Next War: Series Supplement #2 – Insurgency
Next War: Series Supplement #2 – Insurgency Rulebook
Table of Contents
Table of Contents
Introduction
1.1 Components
Next War: Insurgency should contain the following:
- 1 Rules booklet (this one)
- XX 9/16” Counters
- XX Play-aids and charts
1.2 Nationality Colors
Insurgent units will come in two sets of colors: red and blue. Scenarios will specify which set of Insurgent units to use.
1.3 Players
There are two sides fighting each other using these rules: Insurgent and COIN (Counter-Insurgency) players.
1.4 Population Centers
Towns, Cities, and Urban hexes are collectively referred to as Population Centers throughout these rules.
Design Note: These rules make constant distinctions between Insurgents in Population Centers, attempting to control them, and being in the hex but not in the Population Center. Be aware that this can get convoluted. Use common sense.
2.0 Insurgent Units
Insurgent units have a diamond-shaped, white unit type box. There are two types of Insurgent units: Political Action Cadres (PAC) and Direct Action Cadres (DAC). DACs are units with non-zero Attack and Defense Strengths. Political Action units have a zero Attack and Defense strength.
Play Note: When setting up/placing Insurgent units, ensure that you are placing them deceptively to confuse your opponent.
2.1 Fog of War
Insurgent units are single step units with two sides to their counter: Fog of War (FOW) and Active. Place them on the map with their FOW side showing (the one without attack-defense-movement values).
Insurgent units' Active sides must be revealed during combat [SS2 2.3], when conducting Clearing Operations in Installations [SS2 6.2.1.2], when gaining/maintaining Control of Population Center [SS2 6.2.1.1], when failing an Infiltration [SS2 3.0], or when Detected by SOF Recon [SS2 6.3.1] or Electronic Detection [SS2 6.9]. The Insurgent player may flip a DAC to its Active side at any time.
Once on its Active side, the unit remains Active until the Reinforcement and Replacement Phase when it may be flipped back to its FOW side except when maintaining control of a Population Center [SS2 6.2.1.1].
2.2 Movement
Insurgent units, as noted by their yellow MA on a black background, are Light Infantry. In Highland, Highland Woods, and Mountain terrain they are treated as Mountain Infantry for movement costs. They cannot use Sea, Air, Airborne, or Airmobile Transport. They can use Infiltration [SS2 3.0].
Insurgent units on their FOW side in the same hex as COIN units [SS2 2.4.1] can only exit the hex via Infiltration [SS2 3.0].
Insurgent units can never leave their country of origin as specified in each scenario unless allowed per Scenario Special Rule.
Important: Insurgent units treat all roads as Secondary Roads.
2.2.1 Stacking
Insurgent units have their own stacking limit within a hex that is separate from all other units, friendly or otherwise, in a hex. Four insurgent units can be in a non-Mountain hex or three in a Mountain hex.
Example: There are two COIN mechanized infantry brigades each with a stacking point value of two in a Rough hex. There are also three Insurgent DACs in the hex. For the COIN units (and any other COIN units entering the hex), the hex is fully stacked. One additional Insurgent could still enter the hex before it is fully stacked for the Insurgents.
2.3 Combat
Insurgent units can attack normally. All Insurgents of the same color are their own, separate nationality for any combat DRMs. Insurgent units do not count as another Formation. They are independent units and are never subordinate to a side's HQs. They cannot be supported by HQs or artillery if the only units attacking or defending are Insurgents. COIN units may declare attacks against Insurgents regardless of their FOW or Active status. Exception: Population Centers [SS2 2.5].
Play Note: None of the scenarios contained in this supplement have participating units from the same "side" as the Insurgents. This rule exists in case future scenarios include them.
