From: Tracy Johnson Subject: Invasion American Scenario Red Guard Scenario from old issue of Space Gamer. I've received a couple of requests for this, so here goes... Note 1: I received THE LATEST word from my technical guru that some Eudora and other e-mail type recipients will get extra junk at the end of a message originated from Microsoft Exchange mail (which I'm using). Have configured my system at his recommendation to use UUENCODE so the that the fewest incompatible recipients receive this junk. If you do get any, delete that portion. Note 2: This is not errata, this is a scenario originally published in a very old edition of the "Space Gamer". Note 4: Italicized words I've enclosed between asterisks (*). Note 4: Bolded words I've enclosed between pound signs (#). Note 5: Titles are was centered. Note 6: Game abbreviations: European Socialist Coalition (ESC); South American Union (SAU); Pan Asiatic League (PAL) Note 7: Remember this was written in the late '70s. The possibility of the Communist bloc and whether or not Latin American would turn Socialist was considered real. References that would be considered humorous today were written seriously. Note 8: Cardinal points of the compass I capitalized the first letter. They were lower case in the original. This is a personal pet peeve. ----- RED GUARD *:a future history scenario* by David James Ritchie In 1928, *Amazing Stories* published Philip Nowlan's ARMAGEDDON 2419 A.D. and a new genre was born in American literature: the "America-the-beautiful-in-the-grip-of-Foreign-Devil" genre. In Nowlan's story, Anthony "Buck" Rogers falls asleep in a mineshaft and wakes up in the 25th century just in time to aid in the resurgence of an America ground under the boot of the Warlords of Han. Needless to say, it was the age of the Yellow Peril and Nowlan's story was certainly plausible to a good many Americans. As one phobia has succeeded another, the circumstances have changed, but the masochistic fantasy of America prostrate before an invader has remained a more or less constant theme. Thus, when the crude racism of Yellow Peril polemics became declasse and the "if-we-don't-fight-them-in-Chengtu, we'll-be-fighting-them-in-the-streets-of-Ames, Iowa" mindset was all the rage, the fantasy resurfaced as Robert Heinlein's THE DAY AFTER TOMORROW (among others). The enemy had become a fanatical Commie, but otherwise he remained the same cunning, inscrutable demon. Now we are seeing a new incarnation of the old paranoia. This time, America is seen to be falling before the advance of hordes of starving third-world untermenschen, mad for fertile farmland and hungry for American womanhood. Among the recent offerings on this theme is SPI's stimulating model. #INVASION: AMERICA.# At last an end to those tedious descriptions of how the invader swept away the valiant defense. Now you can recreate the entire situation yourself on a full-color map of bleeding America. Experience that special thrill of seeing your grinning opponent capture your home town. Quiver in rapturous response to sado-masochistic stimuli as you gleefully surrender one of your least favorite cities to the tender mercies of the P.A.L. Yes, it's all available right here at SPI for only twelve thin dollars. Actually, SPI has probably done us signal service in publishing #INVASION: AMERICA.# It certainly can't hurt to have this bogey-man of holocaust brought out in the open in a non-literary format . . . and it might just be psychologically healthy to look at this fear which has been an unstated (usually) theme of American foreign policy for 50 years. If we cannot, as a result, see the fear as fantasy, at least we can put the invasion nightmare in perspective. My only quarrel with SPI on this count is that their simulation tends to dwell on the mechanics of the invasion-conquest situation in an intellectual void. This is one scenario dealing with partisan revolt, but the designer's vision is fixed mostly on the conquest itself. Assuming that the PAL-ESC-SAU armies do conquer America, what happens then according to our model? Not an immediate revolt, surely. Then what? Looked at from a non-fantasy standpoint, the key question is setting up a model of this potential future should not be whether an invasion of the American continent could succeed or would be likely, but what would happen in the event of a successful invasion. SPI's game is content to deal with the first two questions to one degree or another. The following scenario takes up the third question. The solution offered need not be the only solution or even the best solution, but it is possessed o the virtue of offering at least the possibility of a "happy" ending (i.e. one in which the American people regain their freedom). Certainly, anyone familiar with the Foreign Devils genre must admit that all of the really good yarns of this type end with the recovery of liberty and so should #INVASION AMERICA.