fardh al-qanoon rules 1.0

Upload: smartwarblog

Post on 05-Apr-2018

221 views

Category:

Documents


1 download

TRANSCRIPT

  • 8/2/2019 Fardh Al-Qanoon Rules 1.0

    1/12

    1.0

  • 8/2/2019 Fardh Al-Qanoon Rules 1.0

    2/12

    Page 2 Fardh al-Qanoon (1.0

    Introduction

    A. IntroductionFardh al-Qanoon is a simulation o the 2007 coun-

    terinsurgency operation in Baghdad, also reerred to

    as the Baghdad Security Plan. The simulation takes

    place rom February 2007 to November 2007 in

    month-long turns as the US-led Coalition and MahdiArmy vie or control o the Iraqi capital.

    Players & Objecives

    One player represents the Coalition, and another

    the Shia Mahdi Army. The Sunnis o Baghdad are

    represented in a non-player action that aects the

    game.

    The Coalitions goal is to secure control o Baghdads

    districts and Sunni neighborhoods by November

    2007 while minimizing casualties and violence. The

    Mahdi Armys goal is to maintain a strong presence

    in Baghdad and prevent the Coalition rom securing

    the city.

    B. How does the game work?

    Basic Sequence o Play

    Manpower Phase

    During the Manpower Phase, the Coalition assigns

    units to districts and the Mahdi Army moves Militias.

    Sunni Acion Phase

    The Sunni actions actions are determined,

    Baghdad Phase

    The Coalition has an opportunity to reassign units,

    the Mahdi Army activates Militias, and players have

    the opportunity to engage in combat.

    Rese Phase

    Changes are determined beore the next round.

    ConcepsInelligence

    1. Intelligence enables the Coalition to seek out

    Militia units hidden amongst the population and

    to reassign units in districts during the Baghdad

    Phase.

    Mahdi Will

    2. Will represents the Mahdi Armys ability to con-

    trol the Shia Militias operating in Baghdad. The

    Mahdi Army requires Will to raise new Militias

    and to activate ones that become dispersed.

    Secured vs. Unsecured3. Districts and Sunni neighborhood spaces are by

    deault Unsecured areas.

    4. An area is Secured as soon as the Coalition

    meets its the Manpower Requirement and there

    are no Active Militias present.

    5. An area becomes unsecured immediately once

    the Manpower requirement is no longer met or

    there are Active Militia units present.

    6. Securing a district does not secure Sunni neigh-

    borhood spaces within the district. They must be

    secured separately.

    C. Components

    Map

    Uni Pools

    1. The Coalition unit pool (labeled Coalition FOBs

    on the top-let o the map holds units stationed

    in large, secure Forward Operating Bases and

    not deployed amongst the population.

    2. The Mahdi Army unit pool on the top-right o

    the map holds unused Militia units that can

    be recruited by the Mahdi Army during the

    Baghdad Phase.

    Disrics

    3. The city o Baghdad is divided into 9 named

    districts. Each district has a Manpower Require-

    ment, a Mahdi Stacking Limit, and a Develop-

    ment space, while some districts have one ormore Sunni Neighborhood spaces.

    5

    MANSOUR 6

    Mahdi Stacking LimitManpower

    RequirementDistrict Name

  • 8/2/2019 Fardh Al-Qanoon Rules 1.0

    3/12

    A counter-insurgency simulation by Robert Hossal Page 3

    Components

    The Green Zone serves as Karkh districts Devel-opment space.

    4. Units can be placed in a district or on a Develop-

    ment or Sunni space within the district.

    5. Thick white lines between

    districts along the Tigris River

    represent bridge connections.

    Sunni neighborhoods

    6. Sunni neighborhoods are a distinct area

    within a district that require separate orces to

    protect. Each Sunni neighborhood has a Man-

    power Requirement.

    Neighborhoods can

    either be in a normal,

    Attacked, or Cleared

    state.

    7. They are considered Attacked ater the rst

    successul attack by a Mahdi Army Militia. In At-

    tacked state, neighborhoods can be returned to

    normal by the Coalition during the Reset Phase.

    8. I Sunni neighborhoods are successully attacked

    again beore the Coalition returns them to nor-

    mal, they become Cleared, which is irreversible

    and hurts the Coalitions victory score. Cleared

    neighborhoods cannot be secured.

    Dice

    9. The game is played with two six-sided dice.

    Couners10. The game uses a total o 65 counters: Mahdi

    Army Militia (14), Coalition BCT (5), Coalition

    Battalion (15), Joint Security Station (9), Violence

    marker (10), Attacked marker (7), Month (1),

    Mahdi Will (1), Relations (1), Coalition Casualties

    (1), and Intelligence (1).

