Overview
Guerilla is a tactical-level wargame published by Avalon Hill in 1974, simulating the confrontation between Malaysia and Indonesia from 1963-1966. One player controls British Gurkha forces fighting for Malaysia while the other commands Indonesian forces. The game features small platoon-sized combats at squad level, with unusual supply rules and distinctive movement mechanics. It is notable for its rare and unique historical setting.
Components
- Hex map of the conflict area (Borneo/Malaysian border region)
- Cardboard unit counters (squad-level)
- Combat results table
- Dice
- Rules booklet
- Player aid charts
Setup
- Place the hex map between both players.
- One player takes the Malaysian/Gurkha forces, the other takes the Indonesian forces.
- Place units on the map according to the scenario setup instructions.
- Set up supply markers and tracking systems.
- Determine the first player.
Turn Structure
Each turn follows this sequence:
- Supply Phase: Check supply status for all units.
- Movement Phase: Move units according to their movement allowances and terrain costs.
- Combat Phase: Resolve combat between adjacent opposing units.
- End Phase: Administrative tasks and victory condition checks.
Actions
Movement
- Units move from hex to hex, spending movement points based on terrain type.
- The game uses an older-style movement system with terrain-based costs.
- Jungle and difficult terrain significantly restrict movement.
Combat
- Combat is resolved between adjacent units.
- Calculate attack-to-defense ratios.
- Roll dice and consult the combat results table for outcomes.
- Results include attacker/defender retreats, eliminations, and exchanges.
Supply
- Units must trace supply lines to remain in supply.
- The supply rules are unusual and distinctive for the game.
- Unsupplied units suffer significant combat and movement penalties.
Guerrilla Warfare
- Indonesian forces employ guerrilla tactics, using hit-and-run attacks and difficult terrain to their advantage.
- Gurkha forces have superior training and equipment but must hunt down elusive guerrilla units.
- The asymmetric nature of the conflict is reflected in different unit capabilities and victory conditions for each side.
Scoring / Victory Conditions
Victory conditions reflect the asymmetric nature of the conflict:
- Malaysian/Gurkha player: Must eliminate Indonesian guerrilla forces and secure the border region.
- Indonesian player: Must maintain a presence, disrupt Malaysian control, and avoid complete destruction.
- Specific victory conditions depend on the scenario being played.
Special Rules & Edge Cases
- Asymmetric warfare: The two sides play very differently, with Gurkhas as conventional forces and Indonesians as guerrilla fighters.
- Unique setting: The Malaysian-Indonesian confrontation (1963-1966) is an extremely rare topic for wargames.
- Squad-level units: The game operates at a tactical level with individual squad-sized units, which was unusual in 1974.
- Unusual supply rules: The supply system is distinctive and considered one of the game’s unique mechanical features.
- Historical accuracy: While rough around the edges with some amateur production values, the design shows creativity in modeling this particular conflict.
- Terrain importance: The jungle terrain of Borneo plays a crucial role in gameplay, favoring the guerrilla player.
Player Reference
Scale: Squad-level units, tactical combat
Sides: Malaysian/Gurkha forces vs. Indonesian guerrillas
Setting: Borneo, 1963-1966
Key mechanics: Hex movement, CRT combat, supply lines, asymmetric warfare
Turn sequence: Supply > Movement > Combat > End Phase