of the
counters. Libyan and other units
come in as reinforcements; place
them on the Game Turn Record Track on
the turns listed on their counter backs.
 
 
up on the map; they all arrive as reinforce-
ments. Place them on the Game Turn
Record Track on the turns listed on the
 backs of their counters.
ians automatically have the initiative for
the first Game Turn (November, 1978).
[5.3] Tanzanian 1s: If the Tanzanian
Player rolls a 1 during the Initiative
Determination Phase, the Tanzanian
Supply effect occurs (see 6.7).
Example: Both players roll for Initiative, and both players roll a 1. This invokes the
Tanzanian Supply effect, as per 6.7.
Both players then re-roll for Initiative (to break the tie, see Standard Rule 5.0). TheTanzanian   Player rolls a 6, while the Ugandan Player
rolls a 4. Thus, the Tanzanians have the
initiative this turn, but 6.7 remains in force, disallowing any Tanzanian movement!
[6.0] SUPPLY STEP  [6.2] Supply Points: 
Uganda: Kampala / Gulu / Nakasongola
[6.6] Tanzanian Supplies: Each time that
the Tanzanian Player rolls a 1 during the
Initiative Determination Phase, there is a
 breakdown in the Tanzanian supply chain.
Effects: No Tanzanian units can move that
turn (except to Advance After Combat), but
can attack and defend normally. Out of
Supply markers are not required for this
(tracing supply is still performed
separately); all Tanzanian units are simply,
globally incapable of movement in general.
Tanzanian reinforcements do not enter the
map that turn, but must instead wait until
the next turn that the Tanzanian Player does
not  roll a 1 during the Initiative Phase.
Due to the distance from the Tanzanian
 plagued the Tanzanian offensive
Ugandan bridges to be blown; he wanted
them kept intact for his counterattack. This
counterattack never really materialized
Battle of the Bulge that was quickly
contained and eliminated.
with two Bailey Bridges, but never used
them.
[7.4] Stacking: Apply the following
exceptions to the Case that “No more than three friendly units can be stacked in any
hex at the end of a unit’s movement:”
  All Tanzanian units
(Infantry, Artillery and
can always stack together in a
hex.
may always stack with other
units in that same brigade.
  The Ugandan’s Libyan
Brigade units can always
black on green units have their names
underlined. 
arrived reinforcement units at the
 beginning of your Movement Step on
their turn of entry, as specified.
Ugandan: As listed on the back of each
reinforcement unit. 
Brigade IDs 
Advance After Combat, make Momentum
Attacks, etc.) until a Tanzanian unit
occupies or passes through a Town or City 
hex in Uganda.
controlled units are free to move normally
for the rest of the game.
[9.0] COMBAT STEP  [9.5] Assigning Hits: Generally, each Hit 
is applied as a unit elimination (i.e., that
unit is permanently removed from play). In
 The Last King of Scotland, the
following units, as denoted by a black
outline around their Movement Allowance,
can Retreat  to satisfy a Hit:
If either of the Revolutionary Suicide
Force (RSF) units or the Simba unit
receives a Hit, the Ugandan Player can
choose to negate that Hit by Retreating 
(8.4) that unit two hexes. It must retreat
away from the enemy unit(s) inflicting that Hit, and it cannot retreat across prohibited
hexsides or into prohibited hexes (i.e., ones
which it could normally not move through
or into).
 per Battle Sequence, and a second Hit 
applied to that unit during the same Battle
Sequence eliminates it.
 Armored  unit. The207th rolls a 5 and a6,
scoring twoHits. The Ugandan Player chooses to apply the first Hit  as a Retreat, falling back with this unit two hexes. However, there is a second Hit  to assign, and with no other Ugandan unit available to absorb it, theRSF battalion is eliminated. 
[10.0] SPECIAL UNIT TYPES  [10.1] Units That Can Retreat:
Per 9.5 above, the Ugandan
Simba and RSF units can negate
Hits against them by retreating.
[10.2] Engineer Units: The Tanzanian 1st 
and 20th infantry units have an “Engineer”
designation as shown here. At any Battle in
which they are involved, these units can
negate one Combat Terrain Effect (total,
not each) for any single set of attack or
defense die rolls. This Engineer effect is
applicable up to once per Battle Sequence. 
[10.3] Idi Amin: The removal of the Idi
Amin counter creates some special effects.
Once the Tanzanian Player
occupies Kampala with the
Ugandan Player rolls a die at the
 beginning of each turn following
the occupation of that hex. On a
die roll of 5 or 6, Idi Amin
flees the country and the Idi Amin unit is
removed from play (i.e., eliminated for all
game purposes).
eliminated (for whatever reason), the
Ugandan Player rolls one die and removes
(eliminates) that number of units from the
map. These “fleeing” units can be
Ugandan, Libyan, and/or PLA.
[10.4] Guerrilla Units: The three Guerrilla units in the game (the PLA,
UNLA, and KM Sperforce units with the
dark green icons) are always in supply for
movement and combat (6.3).
following instructions:
 
