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TABLE OF CONTENTS
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If you’ve any questions or any game parts are missing or damaged, please contact the publisher:
Compass Games LLC
PO Box 271
Cromwell, CT 06416 USA
Phone: (860) 301-0477
E-Mail: support@compassgames.com
Online game support is available. Visit us here: https://compassgames.com
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You can also use the URL or QR code above to reach Compass Games online: https://linktr.ee/compassgames
1.0 INTRODUCTION
CHACO is a Grand-Tactical game/simulation of the military events of the Chaco War, fought between Bolivia and Paraguay from July, 1932, to July, 1935. The basic CHACO game, governed by Rules 2 through 14, is a regimental simulation of the conduct of the war, using primarily infantry forces in historical dispositions. The alternate game, GRAN CHACO, is a collection of optional rules (15 through 28) covering specific military innovations and strategic considerations individually, allowing players insights into the variable effects these innovations can have on military operations. In most cases, the innovations presented were actually available to the belligerents but were not employed to any telling effect through lack of doctrine, training and/or finances.
2.0 SYMBOLS
Much of the information printed symbolically on the various components of the game will be essential to proper play. The following standard symbols (Table 1.) are therefore consistently used throughout this game.
Map symbols are explained in the Terrain Effects Chart.
3.0 GAME COMPONENTS
CHACO consists of a game map, a set of die-cut unit counters, a set of rules, a set of charts, and a six-sided die.
The game map, representing the Gran Chaco and environs, - a huge wilderness of semi-arid jungle - is superimposed on a hexagonal grid to regularize movement and to clearly define terrain patterns. Each hexagon (also called a hex) represents 10 miles or 16 kilometers of actual terrain.
The die-cut counters represent the contending forces in the game. The red counters are Bolivian, the blue are Paraguayan and the green are US Marine Corps. The white counters are non-units, and may be used by either side as required.
Counter information is presented in the following format:
Rules are presented in a specific order facilitating the general rule that in the case of conflict between rules, follow the higher numbered one (i.e. Rule 26 supersedes conflicting portions of Rule 10).
The die
to resolve combat.
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Unit Types
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Table 1 - Symbols
Unit Size
Motorized Infantry
Cavalry
Infantry Engineers, Sappers
Armor
Anti-aircraft Artillery
Aviation
Headquarter
Gunboat Artillery
4.0 SEQUENCE OF PLAY
Company, Troop, Patrol Brigade Battalion, Group, Squadron Division Regiment Corps Non-Units
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Mounts, Horses
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Chaco is played in Turns. Each Turn is divided into a Paraguayan Player Segment and a Bolivian Player Segment. The Paraguayan Player Segment comes first unless otherwise stated in the Scenario. Each Player Segment consists of Movement Phase and a Combat Phase.
During the Movement Phase, the Phasing Player (i.e. the Paraguayan Player during the Paraguayan Segment, the Bolivian Player during the Bolivian Segment) may move some, any, all or none of his units at his option, up to their full movement ability, subject to restrictions due to terrain, supply, Zones of Control, disruption, etc. The opposing player may not move any of his units at this time. Any reinforcements to the Phasing Player appear at the beginning of this Phase.
When the Phasing Player has completed movement, he enters his Combat Phase. He must attack all enemy units whose Zones of Control he occupies, following the provisions of the Combat Rule (9.0).
When the Paraguayan Player has completed his Movement and Combat Phases, his Player Segment is ended and the Bolivian Player Segment begins. Completion of one Paraguayan and one Bolivian Player Segment constitute one complete Turn. This event should be marked on the Turn Record Chart, and the next Turn begun.
5.0 MOVEMENT
All units have a basic movement ability of 4 Movement Points per Turn. Each hex on the game map has an effect on movement expressed as a cost to enter that hex, which depends on the terrain features contained in that hex. Transportation lines, such as roads and railroads assist movement, and therefore cost fewer points per hex to enter, while swamps and mountains impede movement and cost more. The specific cost to enter each hex is provided on the Terrain Effects Chart (TEC).
Units trace their path through the hexagonal grid, expending Movement Points as modified by the various applicable rules.
A unit may not move more than once in any one Turn. Retreat or advance as a result of combat is not movement under the terms of this rule. Unused movement ability does not accumulate and is not transferable between units.
6.0 ZONES OF CONTROL
A Zone of Control represents the ability of a unit to fire its weapons, attack, harass, and generally interdict areas in its vicinity. Each unit has a Zone of Control (ZOC) composed of six hexagons immediately adjacent to the hex it occupies. Zones of Control do not extend across rivers or into towns, but do extend across bridges. Non-units have no Zone of Control.
Units which enter an enemy Zone of Control (EZOC) must immediately stop and may not move any farther that Turn. A unit beginning a Movement Phase in an EZOC may exit without penalty, provided it exits to an immediately adjacent, non-enemy controlled hex. Units may not move directly from one enemy controlled hex to another.
The presence of friendly units does not negate enemy Zones of Control for the purposes of Movement.
7.0 SUPPLY
Units must be in Supply or they are hindered in combat and movement. Supply status is determined at the beginning of the owning player’s Movement Phase for the purposes of movement and at the instant of combat for combat.
Units determined to be out of supply are halved in combat strength and movement ability. Any unit not meeting ONE of the four conditions listed below is Out of Supply:
a) Units in any Town, or which can trace a line of three hexes or less, free of enemy units and their Zones of Control, to a friendly Town, are in Supply.
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Bolivia vs. Paraguay, 1932-35
b) Units on any road, leading free of enemy units and their Zones of Control, to a friendly Town are in Supply.
c) Units in any hex adjacent to a river hex side are in Supply.
d) Units in High Paraguay are in Supply.
Supply lines may not be traced across unbridged major river hex sides. Any number of units may be supplied from the same source.
Enemy Zones of Control are negated by friendly units for the purposes of Supply.
A Friendly Town is any town containing an Occupied/Controlled marker in the player’s color. Friendly Towns are designated during initial set-up. Additional Friendly Towns may be designated any time a player’s unit(s) pass through a Town. If the Town already bears the enemy player’s Occupied/Controlled marker, his marker is replaced with a friendly one. Occupied/Controlled markers have no effect on combat, serving only to clarify Supply and Victory Conditions.
Sorpresa, Mariscal Lopez, and Vanguardia are ignored unless specified by the scenario.
8.0 STACKING
More than one unit may be placed in a single hex, providing the following conditions are met:
a) No more than three units may occupy a single hex.
b) No more than two Regiments may occupy a single hex.
c) Patrols may not be stacked with any unit.
Both friendly and enemy units may not occupy the same hex. Stacking limits apply at the end of each movement and Combat Phase. Nonunits have no effect on stacking. Patrols in violation of Stacking are eliminated. Other units in violation of stacking limits are Disrupted.
All units stacked together defend as one unit with the sum of their Combat strengths. Units stacked together may attack together or separately, within the limitations of the Combat Rule (9).
Units in excess of stacking limits may not attack or defend, but suffer the effects of combat directed against other units in the hex.
9.0 COMBAT
The combat strength of each unit is printed on its face. Some units and all non-units have a Combat strength of “0”. Combat strength is an evaluation of the effectiveness of a unit in battle, relative to all other combat units.
Combat odds are an expression, by ratio, of the relative strength of two or more contending units. For example, a Bolivian Patrol, with a strength of “1” attacking a Paraguayan Patrol, also with a strength of “1” would fight an evenly matched battle with odds of 1: 1. Odds are always expressed with the Attacker given first. In many cases, the ratio of all attacking strengths to all defending strengths will not exactly coincide with the ratios (odds) given on the Combat Results Table (CRT). In such cases, the odds must be rounded to match one of the odds given. All rounding is in favor of the defender. With odds computed, the Attacker rolls the die and consults the CRT.