# *SCENARIO RATIONALE* 2002: The United States surrenders unconditionally to the combined PAL-ESC-SAU forces, bringing to an end seven years of warfare. At the peace conference in Denver, the provisional government accepts the U.N. "war guilt" clause and agrees to pay 500 billion IMF credits in reparations over a period of 15 years, payment to be made in both currency and kind. Both PAL and ESC forces remain on duty in their respective occupation zones. Parts of Colorado, Arizona, Texas, Nevada and New Mexico are ceded to the SAU in a massive border rectification. At the behest of the People's Republic of Canada (formed after the collapse of the Canadian resistance during the fourth year of war), ESC troops remain on duty in parts of Western Canada to assist local peace-keeping forces. 2003: A continuing anti-partisan campaign leaves many areas of the country depopulated. Famine sweeps the Midwest as the U.N. Reparations Committee orders the forcible export of grain to Old China in expiation of war-crimes. PAL colonists build the first settlements in the Imperial Valley. A revolt by the non-Chicano minority in West Texas is bloodily suppressed. 2005: After three years, the Terror is brought to an end and those few Americans left in the PAL Zone are required to register for resettlement in the giant communal farms of Southern California. An estimated 30 million refugees have fled the PAL Zone for Canadian and ESC-held territory. Continuing guerrilla warfare and terrorism keep the northern borders of the SAU in an uproar. Concerned by the lagging pace of reparations, the PAL urges more stringent measures for their collection. The ESC opposes any change in the collection methods on the grounds that the famine of '03 has left the American farm industry practically incapable of feeding the country let alone supplying the necessary reparations. ESC leaders take the long view that continued payments in moderate amounts can only be secured by allowing some recovery to take place. A split begins to form between the PAL and the ESC. 2006: A resolution submitted by the PAL delegation to the UNRP requests that the ESC either insure prompt and full delivery of reparations items due the PAL or give up occupation of a portion of the ESC Zone. The ESC delegation walks out of the meeting at which the resolution is proposed. The dispute is patched up at a meeting in Geneva between the rival factions, but the seeds of war have been sown. 2008: Increasing acrimony between PAL and ESC leads to a sealing off of the boundary between their respective occupation zones. The ESC begins to recruit domestic units to replace those ESC troops which have been demobilized. The People's Republic of Eastern America (PREA) declares itself a de facto state and asks to be seated in the United Nations. A PAL veto halts the seating. The SAU joins the PAL side of the debate, charging the ESC with racism and demanding for all non-white emerging nations a fair portion of the products of American agriculture. "One must not, stated the SAU delegate to the U.N., "play politics with hunger. A starving world expects that reparations will be paid." 2009: The first major border clashes take place between PAL and ESC units of regiment size. On behalf of the People's Republic of Eastern America, the ESC submits to the U.N. a resolution condemning the PAL for violation of the U.N. Genocide Convention. ESC-armed guerrillas begin to cross the border into SAU territory. 2010: Food shortages in Old China, Greater India, and Old Mexico lead to a joint PAL-SAU demand for ESC cooperation in obtaining Midwestern grain. The ESC promptly orders a cutoff of all grain shipments from America. Reparations, which have been lagging by 50% cease entirely. The ESC and PREA announce that they will not countenance threats against their sovereignty. The PREA announces the formation of the Red Guard, a "people's defense force" designed to protect the internal security of the country from the machinations of deviationist spies. 2011: Repeated attempts at securing a resumption of reparations from the ESC Zone fail. The Canadian Red Army announces it is doubling its complement in light of the current international situation. On the eve of the PAL-SAU summit in Brazilia, the PAL Committee on Nutrition announces a further cut of 2000 calories in the basic monthly food ration. PAL and SAU sign a mutual defense pact as part of the Brazilia Accords. 2012: ESC, PREA and PRC are joined in a mutual defense pact in reaction to the Brazilia Accords. Border incidents increase as SAU planes begin bombing refugee camps in Eastern American on the grounds that the camps are havens for terrorists. When the Governor General of the Houston District is gunned down by Texan Separatists, the SAU blames the ESC-financed "murderers" and announces a break in relations with the ESC. PAL follows suit. All factions begin to mobilize forces. The ESC announces that it wishes to keep relations open but that it is tied to Eastern American and Canada by a mutual defense pact. PAL strategists misinterpret the announcement as on of reluctance to intervene and plan an attack against PREA forces scattered thinly across the Great Plains. 