Ugandan Player begins the
game with three Ugandan 
Tanzanian Movement Step, the
unit of their choice each time an Airbase 
is occupied by a Tanzanian ground unit
 for the first time. These Air units never
return to play, even if Ugandan ground
units reoccupy an Airbase hex or the
Tanzanian units subsequently leave it on
a future turn.
captured intact on the airfield (this
happened at two airfields), or the pilots
deserted and flew their planes to the Sudan.
Ugandan-controlled Libyan Air units are
a different matter. They are always
available so long as one Airbase is
Ugandan controlled. That is, Libyan 
aircraft are removed from the game only
at the end  of the Tanzanian Movement 
Step, when the last Ugandan Airbase has
 been conquered.
Defense Force (TPDF)
The Ugandan Player can
never capture or occupy
this box.
[10.5.2] Air Strikes: During your  Battle  Step B, you may call in an Air Strike.
Each of your Air units in play can
 participate in only one of the Battles that
you initiate that turn. Your opponent
cannot conduct Air Strikes; only you,
the Attacker, can do that.
Procedure: To perform an Air Strike,
 place one or more of your available Air 
units in the Defender’s hex during your
Battle Step B. Conduct and resolve their
Combat Dice immediately (as per 9.4),
including the application of any Hits 
they inflict (exactly as per 9.5) before 
 proceeding to Battle Step C. This can
reduce the Defender’s strength prior to
conducting the actual ground combat!
At the end  of Battle Step B, return those
Air units used in that Air Strike to the
TPDF box (for the Tanzanians) or any
Ugandan-controlled Airbase hex (for the
Ugandan side). 
limit to how many air units can conduct
an Air Strike in a single Battle.
  Air units cannot participate in
Momentum Attacks (9.7).
against the TPDF box or an Airbase 
hex with only Air units located there.
[10.5.4] TEC Effects on Air Units:
Hexside and hex terrain modifiers do not
apply to Air Strikes.
Airbase Hex: Ground units attacking a
hex containing only opposing Air units
win an automatic victory in that Battle.
Those defending Air units are destroyed
and the Attacker can Advance After
Combat (9.6), etc. If ground units also 
occupy the defending Airbase hex, the
Air units do not contribute to the defense
in any way (i.e., they do not throw dice
nor can they absorb Hits). If the attack-
ing units Advance After Combat into that
hex, the Air units there are destroyed.
This war was remarkable in that there
was little “dogfighting” during the entire
conflict.
Player wins an immediate, game-ending 
Decisive Victory if, at the end of any
Player Phase, the Tanzanian player
occupies Kampala and Arua (regardless of
supply status).
 
end of any Ugandan Phase, there are no In-
Supply Tanzanian units on the map inside
Uganda.
Player has at least one unit in each of
Kampala and Arua, the Ugandan Player
wins the game.
If, at the end of the Game Turn 8, there are
no Ugandan or Libyan units in Uganda, and
the Tanzanian Player has at least one unit in
each of Kaabong, Tororo, Kampala, and
Arua, the Tanzanian Player wins the game
(the historical outcome).
above End Game Victory conditions is met,
the game ends in a Draw.
[12.0] VARIANT RULES  Any or all Optional Rules can be added by
mutual agreement before commencing
[12.1] The Air Game: See 10.5 for how to
 play using the Air units.
Set Up: The Ugandan Player places the
three Ugandan Air units, one each, in the
hexes containing an Airbase.
here) is placed on Turn 4 of
the Game Turn Track. Place it
at any Ugandan-controlled
When the three Tanzanian Air units enter
 play on Turn 1, place them in the TPDF 
Air Wing Holding box.
[12.1.1] More Libyan Air Support #1:  Substitute the stronger, 2-
Strength Tu-22B unit. 
1110th Squadron to Libya. 
Add the Libyan Mirage
Turn 4 reinforcement. Place
hex when it arrives.
known to be in Chad in 1979-80. It could
have been sent to reinforce the 1110th 
Squadron.
the Islamic Legion ground units enter on
Game Turn 4 in any hex on the Ugandan
northern border containing a road that exits
the map to the north.
Gaddafi planned and organized the Islamic
Pan-African Legion in 1978 with the
intention of using it as a Foreign Legion to
send to other countries in conflict. In 1979,
the Legion operated successfully in Chad,
and could have been sent to Uganda to
support Idi Amin.
Step: A) in supply, B) on an
Airbase hex, and C) not in an
EZOC, the Ugandan Player can
move it that turn by placing it in
any hex in Uganda not occupied by an
opposing unit. It can move no further that
turn after making this “airdrop.”
It remains in supply on that turn, but
afterwards it needs supply normally. After
dropping, until its supply line is re-estab-
lished, its Movement Allowance is reduced
to 0 (not just halved for being unsupplied).
The Ugandan 2nd Parachute Battalion 
was trained to make combat jumps. In
1979, it could have been inserted by air
anywhere in Uganda.
game, allow the Tanzanian player only two
of their five Tank companies. Mix them
together and randomly choose which two
remain in play, setting the other three aside.
The number of Tanzanian tanks in this
campaign remains a subject of debate.
 
