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Angola MMP Variant v1.0

This document summarizes the key phases and steps of an Operations turn in the MMP Special OPS #7 Variant game. The turn consists of a Planning Phase, Operations Phase, and End Phase. The Operations Phase allows players to play operation cards to move columns or forces. The End Phase includes determining victory, reorganizing forces, providing direct foreign aid based on victory tokens controlled, recruitment of new units, bidding for covert foreign aid via reinforcement cards, and cleanup before the next turn.

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Eren Koyunoğlu
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0% found this document useful (0 votes)
33 views

Angola MMP Variant v1.0

This document summarizes the key phases and steps of an Operations turn in the MMP Special OPS #7 Variant game. The turn consists of a Planning Phase, Operations Phase, and End Phase. The Operations Phase allows players to play operation cards to move columns or forces. The End Phase includes determining victory, reorganizing forces, providing direct foreign aid based on victory tokens controlled, recruitment of new units, bidding for covert foreign aid via reinforcement cards, and cleanup before the next turn.

Uploaded by

Eren Koyunoğlu
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd
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MMP Special OPS #7 Variant

1. Planning Phase
 Introduce any new Operations cards for this turn and check the number of Operations Pack cards for this turn.
 Each player organizes their own Operations Pack for the coming Operations Phase.
 Determine the First Player.

2. Operations Phase
 Turn over top card in player’s Operations Pack.
If a Column card Detach any units not being moved, and move the Column.
If the Column enters an enemy-occupied region, resolve combat.
If a 5th Column card Select any one force (NOT a Column or Stragglers) and move. They can’t attack.
If a Command card Transfer a Column marker to another force; or exchange Column markers
between two forces (Columns involved must not have already moved this turn).
If a Blank card No operations are possible.
 If the next player (clockwise) has any Operations cards still to play, return at the beginning of Operations
Phase.
3. End Phase
A. Victory Determination
 If either Alliance controls a number of Victory Tokens equal to or greater than their number on the Victory
Track, the game is over and that Alliance wins a decisive victory.
 The Alliance with the most total Victory Tokens wins that turn; if so, advance the winner’s Victory Marker.
11 - 12 Victory Tokens » 1 space 13 - 14 Victory Tokens » 2 spaces 15 or more Victory Tokens » 3 spaces

B. Reorganization
 Combine any Columns/forces occupying the same region; bring any off-map Column markers back into play
(at any time between now and the end of the turn); and may form Infantry Brigades

C. Direct Foreign Aid


 If an Alliance lost the turn, its Factions consults the Direct Aid section; other Factions go to Recruitment.
 Refer to the Direct Foreign Aid Table to see what aid it receives the Factions that lost the turn
Victory Tokens Controlled by a Faction Direct Foreign Aid
6 or more No Direct Foreign Aid
5 One Minor Unit
4 One Major Unit
3 One Major Unit, one Minor Unit
2 Two Major Units
1 Two Major Units, one Minor Unit
0 Three Major Units

 Choose any Minor units called. A Minor unit can be a: Airgroup, Engineer, Armored Car, Artillery Battery.
 Draw randomly any Major units called. Roll on the Crisis Table (12.2) for each major unit that cannot be
brought into play. Each Faction receives a one-time +2 die roll modifier the first time it rolls on the Crisis
Table.
Die Roll Effects of the Crisis Table
8 Receive one Major Unit.
6-7 No effect
4-5 Withdraw one of your Major Units.
• Withdraw one of your Major Units.
3 • Receive one fewer Reinforcement Card with each bid.
• None of your Major Units may enter an Enemy-occupied region from this point on.
• Withdraw two of your Major Units.
2 • Receive two fewer Reinforcement Cards with each bid.
• None of your Major Units may move from this point on.
• Withdraw all of your Major Units.
1
• You can’t receive more Direct foreign aid or Covert foreign aid from this point on.

• FNLA» all aid must be deployed in Zaire


• UNITA» all aid must be deployed in South-West Africa
• FAPLA & MPLA» all aid must be deployed in Luanda, if Luanda is controlled by either faction and the
Control Marker is face up. Otherwise, deploy 1 unit at any town or city that is a Port and the Control
Marker is face up.

D. Recruitment
• FNLA 4 Infantry units in Zaire. Until Cabinda falls at least 2 units must be placed in FLEC Base
2 Infantry units in Luanda if it controls Luanda and the Luanda Control Marker is face up
• UNITA 4 Infantry units in South Africa
2 Infantry units in Luanda if it controls Luanda and the Luanda Control Marker is face up
• FAPLA & MPLA The player who controls Luanda with the Control Marker face up, chooses one option:
• 2 FAPLA Infantry units in Luanda and 1 MPLA Infantry unit in Luanda or Cabinda (if Cabinda is
still held by MPLA)
• 3 FAPLA Infantry units in Luanda
• 2 MPLA Infantry units in Luanda or Cabinda (if Cabinda is still held by MPLA)
• If Luanda is not controlled by either MPLA or FAPLA, 1 MPLA Infantry unit in Cabinda if its held
by MPLA
 Variable Recruitment:
• Each Faction recruits Infantry units equal to face up city Control Markers (ignoring Luanda) plus
half town Markers (round down).
• Deploy 1 unit in face up towns or cities (but not Luanda or Cabinda)

E. Covert Foreign Aid


 Secretly all Factions place bids for Reinforcement Cards, from 0 to 5.
 If either alliance wins a ‘propaganda victory’, advance their Victory marker one space.
 Draw appropriate number of Reinforcement cards; follow instructions. After all are done, reshuffle the deck.
• Equipment» 1 piece per region that is occupied by that Faction’s Units; or 2 per town or city that is
occupied by that Faction’s Units and the Control Marker is face up
• FNLA» units must be deployed in Zaire or FLEC Base. Any equipment can be deployed here too.
• UNITA» units must be deployed in South-West Africa. Any equipment can be deployed here too.
• FAPLA & MPLA» all aid can be deployed:
• Any units or equipment in Luanda, if Luanda is controlled by either and the Control Marker is face up.
• One unit in a town or city that is a Port and the Control Marker is face up.

F. Clean Up
 Return Victory tokens to each player; turn all town/city counters face-up; turn any rocket batteries face-up;
place airgroups from from Mission Completed Box to off-map.
 Move Turn Marker one space; return at the beginning of Planning Phase

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