Cuba Libre!
The Bay of Pigs April 1961

Original Game by Simulations Workshop, 1998 
ADC2 version by Joe Oliver (Jaydeeo@aol.com), 2000
Created with ADC2 version 2.11 & P200/64mb


INTRODUCTION

Cuba Libre! is Simulations Workshop's interesting and neat microgame of the Bay of Pigs invasion in 1961.  In keeping with the spirit of ADC2, possession of and reference to the actual original game rules, charts, play aids, etc. are necessary in order to play.

As with many tactical level games with complex and interactive game turn phases, Cuba Libre! is not easily handled as PBEM, but where there's a will, people can find a way.  Besides, this set can be used quite easily for solo play as well.


CHANGES FROM ORIGINAL

The following are the changes found in this ADC2 set.

The map has been done entirely by hand bitmapping, with no scans, but I have attempted to reflect the spirit and flavor of the original.  The original white clear terrain (and background in other terrain) has been changed to a light green.  

Added around both sides and at the bottom of the off map area are different versions of some of the play aid tracks and holding boxes, including the following.  On the left side are holding hexes for the Exiles transport ships and available aircraft.  Along the bottom are holding hexes for Exiles optional aircraft and optional U. S. Marine forces and a turn record track, color-coded and annotated so as indicate day vs. night and required Exile ammo and pilot check turns.  On the right side are holding hexes for Cuban off map Column units and available aircraft.

The counters are my hand bit-mapped approximations of the originals, and are rendered with less detail than them, particularly the armor, ship, and air units.  The main change has been in the interest of greater computer monitor clarity by use of lighter shades of green and brown on the Exile "camouflage" background units.  I have created new "Disrupted" counters, for those who wish to use them.

In the interest of simplicity, I have created the eighteen advanced game option cards as additional counter pieces contained in appropriately named force pools.  Of course, two additional "hidden" units have been created for the purpose of hiding any chosen "card" option unit.  Players wishing to use this option should see more details below.


HOW TO USE THIS SET

First, make certain that your current ADC2 version is 2.11.  Next, after unzipping the files into an appropriately named folder and opening the ADC2 "play game" module, the following four different OPS files are available:

Cuba_Libre.OPS = the standard or optional game, with air and ship markers in their off map locations, and with the balance of the units in clearly named force pools

Cuba_Libre_Master.OPS = map empty, with all markers & units in force pools

Cuba_Libre_Sample.OPS = an artwork display file

The class/piece data fields are as follows:

1 - Fire or Combat strength; numerical
2 - Defense or Combat strength; numerical (same as #1 for all non-ranged fire units)
3 - Range; numerical (for artillery & other ranged fire units)
4 - Movement allowance; numerical 
5 - Air strength; numerical (aircraft only)
6 - Ground strength; numerical (aircraft only)
7 - Disrupted?; Yes/No

As mentioned previously, separate "Disordered" markers have been created and can be used, but direct edit of #7 data fields will probably be easier.

As noted above, rather than adding an additional data field, all non-ranged fire units with a single combat strength have that number listed in both data fields 1 and 2.

Also, remember that while the four Exiles transport ships have no printed combat values, nor have any indicated in their data fields in this set, they do possess antiaircraft ability, as indicated on the player aid card in the original game.

Concerning use of the game's optional cards, players should aware that use of them can drastically change either play balance, or even end the actual game instantly!  To use the feature in this version, each player must make a random pick from his option pool, place the chosen unit in a suitable agreed upon off map location (perhaps on one of the brigade shields or stars), and finally edit the piece as "hidden."  Of course, it should be added that for this to be workable, all enemy force pools will be displayed as "hidden" as well.   
 
Have fun.
