The Chaco War
Issue 12
Aide de Camp 2 Module

Game by: XTR Corp/Command Magazine copyright 1991

Aide de Camp 2 by: HPS Simulations

ADC2 Module creator: Craig E. Deaton	"deaton@mediaone.net"
Produced by: John C Kincaid                  "jkincaid@primenet.com"


Note: 
You must have the most current version of ADC2 to use this module. You can download 
the newest version of ADC2 from WWW.hpssims.com or contact HPS direct. It is assumed 
that you know how to use Aide de Camp 2. If you do not, now is the time to learn. With 
that knowledge you will find this module very easy to use.
Ownership of the Chaco game and an understanding of its rules is necessary to play this 
game.

As with all computer programs, it is strongly suggested that you save often.

Getting Started
    
Create a folder for your module. It is suggested that the Chaco folder is kept in ADC2's  
'Game Sets' folder. The entire set takes about 9.5 megs of space. Each scenario's files are 
titled by the scenario name. After picking out a scenario, log in as either listed player.

Setting Up To Play 

Units whose placement is preordained by the individual scenario rules are already in place.  
In the case of units that can be setup in a number of different hexes, these units will be 
in separate force pools that identify them as such.  The remaining units that are to be 
drawn at random and placed on the map are in force pools named for each player.  In 
multiplayer games, players should choose units from the pool in the order that they are 
listed in the scenario detail, flipping over whichever unit is chosen when the rules indicate 
that a unit should be deployed on its reduced strength side.  In the last three scenarios, 
Entrenchment counters called for by the rules were also included in the force pool to help 
prevent players from forgetting to place them.  When one of these counters is selected in 
the random selection process, set it aside until all units are deployed and then decide 
where it should be placed.
	 

Class Value settings:

Class Values
1. Political Rating (Leaders Only)
2. Command Rating (Leaders Only) NOTE: This can be either a positive or a       negative 
number.
3. Attack Factor (Combat units only)
4. Defense Factor (Combat units only) NOTE: Shown in parentheses for artillery units.
5. Movement Factor
6. Supplied Indicator (Leaders and Supply units only)


Module Developers Notes:

Included in this ADC2 game set you will find 4 different sets of OP files:
ChacoCampaign_BoqueronScenario.OPS
AlihuataScenario.OPS
BallivianScenario.OPS
VillaMontesScenario.OPS

I've stuck pretty close to the board game in just about every instance.  A few things were 
changed for purposes of graphic appeal, ease of play and functionality.

1) CALENDAR CORRECTION - Both the Boqueron scenario and the Campaign Game 
start in September 1932.  In the board game version of "The Chaco War" there was no 
1932 box on the original map.  There is now.

2)  FORT/ENTRENCHMENT TERRAIN GRAPHIC CHANGES - I've changed the 
graphic for the preexisting Fortifications and Entrenchments on the map in order to make 
them more visible when units are stacked on them.  Fortification hexes have a red border.  
Entrenchment hexes have a similar dark gray border.

3)  UNIT SYMBOLOGY CHANGES - The standard "NATO" unit type symbols on the 
back (Out of Supply) side of leader/HQ counters and the reduced strength side of unit 
counters are a lighter shade of the color on the front.  This was done solely to make 
visual identification easier.  "Used" Air Units also have a lighter aircraft silhouette color.  
Also, the units in the board version of "The Chaco War" sometimes had separate attack 
and defense factors or some used the same number in either case.  This system was 
retained on the counters, however, ADC2 will display these numbers as two numbers in 
order to facilitate easier calculation of total attack and defense strength by the players.  

4)  ARMY COMMANDER COUNTERS - Army Commander identification counters now 
bear the appropriate national flags instead of the generic ones that were on the original 
game counters.

5)  SETTLEMENT CONTROL - I built (and placed on the appropriate settlements in each 
scenario) an x-image counter that puts a small flag of the appropriate nationality on a 
settlement to help in visually identifying who controls that settlement.  These look neat 
and are functional, but you will need to remember to deselect the counter before moving 
a stack of counters from a settlement location.  The flip side of these counters is used for 
the other nationality in the event an area changes hands.

