Wars of Insurgency – Rules review

The rules have been around since 2017, but are new to me. Published by First Command Wargames, and authored by the veteran writer Mike Demana, who is well known for his rules the “Song of Drums and Tomahawk” and “For King or Empress.” .

I picked up this set of rules some time ago as I am interested in the type of asymmetric warfare that is prevalent today. This is a 1:1 scale game, with each figure counting, suitable for 15 to 28mm miniatures. Now that I have thoroughly read them my first thoughts are very positive, although I have to say this is without playing them which can always be dangerous!

The setting of the rules is skirmish conflicts in decolonized countries from 1950 to the present, representing generic factions. Although on the cover and many of the photos reference is made to Africa, the rules can be used to play any small-scale conflict of the last 70 years. They could even be stretched back as far as the RIF Wars with suitable amendments.

Weaponry is also generic rather than specific but this serves to speed up gameplay. The rules use numbered markers, one per unit for each side, which is placed number down. The commander with initiative moves and attacks with his unit marked with a 1, then the opposing player moves his 1 and so on, alternating until all units have acted. Personally having counters/cards/dice etc spread all over the table is a pet hate of mine and I would swap this for another mechanism of which there are plenty around.

Combat is via Attack and Defence dice, which are modified by class, weapon type and number of figures. The simplicity of calculating results is a main feature, with rolls of a 4+ being successful. Surprisingly there are no melee rules as this is included in “combat”. Without play testing I am not sure if this works or not, and could be a real plus, streamlining play if it does.

A real bonus for me is the Inclusion of a very neat campaign system, which charts the progress of a range of factions, and a points system to balance games out. There are also three scenarios that can be used, plus rules for adapting historical actions into the game. Those who are familiar with Peter Pig’s AK47 will see distinct similarities with the campaign factions and rules.

 The campaign rules are designed for factions to rise from being an Obscure Movement, to Rising Faction, Regional Power, Major Power Broker, to finally where the Faction Assumes Control. Increasing power allows factions to better their restraints and gain special rules that make them more powerful. The 6 factions have different restrictions and special rules, and cover People’s Popular Front, Colonial Power / Settlers, Armed Force of a Nation, Religious Movement, Superpower Backed Client Forces and Tribal Militia.

These rules are OK but not great. For the Pdf price of US$8.00 on Wargames Vault they are well worth buying, for the campaign system, but as the campaign system is almost an exact copy of Peter Pig’s AK47 I would rather purchase them.

Rating: 2.5 out of 5.

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