The result from the Table is immediately implemented. Combat results are expressed as Retreat, Disruption, Elimination, and No Effect.
Any unit or units retreated as the result of combat are moved one hex by the retreating unit’s opponent. The retreated unit may not cross major rivers in retreat, nor may it be moved directly onto enemy units. It may move through or into enemy Zones of Control. Units unable to perform a retreat are eliminated. There is no retreat priority. The opponent may retreat to any hex allowed including undesirable or out-ofsupply hexes. Retreats may not result in overstocked units if another hex that will not be overstocked is available.
Units disrupted are halved in Combat strength and movement ability for one complete Turn. Place a “Disrupted” marker on the unit to show disruption. A disrupted unit that is attacked again and receives a result of Retreat, Disruption, or Elimination is eliminated. Units disrupted and out of supply are still only halved once.
Units eliminated are immediately removed from play.
A combat result of No Effect has no effect on play.
Either player may always move some or all of his units participating in a Combat into a hex vacated by an eliminated or retreated enemy unit. Combat is mandatory. The Phasing Player must make attacks against all enemy units whose Zones of Control he occupies. The attacks may be made in any order or any combination in order to achieve desirable odds. Units may always attack, at the option of the attacker, using a specified lower odds-column of the CRT. Units in Cities or Towns are not required to attack enemy units. If attacking out of a town, a unit does not need to attack all adjacent units.
All units and non-units in a stack defend together with the sum of their combat strengths. Units stacked together may attack together or split their attacks. Multiple stacks may attack into a single hex.
No unit may be attacked, or attack more than once in a single Turn.
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Zero strength units may attack. Non-units may not attack, but may defend with strength of “0”. Attacks of 0:1 or more, the attacker is eliminated. Attacks of 1 or more:0, defender is eliminated. A 0:0 attack is considered 1:1. Multiple “0” strength units attack and defend with the sum of their combat strengths (i.g. a total of “0”).
10.0 CAVALRY
Cavalry regiments may detach and reabsorb Patrols at any time during the owning player’s Movement Phase.
Each Cavalry Regiment has a Cavalry Patrol labeled with an identical historical designation. That Patrol may be detached by so stating and placing it on the parent regiment. The Patrol may then move normally, using its four Movement Points during that Movement Phase, even if the parent Regiment has already moved its full Movement Allowance.
Patrols stacked with their parent Regiments are automatically absorbed and removed from the board at the end of the Movement Phase. Patrols may not stack with any other unit. A Patrol may be detached and reabsorbed any number of times, but may not exceed its Movement ability of four Movement Points in a single Movement
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Phase. If the parent unit is destroyed while detached, the patrol remains on the board.
Patrols eliminated by combat may not be resurrected during the game and the parent Regiment loses the ability to patrol. Otherwise, the act of detaching a Patrol in no way affects the parent Regiment.
The Cavalry Regiment section of the Division/Corps Chart (used in Gran Chaco) is ideally suited for keeping track of the unissued Patrols.
The Paraguayan Infantry Regiment “Boquerón” formed from the Escuela Militar Nacional, included a Cavalry Squadron as organic troops. A Patrol is provided and the Boquerón Regiment, even though Infantry, has patrolling capability.
11.0 ENGINEERS
The rivers of the Chaco presented, at times, formidable obstacles to movement and combat. Engineer units have the ability to construct bridges over these rivers.
Any Engineer unit adjacent to a river hex-side during the owning player’s Movement Phase, may construct a bridge placing a bridge marker over the hex side.
Each player may break down his Engineer Regiments into two Engineer Battalions each at any time. Conversely, two Engineer Battalions stacked together may be replaced by one Engineer Regiment at any time. Players can take either 0 or 1 strength engineers if not specified in the Order of Battle. It is assumed players will take 1 strength units first. Engineers may construct one Bridge per Turn without penalty. Second and subsequent Bridges built by the same Engineer unit in the same Turn cost one Movement Point each. Any one River Hex-side may have no more than one Bridge at any one time.
Bridges are non-units and may not move. Bridges printed on the map may not be destroyed. Bridge markers may be destroyed only as the result of combat. A result of Retreat, Disruption, or Defender Eliminated destroys the Bridge; the marker is immediately removed from play. Non-permanent bridges may be destroyed voluntarily by attacking the bridge itself.
Bridges allow crossing of rivers at no extra cost.
Units attacking across minor River Hex sides (whether bridged or not) are halved in combat strength, as are units attacking across bridged Major Rivers. Attacks across unbridged Major Rivers are not allowed.
12.0 ARTILLERY
Artillery units are primarily combat support units and have little strength when acting alone (unstacked). Unstacked Artillery units (including Artillery units stacked only with other Artillery units) are “0” strength. The Combat Strength printed on the unit is usable only when the Artillery is part of a stack containing at least one non-Artillery unit.
The Bolivian Artillery Regiment “Bolivar” may be formed by placing any three Artillery Groups in the same hex and immediately replacing them with the Regiment. Conversely, the Regiment may break down into three Artillery Groups at any time. However, once the Regiment is eliminated, it may not be reformed.
13.0 GEOGRAPHIC VICTORY
The goals for each side in the war were formulated in terms of geography. Certain geographically important locations, usually Towns, are marked on the map with two numbers separated by a slash. These numbers represent the value of that location to the Bolivian and the Paraguayan respectively. For example, if the Bolivian player holds Pitiantuta at the end of the game, he receives 10 Victory Points; if the Paraguayan holds it, he receives 2. At the end of the game, each player totals the points of the locations he occupies, with the higher scoring player the winner. In the event of a tie, Bolivia wins.
A location is occupied by moving a unit into or through a hex which contains it. At that time, place an Occupied/Controlled marker in the hex. The marker serves only to show current control and to determine which Towns may be supply sources to friendly troops. Occupied/Controlled markers have no effect on Combat.
The Mennonites, in their search for freedom from war, established a colony under the aegis of the Paraguayan government in the Central Chaco. If the Bolivian player, at any time during the game, violates the Mennonite colony by moving any combat unit into the colony, the Paraguayan reduces his Victory Point total by two points.
If Bolivia occupies Asunción, by placing at least 2 units in the city, and remaining for 1 full Turn, or until the end of the game, whichever comes first, then Bolivia has won, regardless of Victory Point totals.
14.0 HISTORICAL SCENARIO
Historically, the war was fought with specific troop units at definite locations. This historical scenario provides instructions for duplicating the initial locations of units, and the appearance of later reinforcing units, while allowing players maximum latitude in tactical deployment.
The historical scenario lasts 6 turns: 1932-II to 1935-I. (The Roman numerals following a year denote the first or second 6 months of that year.) Paraguay moves first. Victory Points (Rule 13) are totaled at the end of Turn 6. Cavalry Patrols may not be detached initially.
PARAGUAYAN ORDER OF BATTLE - HISTORICAL
Place Controlled/ Occupied markers in:
Asunción (JJ-42, KK-42)
Fuerte Olimpo (R-30)
Puerto Casado (Y-35)
Puerto Piñasco (AA-36)
Patria (N-27)
Towns containing units may be marked Occupied/Controlled by that side. Reinforcements appear at any hex lettered to correspond with the Reinforcement Section. Named units must be placed as noted.
INITIAL FORCES:
Within 3 hexes of Asunción (JJ42, KK-42): 1 Infantry III Boquerón
In Rojas Silva (CC-32): 1 Cavalry III
Bolivia vs. Paraguay, 1932-35
The same applies to units unable to appear at D.