    11. Violence counters are placed in districts and

    Sunni neighborhoods at various points in the

    game. The counter can be ipped over to its 2x

    Violence state to represent two incidents oviolence or convenience, rather than using two

    counters on the yellow Violence side.

    Coaliion unis

    Comba

    12. The Coalitions combat units are Battalions

    and BCTs (Brigade Combat Teams). Each has a

    Manpower value: 1 or Battalions and 3 or BCTs.

    Join Securiy Saions (JSS)

    13. Joint Security Station counters have two sides:2x and 3x. When rst built, JSS counters are

    placed on the 2x side, which multiplies all

    Coalition Manpower points in the district they

    are in (including in Sunni neighborhoods within

    the district) by 2 , while the 3x side multiplies

    Manpower points by 3.

    14. There can never be more than one JSS counter

    DispersedActive

    JSS2x

    Battalion

    1

    BCT

    3

    2x and 3x sides of a

    Joint Security Station

    Active and Dispersed

    states of a Militia

    A Coalition Brigade

    Combat Team (BCT)

    A Coalition Battalion

    JSS

    3x

    Violence 2xViolence

    Will

    ClearedAttacke

    d

    CAS

    INTEL

    Violence

    Attacked

    Relations

    Intel

    CoalitionCasualties

    Relations

    Mahdi Will

    Month

    front/back

    Game Counters Unit Counters

    5

    Manpower Requirement

    A Development space

  • 8/2/2019 Fardh Al-Qanoon Rules 1.0

    4/12

    Page 4 Fardh al-Qanoon (1.0

    Game Setup

    in a district.

    Mahdi Army unis

    15. The Mahdi Armys units are Militias, which can

    be in two states: Active and Dispersed.

    16. Active Militias can attack and are vulnerable to

    attack by the enemy. These represent groups omen who are actively bearing arms and ready to

    ght.

    17. Dispersed Militias are hidden among the popu-

    lation and represent the latent ability to quickly

    organize armed men or combat. Dispersed

    Militias are normally sae rom attack, but Intel-

    ligence enables the Coalition to raid them.

    D. Game Setup

    Coaliion Reinorcemens

    1. Place the ollowing Coalition units next to the

    indicated space on the Month track. When that

    months turn begins, place the unit in the Coali-

    tion FOBs space.

    March: 1 BCT, 1 Battalion

    April: 1 BCT, 1 Battalion

    May: 1 Battalion

    June: 1 BattalionIniial Couner Posiions

    2. Omnitrack: 0 Casualties, 3 Intel, 6 Will.

    3. Place the Month counter on the February space

    o the Month track and the Relations counter on

    the -2 space o the Coalition-Sunni Relations

    track.

    4. Violence counters: 2x Violence in Rusaa,

    Violence in Adhimiyah.

    5. Mahdi Army: 1 Active Militia in Adhimiyah andSadr City; 2 Dispersed Militias in New Baghdad, 1

    Dispersed Militia in Karadah and Rashid.

    Oher couners

    6. Place all remaining Coalition units in the Coali-

    tion FOBs space and all remaining Militias in the

    Mahdi Unit Pool. Violence counters and Attacked

    counters are placed aside until needed.

    E. Manpower PhaseCoaliion

    1. The Coalition may move or place any o its units

    in the 9 districts or Coalition FOBs space.

    2. Units may only be placed on Developmentspaces in Secured districts (reer to Section

    B-4). I a district becomes Unsecured during the

    round, units on the Development space are not

    moved o.

    Mahdi Army

    3. The Mahdi Army may move each Active

    Militia unit either into an unsecured Sunni

    neighborhood in the same district, an adjacent

    unsecured district (districts across the Tigris river

    connected by a bridge are considered adjacent),or an unsecured Sunni neighborhood in an

    adjacent unsecured district. Militias may never

    be placed in Development spaces.

    Militias that have been moved may be rotated

    90 degrees on the map to indicate they cannot

    move again this round.

    4. Dispersed Militias may be moved in the same

    manner except it costs 1 Will per unit and they

    can move into secure areas.

    5. At no point in the game can the number oMilitias in a district exceed the Mahdi Stacking

    Limit.

    F. Sunni Action Phase1. Sunni action actions are determined by rolling

    or the number o events, type o events, and

    targets i necessary.

