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Guerrilla Engagement

Guerrilla Engagement

A twelve-turn insurgency on a strip of six regions. At first, your guerrilla cells are hidden in the hills. WOPR’s patrols hunt them, and its garrisons hold the towns.

Start it

wopr guerrilla

Or log on, type LIST GAMES, and pick number 10 from the list. It also answers to 10 and guerrilla-engagement.

Screenshots

Click or tap a screenshot to see it larger.

HELP lists the orders and the combat results above the map. On the map, ~ marks your three hidden cells in the border camps and the jungle.
Turn 2: RECRUIT formed GUE4 at the border camps. WOPR’s patrols moved into the jungle and found GUE2, which lost its ~.
Three ambushes from hiding destroy both patrols, and SUPPORT rises from 0 to 2. The cells that attacked lost their ~.

How to play

  • You win when SUPPORT reaches 10, or when your cells hold the CAPITAL (region 6). You also win when any cell is still alive after turn 12. You lose when your last cell is gone.
  • Each turn WOPR asks for one order per cell (GUE1~ IN BORDER CAMPS:). Then all orders take effect together. Every move comes first, then every attack, then HIDE and RECRUIT. An event card and the new map come last.
  • Orders are MOVE, ATTACK, HOLD, HIDE and RECRUIT. Name a region by its number on the map or its name (ATTACK 2, MOVE HIGHLANDS). HELP lists the orders. STATUS shows the map. END holds every cell not yet ordered.
  • A ~ after a cell (GUE2~) means it is hidden. WOPR cannot attack a hidden cell, and its ambush strikes twice as hard. A cell that attacks becomes visible, and a patrol nearby may find a hidden cell.
  • Every step WOPR loses raises SUPPORT by one. Every step you lose lowers it. RECRUIT spends 3 SUPPORT on a new hidden cell where WOPR does not hold the ground.
  • Combat results: NE means no effect, and AE means the attacker loses a step. EX means both lose a step. DR means the defender falls back (or loses a step). DE means the defender loses a step. A * marks a unit that lost one of its two steps.

Controls

You typeWhat it does
MOVE 3 or MOVE HIGHLANDSmove up to two regions, not through a visible enemy
ATTACK 2attack a visible enemy in this region or the next
HIDEgo to ground: no move and no attack this turn
RECRUITspend 3 SUPPORT on a new hidden cell here
HOLD (or an empty line)stay in place
END (or DONE)hold every cell not yet ordered and play the turn
STATUS (or MAP)show the map again
HELPlist the orders and the combat results
Esc, Escleave the game and return to WOPR

Tips for winning

  • Surviving is a win. If the odds are bad, keep your cells hidden, and keep them apart. Then wait for turn 12.
  • Ambush from hiding: a hidden cell attacks at 6 against a patrol’s defence of 3. Ambush in the open RIVER VALLEY when you can. In the hills and the jungle, the ground shifts the odds one column toward the patrol.
  • A cell that attacks loses its ~. HIDE it the next turn. Keep hidden cells out of a patrol’s region where you can. A patrol finds a hidden cell in its own region half the time. It finds one in the next region one time in six.
  • Your attacks come before WOPR’s each turn, so a patrol your ambush destroys never makes its own attack.

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