The COIN player must declare all units attacking in a combat. The Insurgent player then decides whether to Disperse [SS2 2.3.1]. Units which do not Disperse may attempt to Refuse Combat [SS2 2.3.2]. The player makes this decision, prior to calculating Initial Odds, on a unit by unit basis, i.e., some can attempt to Disperse [SS2 2.3.1] while others remain or Refuse Combat [SS2 2.3.2]. If not already Active, flip Insurgent units to their Active side once Initial Odds must be calculated. At any time, if at least one Insurgent unit is flipped to its Active side for combat, shift the combat odds two columns left if defending and one right if attacking.
2.3.1 Dispersal
When defending in a combat segment, the Insurgent player may choose instead to Disperse a unit by removing it [SS2 2.7.1.2].
2.3.2 Combat Refusal
Insurgent units that do not Disperse and are defending in any terrain other than Flat, may retreat before combat if they successfully pass an Efficiency Check. If the player fails the check, they undergo combat normally but lose any column shifts for flipping. [See also 9.8.6].
2.3.3 Retreats
If forced to Retreat from combat or when retreating due to Combat Refusal, all map edges are friendly for an Insurgent unit, and it may ignore enemy ZOCs. It may not retreat into a hex containing COIN units.
2.3.4 Advance After Combat
If all DACs Disperse or Refuse Combat, the COIN player may advance into the hex.
2.3.5 Raids
In lieu of declaring combat, a DAC can conduct a Raid against any eligible target in its own or an adjacent hex as if it were an SOF marker. Insurgent raids incur a +1 DRM, but they apply a -1 DRM for each additional Insurgent unit participating in the Raid. Each Raiding Insurgent unit rolls for Survival like an SOF marker; if it fails to survive, it is Eliminated [SS2 2.7.1.1].
2.4 Insurgent Interdiction Zone
Insurgent units do not project ZOCs. Instead, a Insurgent units on their Active side affect their hex and each surrounding hex with an Insurgent Interdiction Zone. Any unit entering or exiting such a hex pays an additional +1 Movement Point. A unit moving through (entering and exiting) pays the additional cost only once. In addition, no road movement is allowed into, through, or out of the hex.
This Interdiction Zone only applies if there are no COIN units with an Attack Strength greater than zero in the affected hex. If COIN and Active Insurgent units are Coexisting [SS2 2.4.1] there is no Interdiction Zone. Overlapping zones have no additional effect.
Insurgent units in an Insurgent controlled Population Center hex do not project such zones.
Play Note: For instance, the Insurgent player could flip the DAC(s) as the COIN player is attempting to enter an adjacent hex that can make the movement cost for entering the hex more than the moving unit has remaining.
2.4.1 Coexistence
COIN units, but not Supply LOC, can move into or through non-Population Center hexes occupied by Insurgents on their FOW side. They can move into, but not through, Insurgent occupied or controlled Population Centers regardless of which side Insurgent units are showing which will, of course, result in placing a Clearing marker.
Insurgent units can only exit a hex containing coexisting units using Infiltration [SS2 3.0].
2.4.1.1 Ambush
If Insurgent units flip to their Active Side in a hex which the COIN player just entered, the COIN player must immediately conduct combat against those Insurgent units using only the moving units. Ground Support may be used, but it is limited to one Attack Helicopter and/or two Air Points; the Insurgent player receives the two-column shift left for flipping to Active. The Insurgent player may only claim the column shifts for City or the DRM for Town if the hex is Insurgent controlled; otherwise, the combat takes place in the terrain of the hex.
2.4.1.2 Combat
If coexisting and the COIN player declares Combat against a different hex, the Insurgent player may flip units in the hex to their Active side and force the COIN unit(s) to attack them as above instead.
Play Note: The reverse is not true. Insurgent units cannot enter COIN hexes using movement although they can Infiltrate through it or, if it is a Population Center, into the hex [SS2 3.0].
2.5 Population Centers and COIN Clearing
Insurgent units occupying a Population Center, regardless of whether they control it, can only be removed via a Clearing Operation, Strikes, or SOF Raids, i.e., they cannot be attacked directly in Combat.