    Number o evens

    2. Roll one die and subtract 1 or each Sunnineighborhood that has a Cleared counter on it.

    The modied result determines the number o

    Sunni Actions according to Table 1. I no actions

    occur, move on to the Baghdad Phase. Other-

    wise, complete the next step or each individual

    event.

  • 8/2/2019 Fardh Al-Qanoon Rules 1.0

    5/12

    A counter-insurgency simulation by Robert Hossal Page 5

    Baghdad Phase

    Type o even

    3. Roll two dice and add the Coalition-Sunni

    Relations modier (the number on the currently-

    occupied space on the Coalition-Sunni Relations

    track). The result determines the type o action

    according to Table 2.

    Terroris Atack

    4. Roll or target.

    5. I the targeted district is unsecured, place two

    Violence counters in it. Otherwise, the terrorist

    attack ails.

    Sunni Violence

    6. Roll or target.

    7. I the targeted district is unsecured, place a

    Violence counter in it. Otherwise, SunniViolence ails.

    Cooperae wih Coaliion

    8. The Coalition gains 1 point o Intelligence.

    Sunni Awakening

    9. An Attacked counter can be removed rom

    a Sunni neighborhood space, or the Coalition

    gains 1 point o Intelligence i no Attacked

    counters are on the board.

    Even arge10. I the event requires a target, roll two dice to

    determine where the action takes place accord-

    ing to Table 3.

    G. Baghdad Phase

    Coaliion reassignmen

    1. The Coalition can spend 1 point o Intelligence

    per unit to move a unit in a district into or out o

    a Sunni neighborhood or Development space.Any number o units in any districts may be

    moved within the same district.

    2. The Coalition can spend 1 point o Intelligence

    per unit to move a unit rom the Coalition FOBs

    space into a district or Sunni neighborhood. Up

    to 2 units may be moved rom the FOBs space.

    Mahdi Acivaion

    3. The Mahdi Army may spend 1 Will per unit to ip

    a Dispersed Militia in an unsecured area over to

    its Active state.

    There is no Will cost i there is an incident o

    violence in the same district. (Since Sunni neigh-borhoods are considered part o the district they

    are in, Dispersed Militias in unsecured Sunni

    neighborhoods can be activated or ree i there

    is an incident o violence in the district but not

    the Sunni neighborhood.)

    4. To activate a Dispersed Militia in a secured area,

    the Mahdi Army must spend 2 Will and roll a

    die (add 1 or each incident o violence in the

    district). I the modied result is 1, the Dispersed

    Militia is returned to the Mahdi Unit Pool. I

    it is at least 5, it becomes Active, otherwise it

    remains Dispersed.

    Iniiae atacks

    5. The Mahdi Army and Coalition can choose to

    initiate attacks in districts and Sunni neighbor-

    hoods. Players alternate initiating attacks, and

    each player can continue to do so until he or she

    has no more units available to attack or does

    not wish to. The Mahdi Army has the option o

    initiating an attack rst.6. I a player has the ability to initiate an attack but

    declines, he or she can still choose to initiate

    an attack ater the other player does so. I both

    players consecutively decline to attack, move on

    to Mahdi Recruitment.

    7. A player can use his units in attacks initiated

    by himsel once per round. Once used, rotate

    the unit counters 180 degrees on the map to

    indicate they may not participate in combat

    initiated by the player again this round. Theseunits can still be used in combat initiated by the

    enemy.

    Mahdi-iniiaed atacks

    8. The Mahdi Army can use Active Militias to attack

    Sunni neighborhoods or Coalition units in the

    same district or Sunni neighborhood. Attacking

    the Coalition results in combat (see Section I to

  • 8/2/2019 Fardh Al-Qanoon Rules 1.0

    6/12

    Page 6 Fardh al-Qanoon (1.0

    Reset Phase

    resolve).

    Atacking Sunni neighborhoods

    9. Sunni neighborhood spaces that do not have a

    Cleared counter can be attacked i at least one

    Active Militia is present. Each neighborhood can

    be attacked once per round.10. I there are no Coalition units present or the Co-

    alition chooses not to deend the neighborhood,

    roll one die and add 1 or every Militia (Active or

    Dispersed) in the space. I the modied result is

    greater than or equal to the spaces Manpower

    Requirement, the attack succeeds.

    I the attack ails, the Active Militias become

    Dispersed and move rom the neighborhood

    space to the district.

    11. I a Sunni neighborhood space has Coalitionunits present and they choose to deend the

    neighborhood, the Mahdi Army must engage in

    combat with them rst. Ater resolving combat

    according to Section I, an attack on the Sunni

    neighborhood space succeeds i the Mahdi

    Army is not orced out.

