Sunday, June 26, 2022

1 BC (One Brain Cell) Toy Soldier Rules

 

1 BC (One Brain Cell) Toy Soldier Rules

The rules

1 Brain cell wargame by Pete Kautz. Free wargame rules for army men


The 1 BC (One Brain Cell) Toy Soldier Rules by Pete Kautz, can be found on his website or directly downloaded. Note that the range for the HMG on the website is too short, but on the download its correct with 36".

The scenario

I've placed this skirmish to the United Nations largest mission in both scale and operational scope during the Congo Crisis 1960-65, when UN troops 'peacekeeping' was more offensive 'peace enforcement' with force.

Situation:
This skirmish is finding place in fictional place of Lumbaya in the early January of 1963, when the UN during operation 'Grand Slam' are turning their attention to the remaining Katangese strongholds in Southern Katanga after after securing the Katangese capitol of Élisabethville.

Place:
Lumbaya is a very small village located 80km south west of Élisabethville, and are made into a stronghold by a small platoon of Katangese Gendarmes. The village is one of several strongholds in the area to trying to hold the UN off while trying to keep the self-proclaimed president Tshombe by power of the self-proclaimed Katanga state.

Forces:
  • Katangese:
    • 2 rifle-squads each of 10 soldiers, a LMG and and a bazooka/flame thrower. Each squad can operate as 2 fireteams independently. 
    • 1 HMG-detachment of 3 soldiers
    • 1 sniper
    • HQ-section with platoon-leader and 2 medics
    • After turn 12: A QRF consisting of 1 truck with a HMG and a section of 10 'veterans' armed with assault rifles, a LMG and a bazooka arrives from the next village. Only if Lumbaya is still held by Katangese forces. These rules doesen't include vehicles and the truck must stay stationary with it's HMG if used.
  • UN:
    • 1 Platoon of 3 rifle-squads each of 8 soldiers and a LMG. The squads can operate independently.
    • 1 Light mortar-detachment of  2 soldiers and an observer
    • 1 bazooka-detachment of 3 soldiers
    • HQ-section with platoon-leader
    • 1 Jeep with HMG and 2 soldiers. These rules do not include vehicles, so the Jeep must stay stationary with the HMG.
Mission:
  • Katangese: To hold the strongpoint of Lumbaya. Can request QRF-support as mentioned in the force-section from turn 12 if still holding whole or part of the strongpoint.
  • UN: To take and hold the strongpoint of Lumbya, preferably within 12 turns, and take control on as many Katangese gendarms located there as possible.
1 Brain cell wargame by Pete Kautz. Free wargame rules for army men


AAR

Time:    2,5 hours
Turns:   12 
Result:   UN victory

Since these rules doesn't include vehicles, I just let the UN-Jeep act as part of the scenery and cover and a static emplacement for the UN HMG. This time I kept the UN-support weapons on the left side of the table, and let the UN forces advance towards Lumbaya through the dense vegetation.

The UN Forces lost their HMG support in turn 1, and that slowed the advance until the the Katangese HMG was finally taken out in round 12 (!). The mortar did'nt provide much support either as it missed it targets every time (!)

1 Brain cell wargame by Pete Kautz. Free wargame rules for army men
Not much support in these support-weapons...
So the UN-troops just had to advance slowly by 'Fire and Maneuver', getting closer to the village a little at time.

1 Brain cell wargame by Pete Kautz. Free wargame rules for army men
Fire and Maneuver between covers...

1 Brain cell wargame by Pete Kautz. Free wargame rules for army men
The Katangese sniper wasn't very skilled. He was more likely to miss, than to hit. Perhaps first day at work??
In turn 12 the UN-forces had entered the village of Lumbaya with 2 reduced squads, and taken control of the few remaining Katangese there, who all were either dazed, stunned or unarmed.

1 Brain cell wargame by Pete Kautz. Free wargame rules for army men


Pros

  • It's a very simple and easy game to play, and a great introduction for new wargamers. This was actually the first game I cracked on, and also got my oldest son to play.
  • It's very simple and can be played with easily available and cheap army men or toy soldiers. The rules are so easy and generic that it easily can be used for different periods and conflicts as well.
  • Even though these rules doesn't have any rules for wounded and disabled, they differs hits with another roll of dice from casualties or just being stunned or dazed, and makes it possible to pin down other units for a turn or more.
  • The rules include a morale test.
  • Have rules for overwatch/On Guard.
  • I liked the advanced turn sequence, moving one unit at a time decided by the roll of a dice, instead of moving all units before any action takes place simultaneously. Sometimes some units are just more offensive than others, and that may influence the order actions takes place in the battle.

Cons

  • There are no rules for using Sub Machine Guns.
  • There are no rules for including (fighting-) vehicles in this game.

Conclusion

This is like the names indicate, a very simple game. Still it's interesting enough. Therefore it might be a great introduction for new members to wargaming. It was the first wargame I ever played with miniatures.

Maybe it was a lot of bad die-rolling here, but I think these rules make it slightly harder to hit and kill the targets by any weapons, and especially by support- and automatic weapons, than the previous rules I've been previewed so far. Since the casualties also get to roll for a saving, the mortality is not so high, so you don't loose all your troops early in the game, but it pins down units though. I played the exactly same game and scenario again with my oldest son a little later, and got about the same result the second time as reviewed here.

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Sunday, June 12, 2022

Fighting Plastic

 

Fighting Plastic

The rules

Fighting Plastic by Corey Butler. Free wargame rules for army men


The Figting Plastic rules by Corey Butler were hosted by the late Thor Sheil on his Army Men website, where I first saw them. I found them again on his restored webpages. Here is an direct link to rules. I've also seen another similar version of this game on the web earlier called 'Burning plastic' by Mitch Nexon, but the link to it seems to be inactive now. Maybe some of you have it? If so, Please share it in the comment-section below.

