The numbers and setup used below is based on games of not more than 3 platoons controlled by the players, with the Guerrilla forces controlled by one or more umpires.
There is also a more detailed set of Campaign Rules, Quiet, Ugly Men which I have been using more recently.
The commanders section can add +1 to Ability for each 4 months, the commander may also add +1 Leadership points for the same period.
After each battlefor each 6 missing men (WIA/KIA/MIA) roll 1D6 this is the number of replacements that arrive. If less than 6 missing roll for each, a 6 on a D6 gives a replacement. Roll separately for privates, corprals, sergeants, lieutenants etc.
1 or 2 replacements (per section) in a month has no effect on increased troop ratings. Any more and all troop rating bonuses so far are lost.
RESULT TYPE OF GAME DM TO GUERRILLA TABLE 1-3 Enemy Patrol Active -2 4-5 Food Cashe -1 6-7 Weapons Cashe 0 8 Tax Collector/Harassing Villagers 0 9 Guerrilla Area HQ/Supply Base +1 10 Guerrilla rest Camp +2 11 Mainforce HQ/Supply Base +3 12 Fire Base Defence N/ATo find the number of Guerrillas opposing the players roll a D10:
RESULT TYPE OF GUERRILLAS NO OF MEN NO. OF MINES/TRAPS(*) 1 Local Guerrillas 1D6 1D6 2 Local Guerrillas 2D6 2D6 3 Regular Guerrillas 1D6 none 4 Regular Guerrillas 2D6 1D6 5 Local Guerrillas 4D6 4D6 6 Local Guerrillas 8D6 8D6 7 Maincore Guerrillas 1D6 none 8 Maincore Guerrillas 2D6 none 9 Regular Guerrillas 4D6 2D6 10 Regular Guerrillas 8D6 2D6 11 Maincore Guerrillas 4D6 none 12 Maincore Guerrillas 8D6 1D6(* See below for Skirmish '90 rules for mines.)
Roll D6:
1-2 Worse than average quality.
5-6 Better than average quality.
If Regular or Maincore roll D10:
8 - One heavy weapon.
9 - Two heavy weapons.
10 - Three heavy weapons.
Heavy weapon is HMG, AAMG/AA gun, Mortar, Light tank, etc.
Use of mines/booby-traps in Skirmish '90 rules:
% TERRAIN OF NUMBER OF BOOBY-TRAPS ROLLED THIS TYPE 0 1-6 7-12 13-18 19-24 25-30 31-36 37-42 43-48 None 100% 50% 40% 25% 10% none none none none Minimal none 50% 45% 40% 20% 10% none none none Low none none 15% 20% 30% 20% 10% none none Medium none none none 15% 30% 30% 20% 10% none High none none none none 10% 30% 40% 50% 50% Maximum none none none none none 10% 30% 40% 50%
ROLL RESULT 1-75 Nothing happens 76-95 Sniper fire (Roll 2D6, 12 = someone hit) -------------------------------------------------------------------------- 96-97 LMG fire (Randonly shoot-up some area within the units perimiter) 98-99 Mortar fire (Drop 3 random rounds within the units perimiter) 100 Sapper attack (2D6 men try to infultrate units perimiter)If you rolled 96 or over above, then next and subsequent turns roll D20 below instead:
ROLL RESULT
1-3 Nothing happens (Go back to rolling on table above)
4-10 Nothing happens
11-12 Aimed mortar fire (At a random building/bunker)
13-14 Artillary/Rocket rounds (As mortar fire, above)
15-16 False alarm, garison opens fire. Jumps one ALERT STATE.
17-19 Assult - Roll on GUERRILLA TABLE to get numbers or drive
a carbomb into the base etc.
20 Sapper attack (2D6 men try to infultrate units perimiter)
At the start of each half hour turn the players must choose one of the
following ALERT STATES:
OBS. LEVEL TIREDNESS
(1) NORMAL 25% in position, watching 3 none
(2) EFFICIENT As normal but officers keep men alert 4 +0.5
(3) ALERT 75% in position and awake 5 +1
(4) RED ALERT All in positions, fully manned 5 +2
(5) EXTREME (CAN NOT CHOOSE THIS) As above but all 5 +3
jumpy. Illum shells, firing at shadows, etc.
For each task a sapper wishes to perform they must roll less than the
observation level of the base. If they roll equal to the value they must
stay still for that half hour turn.The effects of TIREDNESS are given below:
TIREDNESS EFFECT
1-15 No effect
16-30 Slightly tired (initial motivation is -1)
31-40 Seriously tired, jumpy (initial motivation is -2)
Roll D6 per turn, if 6 go to FALSE ALARM.
41+ Lathargic (Initial motivation is -2 from now on)
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41-50 DM -1 to all observation & firing rolls.
51-60 DM -2 to all observation & firing rolls.
61-70 DM -3 to all observation & firing rolls.
71-80 DM -4 to all observation & firing rolls.
81-90 DM -5 to all observation & firing rolls.
91-100 DM -6 to all observation & firing rolls.
101+ Shellshock. If you get this far then you're relieved of duty!