    12. I the attack succeeds, the Mahdi Army im-

    mediately receives as many points o Will as the

    neighborhoods Manpower Requirement and

    the Sunni Relations counter is moved back onespace (two spaces i there was no Coalition pres-

    ence or the Coalition chose not to ght). Place

    a Violence counter and an Attacked counter

    on the Sunni space. I an Attacked counter is

    already present, ip it over to the Cleared side.

    Coaliion-iniiaed atacks

    13. Coalition units can attack Active Militia units in

    the same district or Sunni neighborhood space.

    14. To attack Dispersed Militias (a raid), the Coali-

    tion must spend 1 Intelligence per DispersedMilitia present in the area o combat (even i the

    Mahdi Army does not use all o its available units

    in combat). When a Dispersed Militia is attacked,

    all Militia units in the same area may participate

    in combat as i they were Active.

    When initiating a raid, place a Violence counter

    in the area o combat.

    15. The Mahdi Army gains a point o Will each time

    the Coalition initiates an attack against it.

    Mahdi Recruimen

    16. The Mahdi Army may take a Militia unit rom

    the Mahdi Unit Pool and place it in Sadr City

    or a district that has at least one incident oViolence (this includes an incident o violence

    in a Sunni neighborhood within the district). It

    costs 2 Will to place a Militia, either in Active or

    Dispersed state.

    17. Up to two new Militia units may be raised in

    each eligible district.

    18. Active Militias may only be placed in unsecured

    districts, while Dispersed Militias may be placed

    in secure districts as well. New Militias can never

    be placed in Sunni neighborhoods.19. No Recruitment occurs in the November round.

    H. Reset Phase

    Mahdi Will

    1. The Mahdi Army receives 3 points o Will plus 1

    point o Will or every incident o Violence on

    the map.

    Coaliion Inelligence & Developmen

    2. The Coalition gains 1 point o Intelligence or

    every 2 Manpower points (beore Joint Security

    Station multipliers) occupying a secure Sunni

    neighborhood or a Development space in a

    secure district.

    Intel is not gained or occupying a Cleared

    Sunni neighborhood.

    3. Instead o gaining an Intelligence point or

    occupying a Development space in a district, the

    Coalition can remove an Attacked counter roma Sunni neighborhood in the district. Cleared

    counters may never be removed or ipped to

    the Attacked state. Note that this applies or

    occupying a Development space only, nota

    Sunni neighborhood.

    Building a Join Securiy Saion

    4. I the Coalition has met the Manpower

  • 8/2/2019 Fardh Al-Qanoon Rules 1.0

    7/12

    A counter-insurgency simulation by Robert Hossal Page 7

    Combat

    Requirement o a district, a Joint Security Sta-

    tion counter can be placed in it on its 2x side. I

    a 2x JSS counter is already present, ip it to its

    3x side.

    Note that a Joint Security Station can be built

    even i there are Active Militia present, so long as

    the Manpower Requirement is met.

    Remove couners

    5. Remove all Violence counters rom districts and

    Sunni neighborhoods.

    6. The Mahdi Army can choose to return any

    number o deployed Militia units to its Unit

    Pool and ip any Active Militias over to their

    Dispersed state.

    Mahdi Atriion

    7. I the number o Active Militias is greater than

    the Mahdi Armys current Will, Active Militias

    must be placed in Dispersed state until the

    numbers are equal. The Mahdi Army may choose

    which Active Militias become Dispersed.

    8. The Mahdi Army rolls a die. I the result is at least

    3, a Dispersed Militia in the city (i available)

    must be returned to the Mahdi Unit Pool. 1 point

    o Will can be spent to prevent returning the

    Dispersed Militia.

    Nex round

    9. I the November round was just completed

    or Coalition Casualties are at least 15, the

    game ends and victory should be determined.

    Otherwise, advance the Month counter one

    space, turn any rotated units back to the proper

    position, place any Coalition reinorcements in

    the Coalition FOBs space, and begin the next

    round.

    I. CombatResolving comba

    1. Combat can only occur between Coalition

    units and Active Militias in the same district or

    Sunni neighborhood space. The only exception

    is when the Coalition is attacking a Dispersed

    Militia (a raid), in which case Dispersed Militias

    can participate in combat as well.

    2. The Coalition rst chooses its units to be used in

    combat, then the Mahdi Army chooses its units.