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In Bahia Negra (P-28): 1 Infantry III
1 Infantry II Armada
1 Artillery II
In Fortín General Genes (JJ-30): 1 Infantry II Jara 1
In Nanawa (HH-29): Infantry II Álvarez 1
In Concepción (CC-40): 1 Engineers II
In High Paraguay: 4 Infantry III
2 Cavalry III
2 Artillery II
In Isla Poí (DD-27): 1 Infantry II 40
REINFORCEMENTS:
Turn 2 - at C :
3 Infantry III
2 Cavalry III
1 Artillery II
- at D :
2 Infantry II Olimpo and Reclutas 2
Turn 3 - at C :
4 Infantry III
2 Cavalry III
1 Artillery II
1 Engineers II
- at D :
2 Infantry III
Turn 4 - at C :
2 Infantry III
1 Engineers III
1 Infantry II Policía 3
Turn 5 - at C :
1 Infantry III
2 Engineers III
1 Cavalry III
Turn 6 - at C :
1 Infantry III
1 Engineers III
1 Following the Paraguayan Combat Phase on Turn 1, and before the Bolivian begins his Movement Phase, Battalions Jara and Álvarez may be combined to form the 4th Cavalry Regiment if stacked together. If this operation is not performed at this time, it cannot be performed later; additionally, Battalion Jara must be moved immediately to Asunción. Upon its arrival it is removed from play.
2 Battalions Olimpo and Reclutas, when stacked together, at any time, may be replaced by the 14th Infantry Regiment. Further, the 14th Regiment may at any time, any number of times, break down again, into Olimpo and Reclutas. Once any one member of this team is eliminated, however, this operation may not be performed.
3 This unit represents the Asunción Municipal Police force.
Units unable to appear at C at the time indicated are permanently lost.
BOLIVIAN ORDER OF BATTLE - HISTORICAL
Bolivia sets-up after Paraguay. Place Controlled/ Occupied markers in:
Ballivián (II-17)
Santa Cruz (S-02)
Ravelo (P-16)
Florida (S-26)
Perez (P-19)
Charagua (Z-05)
Villamontes (GG-09)
Muñoz (JJ-26)
Camacho (DD-22)
Reinforcements appear at the west edge of the board. One Infantry and/or Cavalry Regiment may be placed in Boquerón in lieu of its/their assigned place. Unless specified, Infantry Regiments have a Combat Strength of “3”. Units may not be placed in the Mennonite colonies. Units may not be placed in Enemy Zones of Control.
INITIAL FORCES:
In Puerto Suarez (CC-32): 2 Infantry III 1 Artillery II
Within 3 hexes of Ingaví (S-18): 2 Infantry III 1 Artillery II
West of, but not on, the road connecting Isla Poí and Fortín General Genes 1: 3 Infantry III 3 Cavalry III 2 Artillery II 2 2 Infantry I
Within 3 hexes of Conchitas (II-20): 2 Infantry III 1 Artillery II 2
Anywhere Above: 3 Cavalry III 3 Engineer III
REINFORCEMENTS:
Turn 2 2 Infantry III 1 Cavalry III
Turn 3 3 Infantry III 2 Cavalry III
Turn 4 1 Infantry III 1 Engineers II
Turn 5 2 Infantry III 1 Engineers II
Turn 6 3 Infantry III
CRISIS TROOPS
If Paraguay moves any unit to within 8 hexes of Charagua (Z-05), Bolivia receives the following units during the Movement Phase following, in addition to normal reinforcements:
1 Cavalry III
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Bolivia vs. Paraguay, 1932-35
1 Infantry III (Strength 3)
6 Infantry III (Strength 2)
1 Infantry III (Strength 1)
1 Artillery II
2 Engineers III
On the second Turn following, Bolivia receives:
8 Infantry III (Strength 1)
Lower strength infantry regiments received as crisis troops may be used to re-activate strength 3 infantry regiments previously eliminated in combat. For each 4 combat strength points of infantry regiments placed in Santa Cruz or Villamontes, one strength 3 infantry regiment (previously eliminated) may be substituted.
1 This refers to any location:
a) Between the North-South hex file thru which the road runs, and the western edge of the board,
b) South of hex file Z, and
c) Meeting all other conditions of the rules (i.e. not in enemy ZOCs, in supply, etc.)
2 Artillery Regiment Bolívar may be placed initially, within three hexes of Conchitas, in lieu of placing these three artillery groups.
Two independent infantry companies are provided, numbered 12 and 13.
15.0 GRAN CHACO: INTRODUCTION
CHACO, the basic game, is a historical simulation. It does, however, leave out many aspects of the conflict, because of their complexity, and because they simply did not affect the actual fighting to any great extent. GRAN CHACO is an alternate version of CHACO incorporating rules covering the considerations ignored in the basic game. Players may implement some of the rules provided, by mutual consent, or may use the following procedure:
A. Rules 16 and 17 are in effect.
B. Each player chooses and notes secretly three rules from Rules 18 through 28 which he wishes to be in effect. He then also notes one more Rule that he wishes not be used.
C. Both players’ choices are simultaneously revealed. The six Rules chosen, minus the two vetoed Rules if applicable, plus Rules 1 through 17 govern game play.
16.0 DIVISIONS AND CORPS
3 II
Military units may be organized under higher headquarters to increase effective strength and ability.
Regiments and Battalions that move onto the same hex may be declared a Division if certain requirements are met. All units in the hex are removed from the board and replaced with a Division Headquarters counter. The removed units are then placed on the Division/ Corps Chart, in the square corresponding to the specific Division used, serving to verify the exact composition and strength of the Division. A Division’s strength is exactly equal to the sum of the combat strengths of its components. A Division moves at the speed of its slowest unit.
Divisions must be formed in accordance with the following:
A. A Division may consist of no fewer than 3 units, nor more than 5 units.
B. A Division may contain no fewer than 2 Regiments, nor more than 3 Regiments.
C. Companies may not be included in Division composition. Nonunits may be included but do not count against the limit in A. above.
D. At least one unit in the Division must be of the same type as the Division itself. For the purposes of this Rule, a motorized division must have an Infantry unit and a Truck counter.
Divisions, so long as they comply with the above, may change composition at any time; e.g., they may absorb units forced on them by retreat due to combat, detach units, break down into components, etc. Divisions may not stack with any other unit, but may form Corps.
A Corps is formed by moving two Divisions and an Engineer unit not contained in either Division into the same hex. All units are removed to the Division/Corps Composition Chart in the same manner for Divisions. To reiterate, a Corps consists of two Divisions and a non-divisional Engineer unit. Corps may not stack.
The two Paraguayan Cavalry Brigades included are treated in all respects as Divisions.
Both players may use divisions and Corps to the extent that counters are provided. If the Reserve Division Rule (19) is not in force, the Reserve Division counters may be used as ordinary Infantry Divisions.
17.0 MOTORIZATION
Tank Units, Aviation units, Trucks and Buses are Motorized and affected by terrain and supply differently from non-motorized units. Motorized units and non-units expend two Movement Points to enter a Clear Terrain hex. They may not enter Swamp or Mountain hexes. They may only cross rivers at Bridges. The Terrain Effects Chart contains complete details on Motorized movement costs.
Fuel to operate motors cannot be supplied under the normal supply rule. A unit or non-unit is in gasoline supply when it is on, or adjacent to, a Road or Railroad, leading free of enemy units or their Zones of Control to a Gasoline Source. The West edge of the board is Bolivia’s source. The East edge of the board is Paraguay’s source.
Units or non-units requiring gasoline supply-.and not in gasoline supply may not move. It is possible to be in gasoline supply and not in ordinary supply. It is possible to be in ordinary supply but not in gasoline supply. It is possible to be in both or neither. Gasoline supply does not affect combat. Gasoline supply replaces the effects of ordinary supply on movement for motorized units/non-units.
