There
was a sense of hope in the nation following the removal of the Kahnawake
barricades. The day after the Kahnawake Warriors and Armed Forces
Engineers started removing the barricades on the Mercier bridge, Federal
Minister of Indian Affairs Tom Siddon announced that the Federal
Government had purchased the disputed lands from the town of Oka and
planned to turn the lands over to the Mohawks. Many Warriors at
Kanesatake chose to slip away and leave the defence of the barricades to
others.
However,
the hopeful situation was marred by the Quebec government breaking off
negotiations, and by the beating of Kanesatake Chief Francis Jacobs and
his son by a group of Warriors. The Chief had been critical of the
Warrior's tactics of ransacking the vacant houses of Mohawks who chose to
leave the reserve during the crisis. The beating was taken by the
Canadian Armed Forces as a sign that all order on the reserve was lost and
they moved in at 1:00 PM on September 1. Infantry and APC units
crossed the now-undefended barricades and proceeded onto the reserve,
where they were met by Warriors who screamed at the soldiers to fire the
first shot. A confrontation began to flare until Jennie Jack, a
Warrior messenger, ordered the Warriors to retreat to the Treatment Centre
compound. The rest of the reserve was occupied, and the siege of the
Treatment Centre began.
This
scenario simulates the meeting of the Military and Warrior forces behind
the barricades. Both sides are quite hesitant to open fire, but will
do so if necessary. Both sides have their orders and intend to carry
them out.
Because
this scenario focuses on avoiding combat, it provides a good platform for
learning initiative and morale rules. Playing with these rules is
strongly recommended.
Warriors: The
Warriors must prevent Army units from moving onto the reserve until
otherwise ordered by a messenger. Standing in front of advancing
troops is permitted, but firearms combat is not. Warriors are under
orders not to fire the first shot, and to do so would result in a
political defeat. As Warrior commander, the player commands tense
troops of varying skill levels ranging from militia to line. They
must be carefully controlled, because they may break under the tension and
open fire. Warriors set up in the rifle pits or woods surrounding the
barricades.
Warrior
Units
Number Quality
Weapon
3
Militia
AK-47 (semiauto)
4
Trained FN-FAL
(semiauto)
5
Line
AK-47 (semiauto)
1
Line
RPK
1
Crack
M-870 with 50 shells "00" and 20 slugs.
Ammunition: All
Warriors, unless otherwise stated, carry 20 magazines FMJ. The RPK
gunner carries 2 drums. Sidearms and petrol bombs are also available,
along with numerous boobytraps in the woods.
Warrior
Messenger: The Warrior command will send an unarmed messenger on a
4-wheel ATC to the barricades some 5 + (5) minutes after the military
crosses its razor wire. Roll a 0-9 once she contacts the Warrior
commander on the map. On a 0-5, she orders the Warriors to fall back. On
a 6, she orders them to hold their ground but only fire if fired upon, and
on a 7-9, she orders them to be the first to shoot.
Army: For
the Army, removal of the barricade without bloodshed is essential for a
victory in this scenario, but either way, the barricade must come down and
forces advance onto the reserve. If any gunfight breaks out, a
political loss occurs, and this is made even worse if the Army fires the
first shot. The army sets up behind its razor wire barricades.
Army
Units:
Number
Quality
Weapons
Command Group (Negotiating group)
1
Crack
M-16A2 and FN-Mk1
2
Line
M-16A2
Rifle Section (diminished)
3
Line
M-16A2
2
Green
M-16A2
1
Line
M-249
Vehicles:
1
Lynx Armoured Recon Vehicle, Line Crew of 3
1
Grizzly Wheeled APC, Line Crew of 3
Ammunition: All
soldiers, unless otherwise stated, carry 15 magazines FMJ. The M-249
gunner carries 2 boxes of belted FMJ. Other equipment includes 4
M26A2 Hand grenades per soldier and 4 M72A2 LAWs for the rifle
section.
Special
Rules--Breaking: Warrior and Army Units in this scenario are organized
according to elements. An element is the most skilled trooper in an
area and all friendly troops with a direct
line of sight to him. Every ten phases, sum the roll of three
six-sided dice for each element and compare it to Base Odds of 8 plus the
element's highest individual gun-combat skill level.
If
the total is less than the Base Odds, then the element does not break. If
the total is greater than the Base Odds, then the element has broken and
may start shooting. Roll again for each soldier in that element to
determine if he breaks at Base Odds of 6 plus each soldier's skill level. Continue
rolling until either one soldier breaks or all the soldiers in the element
have rolled. A broken soldier will have been panicked by some
imagined threat and must immediately hipshoot at the nearest target (real
or imagined)
Once
a shot has rung out, each element on both sides must check again on the
following impulse, but now with Base Odds 2 plus the element's highest
individual skill level, to see if any more soldiers open fire. If
there have been any casualties to friendly troops, Base Odds are -2 plus
the element's skill level. Each broken soldier may accept commands
normally, provided he can hear them. (Use Sound Detection Rules.) A
cease-fire command forces the soldier to check for breaking again, but at
Base Odds of 8 plus the firing soldier's skill level.
Victory: There
is both a political and a military victory, with the political victory
being more important. In order to win politically, a side must avoid
being the first to fire and hit an opponent's unit. Military victory
is determined by who controls the area behind the barricades at the end of
the scenario.
Variant
1: In
this variant, it is assumed that the Warriors at Kanesatake did not
abandon their barricades, but remained on them, awaiting a confrontation
like the one on the Mercier Bridge. As in reality, both players will
be trying to avoid combat. Players take either the role of the Mohawk
Warriors or the Canadian Forces. Warriors will be manning the
barricades and the Army will be attempting to remove them from the
barricades through negotiation or force. As an added problem, the
tension level at this time is quite high, and troops on either side may
open fire, thus starting a civil war. Warriors set up as above and
have the same orders, but, for political reasons, must negotiate with the
Army if the Army requests it. The Army also sets up as above, but has
orders to remove the Warriors from the barricades peacefully, through
negotiation if possible. In this variant, breaking rules apply, as do
diplomacy rules below. No messenger will arrive.
Special
Rules--Diplomacy: The Army Captain in negotiating has a Base odds of 4 plus
his Diplomacy skill level of 3. If he succeeds on a Base Odds roll
three times, regardless of the number of failures, he has convinced the
Warriors to peacefully leave the barricade. It takes 30 phases per
attempt. All negotiations must be face-to-face.
Variant
2: Warriors
were alleged to have antitank weapons such as M72A2 LAWs and RPG-7s. Also,
they were supposed to have skilled snipers with civilian hunting rifles,
while other Mohawks were armed with civilian shotguns. Players may
wish to "upgun" Warriors in some scenarios. Players may
also wish to make smoke and tear gas grenades available to the Army.
Notes: Obviously,
the prevention of combat is essential for a "victory with honor"
for both sides, so both sides should organize their units into elements
with at least one very highly skilled soldier to watch over the
inexperienced troops. If the shooting should start, the commanders
should get control over their troops before everyone starts shooting.