South African War

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South African War
Part of The Cold War
Superevent Music
South African War Superevent
AbilitiesEquipment, Manpower, Advisors
DateNovember 1963 - Mid-1960s
PlaceSouth Africa
ResultSee more
Belligerents
Supported by:
African Separatists
ANC (Potentially)
Leaders
Oliver R. Tambo (Potentially)
Nelson Mandela (Potentially)
Outcomes

PRO OFN

  • Total OFN Victory
  • Pro-OFN Ceasefire
  • Status quo, ante bellum

PRO EINHEITSPAKT

  • Total Pakt Victory
  • Pro-Pakt Ceasefire
  • Status quo, ante bellum
There exists no winning outcome for the ANC if they rebel

The South African War (or Third Boer War) is an African conflict between the Union of South Africa and the Afrika-Schild starting in November of 1963.

While officially fought between South Africa and the Afrika-Schild, the OFN can send volunteer units and equipment to South Africa, while the Einheitspakt can send support to the Afrika-Schild, provided Germany is done with the German Civil War.

Background[edit | edit source]

Following the fall of Britain in the Second World War, the Union of South Africa found itself in an extremely delicate position, but was able to overcome the hardships of losing the home isles and the monarchy. But the Boers were still dissatisfied with their “oppression” of the governing Anglo minority. The Reich took notice of this, and so, began supplying fascist Boer paramilitaries and supporting Albert Hertzog’s National Party, as it quickly became the main opposition against the Anglo United Party.

Now the year is 1962, and the South African Union is in a tenuous situation to say it lightly. A monarchy without a monarch, caught between the monarchist Anglo minority, the German supported Boers and the increasingly radicalizing African National Congress.

As the Boers are increasingly pushing for a transition from union to republic, the Anglo United Party government risks their fragile neutrality, as the moment the National Party will inevitably win the elections, they will break South Africa’s neutrality and align the nation with their Einheitspakt benefactors, thereby reducing South Africa to nothing more than a German puppet. On the other hand the ANC’s most radical members have begun pushing more and more for a Pan-African agenda, as those least radical are calling more and more for the removal of the oppressive apartheid and the inclusion of the African majority into elections.

To make matters worse, the three Reichskommissariats, Zentralafrika, Ostafrika and Südwestafrika, are eyeing South Africa with increasingly hungry eyes, as they actively support the aforementioned Boer paramilitary groups, in an effort to destabilize the fragile union. And so, at the beginning of 1962, the player faces a difficult decision: either stay neutral between the ANC and Boers, try to negotiate with the Hertzog Boers or reform the aging apartheid system and begin to include the African majority into politics as so to try and ally with the less radical ANC members against the inevitable Boer and German onslaught.

Gameplay[edit | edit source]

Pre-War[edit | edit source]

As the player begins the game, they are placed in a difficult position. With the looming threat of the African Reichskommisariats, the Boers and the ANC, the player will have to mediate their support from the Einheitspakt and their support from the OFN, being careful not to antagonize the Pakt too much by receiving too much American support, forfeiting their ability to trade with the Pakt entierely. The player will also be forced to on decide which faction they shall ally themselves with. The 2 options here are: the Boers and the ANC. It is highly recommended to the player that they ally themselves with the ANC as it will help against the greater threat of the Boers and their German supporters, during the referendum and the war. In the case of the alliance with the ANC, the player will begin a campaign of desegregation of institutions and the inclusion of the African majority into the elections, much to the dismay of Hertzog, who will begin to threaten the government more and more with secession, which will certainly spiral into German involvement and overtaking of the country.

President of the US, Richard Nixon pledges more support for South Africa after pro-war protests outside the White House.

Should the player attempt to negotiate with the Boers, the Boers will still inevitably revolt against the government, yet in this scenario, the ANC will not help South Africa, but will declare war upon all sides. After having proceeded with the respective path focuses, the player will find their country is in massive internal turmoil, and in a precarious position on the world stage. The player though will inevitably have to accept the Boers' call for a referendum on the Monarchy and will subsequently have to attempt to win it in exchange for bonuses.