18.0 DIVISIONAL PATROLLING
All infantry and tank divisions provided have correspondingly numbered Patrols, which may be detached from their parent divisions at any time during the Movement Phase in the same manner as Cavalry Regiments. Cavalry divisions and brigades do not have Patrols, but their component Cavalry Regiments may issue Patrols.
Normally Patrols may not stack. Stacking is permitted, however, by Patrols originating from the same Division or Corps. This is the only circumstance under which Patrols may stack; Patrols not in compliance with the above stacking provisions through changes in division composition are eliminated. Disrupted regiments may send out disrupted patrols.
19.0 RESERVE DIVISIONS
The division designated “Reserva” may be used to form a special reserve force, and committed to seal breaks in the line caused by combat. If a friendly unit of any size within four hexes of “Reserva” is eliminated in combat, the Reserva Division may move forward and occupy its hex before any advance after combat is performed by enemy units: Reserve Divisions may operate only if they are able to trace a line, not longer than six hexes, unbroken by enemy units (not their Zones of Control) to the eliminated unit. The Reserve Division capability may be used only once per side per Turn.
20.0 HUMAN COST VICTORY CONDITIONS
Standard geographic Victory Conditions (Rule 13) do not take into account the terrible tragedy of the Chaco War. This victory modification portrays the effects of the manpower drain on both countries’ futures. During the course of the game, set aside all eliminated units. At the end of the game, each player totals his combat strength lost, and consults the following table to modify his geographic Victory Point total:
Table 2 - Victory Point Modifications
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This table is not cumulative. Use only the line indicating actual casualties suffered.
The player selecting this option rule may designate one or both of the following as in effect:
A. Surrender: A player defending may elect to surrender the defending unit(s) in lieu of combat. Surrendered units become “prisoners” and are removed from the game. Surrendered units do not count toward computation of the above Victory modification. Surrender must be prior to combat.
B. Coup D’Etat: Each player maintains a running total of his combat losses subject to verification by the opposing player at any time. Following each Combat Phase, both players determine their current geographic Victory Points (Rule 13) and apply the necessary modifications in accordance with the above table. If, at any time, a player’s victory point total falls to zero or below, that player’s government has fallen to a coup, and an immediate peace is concluded. The other player wins.
21.0 AUTOMATIC ELIMINATION
There are, at times, circumstances where a defending or blocking unit is so inconsequential as to be ignored by an attacking force. Automatic Elimination of enemy units may be accomplished during the Movement Phase, if combat odds of 11: 1 are obtained and certain other conditions are met. Any unit, after entering an enemy Zone of Control, may continue to move if the next hex entered contains an enemy unit. Sufficient units must be moved onto the enemy unit to obtain an odds level of 11: 1 or greater. The enemy unit is automatically eliminated, and the victorious units may continue to move if not otherwise prohibited. Automatic Elimination may be used by the same units more than once in the same Turn.
Because Automatic Elimination occurs during the Movement Phase, it is not considered combat under the provisions of the Combat Rule. Because stacking limits apply only at the end of a Phase, units undertaking an automatic elimination may issue Patrols, if so capable. Patrols not reabsorbed by the end of the Movement Phase, however, would be affected by the Stacking Rule.
This option is used only by the player selecting it.
22.0 TANKS
Only Bolivians receive Tanks. Bolivia receives two Tank Groups during initial set-up in Santa Cruz. Additionally, two Tank Regiments appear--one on the third Turn, the other on the fourth. Tank units are subject to Rule 17 (Motorization).
23.0 TRANSPORTATION
Transportation non-units are available to increase unit movement ability. Two types of transportation non-units are available: Trucks and Mounts (Horses). The following apply:
A. Mounts: Each Cavalry Regiment receives one Mount counter with it when it appears, at its point of appearance. A single Mount counter has a movement ability of “8”. As this movement ability is expended, a Mount may carry either a Cavalry Regiment or an Artillery Group. The Bolivian Artillery Regiment requires two Mount counters to transport it. An eligible unit may mount at any time during the owning player’s Movement Phase. To do so, the unit must be in the same hex as the mount. It may then travel with the mount up to the latter’s movement ability. Once a unit is carried by a Mount, however, the two may not separate until the next Turn. A unit may only dismount at the beginning of the Movement Phase. Mounts are eliminated if any unit in the same hex with it is involved in any combat, regardless of the result. Mounts out of supply at the beginning of a Movement Phase are eliminated.
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B. Trucks: The transportation procedure for Trucks is identical to that for Mounts. Trucks have a movement ability of “10” and are subject to the provisions of rule 17.0 (Motorization). A Truck counter may transport any Regiment or Battalion, including Tank units. Buses are treated as trucks, but have a movement ability of “7”.
Trucks may not retreat. Trucks may be captured and used by the opposing player; the capturing player merely moves a unit onto the hex containing the Truck counter (which may have been vacated by the former owning player through retreat due to combat).
Transportation non-units appear in accordance with the Optional Unit Appearance Table. Buses appear in Asunción.
24.0 AIR UNITS
Each air unit consists of an aircraft counter and a squadron counter. The aircraft counter represents the airplanes; the squadron counter, the airfield and supporting ground personnel. Aircraft and their squadrons bear identical identification numbers.
Aircraft take off from their base counter at any time during the owning player’s movement phase. Planes have a range of 20 hexes. Each plane may fly one of the following missions during a single turn.
A. Ground Support and Resupply: Aircraft supplies and supports any ground unit within range. Each aircraft committed provides one combat strength point in both attack and defense, up to a maximum of three points per supported unit. For example, three Bolivian aircraft may fly support for a Bolivian infantry regiment, providing an additional three combat strength points to the three points that the regiment already possesses for a total of six. The Bolivian Regiment may attack with six combat points and defend with six. Aircraft return to their respective squadrons at the beginning of the owning player’s next Movement Phase. Aircraft counters are placed on the hex containing the supported unit.
B. Strategic Bombing: Aircraft bomb roads and railroads to interdict and impede movement. The player places each aircraft counter committed to this mission on any railroad or road hex within range. During the Combat Phase, a die roll of one, two, or three breaks the target road or railroad. A broken road or railroad hex is marked with a “Disruption” counter. The transportation line remains broken until repaired by an engineer unit passing through that hex. Broken transportation lines are treated as if they were the terrain in that hex. Town hexes may not be bombed; hexes containing units may not be bombed. Aircraft return to their squadron following resolution of the bombing.
C. Air Transport: Aircraft may be employed to transport any company or patrol sized unit. Any company or patrol may, during the movement phase move to an air unit, and be transported by the aircraft to any friendly two within range. One company may be transported by one air unit, at a cost of one MP to the ground unit. The air unit may not be used for other purposes on that turn. Shift Air Recon to the limited intelligenoe rule (28.0). The motorized patrol of the l0th Paraguayan motirized division has a movement factor of 4 movement points, and is subject to the motorized movement costs’s. Supply for movement is determined by rule 17. Patrols of
any division may be motorized by use of truck counters, but the patrol of the 10th Division is oonsidered to be motorized if the entire division is.Only the l0th divisions patrol and the Bolivian Tank Divisions patrol may use the speoial capability of ignoring enemy ZOC for movement and oombat purposes. If rule 20.0 (Human cost viotory oonditions) is in effect, the Paraguayans win in the event of a tie.
D. Squadron counters may move during the owning player’s Movement Phase even when aircraft are flying. An aircraft counter may not, however, travel more than twenty hexes to its squadron. If forced to do so (by movement of the squadron) it is eliminated. An aircraft counter finishes the turn and completes the mission if its squadron is destroyed by combat.
Aircraft and their squadrons are motorized. As such, they are subject to the provisions of rule 17.0 (Motorization).