    3. Add up the total number o Coalition Manpower

    points (taking Joint Security Station multipliers

    into account) and total number o Militias in-volved in combat, then consult the appropriate

    box on the Combat Results Table.

    4. The rst number on the Combat Results Table

    represents the minimum roll on one die required

    or all o the Mahdi Armys Active Militias (or all

    Militias, i the attack is a raid) to be orced out

    o the area o combat.

    Active Militias orced out o a district must

    retreat to an adjacent unsecured district in

    Dispersed state, or return to the Mahdi UnitPool i they cannot. Units cannot retreat into

    an unsecured district i they would exceed the

    Mahdi Stacking Limit.

    Militias orced out o a Sunni neighborhood and

    Dispersed Militias orced out o an area ater a

    raid return to the Mahdi Unit Pool.

    5. The second number on the Combat Results

    Table represents the minimum roll on one die

    required or a Coalition Casualty to be incurred.

    6. A dash () on the Combat Results Table indi-cates no possibility.

    7. The Mahdi Army player rolls the die to deter-

    mine i his Militias are orced out, while the

    Coalition player rolls the die to determine i he

    incurs a Casualty point.

    ManpowerPoints

    Number of MilitiasCombatResults

    2/51/61/1/ 3/4

    2/52/61/61/ 4/4

    3/43/52/61/6 5/3

    5/34/43/61/6 6/2

    6/35/44/52/6 6/2

    /26/35/42/5 /11-2

    3-5

    6-8

    9-11

    12-14

    >14

    4321> 4

    2/6

    Minimum roll to orce Militias

    out o area o combat Minimum roll or 1

    Coalition Casualty

  • 8/2/2019 Fardh Al-Qanoon Rules 1.0

    8/12

    Page 8 Fardh al-Qanoon (1.0

    Victory

    Special rules

    8. The ollowing modiers apply ater taking Joint

    Security Station multipliers into account:

    For combat taking place in Sadr City, shit up

    1 row on the Combat Results Table or the

    required dice rolls.During a raid combat, the Coalition gains a +3

    Manpower modier.

    J. Victory1. There are three possible results: Coalition Vic-

    tory, Qualied Coalition Victory, and Mahdi Army

    Victory.

    Deermining he resul

    2. The Coalition receives 4 Victory Points or everysecured district and 1 point or every Sunni

    neighborhood that has not been Cleared. It

    loses 1 point i at least 2 Sunni neighborhoods

    have been Cleared.

    3. The Mahdi Army receives as many points o Will

    as there are Coalition Casualties.

    4. Subtract the Mahdi Armys total Will rom the

    Coalitions Victory Points to determine the Net

    Score.

    Coaliion Vicory

    5. I the Coalition has at least 35 Victory Points

    and the Net Score is at least 20, it achieves a ull

    victory.

    Baghdad is secured and the Mahdi Army has

    been sufciently weakened to allow the Coali-

    tions control over the city to last. The population

    is condent that their saety and security is best

    assured by the government.

    Qualifed Coaliion Vicory6. I the Coalition has at least 35 Victory Points but

    the Net Score is less than 20, it achieves a quali-

    ed victory.

    The city is secured, but the Mahdi Army retains

    its strength and inuence. The immediate mis-

    sion has been achieved, but the population is

    unsure o its long-term prospects.

    Mahdi Army Vicory

    7. I the Coalition has ewer than 35 points Victory

    Points, the Mahdi Army achieves victory.

    Despite its progress, the Coalition has ailed

    to secure sufcient control o the city and the

    Mahdi Army remains an important player inBaghdad. The population does not eel that the

    government can adequately protect it rom

    violence.

    K. Example of PlayThe example of play covers the February round, and

    some of the March Manpower Phase.

    The game begins in February with the Manpower

    Phase. The Coalition has 3 BCTs and 11 Battalions

    to place, or a total o 20 Manpower Points. The rstpriority is to establish Joint Security Stations so that

    securing districts and Sunni neighborhoods will

    be easier. Since Mansour has two Sunni neighbor-

    hoods, the Coalition moves to secure it rst and

    places a BCT and 3 Battalions in the district. Since

    there are no Active Militias there, Mansour is now

    Secured.

    Karkh district only requires 4 Manpower to secure,

    so the Coalition places a BCT and Battalion there

    as well. Another BCT and 3 Battalions are placedin Karadah, while the remaining 4 Battalions

    are placed in the Sunni neighborhood space in

    Adhimiyah, which is vulnerable to attack by 2 Active

    Militias.