The player, depending on what path they took, will either have to placate the Boers in exchange for some of the supporting the Monarchy (A path that will significantly decrease the rights of the black majority), or work with the ANC to get black suffrage far enough to where they would vote for the stay of the Monarchy. The referendum is much easier if the player decides to placate the Boers, at the cost of the war being harder. As tensions heighten, the spark to light the flames of war and rebellion will be the assassination of MP Ian Smith at the Cape Town airport, which will cause a ripple effect (decided by the subsequent event related player decisions) through the Boer population. This assassination leads to widespread protests, which will, inevitably, end in the player sending in the Army to restore order among the populace and the subsequent Cape Town Massacre where some of the protesters will be shot.

As the tragedy shocks the nation, Hertzog will take the chance to rally Boer voices across South Africa and secede from the Union on November 15, 1963, declaring the Boer Republic (known in-game the Afrikaner Volkstaat). Thusly the war will begin when the South African government will declare war on Hertzog’s state the next day, followed a week later by the intervention of the newly formed Afrika-Schild faction of the African Reichskommissariats on the side of the Boers, as Germany is busy with their civil war. In the case the player didn’t ally themselves with the ANC, they will revolt against the government and Boers. And so, the South African War begins…

War[edit | edit source]

The player shall find themselves in a desperate position, as it has its backs to the wall against the hordes of the Afrika-Schild. The only chance South Africa has to continue its existence will be the US and the OFN, which are more than willing to support a potentially vital ally in the ever continuing Cold War against the Germans and Japanese, and perhaps maybe even try to remove the German menace from the African continent entirely. From here, US President Richard Nixon will call an OFN "Summit on the Policing Action in South Africa" and a majority vote for intervention, putting into effect: Security Resolution 13, which states that the OFN will defend South Africa as if one of their own members. Within days, the Allied Assistance Act will pass in the United States' Congress allowing for further deployments of American and Commonwealth troops, alongside Security Resolution 14, which states that General William Westmoreland is to be named the "Supreme Commander of Allied Forces in South Africa", alongside a combined usage of the OFN flag instead of separate national flags. South Africa however will not stand alone.

The combined Allied Force will deploy several divisions worth of troops and enough aircraft to ensure total air domination against the Schild. The American MACSA-SOG (Military Assistance Command in South Africa-Special Operations Group) will be available for covert stay-behind sabotage actions or recon missions, as well as psychological warfare. The Home fronts of the Allied nations will be completely supportive of the combined anti-Nazi struggle, allowing for a much larger deployment of troops than other proxy wars. Potentially, the Iberian Union can also participate in the South African War, mainly due to Salazar's initiatives and hopes to regain the lost Portuguese colonies in Angola, and will assist the Allied forces via maps of the region, the leasing of São Tomé as a base, medical personnel, psychological warfare squads and potentially, via direct troop deployments.

The most surprising support would come in the way of 100 volunteers from Russia, all members of the All Russian Anti-Nazi Guard. That is not to say that the African Reichskommissariats are on their own. That is true for the 1st portion of the war, when Germany is still in the midst of its Bürgerkrieg. However, when the civil war ends, Germany is either able to further deploy troops into Africa in the hopes of achieving total victory, or pull out as many resources from the continent and essentially abandon the Reichskommissariats to their fate.

A United States Marine Corps MAG-16 Helicopter evacuates casualties, while an M-48 tank stands guard.

Outcomes[edit | edit source]

There are several outcomes for the South African War, Ranging from a total German victory to a total OFN victory.

Total German Victory[edit | edit source]

If the war ends in South Africa's complete defeat, while it is certain the Boers take over the South Africans territory (except Bechuanaland) and the territory around the city of Upington, which is integrated into Südwestafrika. The future of South Africa is heavily decided by one factor.

Whether Ostafrika took the focus “Brüdermord'' where Huttig takes over the other Reichskommisariats and will end up plunging Africa into anarchy, including South Africa in this case, starting the 2nd South African war. In the other case, the Afrikaner Volkstaat will remain a puppet of the Reichskommissars, until inevitably Hüttig's Großafrikanisches Reichsstaat collapses to the Anti Hüttig Cabal.

Pro-German Ceasefire[edit | edit source]

In the case of a pro-German ceasefire, the outcome for South Africa will be the preservation of their independence, at the cost of letting the Boer Afrikaner Volksstaat be. The territory of Bechuanaland will be ceded to the Reichskommisariats. South Africa will be forced to recognise the independence of the Boer government in Bloemfontein, ceding them the land in the north of the country, around the cities of Johannesburg and Pretoria, and will join the OFN as an independent member, as well as the American Sphere. The Boer Volkstaat will become a puppet state of Reichskommisariat Ostafrika, or the Großafrikanisches Reichsstaat, if Hüttig has already formed it.

