Strategy & Tactics issue no. 224

Game Title: Variants for Previously Published S&T Games

Date of Publication: September 2004

Decision Games, PO Box 21598, Bakersfield, CA 93390

Decision Games hereby grants permission for its customers to download and/or print copies of this file for their personal use. Discussion folders for this game are located on Consimworld.com's discussion board.

S&T MAGAZINE GAME VARIANTS
by Joseph Miranda

BOER WAR (S&T 205)
	Boer War (S&T 205) simulated the rebellion of the Boers in southern Africa against the British Empire, 1899-1902. This variant assumes that Germany decided to intervene on the side of the Boers. The official rationale is supporting a fight for freedom but, of course, Berlin is out to change the balance of power in Africa where Germany is setting up its own colonies. German formations are mobilized in Southwest Africa (currently Namibia) and Tanganyika (Tanzania), and sent through Portuguese Mozambique.
1.0 German units (black on green). 
1.1 These include the von Trotha HQ, a paramilitary mounted regiment (ST—Schutztruppe), an ad hoc group of marine battalions (MI—Marineinfanterie), an infantry regiment (the 2nd), a mounted brigade built around “volunteers” (1/SAK—Sud Afrika Korps) with some artillery, machine gunners and other technical personnel (2/SAK), and a logistics unit. These units are based on those which the Germans used a few years later to suppress the Herero revolt in Southwest Africa (in a real bloodbath), and so are probably what would have been available for an intervention in the Boer War.
1.2 German Intervention. German units are controlled by the Boer player. During any Boer Reinforcement Phase starting in 1900, the Boer player can announce German Intervention. This costs the Boers 10 Political Points and the Boers receive the entire expedition (seven units). The Boer player announces that he will trigger German Intervention, and the German units are placed on the following turn on any ports in Portuguese East Africa.
1.3 German replacements cost the Boer player two Political Points each and are placed the turn following their purchase on any port in Portuguese East Africa not occupied by a British unit. If no such port is available, the replacements are received on the first turn one is available.
2.0 Portuguese East Africa.
2.1 Neither player may enter Portuguese East Africa unless the Boer player triggers German intervention. (Remember, though, that the Boers may always trace supply normally into Portuguese East Africa). Once German Intervention has been triggered, both players may freely move into Portuguese East Africa.
2.2 Portuguese Units (black on gray). During initial setup, the Boer player places three Portuguese infantry brigades, one in each town. Portuguese units may not move or attack, and have no ZOCs, until at least one British unit enters Portuguese East Africa at which point they come under normal Boer control. All Portuguese replacements cost the Boer player 1 Political Point each and are placed the turn following their purchase on any town in Portuguese East Africa which is not occupied by a British unit.
3.0 Political Points. 
1) On the first turn that any German units enters British territory, roll six dice and total the result: the British immediately receive that number of Political Points.
2) On the first turn that any Boer units enters Portuguese territory, roll two dice and total the result: the British immediately receive that number of Political Points.
3) On the first turn that any British units enters Portuguese territory, roll four dice and total the result: the Boers immediately receive that number of Political Points.
4) Changes in Political Points for eliminating German units are accounted for as if they were Boer units, with regiments counting as brigades.
4.0 Supply. 
	Both player’s units may trace supply to friendly occupied Portuguese ports.
5.0 Victory Points. 
	The British gain five victory points for control of Laurenco Marques. They gain three victory points for each other Portuguese town.