Angola MMP Variant v1.0
Angola MMP Variant v1.0
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
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.
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)
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