The scenario

I've placed this skirmish to the United Nations largest mission in both scale and operational scope during the Congo Crisis 1960-65, when UN troops 'peacekeeping' was more offensive 'peace enforcement' with force.

Situation:
This skirmish is finding place in fictional place of Lumbaya in the early January of 1963, when the UN during operation 'Grand Slam' are turning their attention to the remaining Katangese strongholds in Southern Katanga after after securing the Katangese capitol of Élisabethville.

Place:
Lumbaya is a very small village located 80km south west of Élisabethville, and are made into a stronghold by a small platoon of Katangese Gendarmes. The village is one of several strongholds in the area to trying to hold the UN off while trying to keep the self-proclaimed president Tshombe by power of the self-proclaimed Katanga state.

Forces:
  • Katangese:
    • 2 rifle-squads each of 10 soldiers, a LMG and and a bazooka/flame thrower. Each squad can operate as 2 fireteams independently. 
    • 1 HMG-detachment of 3 soldiers
    • 1 sniper
    • HQ-section with platoon-leader and 2 medics
    • After turn 12: A QRF consisting of 1 truck with a HMG and a section of 10 'veterans' armed with assault rifles, a LMG and a bazooka arrives from the next village. Only if Lumbaya is still held by Katangese forces.
  • UN:
    • 1 Platoon of 3 rifle-squads each of 8 soldiers and a LMG. The squads can operate independently.
    • 1 Light mortar-detachment of  2 soldiers and an observer
    • 1 bazooka-detachment of 3 soldiers
    • HQ-section with platoon-leader
    • 1 Jeep with HMG and 2 soldiers.
Mission:
  • Katangese: To hold the strongpoint of Lumbaya. Can request QRF-support as mentioned in the force-section from turn 12 if still holding whole or part of the strongpoint.
  • UN: To take and hold the strongpoint of Lumbya, preferably within 12 turns, and take control on as many Katangese gendarms located there as possible.
Fighting Plastic by Corey Butler. Free wargame rules for army men


AAR

Turns:       13
Time:        2 hours
Result:      UN forces defeated when entering the village of Lumbaya at the same time as the arrival of the Katangese QRF.

All ranges are longer in 'Fighting Plastic' than in the previous rules I've reviewed so far. Therefore I needed a slightly other tactic than I've used in earlier games. It was still an UN-attack on 3 axis though, but now the UN Jeep with the HMG provided best support behind cover on the left side of the gaming-table. It managed to take out the crew to the Katangese roftop-HMG at the same time as it was taken out it self. The UN Mortar got a direct hit and finished it off:

Fighting Plastic by Corey Butler. Free wargame rules for army men
Direct hit!
The Katangese HMG is now beyond repair and use.
When the threat with that Kantangese HMG was eliminated, the UN-attack could go on. The Katangese forces only got a couple of direct hits, desimating the UN-forces, but was not able to hold back.

Fighting Plastic by Corey Butler. Free wargame rules for army men
But the Katangese hit back with a direct Bazooka-hit and taking out a half squad.

The UN mortar team gave good support for the advancing forces:

Fighting Plastic by Corey Butler. Free wargame rules for army men

Fighting Plastic by Corey Butler. Free wargame rules for army men
Seems like this building has been targeted with several Mortar-grenades.

Fighting Plastic by Corey Butler. Free wargame rules for army men
Nice addition to the rules that medics can get casualties into combat again. -At a roll of 7, so it didn't help these guys though

The UN Forces finally reached the Village of Lumbaya and was entering it, when they was pinned down by a hidden sniper.
Fighting Plastic by Corey Butler. Free wargame rules for army men

 The sniper just halted the attack for one turn, but that was enough to reaching turn 12 and the arrival of the Katangese QRF from the next village.

Fighting Plastic by Corey Butler. Free wargame rules for army men

The QRF just rushed in as fast and far as possible, and opened fire with it's HMG, hitting almost all the entering UN forces. Only one soldiers was left for the infantry, which took him out in the same turn.

Fighting Plastic by Corey Butler. Free wargame rules for army men

Fighting Plastic by Corey Butler. Free wargame rules for army men


Pros

  • It's simple and can be played with easily available and cheap army men or toy soldiers.
  • Even thou not including rules for wounded, the rules includes medics who can convert casualties into healthy again by a roll of dice.
  • Indirect weapons get a -1 on every first attack on a (fixed) target.
  • Have rules for grenades not hitting their targets and will hit something else instead.
  • Have own rules for paras jumping into the gaming board whether they hit their Landing Zone or not.
  • Rules include different skill-levels for the fighting forces. It doesn't apply for whole units, only for single heroes. I added one at each side, and they stayed alive and led their squads until the final stages of the battle.
  • The rules are short. Just 2 sides, and it has easy reference boards/tables making shooting fast.
  • I liked the long ranges for the weapons, thus there are a con as well when it doesn't differ between short-, medium- or long range within. It's just easier to hit a closer target than a target far away.

Cons

  • The rules doesn't include any melee or hand-to-hand fighting.
  • Since every shoot is rolled with 2 dice (D6) and some automatic weapons have up to 10 shoots every turn, at the same time as the rule recommend 30 - 40 soldiers on each side, I think there will be a lot of dice-rolling. I would actually consider to play this game with D12 dice or using a dice-app accepting separately D6-rolls in pairs.

Conclusion

These rules are very in the spirit of the rules made by Thor Sheil, and they naturally belongs in the wargame-section on his website. This was a very easy, fun and playable game, and it kept the excitement until the very end. Looking up references in the rules was easy and quick. It should have had som hand-to-hand combat, but again these rules encourage modifications and house rules as long as they're labeled as such.


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