Aircraft appear in accordance with the Optional Unit Appearance Table.
25.0 GUNBOATS
Gunboats may attack enemy units adjacent to the Río Paraguay. Only Paraguay receives gunboats, in Asunción during initial set-up.
Gunboats do not follow normal movement procedures. A gunboat may move to any empty hex adjacent to the Río Paraguayo and south of Bahia Negra. Because the gunboat occupies a hex adjacent to the river only to show position (it is actually on the river) it may be placed in hexes in neutral territory. Gunboats may not be used to implement the Automatic Elimination rule. Gunboats may not stack.
Gunboats may only attack enemy units which themselves are adjacent to the river. The gunboat is never halved attacking across a river. All units attacking a gunboat are halved. Gunboats are never out of supply. Any gunboat retreated must retreat to an unoccupied hex adjacent to a river or it is eliminated. Gunboats have no ZOC.
Gunboats may be dismantled and used to form Artillery Groups. When a Gunboat is placed in Bahia Negra or Villa Hayes, it may be replaced by an artillery group. The newly formed group may not be moved until the next turn. Artillery groups may not be reconverted to Gunboats.
26.0 ANTI-AIRCRAFT ARTILLERY
Anti-Aircraft Artillery is subject to the Artillery Rule, but has greater strength. AAA units appear in accordance with the Optional Unit Appearance Table.
Anti-Aircraft Artillery may drive off enemy aircraft flying ground support and resupply missions. An AAA unit adjacent to any one aircraft counter during its combat phase may force the air counter to return to its base immediately. The AAA unit is still available for attacks during its combat phase.
A Reconnaissance aircraft which encounters an AAA unit when the Limited Intelligence option is in effect is eliminated.
27.0 HYPOTHETICAL SCENARIOS
The Bolivian general staff had on file several strategic plans for victory in the Chaco, but was unable, for a variety of reasons, to implement them.
Bolivia vs. Paraguay, 1932-35
If the Bolivian player selects this option, he may choose any one of the three scenarios given. If the Paraguayan player chooses (or both players choose) this option, the Paraguayan player determines which scenario will be used. (The historical scenario, of course, may not be chosen under this rule.)
PRE-WAR INCIDENT SCENARIOS
Scenarios for the Vanguardia Incident (1928) and the Projected Bolivian Attack (1930) provide, in the game form, the essence of the two major incidents prior to the outbreak of War in 1932.
Vanguardia showed both belligerents rather quickly that they were completely unprepared for any decisive engagements. Experience also taught them that the patrolling combat system was completely ineffective for any war of decision.
The unexecuted 1930 attack was foiled at the diplomatic and political level, before it could be sprung. The Bolivians felt, even as late as 1934, that the forces mustered for the 1930 attack were sufficient to bring Paraguay to her knees.
27.1 THE KUNDT PLAN
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The arrogant and efficient Prussian General Hans Kundt, formerly of the Imperial General Staff, proposed that several large contingents be mobilized to strike Paraguay from several directions at once.
Paraguay uses the historical order of battle, and sets up first. Paraguay moves first. This scenario lasts six turns: 1932-II to 1935-I. Victory Points (13.0) are totalled at the end of Turn 6. Cavalry Patrols may not be detached initially.
BOLIVIAN ORDER OF BATTLE - KUNDT PLAN
Place Occupied/Controlled Counters in:
Ballivián (II-17)
Florida (S-26)
Santa Cruz (S-02)
Villamontes (GG-09)
Ravelo (P-16)
Muñoz (JJ-26)
Charagua (Z-05)
Camacho (DD-22)
Reinforcements appear at the west edge of the board. Initial units must be placed in supply. One infantry regiment may be placed in Boquerón. Unless specified, all infantry regiments have a combat strength of “3”.
Units may not be placed in the Mennonite colonies. Units may not be placed in enemy Zones of Control.
INITIAL FORCES
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Roboré (H-17): 4 Infantry III
1 Cavalry III
1 Artillery II
1 Engineers III
Ingaví (S-18): 4 Infantry III
1 Cavalry III
1 Artillery II
1 Engineers III
Camacho (DD-22): 4 Infantry III
1 Cavalry III
1 Artillery II
1 Engineers III
Muñoz (JJ-26): 4 Infantry III
1 Cavalry III
1 Artillery II
1 Engineers III
REINFORCEMENTS:
Turn 2 1 Infantry III 2 Cavalry III
Turn 3 1 Cavalry III
Turn 4 4 Infantry III (Strength 2)
If Paraguay moves any unit to within 8 hexes of Charagua, Bolivia receives the following units during the movement phase following, in addition to any normal reinforcements:
2 Infantry III (Strength 2)
8 Infantry III (Strength 1)
1 Engineer III
2 Cavalry III
Strength 3 regiments may be rebuilt in accordance with the instructions in the historical scenario.
27.2 THE PITIANTUTA FIRST STRIKE
The actual hostilities in the war began following an incident at Pitiantuta in June-July, 1932, not represented in the historical scenario.
Bolivia did not react to the initial clash, and allowed Paraguay to gain the advantage. This scenario allows Bolivia to immediately seize the initiative.
Both sides use the historical scenario, with the following changes. Paraguay places one infantry battalion, the Palacios, in Bahia Negra (P-28)
Bolivia places one infantry patrol (4) in Pitiantuta (W-25). This scenario lasts 7 turns: 1932-I to 1935-I. Total Victory Points (Rule 13) at the end of Turn 7. Cavalry Patrols may not be detached initially.
Paraguay moves first, but may only move the Palacios battalion. No other moves may be made. Bolivia may move normally.
1 Cavalry III
Within 3 hexes of Puerto Suárez (I-28): 4 Infantry III
1 Artillery II
1 Engineers III
27.3 THE TABERA PLAN
One key to the Chaco lay in the north. A quick heavy strike, taking in
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Bolivia vs. Paraguay, 1932-35
one stroke the entire north Chaco, and providing a foothold for further operations, would guarantee Bolivian victory.
Paraguay uses the historical order of battle, and sets up first. Paraguay moves first. This scenario lasts six turns: 1932-II to 1935-I. Total Victory Points at the end of Turn 6. Cavalry Patrols may not be detached initially.
BOLIVIAN ORDER OF BATTLE - TABERA PLAN
Place Occupied/Controlled Counters in:
Ballivián (II-17)
Santa Cruz (S-02)
Ravelo (P-16)
Charagua (Z-05)
Arce (GG-28)
Florida (S-26)
Villamontes (GG-09)
Muñoz (JJ-26)
Camacho (DD-22)
Reinforcements appear at the west edge of the board. Initial units must be placed in supply. Unless specified, infantry regiments have a strength of 3: Units may not be placed in the Mennonite colonies or in enemy Zones of Control.
INITIAL FORCES
West of, but not on, the road connecting Isla Poí and Fortín General Genes:
Within 2 hexes of Puerto Suárez (I-28):
2 Infantry III
1 Artillery II
1 Engineers II
1 Infantry III
1 Artillery II
Within 4 hexes of Ingaví (S-18): 10 Infantry III
5 Cavalry III
3 Artillery II
Anywhere Above: 5 Engineers III
REINFORCEMENTS:
Turn 2 3 Infantry III
1 Cavalry III
Turn 3 4 Infantry III
1 Cavalry III
Turn 4 1 Infantry III
1 Artillery II
Turn 5 2 Infantry III (Strength 2)
Turn 6 2 Infantry III (Strength 2)
If Paraguay moves any unit to within 8 hexes of Charagua (Z-05), Bolivia receives the following units on the movement phase following, in addition to normal reinforcements:
2 Infantry III (Strength 2)
9 Infantry III (Strength 1)
Strength 3 regiments may be rebuilt according to the instructions given in the historical scenario (14.0)
27.4 VANGUARDIA
The first major encounter between the Altiplano and the Guaraní took place in the abortive Vanguardia incident, in December 1928. The newly established fortín at Vanguardia was attacked by the Paraguayan Army in an attempt to halt further encroachment on the accepted Chaco boundaries.