    The Mahdi Army moves the Active Militia rom Sadr

    City to the unsecured Sunni space in unsecured

    New Baghdad, where it is guaranteed a successul

    attack. The Dispersed Militias in Rashid and Karadah

    are both moved to the Sunni space in Rashid (at a

    total cost o 2 Will), which oers a more attractiveand rewarding target than the Sunni space in

    Karadah.

    The Manpower phase is over and the Sunni Action

    Phase begins. A 4 is rolled, which Table 1 indicates

    is 2 Sunni actions. Two dice are rolled or the rst

    event, summing up to 6. Because the Relations

    Counter is at the -2 position, the modied result is

    4, which Table 2 indicates is a Terrorist Attack. Two

  • 8/2/2019 Fardh Al-Qanoon Rules 1.0

    9/12

    A counter-insurgency simulation by Robert Hossal Page 9

    Example of Play

    dice are rolled or a target, giving the result o 5:

    Kadhimiyah. The Coalition has not secured it yet, so

    a Violence counter is placed in the district on its

    2x side to represent the attack and the atermath

    reprisal violence. The second Sunni event roll results

    in 9; with the -2 Relations modier it is 7, which

    Table 2 indicates as Nothing happens.

    With all Sunni actions resolved, the Baghdad Phase

    begins with Coalition Reassignment. Because the

    Coalition secured the Sunni space in Adhimiyah, the

    Mahdi Armys Active Militia in the district could not

    move in. The Coalition could spend Intelligence to

    move some units out o the Sunni space so that they

    could attack the Active Militia, but the Coalition opts

    to ocus on security rather than combat.

    The Coalition does not reassign any units, so Mahdi

    Activation begins. The Mahdi Army spends 2 Will toactivate the 2 Dispersed Militias in Rashids Sunni

    space, enabling them to attack later in the phase.

    Opting not to activate any other Dispersed Militias,

    the Mahdi Army moves on to initiate attacks. Each

    player alternates initiating an attack, beginning with

    the Mahdi Army, who decides to start with an easy

    target: the New Baghdad Sunni space.

    A successul attack requires rolling the Sunni spaces

    Manpower Requirement or higher on one die. A +1

    modier is added or each Militia taking part in theattack, so even on a roll o 1, the Mahdi Armys result

    would meet the Sunni spaces Manpower Require-

    ment value o 2. An Attacked and Violence

    counter are placed on the Sunni space, and 2 Will is

    added on the Omnitrack. Because the Coalition did

    not even have a presence in the space, the Relations

    counter would be moved back 2 spaces, although

    in this case it can only move back 1 space beore

    reaching its lowest level.

    The Coalition would have the option o initiating

    an attack now, but none o its units are in the same

    area as a Mahdi Militia, so the initiative returns to

    the Mahdi Army, who chooses to attempt an attack

    in Rashids Sunni space using both its Active Militias.

    The Mahdi Army rolls a 2, but has a +1 modier or

    each Active Militia, giving a modied result o 4,

    which just meets the spaces Manpower Require-

    ment value. The attack succeeds, and an Attacked

    counter and Violence counter are placed in the

    space while the Mahdi Army gains 4 Will (or a

    current total o 8). The Relations counter cannot be

    moved and urther back than it already is.

    Once again, the Coalition has nowhere it can initiate

    an attack, and neither does the Mahdi Army. Since

    the two players attacks are skipped consecutively,

    play moves on to Mahdi Recruitment. The presence

    o Violence counters allows the Mahdi Army to

    raise new Militias in Adhimiyah, Kadhimiyah, New

    Baghdad, Rusaa, and Rashid (in addition to Sadr

    City, where Militias can always be raised). The Mahdi

    Army decides to raise 2 Militias in Rashid, one each

    in Active and Dispersed states, or a total cost o

    4 Will. This placement allows the Mahdi Army to

    go or a second attack against the Sunni space in

    Rashid next month, permanently clearing it. TheDispersed Militia gives the option o sneaking into

    Sunni spaces in Mansour or Karadah, orcing the

    Coalition to spend its manpower securing the Sunni

    population.

    The Mahdi Army has 4 Will let, but expects to gain

    10 during the Reset Phase, so he raises 2 more Dis-

    persed Militias in Kadhimiyah, giving him the option

    o sneaking into Sunni spaces in Adhimiyah, Karkh,

    or Mansour. With Recruitment over, the Reset Phase

    begins. The Mahdi Army receives 3 points o Will as

    always, plus 7 additional points or the 7 incidents o

    Violence represented on the map. While the Mahdi

    Army is gaining a lot o Will at this early stage o

    the game, it has to be careul about spending it too

    quickly, as it will have ewer chances to gain Will

    later as the Coalition increases its control o the city.

