72 lines
2.9 KiB
Perl
72 lines
2.9 KiB
Perl
.TH Concept Guerrilla
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.NA Guerrilla "Guerrilla warfare"
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.LV Expert
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.s1
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Guerrillas are created in several ways;
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when a sector is captured by an enemy,
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or when civilians riot for one reason or another
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(starvation, no happiness, etc).
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.s1
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Guerrillas have a generally detrimental effect
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on the well-being of your country.
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Depending on the amount of military in the sector they \*Qinfest\*U,
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they will either attack the military there
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(but only if they have a good chance of winning),
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blow up things (lowering sector efficiency),
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or, if they are too badly outnumbered,
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they will try and move to a different sector.
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.s1
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If there are no military in the \*Qinfested\*U sector
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at the end of the update to break up guerrilla recruitment drives,
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your civilians' loyalty will suffer.
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If the sector is only occupied --
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not completely owned by you, that is --
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then it will revert back to the old owner,
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renouncing the conqueror and returning to their old allegiance.
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The guerrillas will then move on to \*Qconvert\*U more sectors.
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Particular guerrilla bands will fight to the death,
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or until you dissolve in disgust.
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.s1
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Guerrillas will attempt to \*Qrecruit\*U new followers
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from semi-loyal sectors and from the uncompensated worker population.
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Loyal civilians will resist these recruiting drives,
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but uncompensated workers will always flock to the banner
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of the guerrilla warrior.
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.s1
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The renowned guerrilla fighter Colonel (later Captain) Batguano
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gave a talk to the special forces, which was later made into an
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Armed Forces Technical Manual.
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In it he states,
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.s1
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.in +0.8i
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.ll -0.8i
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The first thing you learn is that the che are hardier than cockroaches,
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eat like birds, and are simply invulnerable to gunfire and napalm.
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They hide in the sewers.
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There are two ways to handle the guerrilla problem;
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one way requires high yield fusion weapons,
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and then they only die when everything else in the sector is destroyed.
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Unfortunately, collateral damage to civilian assets renders this
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strategy negatory ... [Col. Batguano then launches into
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a tirade against the \*Qwimpy-assed liberals\*U which interfere with the
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proper guerrilla suppression techniques] ...
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Almost every fully-populated area we moved into
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had a few dozen of the little monsters,
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and troop levels of 50-100 per sector were found to adequately
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pacify the region.
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Of course, depopulating the area prior to takeover often had a salutary
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effect on the number of che we later found...
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.ll
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.in
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.s1
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You will be notified of the varying civil disturbances
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by \*Qproduction\*U telegrams showing a body count of guerrillas killed,
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a sector being subverted by revolutionary propaganda,
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or a sector lost to guerrilla activities!
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.s1
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Land units present in a sector help to fight them, fighting without
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any multiplier, either offensive or defensive and without any
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fortification bonus. Any units with the
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\*Qsecurity\*U ability will also kill some che before anything else is
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done (commando raids).
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.SA "Populace, Occupation, Update"
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