Bolivian response was quick. Immediate attacks in the South Chaco wrested Boquerón and Mariscal López from their Paraguayan contingents.
Difficulties, however, soon appeared. Mobilization went poorly, and those who did appear were poorly trained and equipped for a war of any scale. Weapons and resources were too few to support a war of decision.
The following rules, and rules 1.0 - 14.0 apply:
1. All Cavalry and Infantry Regiments may patrol. Patrols may be stacked. A regiment, however, may not move, unless stacked with its own patrol. Total movement may not exceed a patrol’s movement ability of 4 movement points.
2. All units may defend, but only patrols and battalions may attack. All Paraguayan regiments defend at half strength. Half strength units out of supply, disrupted, or attack across a river are quartered.
3. Headquarters units may not move, and defend at the strength of a regiment. They do not affect stacking.
4. This scenario lasts 2 turns. Paraguay moves first. To win, a player must, at game end, occupy Vanguardia, and either Boquerón or Mariscal López.
5. Vanguardia, Mariscal López, and Sopresa are considered towns in this scenario.
BOLIVIAN ORDER OF BATTLE - VANGUARDIA
INITIAL FORCES
In Ravelo (P-16): 1 Cavalry III (9)
In Suarez Arana (J-16): 1 Infantry III (13)
In Puerto Suárez (I-28): 1 Engineers II
In Roboré (H-17): 1 Infantry XX (5) Headquarters 1 Artillery II (1)
In Yaré (J-19): 1 Cavalry I (9)
In Vanguardia (M-28): 1 Infantry I (13)
In Ballivián (II-17): 2 Infantry III (6, 8) 1 Infantry XX (4) Headquarters
In Cabezón (HH-22): 1 Infantry I (6)
In Muñoz (JJ-26): 1 Infantry I (8)
REINFORCEMENTS (Turn 2)
In Villamontes (GG-09) or Roboré (H-17): 3 Infantry III
3 Infantry I
1 Cavalry III
1 Cavalry I
Bolivia vs. Paraguay, 1932-35
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PARAGUYAN ORDER OF BATTLE - VANGUARDIA INITIAL FORCES
In Villa Hayes (II-42): 1 Infantry II Armada
In Bahía Negra (P-28): 1 Infantry II (40)
1 Artillery II (1)
1 Engineers II
In Concepión (CC-40): 1 Infantry III (2)
1 Infantry XXX (1) Headquarters
In Puerto Casado (Y-35): 1 Infantry III 2 de Mayo
1 Artillery II (2)
In Rojas Silvas (CC-32): 1 Infantry I (2)
1 Infantry I (2)
1 Cavalry III (1)
1 Cavalry I (1)
REINFORCEMENTS (Turn 2)
In Puerto Casado (Y-35): 1 Infantry III (3)
1 Infantry I (3)
In Asunción (JJ-42, KK-42): 1 Infantry III (4)
1 Infantry I (4)
1 Cavalry III (2)
1 Cavalry I (2)
In Concepión (CC-40): 1 Infantry III (5)
1 Infantry I (5)
Numbers in parenthesis refer to the actual historical designation, where known.
27.5
BOLIVIAN 1930 ATTACK SCENARIO
Bolivia planned and mounted, but did not execute, a blitzkrieg attack to wrest the Chaco from Paraguay. If the attack had taken place, it could have been something like this:
1. This scenario lasts 6 turns. Bolivia sets up first. Rules 1.0 - 13.0 apply.
2. Victory is computed by rule 20.0, including the coup d’etat and surrender provisions. In the scenario Asunción aquires a value of 100 for the occupying player.
3. Vanguardia, Mariscal López, and Sopresa are considered towns in this scenario.
4. Rule 25.0 (Gunboats) is in effect. Gunboats appear on turn 2, in Asunción.
5. The Mennonite Colony violation provision of rule 13.0 does not apply.
6. Units may not be placed in EZOC’s or out of supply during initial placement.
7. Occupied/Controlled markers are placed only during the course of play. Towns may be marked Occupied/Controlled initially only if occupied by units.
8. Paraguayan infantry and cavalry regiments are half combat strength for the first two turns. As such, they attack and defend
with a combat strength of “2”. They become full strength at the beginning of turn 3. Only cavalry may patrol.
BOLIVIAN ORDER OF BATTLE - 1930
INITIAL FORCES
In Puerto Suárez (I-28): 1 Infantry III (Strength 2) 1 Artillery II
In Ingaví (S-18): 1 Infantry III (Strength 2) 1 Artillery II
Within 2 hexes of Muñoz (JJ-26): 3 Infantry III (Strength 2) 3 Cavalry III
In Camacho (DD-22): 1 Artillery II 2 Engineers III
Within 2 hexes of Sopresa (JJ-29) but not in Fortín General Genes: 5 Infantry III (Strength 3) 1 Engineers III
REINFORCEMENTS:
Turn 2 2 Infantry III (Strength 3) 2 Artillery II
Turn 3 2 Infantry III (Strength 2) 2 Cavalry III
Turn 4 1 Infantry III (Strength 3)
Turn 5 1 Engineers III
Turn 6 1 Infantry III (Strength 1)
PARAGUYAN ORDER OF BATTLE - 1930
INITIAL FORCES
Within 2 hexes of Asunción (JJ-42, KK-42): 1 Infantry III 2 Infantry II (Strength 2)
On the Puerto Casado Railroad: 1 Cavalry III
Within 5 hexes of Bahía Negra (P-28): 1 Infantry III 1 Infantry II (Strength 2)
Within 2 hexes of Fortín General Genes (JJ-30): 1 Infantry II (Strength 1)
In High Paraguay: 3 Infantry III 2 Cavalry III 1 Artillery II
In Concepión (CC-40): 1 Engineers III (Strength 1)
REINFORCEMENTS (all at C ):
Turn 2 2 Gunboats 1 Cavalry III
4 Engineers II
Turn 3 3 Infantry III 1 Cavalry III
Turn 4 4 Infantry III
3 Artillery II
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Turn 5 2 Infantry III
1 Engineers II
Turn 6 2 Infantry III
27.6 TELL IT TO THE MARINES
The big brother to the north could conceivably have decided to stop the bickering in the Chaco. The major powers thought that, although they might fight to gain their ends, it was not permissible for smaller countries to fight among themselves.
The United States could have decided to intervene using the 5th Marines, no longer committed to Nicaragua. Insertion of Marines requires a third player. He may place the regiment provided anywhere in the Chaco (but not in High Paraguay or within 10 hexes of Charagua), on achieving the correct die roll. He rolls following the Paraguayan combat phase on Turn 3. If a 1,2, or 3, Marines are inserted. If not, he rolls again following each combat phase (Bolivian and Paraguayan), until he achieves a 1, 2, or 3.
Marines have a special player segment following each combat phase. All Marines have a movement ability of 4 movement points per Marine player segment. Marine aircraft have a range of 20 hexes.
Marines ignore stacking and zones of control, but may not move through enemy units unless that player gives permission. Treachery is allowed. Marines may not undertake automatic elimination (for political and diplomatic reasons).
Marines are never required to attack. Marine artillery retains its combat strength even when unstacked.
Marine battalions may patrol. No battalion may issue more than 1 patrol per player segment. Any battalion may issue or absorb any patrol. Patrols may stack with themselves, but not with battalions.
