One of the nice things with sharing blogsposts from this blog with relevant groups on Facebook, is that it reaches people who either doesn't follow this blog or else doesn't read it/find it. On one such grop someone pointed out that one of my reviewed games had similarities to the 'Army Men Combat' rules by Gaetano Ferrara at 'OnePageRules'. I'm a great fan of rules that can be fittet into only one page, and I've seen several references to these rules several times in the past, but I've never seen the rules them selves before. The link to them seem to be inactivated from the OnePageRules page as well. The nice thing is that these rules got uploaded to the Facebook-group's file-section and they are free. Since you probably need to be a member of the Facebook-group in speak to download them from the file-section, I'll also share The One Page Rules' Army Men Combat v2.0 in this blog-post so you can have a crack on them yourself if you'd like to.
These rules are referred to as a throwback to the 1st edition of one page 40k and its mechanics. I've never played any 40k games earlier and have no experience with them. Despite of the name One Page Rules, these rules aren't actually only one page. They fits on a single piece of paper printed on both sides though. It's free, can be played with any miniatures including regular army men and it's within my scope of 'budget wargaming'. Therefore I wanted to test-play and review them, and it would be fair to use the same 'Battle of Lumbaya'-setup and scenario I've used for all my other previous game-reviews.
The Army Men Combat rules states that the game ends after only 4 turns and have only up to 3 units each side. Considering that all the previous 'Battle of Lumbaya'-games have more units and lasted for several turns more than that, it was clear that this scenario couldn't be played in only 4 turns, as just trying to get the attacking forces in positions almost took that many turns. -So to be true to this game limitations of number of units and 4 turns, I think it was time to develop a new scenario which could be played in such a time, and I needed a break from playing the same scenario all over again anyway. Besides, these rules presupposes that the forces involved are balanced in strength regardless of 'dug in' defenders in fortified positions, so I think a new scenario for more balanced forces and terrain for this game was needed anyway. I found inspiration for a new scenario at the excellent blog of John Yorio and a game he recently posted a battlereport of; 54mm or Fight.
The scenario
- Katangese:
- 1 rifle-squad with 8 members, armed with 1 smg, 6 rifles and 1 LMG
- 1 rifle-squad with 8 members, armed with 1 smg, 6 rifles and 1 LMG
- 1 rifle-squad with 8 members, armed with 1 smg, 5 rifles, 1 sniper rifle and 1 LMG
- UN:
- 1 rifle-squad with 8 members, armed with 1 smg, 6 rifles and 1 LMG
- 1 rifle-squad with 8 members, armed with 1 smg, 6 rifles and 1 LMG
- 1 rifle-squad with 8 members, armed with 1 smg, 5 rifles, 1 bazooka and 1 LMG
- Katangese: To find the immobilized UN vehicles and search them for valuable things such as secret UN documents, orders, maps, SOPs and radio-codes
- UN: To find the missing reconnaissance-patrol and save the members of the unit, and make sure no graded documents in the vehicles fall into the hands of the enemy.
AAR
Pros
- It's easy to learn.
- Fast playing.
- The activation-mechanics ensures pretty fair activation among the players.
Cons
- To make balanced forces some calculation is needed.
- The rules includes only MGs and doesn't differ between LMG and HMG, even if it includes rules for vehicles which is often armed with HMGs.
- There are no rules for SMGs or pistols, even if your Army Men are armed with such weapons.
- There are no rules making heavier weapons needed to be served by 2 or more crew-members.
- I think it's unlikely that a bazooka have longer effective firing range than a rifle.
- No aim-bonus for 'Hold action'. It's probably easier to aim at a target when you're not moving.
Thanks for the shout out! I like the search and rescue twist. That gave *me* an idea, so I hope you don't mind if i borrow it!
ReplyDeleteI always find the 4-turn limit a little odd. Very rarely does a battle completely resolve by that point. I just saw that in the free campaign rules via the One Page Rules site, they suggest playing beyond turn 4 until there is a clear winner or one side concedes.
Your post has me thinking about trying to use the Grim Dark Future or Grim Dark Future : FIrefight rules (both free) from One Page Rules for 20th Century warfare.
Using the free force builder tool they have, it looks to me like the Human Defense Force would be a good starting point. Crewed-weapons are accounted for. They don't have LMGs but they do have HMGs. You can just modify the HMG downward for Attack Dice and Armor Piercing. Similarly, strip "Rending" from the "Shred pistol" and you have an SMG. Plain pistols are already accounted for.
I was inspired by your scenario in the very first place so please do and feel free to use it again. I'm thrilled if I tweaked your scenario in such way that you find it useful. I'm planning to use the same scenario again for a couple of upcoming games as well.
ReplyDeleteYour message made me think and I must have another look at One Page Rules again, and maybe use one of the other rules and the SOLO mechanichs as well. Nice it's OK to play beyond 4 turns. If I get to something so even as this game I think I will.
I'm looking forward to follow your updates on your blog.