When searching the internet for (free) fast and easy to play wargame rules to use with regular army men and toy soldiers, I see that other wargamers often recommend One-Hour Skirmish Wargames by John Lambshead. These recommendations has made me curious about the rules, but the rules are not free so I have not considered to review them in this blog earlier as I haven't bought them as I've been trying to keep it to a ,mostly free, 'budget wargaming'-theme. Until now that is. When I saw Alan at The Duchy of Tradgardland wrote about 'simple rules, small area, minimal force and maximum fun' followed by a couple of blogger-post on the One-Hour Skirmish Wargames, my curiosity for the One-Hour Skirmish Wargames was revitalized. When following the links in one of Alan's bloggerposts I found another video on YouTube on "How to Play: One-Hour Skirmish Wargame". I also found parts of the rule-book on 'Google Books' and enough to read the core rules. It seemed like this perhaps would provide enough information to be able to play 'One-Hour Skirmish Wargames' the budget way after all. The different scenarios and campaigns were not included in the Google-book though, but I'll use my own scenario anyway.
One-Hour Skirmish Wargames suggests a sqaud-sized unit or about 12 miniatures on both sides and are truly a 'minimal force'-wargame. To have something to compare it with, I chose to use the same units and scenario I recently did when playing the Chain Reaction 2023.
The scenario
One-Hour Skirmish Wargames is designed to be a fast play wargame based on smaller units, typically squad vs. squad rather than several, larger units. So again 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:
To secure the main supply route (MSR) between the UN-bases in Kamina and Albertville, The United Nations temporary deploy several traffic control posts (TCP) at critical points along the MSR a head of the convoys and other priority transports, to avoid and handle 'disruptions'. This service are conducted by the Military Police, and each TCP are usually manned by a single Military Police patrol with a few members.
Place:
A head of several planned supply convoys from Kamina to Albertville at the 7th of May 1961, several TCPs are established by UN Military Police along the route. One of these Military Police patrols are securing the junction between Manono and Kitotolo located in the self proclaimed state of Katanga.
Forces:
- UN:
- 1 MP Patrol/ Traffic Control Post of:
- 1st. Sgt. Hicks with SMG (Leadership of 3 and special capability Lucky)
- Sgt. Wayne with pistol (Leadership of 1)
- Cpl. Dreyer with M1 Garand
- Cpl. Cord with SMG
- Katangese
- A small squad of 5 members:
- Cpl. "Crazy Gali" (Leadership of 2 and special ability of a Briuiser of 2)
- 3 members armed with rifles and 1 private with a SMG.
Mission:
- Katangese: To interrupt the UN presence and possible capture some of that UN equipment or weapons. I think they'd really like that Jeep too.
- UN: To hold and secure the junction so the UN convoy don't get lost on the wrong way and ends up in areas controlled by Katangese forces.
AAR
Time: 45 minutes
Turns: 10 Phases and 4 turns
Result: UN victory
When arriving to the junction Sgt. Wayne suggests that they take a closer look at the courtyard across the junction, as if it's safe it can eventually be used as a hold-and-turn area for those UN convoys passing later if it's needed to hold some of the convoys back, place to do maintenance on them or if needed turn them:
1. Sgt Hicks agrees. They have plenty of time before the first convoy are expected, they decides to have a closer look at the courtyard. The buildings looks empty.
The MPs are not aware of the small Katangan Gendarmerie unit which recently arrived the courtyard from the other side, behind a building...
The Katangan patrol under command of Cpl. "Crazy Gali" immediately starts securing the buildings. The soldier with the submachine gun enters the roof on the closest building to provide cover for the rest. 2 other soldiers starts to move to a well in the midle of the courtyard to seek cover behind it and provide cover for the rest of their team.
1. Sgt. Hicks immediately spots the Katangese soldiers running over the courtyard and that one is entering a building. He orders his men to seek cover at once.
The Katangan soldiers by the well gets into a better position and cover the advance of another rifleman to secure the second building. They have spotted the UN MPs on the other side of the road plunged into cover, so they opens fire.
At first the Katangan fire is not very effective, but as one Katangan Gendarm reaches and enter the first floor in the second house he gets a clear shot to Sgt. Wayne and kills him. This makes MP Cpl. Cord run for a better cover and position for his SMG. The Katangan Gendarmerie controls all the buildings now.