The Marine regimental headquarters serve as fortíns or towns for the purposes of supply, provided they are in supply. That is to say, that any Marine units within 3 hexes (free of enemy units or their ZOC’s) of a regimental headquarter, and the headquarter is in supply, are also in supply. Marines may draw supply from any unoccupied town in the Chaco or by being adjacent to a river. Marines may remove occupied/ controlled counters by passing through a town. The Marine regimental HQ is a zero strength unit. USMC motors are in gasoline supply only if another player so allows.
Marines may be evacuated by air. 0nce evacuated, they may not be reintroduced. If, at any time, 3 Marine battalions have been eliminated, all Marines must be evacuated on the next Marine movement phase. Marine trucks may not be evacuated.
The Marine goal is the status quo. They must separate the belligerents and force them to return to the lines of 1932. The Marine wins if the final point score at the end of the game shows neither player leading by more than 5 points. The belligerents have a draw, and the Marines win.
This fantasy variant may be played with or without Gran Chaco rules in effect.
28.0 LIMITED INTELLIGENCE (Optional)
Increased security measures allow greater concealment of troop movements and dispositions. Only the player choosing this option may implement it.
The player choosing this option deploys his initial troops on the game map inverted. All non-units are always face-up on the game map. In addition to regular troops, up to six Dummy units may be placed as would be normal units.
Inverted units are all considered, for rules application, to be infantry regiments. That is to say, they move, using non-motorized terrain costs, with a movement ability of 4 movement points. Inverted units may not make use of any special non-infantry ability. A player may voluntarily expose a unit, such as a cavalry regiment, and then use its special abilities immediately.
Reinforcements appear inverted.
Units face-up behave in accordance with normal rules.
After combat has been committed, and the attacker has declared the strength of his attacking forces against a single hex, the defending units are exposed.
Once a unit is exposed, it may not be reconcealed.
Units attempting automatic elimination, and failing, are disrupted and retreated.
If the Air Rule (24.0) is in effect, then the following provision is in effect:
I. Reconnaissance: This mission is only flown when rule 28.0 (Limited Intelligence) is in effect. Aircraft may fly over any single hex within range noting the identity of all enemy units contained in that, and the six adjacent hexes. The aircraft returns to base immediately following completion of the mission. Reconnaissance may be flown at any time during the Movement Phase.
The following are optional expansion rules and may be included in any playing of the game.
29.0 CHEMICAL WARFARE
Each side has both offensive and defensive chemical warfare ability. All Battalions and patrols are equipped with gas protective masks, and have received some rudimentary training. Additionally, some regiments have received some training and equipment. The Bolivian secretly designates ten “protected” regiments. The Paraguayan similarly, secretly designates five “protected” Regiments. The units may be any regiments on the order of battle, be they initial or reinforcements. Any Regiment formed of one or more smaller units during the game must be separately designated as protected, it does not gain this automatically due to their formation. This reflects the necessity to protect senior Officers, staffs, and communications personel. Also, cavalry regiments operating mounted on horses are not considered as prepared under any circumstances, as horses panic in gas. A cavalry regiment designated as “protected” would be treated as such if operating as Infantry.
Artillery groups are capable of launching gas attacks. An artillery group which launches such an attack may not apply its combat strength during that turn. In the combat phase, prior to conducting a specific attack, it is declared to be a gas attack. A die is rolled for each
Bolivia vs. Paraguay, 1932-35
unit involved (both attacking and defending) and Table 3 is consulted. The new combat odds are computed from surviving units, and the attack conducted regardless what those odds are.
Table 3 - Gas Warfare Effects
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= No Effect
= Unit disrupted
Unit eliminated
On the first gas attack of the game, add one to all die rolls on Table 3.
On all gas warfare attack die rolls, subtract one from the die roll for all attacking units.
If the gas attack is launched by the Bolivar Regiment, add 2 to the die roll for all defending units.
The first player to use gas causes such a storm of world opinion that their victory point total is permanently reduced by a quantity from 1 to 6, determined by die roll.
Either or both players may exchange offensive ability for increased defensive ability. By not procuring gas attack equipment, more funding is availble for gas defense. For each artillery unit not trained for offensive gas warfare, the owning player may designate an additional 3 Regiments as protected. These protected regiments may arrive before the artillery unit in question.
The “Bolivar Regiment” must be designated as protected if it is to be protected, even though it will be composed of protected Battalions.
30.0 ENTRENCHMENTS
Engineer units in the Chaco were often employed to construct and maintain the defensive fortifications of the various outposts.
Any stack containing an engineer regiment receives an improved defensive ability provided the Engineer unit is undisrupted and in supply. For any stack containing an Engineer Regiment, subtract 1 from the die roll when defending. An altered resuIt of “0” is considered as “1”.
31.0 RAILROAD WARFARE
One Paraguayan strategy called for a defensive operation based on the Puerto Casado Railroad. Paraguayans receive two armored trains and two railroad guns (of about 10” caliber) in Puerto Casado, during the initial set-up.
Armored trains and railroad guns are considered battalions for the purposes of stacking. Railroad units may not leave the railroad.
Railroad guns have a range of two hexes when attacking. Rail units may ignore enemy zones of control and are not required to attack. Rail units may ignore any retreat result.
Armored trains may only defend, they may not attack. They are, however, cable of patroling. Each armored train has one “0” factor railroad infantry patrol. Railroad infantry is not restricted to the tracks.
Engineer units may break a railroad by moving into a hex, and expending one movement point. A broken rail line may be repaired by a friendly engineer unit moving into or through the hex and expending two movement points. The repair does not take effect until the end of the turn during which it was made.
The Armored trains are designated as “1” and “2” to keep the patrols straight.
32.0 BIBLIOGRAPHY
If you are interested in reading further on the Chaco War, the following short list should get you started:
lcks, Robert J., Armour in Profile No. 16: Carden Loyd Mk VI , Profile Publications, 1967. - Excellent coverage of the Carden Loyd, and its importance to the Bolivian armored corps.
lcks, Robert J., Famous Tank Battles, Doubleday, 1972, - One good chapter on the tank engagement at Ayala (Nanawa), and other Bolivian tank exploits. Also see Icks’ article in Army Ordance, Vol. XV, No. 87: Tanks in the Gran Chaco
Zook, David, The Conduct of the Chaco War, Bookman Associates, 1960. - ProbabIy the best English language account of the Chaco War. Generally available in better libraries, it provides virtually everything the casual investigator might need. Excellent extensive bibliography. The book does not have quite enough concentration on the military trivia the wargamer/ designer might want, but this is evident only on careful examination.
The following works are in Spanish, but can probably be coped with, with a good high school Spanish background:
Calvo, Roberto Querejazu, MASAMACLAY - Historia Politica, Diplomática y Militar de la Guerra del Chaco, La Paz, 1965. - Excellent Bolivian source, but at times biased. To offset this, also read:
Gonzalez, Antonio, La Guerra Del Chaco, Sao Paulo, 1941. - A Paraguayan source, also biased, but fairly comprehensive.
Also, you can find a lot of information in the various Janes’ (All the Worlds Aircraft, Fighting Ships) for the 1930’s.
33.0 DESIGN NOTES (from 1973)
The Chaco War is the only conventional war fought in the Western Hemisphere this century (so far). I don’t count World War II or the Soccer War for a variety of reasons. If you think you have another candidate, send your idea on in to us, and maybe we can make it into a game.