Exception: If any Insurgent unit on its FOW side flips when a COIN unit enters the hex, the COIN unit must attack all Insurgent units which flipped in the hex [SS2 2.4.1.1] using the Urban terrain row.
An additional -1 DRM to any Clearing Operation is incurred for each Insurgent unit, within stacking limits, occupying the hex.
If a COIN Clearing Operation fails:
- The Insurgent player must apply a Strike 2 result to an Insurgent unit [27.1].
- If it fails by one or two, place a Strike 2 marker on the lead unit; if by three or more, lead unit takes a step loss.
Elimination of a PAC, for any reason, does not provide an Insurgency Point.
If a Clearing Operation succeeds:
- Eliminate [SS2 2.7.1.1] half, rounded up, of the Insurgent units in the hex.
- Apply a Strike 2 result to an Insurgent unit or, if all Insurgents are already at Strike 2, Disperse [SS2 2.7.1.2] all remaining Insurgents.
Design Note: Why no attacks? Because this is Fallujah all over again. Clearing Operations are the only way to root them out.
2.5.1 COIN Efficiency Ratings and Clearing Operations
The COIN player can only use the lead unit's ER to modify the Clearing Operation die roll in his favor if it is equal to greater than the highest Insurgent unit's ER. If all Insurgent(s) are FOW, then use their FOW ER.
Example: The COIN player has a US unit (ER 7) and ROK unit (ER 5) trying to clear a City that contains two Insurgent units (both ER 5) and a "4" Clearing Marker. If he chooses to lead with the ROK unit, he does not get a +1 DRM on the Clearing Operation die roll because the ROK's ER is not greater than the Insurgent units' ER.
2.6 Supply and Isolation
Insurgent units are never out of supply, nor are they ever Isolated. COIN units can be out of supply, but they are never Isolated.
2.7 Reconstitution
During the Reinforcement and Replacement Phase, a player can spend Insurgency Points to Reconstitute Insurgent units.
2.7.1 Insurgency Points (IP)
Each scenario will detail how many Insurgency Points (IP) are available at start. During the game, the player gains additional IPs through Elimination [SS2 2.7.2] and control of Population Centers.
2.7.1.1 Elimination
When a DAC is removed from the map due to combat [SS2 2.3] or Clearing Operations elimination [SS2 2.5], the Insurgent player gains one Insurgency Point. Place the DAC back into the draw pool.
Play Note: Elimination from an SOF or Insurgent Raid Survival roll does NOT generate Insurgency Points.
2.7.1.2 Dispersal
When a DAC is removed from the map by Dispersal before combat [SS2 2.3.1], the Insurgent player gains two Insurgency Points and the COIN player earns a VP.
2.7.1.3 Population Center Control
At the beginning of the Reinforcement and Replacement Phase the Insurgent player receives half an IRP for each Insurgent-controlled Town and one for each Insurgent-controlled City, and Urban hex. Round the final total up.
2.7.3 Reconstitution
A previously eliminated or unused DAC can be Reconstituted. Expending two IP allows the player to randomly draw an available unit and place it in any Insurgent controlled Population Center regardless of COIN ZOCs or presence in the hex.
Expending four IP allows the player to randomly draw an available DAC and place it either in any non-Population Center hex not in an enemy ZOC or directly into a COIN-controlled Population Center regardless of ZOCs or the presence of COIN units in the hex.
The Insurgent player cannot examine the DAC until after all are placed on the map.
2.7.4 Reinforcement
The Insurgent player can also place a number of PACs, as specified by the scenario, in each Reinforcement and Replacement Phase. PACs can be placed in any hex not in an enemy ZOC.
