We are currently writing and playtesting rules for playing Rebel or Insurgent forces. Regardless of whether you call them rebels, revolutionaries, freedom fighters, terrorists, paramilitaries, militias, guerrillas, insurrectionists or renegades, they are undoubtedly important players on the battlefield. If you have any ideas or suggestions for the types of things you'd like to see included let us know.
Themes
In Intervention, as in real life, Rebel units are often comparatively weaker than their conventional counterparts, however, what they may lack in training and equipment, they often make up for in local knowledge, motivation and agility.
Information Asymmetry. Whether it is due to their ability to move quickly, blend among the local populace or their familiarity with the terrain, Rebel armies usually enjoy an information advantage over their opponents and can better exploit uncertainties on the battlefield.
Adapted. Rebel forces very often become hyper-adapted to the conflict environment in which they operate. A rebel force will tend to perform better on ‘home turf’ that it does in unfamiliar terrain.
No Air Power. Rebel armies lack the air units of their conventional foes. This weakness is compounded by a restricted selection of anti-aircraft units and assets. Air units provide a force with highly mobile firepower, which goes some way towards offsetting the Rebels’ information advantage, allowing the enemy force to offset rebel advantages and rapidly respond to unexpected events on the battlefield.
Limited Armour. Although Rebel forces can be equipped with armoured vehicles, they are relatively expensive and do not benefit from many Rebel advantages, such as their ability to blend in with the local populace.
Rebel Heroes. A rebellion succeeds or fails largely based on its narrative, and all stories need heroes. Some rebel units may be upgraded to Rebel Heroes to indicate that they or their unit has exhibited particular skill or courage in the face of the enemy. This is usually represented in game terms by a modest stats boost, coupled with the elite special rule.
With the above themes in mind, below you'll find a list of the units and doctrines we are thinking of running with.
Doctrines:
As with the rest of the Intervention series, the aim is to provide players with a tool-box with which to create their force. In the real world Rebel forces are shaped as much by their by their ideology and environment as they are by their adversary; there there is an almost infinite variety of possible rebel forces that a player may wish to model their force on.
To account for this we have used Intervention's Doctrines mechanic to enable players to shape their force. Each doctrine either opens up unit availability, enables tactical options or adjusts how the rebel force plays in some other way. The current list is as follows, however these are working titles, we may add and/or rationalise.
Freedom Fighters (morale bonus)
Comsec Aware (disrupts enemy targeting)
Tunnel Fighters (May use tunnels if prepared defences are allowed)
Defectors (Prevalence of Conventional Military Training)
Nomadic Raiders (Increased access to Technicals or animal mounts)
Local Knowledge (better adapted to local environment)
True Believers (Morale bonus)
Our Land (reduces likelihood of falling back off the table)
Narcotics Supply (Units can take narcotics)
Ideology of Martyrdom (Can take PBIED and VBIEDs)
Urban guerrillas (Bonuses in urban terrain)
Rural Partisans (Bonuses in rural terrain)
Propaganda of the deed (Victory point bonus for surviving units)
Cell Phone Reporting (additional penalties if the enemy hits civilian units or infrastructure)
Humanitarian Struggle (Cheaper doctors and medical upgrades)
Covert Action (ability to disrupt the enemy before the battle)
Among the People (Enemy must PID units)
Terror on the Battlefield (Some units cause psychological effects in the enemy)
Indiscriminate (reduced penalties for non-targeted fire)
Popular uprising (Angry mobs more effective)
Major Power ally (Ability to take 25% of the force from an allied army list)
Environmental Adaption (
Sensor Aware (advanced sensors less effective)
Boat People (cheap upgrades for moving on water)
Foreign Fighters (may take foreign fighter units)
Units
Given the tension between the almost 'infinite variety of rebels' outlined above and the need to have a usable list of units we have worked to design a unit list that strikes a balance between giving players both structure and flexibility. All forces in intervention are divided into Combat Infantry, Specialist Infantry, Specialist Personnel, Vehicles and Support Assets.
Combat Infantry
Rebel Fighters
Heavy Weapon Team
Angry Mob
Specialist Infantry
Rebel Sniper
Attack Cell
Commander’s Bodyguard
Dicker
Special Forces Advisory Team
Digger Team
Other
Sympathetic Civilians
Specialist Personnel
Doctor
Foreign Military Observer
Runner
Ideologue
Rebel Leader
Rebel Captain
Commander, Rebel Forces
Warlord
Hero of the Revolution/Rebel Legend
Ammo Carrier
Local Guide
Vehicles
Approx T54 Tank
Approx T72 Tank
BTR
BMP
Technical
Truck (Transport or Armed)
VBIED (armoured and unarmoured)
Support Assets
Light Artillery
Heavy Mortars
Pre-positioned IEDs
RoadBlocks/Barricades
Propaganda
Rocket barrage
Rebel Arsenal
Improvised Munitions Factory
Black Market Access