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 guerrillaOr log on, type LIST GAMES, and pick number 10 from the list. It also answers to 10 and guerrilla-engagement.
Screenshots
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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 type | What it does |
|---|---|
MOVE 3 or MOVE HIGHLANDS | move up to two regions, not through a visible enemy |
ATTACK 2 | attack a visible enemy in this region or the next |
HIDE | go to ground: no move and no attack this turn |
RECRUIT | spend 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 |
HELP | list the orders and the combat results |
Esc, Esc | leave 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.