Play Note: When drawing DACs, make two piles. One for limited placement (2 IPs) and one for expanded placement (4 IPs). Place any PACs on the expanded placement pile. Then place the Insurgent units. In this way, the COIN player will not be able to determine which units are PACs and which are not. In the event you elect not to use expanded placement, you'll have to be inventive…
3.0 Insurgent Infiltration
An Insurgent unit not in a co-existence hex [SS2 2.4.1] that begins a friendly Movement Segment adjacent to an enemy unit can attempt to infiltrate through that unit's hex and move into another hex adjacent to the enemy unit. The destination hex must be either empty of COIN units or a Population Center. An Insurgent unit can also attempt to Infiltrate into an adjacent Population Center that is occupied by COIN units.
Insurgent units on their FOW side can also spend half their movement allowance to attempt to Infiltrate out of a co-existence hex. Use the terrain of the hex from which they are exiting as the modifying terrain.
The destination hex must be designated before the roll is made. Infiltration cannot be attempted across an all water hexside.
The Infiltration attempt consists of an Efficiency Check for the infiltrating unit. The roll is modified as shown on the Infiltration table. Note that the modifiers are based on the terrain of the hex occupied by the COIN units. For terrain types not listed, there is no DRM.
If the unit passes its Efficiency Check, place it in the previously designated destination hex.
If the unit fails and is a ….
- PAC – Remove the unit.
- DAC – Place it in its original hex on its Active side with the appropriate Strike marker and the unit is finished moving.
4.0 Political Action Cadres
Political Action Cadres (PACs) have special abilities as defined below.
4.1 Terror
At any time in his Combat Segment, the Insurgent player can flip a PAC in a City or Urban hex to its Active side and declare a Terror Attempt. Roll a die and apply the DRMs below for other units or markers in the hex:
- -1 per enemy unit
- -1 per SOF marker
- +1 per Active DAC
If the result is 7 or more, the attempt is successful, and the Insurgent player earns 3 VP. Otherwise, the attempt fails. Either way, remove the PAC from the map.
SOF markers used to modify a Terror attempt must make a Survival Roll.
4.2 Rally
During the Replacement and Reinforcement Phase, the Insurgent player can reveal and remove a PAC that occupies a Population Center to randomly draw and place an available DAC. Any Strike marker is removed along with the PAC.
5.0 COIN Units
5.1 Breakdown Units
The COIN player can break down his larger brigades and divisions into battalions using the breakdown counters provided.
Breakdown units are not specific to any parent division. They cannot later be "absorbed" by a reduced division. When a breakdown is eliminated, it is available to be used as a breakdown unit again.
Breakdown units are always created in the Reorganization Phase (or during Setup). The COIN player chooses a full-strength brigade or division, reduces it, and places a number of breakdown units as shown in the chart below:
| Unit Broken Down | Breakdown Units Created |
|---|---|
| Any US Army BCT | 2 x US Breakdown Battalions |
| USMC Task Force | 2 x USMC Infantry Battalions* |
| Any ROK 7/6-8-4 Division | 3 x Breakdown Battalions |
| Any other ROK Division | 1 x Breakdown Battalion |
| Any Infantry^ Bde/Reg | 1 x Breakdown Battalion |
| Any ROI 5-7-4 Division | 2 x Breakdown Battalions |
| Other ROI/IROP Inf Division | 3 x Breakdown Battalions |
If a type of unit is not listed, it cannot create a Breakdown.
* Any USMC infantry battalions may be chosen except the Recon battalion. Anytime USMC infantry battalions are created, the COIN player can also place any available MEU HQ if it is not already in play. This MEU HQ can stay on the map as long as the USMC breakdown battalions are on the map; remove it if none of the breakdowns are on the map.
^ Infantry includes Mechanized and Motorized Infantry.
A unit that breaks down cannot receive Replacements in the same Game Turn that it breaks down.
5.1.1 Breakdowns and Replacements
Two Breakdown counters may also be placed, as if they were Reinforcements [SS2 5.2] by spending one Replacement Point [SS2 5.2.2] of the appropriate type, i.e., US for a green Breakdown. When placed this way, they may be placed on any COIN unit which could have broken down to create them.