Status quo, ante bellum[edit | edit source]

In the case of neither side achieving victory over the other, a ceasefire between both sides will be called with the situation being that of: status quo, ante bellum meaning, that both sides will restore the status quo, as it was before the Boer uprising. South Africa will join both the OFN and the American sphere.

Pro-OFN Ceasefire[edit | edit source]

In the case of a pro-OFN ceasefire, South Africa will annex all of Rhodesia, southern Mozambique (up to the Zambezi River), all of Namibia and a part of south-western Angola (Lubango). South Africa will join both the OFN and the American sphere.

Total OFN Victory[edit | edit source]

In the case of a total OFN victory, South Africa will have the same outcome play out for them as it would in a pro-OFN ceasefire, with the major differences being in the rest of Africa controlled by the Reich before the war. All of that territory will immediately become an OFN mandate. If the player is playing as the United States, they will be given 2 options on how to manage African territory. The first of these being, the consolidation of all territory into a single mandate. The second option being the creation of 3 seperate mandates. Upon the creation of these mandates, if the player is controlling South Africa, they will be given a choice, to either continue playing as South Africa, or tag-switch to the Angolan mandate. If the player is playing as the US they will be given the choice to continue as the US, or tag-switch to any of the 3 mandates.

[OF NOTE]-All of the ceasefire outcomes can be triggered depending on the frontlines by: Ostafrika, South Africa or the United States. they can only be triggered after February of 1964.

Post-War[edit | edit source]

South Africa[edit | edit source]

If any outcome besides the total German victory is achieved, depending on whether or not South Africa appeased the Boers, or conducted detente with the African National Congress, it will abolish the apartheid system if it conducted the latter.

Depending on the outcome of the pre-war monarchy referendum, South Africa will in the case of the referendum swinging into the side of the republicans, be called: the Republic of South Africa. If the referendum swings to the side of the monarchy, it will be called: the Union of South Africa, but it will have an empty throne, if the HMMLR wins the British Civil War and wins in the Channel Crisis, South Africa will recognize Elizabeth II as the sovereign of the realm.

A South African infantryman of the 5th Infantry Regiment, on the Namibian border during the first days of the war.

The Reichskommissariats[edit | edit source]

The German Reichskommissariats will always be united under Hüttig's Großafrikanisches Reichsstaat unless a total OFN Victory is achieved, no matter the player's actions when they play as any of them, barring Ostafrika. The Reichsstaat will always collapse, due to internal rebellion from the Anti Hüttig Cabal, leading to proxy wars becoming available, depending on the stage of the collapse.

Afrikaner Volkstaat[edit | edit source]

Should a Total or partial Einheitspakt victory, the Afrikaner Volkstaat will gain their independence. After the war their president Albert Hertzog will resign, and an election will take place. Depending on who won the election, the Volkstaat will either rejoin the Einheitspakt, or they will not and will go into international isolation. If a Total Pakt Victory was achieved and the Reichsstaat took all of their focuses in which they antagonize the Boers before it's collapse, the Volkstaat will collapse into the 2nd South African Civil War. Should the SS win that civil war, the 3rd South African Civil War will occur.

The Mandates[edit | edit source]

The OFN Mandates will only form should a Total OFN Victory be achieved. Depending on the choices either by the player or the AI controlled USA, the Mandates can be combined into a full Central African OFN Mandate (which will collapse) or 3 separate OFN Mandates in the former Reichskommissariats, which will have to be managed responsibly to prevent continued anarchy by the various separatist groups wanting independence. The 3 Mandates formed are the East African Interim Unity Government led by General William Westmoreland, the Coalition Government of Angola led by General John D. Lavelle and the Organisation of Free Nations Provisional Government of the Congo led by General Creighton Abrams Jr. These mandates can either lose stability and collapse into civil war if mismanaged by the player, or be successful if managed well. If the player manages the mandates well and keeps their stability over 50%, they will successfully decolonize into several OFN Partner states, which can differ depending on the focuses and actions the mandates took in their focus-trees.

Trivia[edit | edit source]

  • The South African War (Often abbreviated as SAW), is the TNO-timeline's analogy for our timeline's Korean War, with an invasion of a broadly western aligned nation from an anti-western northern nation, strong pro-war sentiment in the US, an intervention by the OFN (the UN intervened in our timeline), a begginning in a civil war and events that occur during the conflict.