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Something that must be done on almost any game map is some sort of “skewing.” Superimposing a hex grid on a straight geographic map is usually unsatisfactory, if only because the rivers don’t follow the hex grid. Skewing the rivers is a relatively easy job, skewing whole towns is harder. G.W. Skinner’s article Marketing and Spacial Structure in Rural China (Journal of Asian Studies, 24, 1964), provides an excellent basis for a system of consistent geographic skewing, specially to a hex grid. In essence, once you establish a cost to enter a hex, it then becomes a simple exercise to determine the number of hexes that will separate a given point from several other points, and start placing the locations on the map. The hoped for result is a game that plays accurately, even if the map is slightly off. This process also goes under the names “Central Place Theory,” and “Subjective Geography.”
Perhaps the single most important factor in the war was water. Over a six month turn, the units can easily be resupplied by road, across country, even by air, with munitions, food, essentials, but not with water. Units in positions without water regularly lost half their strength to impromptu water search parties. Units adjacent to rivers, but not necessarily those in swamps) are exempt. The water is right there. The idea that a unit in violation of stacking is eliminated seems to me, at least in this case, a rather harsh penalty for such a minor infraction. Given a 10 mile hex, it looks like more than 2 regiments could fit, easily.
The division and corps rule gets partially around it, and increasing the effective stacking limit by imposing a higher command structure gives good background reasoning to handle the problem. Units in violation of stacking, not having higher headquarters to supervise, cannot function. They are disrupted. They remain alive, but useless, a still, I think, effective deterrent.
Patrols are eliminated. Picked up as stragglers, etc.
Accurate order of battle information is moderately elusive. The Paraguayan literature reminds me of a bashful braggart, digging his toe in the dirt and mumbling about the injustice of it all. No guns, no money, just men brave and true, and a just cause, finally triumphing. The Bolivians prefer not to discuss it at all. The various sources also contradict, to some extent, through typographical errors and mis-information, themselves and each other.
The Paraguayan Guaraní Native was in his element in the Chaco. The swamp, the scrub desert were his natural environment. The Bolivian Altiplano, transferred from his mountain heights, suffered terribly. The Paraguayan proverb showed their contempt: “EI guaraní vale seis otros.” (One Guaraní is worth six others).
The names of units read with a certain romanticism to the uninformed. Cavalry Corps Toro, Cavalry Regiment Lanza, Battalion Palacios - such images they bring to mind! Most units simply carried the name of the commander.
Irregular detachment Placido Jara, assigned to guard the Paraguayan left flank at the Rio Pilcomayo, was an exercise in bad PR. Self-styled the “Machetes of Death,” this 300-man band of border rabble violated the Argentine border, and generally incited the press, foreign and domestic, against the Paraguayan cause.
Public opinion forced the disbandment of Jara, and integration of the men into a newly formed regiment. Zook says they became the 6th Cavalry, Gonzalez makes them the 4th Cavalry (see Bibliography).
Normal combat is simple enough. Zero strength combat is the expression of conflict between untrained, unskilled groups of men. They obviously lose when attacking any one of any quality. Same when attacked by quality. When one mob attacks another, however, the result is pure chance. Adding more mobs does not affect the outcome. Of course, the attack is still mandatory. Units close to the enemy feel a need to attack - patriotism, pride, and national fervor.
Air power did little, though it could have done much more. At one point, the Air Force Chief, after ranting and raving about the misuse of his planes, came to drawn pistols with his commander, though bloodshed was averted, the air arm continue to be used in all absurd manner.
Bolivia had 12 tanks, Vickers 6 tonners, both A’s and B’s, and Carden Loyd MK VI B Tankettes. The tanks were, however, held back, with only 3 six-ton and 2 Carden Loyd’s in the Chaco. The tank rule assumes that 2 tank groups of 6 tanks each, under German military mission command, were formed and trained early. The 2 groups are named for the German mercenary captains who commanded the existing groups.
Some experience with tanks would have prompted purchase of sufficient machines to mount 2 full regiments. Although these machines would probably be Vickers six-tons, they could possibly have been Christies.
The tank division, Republica, is fantasy.
The basic game is historical. But the true historical game is best played with an armor enthusiast as the Bolivian, and only the tank option in force. The advantage is psychological, and Bolivia seems committed then to a desperate holding action (“if only my tank regiment can get up there, then ... “). The voluntary holding action, and the delayed, but inevitable, collapse of the front accurately reproduce the events of history.
Navies are very popular in South America. Even Bolivia had a Navy until Chile annexed Antofagasta and cut off Bolivia’s only access to the Pacific. Paraguay, the jungle nation in Central South America, bought two gunboats, the best available, from Odero, Genoa, in 1930, to guard the Paraguay riverline. At one point, as the war front moved farther west, away from the river, and the arms embargoes began to hurt, some guns were dismounted and sent forward to help out.
It is possible to calculate the approximate battle deaths in the Chaco wars you fight. After setting aside all units “killed” through the course of the game, add up the total combat strength points each side has lost. Multiply Paraguay’s lost points by 2000, multiply Bolivia’s losses by 1000, and add the two results. The sum is the number of Paraguayans killed in the course of the war. Reverse the procedure, multiplying Bolivia’s losses by 2000, and Paraguay’s by 1000, to find the total Bolivians killed.
Keep in mind, of course, that the above is only a rough extrapolation, drawn from only one example, the real thing, and as such is untested for all other possibilities (not that you can prove it wrong). For further concrete information on the real thing, see Singer, J. David, and Small, Melvin, The Wages of War, 1816-1965, A Statistical Handbook, Wiley, New York, 1972.
A Flight of Fantasy
The idea of U.S. intervention in the Chaco War is not entirely alien, but the several difficulties of its execution would have made it almost impossible. The following is an exercise in alternate worlds.
The U.S. 5th Marine Regiment became available in January 1933, withdrawing from Nicaragua as the tension eased there, and because of pressure from Congress at home. A major policy decision would have had to be made, to commit the Marines to the Chaco, rather than return the 5th Marines to flesh out the skeleton Marine crews with the fleet.
Now, who would the U.S. protect? Bolivia had the greater claim to favor, as the site of U.S. industrial investment, and as an excellent customer of U.S. munitions interests. Paraguay exhibited a slightly less overriding claim for protection/assistance mainly by reason of its harboring the Mennonite colony (the U.S. always appreciates high ideals), and by its apparent underdog status.
Actually, intervention goals would probably be in support of the status quo, attempting to enforce a cessation of hostilities, and a return to the lines in effect prior to 1932.
“Getting there is half the battle.” All the countries around both Paraguay and Bolivia were declared neutrals. Minor lapses did occur, Bolivia drew supplies for Puerto Suarez from Corumba, Paraguay was actively supplied with munitions from Argentina, Chilean railroads shipped war materials from the Pacific to La Paz. Rumor had it that the Paraguayan San Martín regiment (the 7th Cavalry) was formed from Argentine “volunteers.” But a U.S. troop commitment would have to cross some neutral’s territory, chancing an escalation of the war, and potential conflict all the way to Tierra Del Fuego.
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Possibly, the neutrals would have agreed to the interventions of impartial U.S. troops to re-establish the status quo.
The most romantic insertion method would have been a massive airlift, via the airships Akron and Macon, in multiple sorties, of the 5th Marines, into the interior. (Assume the airship disasters of the thirties had not occurred.) Most probably, the insertion would occur on Turn 3, perhaps as late as Turn 4, or 5.
The Marine intervention scenario goes into this in greater detail if you like delving into that alternate universe.
Games are never the sole effort of one person. Although Chaco is my “baby,” the (original) graphics came from Rich Banner’s skilled pen, some preliminary research was done by John Harshman, the Bolivian Order of Battle was revised by Frank Chadwick, and then the whole thing was edited by Mary Beth Miller.
Marc William Miller
Designer
CREDITS
Game Design: Frank Chadwick & Marc W. Miller
Graphic Design and Layout: Knut Grünitz
Project Director: Julian Thomas
Originally Published by Game Designers’ Workshop
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