5.2 Reinforcements
The COIN player may call for reinforcements during Step 1 of the Reinforcement and Replacement Phase. Each scenario will define a list of reinforcement "packets" corresponding to a row in a reinforcement table. The COIN player may choose any ONE packet per turn. Each reinforcement packet also specifies a VP cost that is added to the Insurgent player's VP total (not "VPs This Turn"). For US divisions, VP costs are specified for whether the COIN player is using a 3 or 4 BCT division.
Design Note: The four BCT divisions should only be used if you don't have access to the three BCT versions. The former were released in NWK; that OOB was changed in follow-on games.
Light units (Airborne, Infantry, Airmobile) and Attack Helicopters arrive at any friendly-controlled Airbase. Heavy units (armor, mechanized, motorized) arrive at any friendly-controlled Port within Port Capacity [8.3.1.9]. Naval units arrive in any At Sea or Inshore Box. USMC Task Forces may arrive embarked on their AMPHs.
5.2.1 Withdrawal
A previously chosen packet may be withdrawn during Step 1 of the Reinforcement and Replacement Phase. Reduce the Insurgent total VP (not "VPs This Turn") by half of the initial cost (rounded up). Only one packet can be withdrawn per turn. Simply remove the withdrawing units from the map or, if the Air Points column packet is chosen, shift one to the left. The withdrawn packet may be chosen again on a subsequent game turn for the full VP cost.
5.2.2 Replacement Points
Replacements for some nationalities will be noted as "GT#+ = X", e.g. CW GT#+ = 1. These REPLs are available starting the turn their Reinforcement Packet arrives. REPLs already received that are not used are lost if the packet is withdrawn.
The Insurgent player earns VP when the COIN player expends Replacement Points. This VP is added to directly to the Total VP, not to the "This Turn VP". Each scenario will define the VP per REPL by nationality.
6.0 Game Play Considerations
The following rules define certain changes to the series rules when playing Next War: Insurgency scenarios.
6.1 Sequence of Play
All scenarios are played using the Insurgency SOP provided as a Player Aid Card with this supplement. The First Player for the first turn is set by scenario. In subsequent turns, the player who earned the most VPs in the previous turn may choose to be the First or Second player. If VPs are tied, then the player who last had the Initiative chooses.
6.2 Occupied Country
The COIN player has occupied the country in which the insurgency is now taking place. It is not a friendly country to the COIN player for any purpose.
6.2.1 Hex Control
Insurgent units take control of different kinds of hexes in different ways as outlined below.
6.2.1.1 Population Centers
Insurgent units do not place Clearing Markers in Population Centers. During the Hex Control step in the Reorganization Phase, the Insurgent player takes control of the hex if there are no COIN units (with an Attack strength greater than 0) and there are DACs equal to the Minimum Safe Stacking Points on their Active side (even if they flip in that step); adjust VP appropriately. The Insurgent player only maintains control of the hex while a DAC on its Active side remains in the hex, i.e., if there's no DAC present during the Hex Control step of the Reorganization Phase, it reverts to COIN control, and the COIN player receives the appropriate VP. If the Insurgents were under a Clearing Marker, remove the marker immediately.
6.2.1.2 Installation Hex
Installations in an Insurgent controlled hex can continue to be used by the COIN player; they can only be Controlled by the Insurgent player via a Clearing Operation.
Play Note: This allows the Insurgent player to take control of a Population Center while ignoring the Installation there. This will require extra record-keeping in most cases.
To conduct a Clearing Operation, Insurgent units must be DACs on their Active side. Conducting a Clearing Operation on an Installation is optional for the Insurgent player, and the Insurgent Player may flip DACs to their Active side at the beginning of the Conduct Clearing Operations step of the Reorganization Phase. Unlike a Population Center, the Insurgent player does not have to keep a DAC on its Active side to maintain control of an Installation.