    Maintaining a reserve o Will allows the Mahdi Army

    to attempt to shatter the security established by the

    Coalition late in the game.

    The Coalition gains no Intelligence since its units are

    not occupying any Development spaces, and the 4Manpower points in Adhimiyahs Sunni space do not

    generate the 2 points o Intelligence they normally

    would because the district is not secured. Since the

    Manpower Requirements o Mansour, Karkh, and

    Karadah have all been met (regardless o whether

    they are secured or not), Joint Security Stations can

    be built in each. JSS counters are placed on their

  • 8/2/2019 Fardh Al-Qanoon Rules 1.0

    10/12

    Page 10 Fardh al-Qanoon (1.0

    Game Tips

    2x side.

    All Violence counters are removed rom the map.

    The Mahdi Army does not choose to remove any

    Militias or switch any Active Militias into Dispersed

    state. The Mahdi Armys 10 points o Will allow it

    to have up to 10 Active Militia on the board, and

    it only has 5, so no Active Militias are orced to be

    Dispersed. Lastly, the Mahdi Army rolls a die or

    attrition, resulting in a 4. A Dispersed Militia must

    be returned to the Mahdi Unit Pool, but the Mahdi

    Army opts to pay 1 Will to avoid that.

    The Month counter is advanced to March, and the

    Coalitions 1 BCT and 1 Battalion reinorcements are

    added to the Coalition FOBs space. The Manpower

    Phase begins with the Coalition once more.

    With its 2x Manpower multipliers granted by JSS

    counters in Mansour, Karkh, and Karadah, the Coali-

    tion can aord to move units while still keeping the

    districts secure. It decides to secure Rashid next,

    which has a Manpower Requirement o 8. BCTs rom

    Mansour and Karadah and the BCT reinorcement

    in the FOBs space are moved to Rashid, establishing

    9 points o Manpower. The district is not secure,

    however, because an Active Militia is present. I that

    Militia were not there, the district would be secure

    even though there are two Active Militias in the

    Sunni space, since they are only operating in theSunni neighborhood.

    An example o comba

    For this example, there are two Active Militia, 1 BCT,

    and 3 Battalions in Karadah with no JSS counter.

    The Coalition has the initiative and decides to

    attack. The Mahdi Army gains 1 point o Will every

    time the Coalition initiates combat against it.

    Since the Coalition chooses its units rst, it decides

    to use all o its available units as part o the attack,which means it wont be able to launch another

    attack in Karadah or the rest o the round. Its total

    Manpower is 6. I the Mahdi Army committed 1

    Active Militia to the ght, the Coalition would have

    a guaranteed chance o ejecting all Active Militias

    rom the district with its minimum required roll o

    1, so there is no point in not choosing to use both

    units.

    The appropriate box on the Combat Results Table

    is consulted, with required minimum rolls o 3 and

    6 to eject the Mahdi Army and inict a Coalition

    Casualty, respectively. The Mahdi Army rolls or the

    rst number, resulting in a 4. The Coalition rolls or

    the second, resulting in a 6. Both Active Militias

    must become Dispersed and move into an adjacentunsecured district without exceeding the Mahdi

    Stacking Limit, or else return to the Unit Pool, but

    the Mahdi Army at least inicted a point o Casualty

    upon the Coalition, which contributes to their end

    game score.

    L. Game Tips

    Coaliion

    The game is generally chaotic in the rst ewmonths and then ollowed by shorter, less combat-

    oriented rounds near the end. The Coalition must

    decide on a balance between using its resources to

    ght the Mahdi Army, protect Sunnis rom sectarian

    violence, and establish security in general. Focusing

    on the Mahdi Army early generally makes it more

    difcult to secure districts later, since so much ocus

    is put on ghting rather than patrolling, gathering

    intelligence, and establishing Joint Security Stations

    Ignoring the Sunni communitys needs makes

    negative actions like terrorist attacks and Sunni-

    initiated sectarian violence more likely. These can be

    mitigated i districts are secured, but it also means

    positive developments like Sunni cooperation with

    the Coalition are less likely to occur, and suppres-

    sion o the Sunni community means ewer possible

    actions during the Sunni phase.

    The Coalition must establish as many Joint Security

    Stations as early as it can, since the orce multiplier

    eect allows it to use its orces more eectively.

    Without JSS counters, the Coalition has a total o 30Manpower points by June; ully-developed 3x JSS

    counters make that worth 90 points.