On the other side of the junction 1. Sgt. Hicks takes out the Gendarm with the SMG on the rooftop, then he and Cpl. Dreyer rushes forwards towards better cover.
...to bad Cpl. Dreyer doesn't make it as he gets hit by a Katangan bullet. This makes 1. Sgt. Hicks furious and in cover of the building he advances towards Dreyer's killers and open fire...
...and killing one of them. They exhanges fire for a short while, but Cpl. Crazy Gali, lurking behind the corner does not take any risks to enter the line of fire.
...Instead Cpl. Crazy Gali sneaks around the house to outflank 1. Sgt. Hicks and shoot him from behind...
...and misses (!). 1.Sgt. Hicks immediately turns around and open fire with his SMG, and permanently finish Cpl. Crazy Gali off.
Cpl. Cord hits and manage to 'down' the shooter in the other building and the UN MPs really has the initiative now...
... and manage to take down and capture one of the fleeing Gendarms...
Cpl. Cord enters the second building to see if he can capture the downed Gendarm upstairs too, but it seems like he manage to escape before Cord enters.
The Katangan unit broke; one of the Gendarms was running away while the last one was captured as a Prisoner Of War by The UN Military Police. Even if the Military Police patrol lost 2 members in the fight they will be able to hold and secure the junction so the UN convoy coming this way don't get lost. Now they even have a 'hold and turn' area for them if necessary.
Pros
- This wargame is fast and very easy to play.
- It's quick to learn these rules.
- You can play this wargame with virtually any miniatures you have at hand.
Cons
- There is no rules for modern special weapons like sniper rifles, flamethrowers or RPGs in the 'Core Rules'. I don't know if such weapons are included on the periodic rules though.
- Due to restricted number of actions/activation points from the playing cards used in this game, it will work better for smaller units than larger ones. For instance a full rifle-squad of 8 members won't be able to move and shoot (like in many other traditionally wargames) during their phase even if they pulled a 'King' out of the deck. You can however divide a squad into fireteams and have several smaller units on each side.
Conclusion
In this wargame activation, battle, savings and morale are all resolved with a couple of decks of regular playing cards, one each side, instead of dice. I've never played wargames this way before, and even if I prefer dice I like the fast phase and the more chaotic and randomized outcome of pulling cards from a deck.
It looks like a leader with value of 3 armed with an automatic weapon will get a lot of shots on short distances due to he can pull more resolution cards from the deck when shooting (an automatic weapon).
Even if I found a way to play parts of One-Hour Skirmish Wargames by John Lambshead the 'budget way', the core rules I found only represents part of the OHSW, and I will highly recommend you to buy the book (!)
The core rules I found would works great as an introduction and a teaser to the game. But to fully enjoy these rules with all the different scenarios, periodic rules, playing skirmishes as part of larger campaigns, under different weather conditions and being able to calculate you army's motivation or add a vehicle to your skirmishes you're going to need the actual rule-book it self.
Since these rules only requires some few miniatures each side, I think they will be a good starting point if you want to try out new periods and eras. I also think my game would become more interesting just by adding a few more miniatures on each side.
This introduction and play test convinced me, and I'm really considering buying these rules (!) And to quote Alan at The Duchy of Tradgardland once again how I regards these rules: "Simple rules, small area, minimal forces and maximum fun". -That's all you need in wargaming. Thank you for reading.
I like the variety of scenarios in the book. On the other hans, when I play my campaign game with hidden map moves I find a variety of scenarios presenting themselves 'organically'.
ReplyDeleteFor example, a unit of scouting cavalry encounters a larger force and needs to escape, a much smaller force must fight to hold out or take as many enemy down as it can before wiped out, a wagon train tries to outrun pursuers etc.
ReplyDeleteThank you. I think I'll have to purchase this rule book so I can take a closer look on the rules.
DeleteGlad you enjoyed the rules and I am glad to have directed you in their direction.
ReplyDeleteAlan Tradgardland
Thank you for the tips and directions to try something maximum fun with a minimum of miniatures. I'm probably going to end up buying this rule-book.
DeleteThanks for reading and commenting.