DACs under a Clearing marker may be flipped to their FOW side during the Reorganization Phase; remove the Clearing Marker. A new Clearing Marker cannot be placed in the following Game Turn.
Design Note: If the DACs want to hide, then they lose any progress, and they'll have to back off and regroup. This is represented by having to wait a turn to place another Clearing Marker.
The COIN player must conduct Clearing Operations to retake control of an Installation.
6.2.2 Airfields
All Airfields are treated as Installations in all respects.
Design Note: While the MPs/APs guarding a small Airfield might not be an obstacle to a regular, well trained, and well-armed unit, they would be enough to give an Insurgent force something to write home about.
6.3 Special Forces
The COIN player's SOF Markers can be used for three missions: Recon, Raid, or COIN. They may also, in some circumstances, assist in Combat.
6.3.1 Recon
A SOF Marker can be used to detect, i.e. flip an Insurgent unit from its FOW side to its Active side. Remove a PAC if it is Detected.
6.3.2 Raid
An SOF Marker can be used to raid an Insurgent unit on its Active side.
6.3.3 COIN
An SOF Marker can be placed in any Population Center or Installation to conduct COIN operations. If Insurgent units are present, the marker may also conduct BOTH a Recon and a Raid in the hex. These do not need to be conducted against the same Insurgent unit and the COIN player see the result of one roll before deciding on the next. After any Raid and/or Recon, leave it in the hex; it can be used to modify a Terror Attempt [SS2 4.1] or a Clearing Operation if one occurs. Make the Survival roll after the Clearing Operations step. All Population Centers use the "Urban" row on the SOF CRT regardless of whether the Insurgent units are FOW or Active.
6.3.4 Combat
If the COIN player is attacking or defending with other units in the Population Center with SOF markers, he may use each SOF marker for a +/-1 DRM, as appropriate, in the combat.
Play Note: The COIN player will spend much of his SOF time conducting COIN missions, so he should rotate SOF Markers which perform multiple missions in a hex to keep track of potential DRMs on the subsequent Survival Roll.
6.3.5 Survival Rolls
If an SOF Marker is placed on the map, but is not used in any capacity, it must make a Survival Roll during the Reorganization Phase.
6.4 Air & Naval
6.4.1 Naval
Ignore all references to Sea Control; all At Sea/Inshore Boxes begin under the COIN player's control and do not change. The COIN player can still use Sea Transport normally. Amphibious Assaults DO NOT have to start in an Inshore Box.
6.4.2 Air
Use the Standard Game Air Points system. Scenario Special Rules will indicate the initial column. They will also specify whether to use the non-Allied or Allied portion of the result. Ignore all references to Air Superiority.
6.4.2.1 Air Defense Fire (ADF)
Use the Insurgency ADF chart for Air Defense Fire. The Insurgent player can roll for ADF only if a DAC in the targeted or adjacent hex is on its Active side.
6.5 Strikes
Insurgent units can only be the target of a Strike (Helicopter, Artillery, HQ, or Naval Bombardment) if they are on their Active side. Only one of each type of Strike can be used on each Insurgent unit. The COIN player must designate all Strikes against a unit before resolving them. If the COIN Player conducts Strikes an Insurgent unit in a Population Center, add one VP to the Insurgent player's "VPs This Turn". Exception: If the Insurgent does not yet control the Town or City (not applicable in Urban), the VP penalty is not assessed, and the terrain used is the underlying terrain of the hex .
Example: The COIN player declares he will conduct a Helicopter, HQ, and Artillery Strike, in that order, on an Insurgent unit in a Town. The Helicopter Strike eliminates the Insurgent unit. Three VPs are added to the Insurgent player's "VPs This Turn" for the Helicopter, HQ and Artillery Strike declarations.
Design Note: The population, in country or at home, doesn't take too kindly to having civilians shelled.