One note about the game rules and settlement control.  The rules are somewhat 
confusing in that the initial control of settlements is dictated pretty clearly in most cases 
but yet often flies in the face of initial unit placement.  For example, in the Allihuata 
scenario the settlement of Plantanillos contains Paraguayan units on the first turn, yet the 
instructions regarding settlement control do not list Plantanillos as one of the settlements 
that should be in Paraguayan control at the start of the scenario.  In all cases where this 
type of apparent error has occurred, I have placed the settlement under the control of 
those that occupy it.

6)  REPLACEMENT AND DEAD POOLS - There is no longer a "Replacements" box on 
the mapboard, but the appropriate units for each scenario are actually in a "Draw Cup" 
that is set up as a separate reinforcement force pool for each player.  I did not, however, 
make a "Dead Pile" force pool, but rather recommend using the "Dead Units" box on the 
map as a holding area for destroyed units.  According to the rules, if the replacement pool 
becomes empty then the dead pile should then be moved into the replacement pool and 
the process begins again.  This was my solution.

7) LEADER COUNTERS - Unused leader counters are left on the map boxes as an aid to 
help players see more easily which leaders are available.  In the event that you need to 
randomly draw a new leader, an empty force pool has been set up called "Random Draw 
Cup".  Move each leader into the cup and then let the computer select one for you at 
random.  Replaced Leaders and Available Leaders boxes were left on the map for use by 
the players however they see fit.

8) ON-BOARD HOLDING BOXES - A holding box has been added on the map for the 
Paraguayan Well counters.  There are only two allowed to be active in the game at one 
time.  It is a design limit.  The same is true of Trucks.  Available trucks are stacked in the 
holding boxes on the map.  There are a maximum of 8 Bolivian and 10 Paraguayan trucks 
allowed in the game.  The trucks in the replacement boxes in each scenario reflect this 
maximum less the number already present on the map.

9)  ADMINISTRATIVE COUNTER FORCE POOL - Additional Force Pools have been set 
up for Administrative Markers such as Entrenchment/Fortification markers, Depot 
counters, Supply Radius counters and Trail Markers as far as I have been able to tell, 
there is no limit to the number of such counters allowed by the games rules.  If you run 
out, you can place more in there as needed.  The same is true of a separate Force pool 
that was set up for Supply counters.  Please note that the flip side of the Entrenchment 
counter is the Fortification counter and that the Supply radius counter has 8 on one side 
and 4 on the other.  For this reason you will not see both types listed in the force pools 
and will instead need to select the appropriate counter and turn it over if you need the 
other side.

10)  BALLIVIAN SCENARIO LENGTH - In the Ballivian scenario, the rules say that 
there should be 9 turns. However, it is supposed to begin in May 1934 and end in 
February 1935.  A quick look at the calendar will tell us this is 10 months (i.e. 10 turns).  
I've set it up for 10 turns and assumed the dates were right and the math was poor.  If 
you want to play a 9 turn game, be sure to discuss it with your opponent first to avoid 
disputes later.

11)  PARAGUAYAN SUPPLY RADIUS - In all scenarios, the rules address the initial 
Bolivian Supply Radius. It is set at 6, except in the Villa Montes scenario where it is 8.  
The rules are, however, silent about the initial supply radius for Paraguay.  I have 
assumed that the Paraguayan radius would be the same as the Bolivian's in all cases.  My 
reasoning was that the effective supply radius would be decided by factors that would 
tend to influence both players equally and that the actual ability to get supplies to units is 
more a function of the ability of the player to lay out an effective network of depots, 
leaders, trucks, etc.  If you disagree with this decision, feel free to change it as you see 
fit.  No one can argue with you, but you should be sure to decide this with your opponent 
in advance.

12)  COMBAT LOSS TABLE - I have chosen not to include a duplicate of the LOSS 
TABLE used in the game to resolve actual strength point losses when calculating combat 
results.  Since it was about 45 rows of text, it would not fit easily on the screen of the 
pop-up windows that ADC2 uses to show such things.  Instead, I'm relying on the fact 
that wargamers are by all accounts a pretty intelligent lot and can calculate 10%, 25% or 
50% in their heads (or with a calculator if you choose).  Just remember, ALL fractions are 
rounded up when calculating losses.



That's it.  I hope you enjoy playing the game.  If you're looking for an opponent, drop me 
an e-mail at the address above and I'll play you or try to hook you up with someone else 
that might have expressed an interest.
