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Scenario: On to the Barricades

 

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

                     Militia                AK-47 (semiauto)

                     Trained             FN-FAL (semiauto)

                     Line                  AK-47 (semiauto)

                     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.

 

 


Page last modified: July 25, 2003