6.5.1 Naval Bombardment
Naval Units can conduct a single Naval Bombardment at any Active unit within range as the last step during each Strike Phase using the Combat Support value as their Strike value. Cross-reference the Naval Unit's Combat Support value with the appropriate terrain and roll the die. There is no ADF and the only DRM that applies is if the target hex is over stacked.
Design Note: This capability for naval bombardment first appeared as an optional rule in NWT [GSR 17.18]. It will become part of the Series rules in the future.
6.6 Airmobile Movement
The Insurgent player rolls on the Insurgent ADF Table once for each unit using Airmobile Movement landing in a hex that is part of an Insurgent Interdiction Zone [SS2 2.4].
6.7 Rage Against the Machines
Armored and Mechanized units halve their ER (rounded up) when attacking in combat or conducting Clearing Operations. In addition, Armored units halve their Attack Strength, Defense Strength, and ER when attacking or defending in any Population Center if there are no Infantry (Leg, Motorized, or Mechanized) attacking or defending with them.
Design Note: This is based on a 2009 paper by Jason Lyall and Isaiah Wilson III, "Rage Against the Machines: Explaining Outcomes in Counterinsurgency Wars" as well as "Grunts" by John C. McManus.
6.8 UN Resolutions
Do not roll for UN Resolutions.
Design Note: Because the Insurgents don't care what the UN thinks.
6.9 Electronic Detection
The COIN player can use Electronic Detection attempts to flip an Insurgent unit to its Active side. Remove a PAC if it is detected in this fashion.
Design Note: This represents undisciplined cell phone and radio usage on the part of the Insurgent forces.
6.10 Aerial Reconnaissance
There is no Aerial Reconnaissance for either side.
6.11 Combat Support
If the COIN player is attacking due to Ambush (SS2 2.4.1.1) or defending in a Population Center, any Combat Support (Air, Helicopter, or HQ) value is halved (rounded down) and Artillery cannot be used. The COIN player may choose to use the full Combat Support value and/or an Artillery unit by adding 1 VP to the Insurgency player's "VPs This Turn". Exception: If the Insurgent player is defending and does not yet control the Town or City, the VP penalty is not assessed. It is assessed regardless of contorl [sic] in an Urban hex.
Example: The COIN player is defending against some Insurgent units attacking a Town. He elects to use both full HQ support and an artillery unit. Two VP are added to the Insurgent Player's "VPs This Turn".
Design Note: Just like with Strikes, the popular vote is against this.
6.12 Marines, Airborne, Airmobile Reconstitution
Unlike in other games in the series, these types of units can be Reconstituted. See the Replacement and Reconstitution Table for costs.
6.13 Supply Considerations
All Urban hexes are Supply Sources for the COIN player. In addition, Supply Depots, when available, can be placed anywhere in the play area.
6.14 Auto Victory
There is no Auto Victory in any of these scenarios.
Design Note: Victory, in the scope of the game, does not mean a side has won the insurgency. The length of the game precludes bringing that to a conclusion.
Victory in scenario terms simply means that one side has gained an upper hand and is trending toward an ultimate victory.
7.0 Optional Rules
7.1 Weather
For each previous, consecutive Storm turn, modify the weather die roll by -1, e.g., if the previous turn was Storm, the DRM would be -1; if there had been two Storm turns in a row, the DRM would be -2; if there had been a Storm turn, a Clear turn, and a Storm turn, the DRM would be -1.
7.2 Insurgent Raids on Ground Units
Insurgent units, when conducting a Raid [SS2 2.3.5] may target any COIN unit. The COIN unit is treated as an HQ, but it may never be eliminated via a Raid.
7.3 Air Points and Strikes
The COIN player may use Air Points to conduct Strikes per 29.1 in the Series Advanced Alternate Rules. When using those rules, ignore 29.1.1, and do not double the number of Air Points received.