2013: With the coming of the Spring, PAL and SAU armies crash across the Eastern American border, driving back the outnumbered and ill-equipped ESC and PREA divisions of the Rio Grande and Platte Fronts. The ESC declares war on the PAL and SAU. Fighting breaks out in Asia. Spread far too thinly, the ESC is unable to hold all fronts adequately on its own and so more and more of the burden of defense in America falls on the shoulders of American and Canadian troops. By the end of the year the first wholly American army is formed in the Mississippi Valley. #The Red Guard Scenario# (19.71) *INITIAL ORDER OF BATLE* U.S.A. UNITS: 6(mi) 8(i), 2(cas), 1(lrb), 2(rr), 26(m) CANADIAN UNITS: 6(mi) 6(a), 6(i), 4(m), 2(cas), 2(rr) ESC UNITS: 12(mi), 6(a), 14(i), 4(cas), 5(lrb), 6(h) SAU UNITS: 10(a), 14(mi), 14(i), 4(cas), 2(lrb) PAL UNITS: 12(mi), 16(i), 4(si), 3(h), 8(cas), 4(lrb) (19.72) *INITIAL DEPLOYMENT* U.S.A.: Units may deploy anywhere with the Eastern United States. For this purpose, the Eastern United States is bounded on the West by the Mississippi River South of hex row 2600 (inclusive) and by the Rocky Mountains north of that line to the Canadian border (when in doubt, call any non-clear terrain on the western edge of the plains part of the Rockies). CANADA: Units may deploy anywhere within the boundaries of Canada. ESC: Units may deploy anywhere within the Eastern United States and Canada. SAU: Units may deploy anywhere South of hex row 2600 (inclusive and West of the Mississippi (including in the Central American Annexation). PAL: Units may deploy anywhere in the U.S.A. North of hexrow 2600 and West of the Great Plains (i.e. from the Rockies west to the coast). *NOTE:* All units must be deployed in supply within their respective zones. All hexes within each zone are friendly to all forces which set up in that zone. Thus, ESC and US forces could draw supply from the same hex. ESC, US and Canadian units begin the game friendly to one another. ESC units may be transported by rail while friendly to US-Canadian forces. (19.73) *CONSTANT REPLACEMENTS* U.S.A: 1(i), 1(cas), 1(mi), 1(m) CANADA: 1(i), 1(cas), 1(m) P.A.L.: 2(i), 1(cas), 1(m) S.A.U.: 1(i), 1(cas), 1(mi) E.S.C.: There are no constant E.S.C. replacements. (19.74) *VARIABLE REPLACEMENTS* On every Game-Turn, during the Replacement Phase, one variable replacement each is received by the PAL, ESC, SAU and USA-Canada. Players may choose one unit per force of any type except naval, supply, and railroad. (19.75) *SPECIAL RULES* 1.) Rule 17.1 is not in effect. Otherwise, all #INVASION: AMERICA# rules are in effect throughout the game. 2.) ESC units draw supply normally via controlled ports. However, ESC and USA-Canadian units are considered friendly to each other at the beginning of the game and are considered to be exercising mutual control of all hexes occupied or controlled by either force. Except for purposes of replacement, all ESC and USA-Canadian units are considered members of the same force. All are moved or engaged in combat during the US Player-Turn. There is no ESC Player Turn at the start of the game. 3.) All Militia units are treated as Partisans. 4.) At any point in the game at which the combined total of US-Canadian units on the board is equal to or greater than 5 times the total number of ESC units on the board, the US-Canadian Player may announce that a Second American Revolution as broken out. At that time, all other play stops while the revolution is played out. Any ESC units stacked with US-Canadian units must be immediately attacked by the unit(s) with which they are stacked (only). Ignore all terrain benefits. Treat retreats as exchanges. All units are considered in supply during this activity. When all combat resulting from the revolution has been resolved, the PAL-SAU Player immediately takes control of any remaining ESC forces. The remaining ESC units control only the hexes which they occupy at the time. All other formerly ESC-controlled hexes revert to US-Canadian control. The ESC forces immediately begin to function as a separate Aggressor force. 5.) During the first Game-Turn (only), all PAL-SAU attacks are resolved one column higher than the stated odds on the CRT. (19.76) *VICTORY CONDITIONS* The US-Canadian Player wins if at the end of Game-Turn 36, there are no ESC-PAU-PAL forces within the borders of the continental USA and Canada. Forces in Alaska and the Central American Annexation are ignored for this purpose. The Aggressor Player wins if the US-Canadian Player fails to achieve his victory conditions. *Note that these victory conditions require that at some point the US-Canadian Player declares that a revolution has taken place, thus losing control of ESC forces.*