    Ater building several Joint Security Stations, the

    Coalition has the exibility to go on oensive

    operations and clear Militias out o the districts it

    seeks to secure. Raiding Dispersed Militias returns

    them to the Mahdi Unit Pool, but Intelligence is hard

  • 8/2/2019 Fardh Al-Qanoon Rules 1.0

    11/12

    A counter-insurgency simulation by Robert Hossal Page 11

    Game Tips

    to gather in the rst ew rounds o the game. Near

    the middle and end, the Coalition can gather sub-

    stantial amounts o Intelligence and easily raid any

    Dispersed Militias that attempt to inltrate secured

    areas and break district security.

    Successully attacking Active Militias results in

    them retreating to adjacent unsecured districts in

    Dispersed state, which is important to keep in mind

    as you get into oensive operations. Clearing a

    district without securing adjacent areas rst gives

    the Mahdi Army the opportunity to sneak into your

    assumed sae areas.

    As the game progresses, the Mahdi Army will ideally

    be orced back into Adhimiyah or New Baghdad,

    and then Sadr City. While it is possible to win

    without securing Sadr City, not doing so will make

    the margin o victory much thinner. On the otherhand, combat is more difcult in Sadr City, and it

    is possible to suer severe casualties i the Mahdi

    Army resists.

    In terms o combat, large engagements are always

    worse or the Coalition. Casualties become ar

    more likely with each additional Militia involved

    in combat, so it is always preerable to keep the

    Mahdi Army spread out until the end o the game,

    where they will hopeully be holed up in Sadr City or

    another Shia-heavy area.Mahdi Army

    The Coalitions lack o momentum makes the early

    months o the operation crucial or the Mahdi Army.

    There are basically two choices or a Mahdi player:

    strive or ull victory (a difcult task), or settle or

    denying the Coalition a ull victory.

    For the rst ew months, the Mahdi Army has the

    opportunity to attack and clear Sunni neighbor-

    hoods, establishing a large reserve o Will and

    hurting the Coalitions endgame score. Losing

    Militias may seem trivial at rst given the large

    amount o Will, but it is important to preserve some

    capacity or the latter part o the game.

    As the Coalition spreads throughout the city and

    establishes Joint Security Stations, it will become

    harder and harder to move units and raise new

    Militias. Violence will decrease, meaning less new

    Will generated or the Mahdi Army. Knowing when

    to abandon a district is important, as is exploiting

    opportunities to distract the Coalition by inltrating

    secure areas with Dispersed Militias.

    At some point, which may come at a dierent time

    in every game, the Mahdi Army will have to choose

    what endgame scenario to pursue: Mahdi victory

    or denying the Coalition ull victory. Deciding at

    the right time allows you to use your resources

    accordingly; risking your Will or an outright victory

    will likely mean not having enough to deny the

    Coalition ull victory i you ail.

    Massing orces is crucial, because even i the

    Coalition masses orces to match yours, combat is

    more difcult or them with each additional Militia.

    When acing one Militia, or example, the Coalitions

    chances in combat deteriorate only slightly romhaving a 12 Manpower orce to a 2 Manpower orce.

    Additional Militias severely increase the danger o

    casualties and improve the Mahdi Armys chances o

    remaining in an area.

    The best way to avoid the endgame stalemate in

    Sadr City is to dictate where the Coalition must send

    its orces. Distract their attention with inltrations,

    hal-hearted attacks on Sunni spaces, and moving

    into seemingly-sae areas. Joint Security Stations

    oer the Coalition a signicant Manpower bonus,granting them the momentum to roll back your

    presence district by district. Forcing the Coalition to

    respond to your presence in rear and sae districts

    will stall their advance, giving you more time to

    solidiy your orces or a last stand. Maintaining a

    hold over just 2 districts by the end o November is

    enough to snatch complete victory over the Coali-

    tion.

  • 8/2/2019 Fardh Al-Qanoon Rules 1.0

    12/12

    Page 12 Fardh al-Qanoon

    Charts & Tables

    Sunni Violence

    Nothing happens

    Cooperate withCoalition

    Terrorist Attack

    Sunni Awakening

    4

    5

    6

    7

    8

    9

    10

    2, 3

    11, 12

    Karkh

    Kadhimiyah

    Sadr City

    Adhimiyah

    Rusaa

    New Baghdad

    Rashid

    Mansour

    Karadah

    Table 1 Table 3

    Table 2

    3, 4

    1, 2 1

    14

    4321 >4