 
These hexes do not include the
hex occupied by the Artillery counter.
The Tanzanian artillery continued to be
ineffective due to the lack of use of forward
observers.
These hexes do not include the
hex occupied by the Artillery counter.
Also, allow the Ugandan Artillery unit a
Special Movement Allowance of 6. This
means the unit has the same restrictions as
Artillery but must pay the road movement
costs (1/2) of an Infantry unit.
The 1st Artillery Battalion became
immobile when its vehicles disappeared
early in the war.
[13.0] HISTORICAL NOTES  Several old TIME and NEWSWEEK  magazines yielded a series of articles on a war
going on in Uganda. Reading these articles, it
didn’t seem like much of a war. Mostly the
triumphant Tanzanian People’s Defense
Force mopped up a rather disorganized and
 pathetic Ugandan defense while the villain, Uganda’s Idi Amin Dada,
having first challenged Tanzanian President
Nyerere to a boxing match,
later fled to some Arab
nation. However, there was
much more to the story than
the casual reader might suspect. During the past 34 years, my research
ebbed and flowed, but the advent of the internet greatly facilitated the research in
disclosing a much different story.
The first choices I made concerned the
game’s map. Uganda is an oddly shaped
 present on the map. There were also more
airports than depicted, but I chose the most
historically important airbases. There are
several other map features that I abstracted to
fit the scale.
The second important choice I made
concerned the combat system. Common wargame combat resolution systems did not
fit the picture my research revealed. So, I
discarded them in favor of the “fistful of dice”
approach. My reason is that none of the
combatants had troops involved whom they
could completely rely upon. In order to  properly model instances where troops
 precipitously fled and later resolutely stood, I felt that the random results of several dice
created the right feel.
system dissolved, while the Tanzanian Army
completely out-stripped its logistic and
command system. Both of these models determined the length of the game.
In the end, I hope that this game not only entertains, but sheds some light on this little
known conflict in an objective way not  previously explored on this subject.
The title of the game comes from the 2006
British drama film based on Giles Foden’s
novel. I have not attempted to vilify, nor
glorify, one side or the other. The deposing of
a “blood-thirsty tyrant” satisfied most observers in 1979. However, the results of
that small war continue in the headlines today  because the causes for this war have still not
 been resolved.
GAME CREDITS  Game System Design: Dennis Bishop
Documentation and Development: Bryan
Armor with Alan Emrich
Playtesting: Wulf Corbett, Ian Wakeham, Keith
Mageau, Norm Stewart, Andy Nicoll, James Nolan,
game’s map. Uganda is an oddly shaped
country with few paved roads in 1979. Lake
Victoria contributes to this shape. At the time
of the war there were twenty-two barracks
(former British forts) in Uganda which are not
John Stryker, Duncan Rice, Steve Darell, Gary Cope, Doug Southwell, Scott Peth
Proofreading: Bill Barrett, Ian Wakeham
 
4
0
Guerrilla
Reference Sheet
player rolls one die (z) to determine the player order
A. Attacker indicates which Battle is being resolved (9.1).
B. Attacker conducts Air Strikes, if eligible. Apply the
Defender’s losses immediately .
C. Note the total Red, and the total Black Combat
Strengths (CS) for both sides’ units in this Battle (9.2).
D. Apply Terrain & Supply Modifiers (9.3), hexsides first,
  and then the Defender’s terrain, removing Red dice
(z) as a priority.
E. Roll dice for Red CS and Black CS separately:
z = Hits on5 or6;z = Hits on6 only (9.4).
F. Assigning and apply Hits and Retreats (9.5).
G. If desired, attacking units that Advanced After
Combat (9.6) can conduct a Momentum Attack (9.7).
2. First Player Activation Phase:
  A. Supply Step (6.0)
(7.5) and then move units (7.0)
  C. Combat Step (9.0)
   Second Player conducts Steps A, B and C (above).
4. Housekeeping: Advance the Game Turn 
marker one space. If the last Game Turn was just
completed, check to determine the winner.
The Attacker begins their Combat Step by declaring all of
the Battles they will initiate that turn before resolving any .
Eligible to Retreat The following units, as denoted by a black outline around
their Movement Allowance, can Retreat to satisfy a Hit;
Retreating units must Retreat 2 hexes away from Attacker:
Unsupplied units suffer the following adverse effects:
• Movement Allowance is halved ,
not block enemy Lines of Supply.
 The removal of the Idi Amin counter creates some special effects (10.3):
Once the Tanzanian Player occupies Kampala with the UNLA
Guerrilla unit, and for as long as it remains there, the Ugandan
Player rolls a die at the beginning of each turn following the
occupation of that hex. On a die roll of5 or6, Idi Amin ees the country
© 2013 Dennis Bishop and Victory Point Games
and the Idi Amin unit is removed from play (i.e., eliminated for all game purposes).
Effect: At the beginning of each Ugandan Supply Step turn after  Idi Amin is eliminated
(for whatever reason), the Ugandan Player rolls one die and removes (eliminates) that

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