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I am a member in a Fb-group called 'Super Cheap Wargaming', which is right up my alley regarding my interest for wargaming on a budget. Earlier this year another member of the group and game designer, Adam L. Dobbyns uploaded some very easy rules called 'Call of Plastic'. At first glance I thought these rules looked just too simple to be interesting, but since I've already done some other very basic wargames last year (Basic Battles and Lunge, Cut and Stop Thrust Dueling game) I decided to take a closer look at this one as well.
The rules
The rules was posted in the mentioned Fb-group, but later removed again. The rules can also be found and downloaded on this link for free.
The scenario
The Call of Plastic rules is designed to be a very easy and fast play wargame based on smaller units only allowing to activate 3 individual soldiers each side each turn, rather than several larger units. So I think this calls for a small skirmish scenario and game.
It's tempting to use 'modern army men' as the Call of Plastic's very graphical rules suggests use of modern assault rifles and Kevlar protection. I've decided to interp the rules to be basically about ranged combat, close combat and savings and use them for what ever period I like.
I would also like to something to compare theses rules with, so I've decided to re-use the scenario I've used for the wargame reviews of Chain Reaction and One Hour Skirmish Wargames. So again I've placed this skirmish to the United Nations largest mission in both scale and operational scope during theCongo 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
Sgt. Wayne with pistol
Cpl. Dreyer with M1 Garand
Cpl. Cord with SMG
Katangese:
A small squad of 5 Katangan Gendarms:
Cpl. "Crazy Gali"
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: 16 minutes
Turns: 5
Result: UN victory by accomplishing their mission, eliminating their oponent and by points.
When arriving to the junction Sgt. Wayne suggest 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 to hold some of the convoys back, a place to do maintenance on them or turn them if needed. 1. Sgt Hicks agrees. As 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:
Meanwhile the UN MP's are unaware that Cpl. Gali from the local Katangan Gendarmerie detachment are leading a small patrol approaching the same courtyard from the opposite side:
Cpl. Gali needs to secure both buildings to control the courtyard and road cross, and orders one of his Gendarms up on the roof on the building they're hiding behind. Then he orders 2 others to advance to the well to give cover and and supporting fire to secure the further advancement to the furthermost building of the yard:
As 2 of the Gendarms reach cover behind the well...
...they're spotted by the UN MPs. 1st. Sgt Hicks orders his MP's to seek cover and open fire against the potential danger:
Sgt. Wayne, Cpl. Cord and Cpl. Dreyer immediately takes action and opens fire:
- They hit both of the Katangan Gendarms seeking cover behind the well. From being outnumbered, it seems like the numbers are evening out and become more favorable for the UN MPs now.
Cpl. Gali immediately orders the last member of his patrol to advance to the well, seek cover and provide supporting fire from there:
When reaching the the well the Gendarm opens fire and hits Sgt. Wayne:
Cpl. Cord opens fire and hits Cpl. Gali hiding behind the corner. The Katangan Gendarmerie are now without command, and any further advancements comes to a halt. The 2 last Gendarms are only holding their ground for now:
Meanwhile 1st. Sgt. Hicks has teamed up with Cpl. Dreyer, and they both opens fire against the Katangan Gendarm on the roof. -And hits!
The Last Katangan Gendarm is trapped by the well as there are no one left to give him covering fire so he can retreat. He unsuccessfully return the UN fire. The UN fire on the other hand is massive, presise and devastating...
...and they finally takes out the last Katangan Gendarm:
Even if the UN Military Police patrol suffered one casualty, it's still a 'victory' to them as they manage to hold the road cross for the coming UN Convoys, and they control the courtyard if needed for one of those Convoys.
Pros
The rules are free.
The 2 page graphic rules makes this very easy and quick to learn and play.
You can play this game with any toy soldiers or readily available army men regardless of they have assault guns and Kevlar or not.
Cons
There are only rules for ranged combat in general without any consideration to different firearms, RPGs, grenades etc. and different rate of fire and damage potential. Some weapons just make more damage than others and have different effective ranges.
There are no negative modifiers for moving over or through difficult terrain. A soldier will move as fast through or over cover as he would in the open.
These rules doesn't differ between different covers from hard, medium or soft, or if the soldier is just 'concealed'.
Conclusion
Thise is a very basic game in it's simplest form, limited to moving and fighting on 2 different ranges. The only modifier is for cover. The graphic rules makes them very easy and quick to both learn and play, and these rules are great if you want to introduce wargaming to a newbie.
My experience is that these rules makes it too convenient for the combatants to stay in cover and exchange fire as there isn't any positive modifiers to move into a closer and more favorable position and add the chances for hitting in ranged combat. Perhaps the intention in this game is actually to have the combatants rush into battle and fight heads on, as you gain more points for downed enemies in close combat, like described in this YouTube-video?
Nevertheless if the point of this game is to storm into battle to try to score as many points as possible, I played it my way and had a narrative and enjoyable game. Since being both easy and very fast to play, I had time for a couple of games. Thus using same scenario, forces and tactics the result varied (a lot). If you have not tried these rules yet I recommend you to give them a try. - it won't take much of your time.
It looks like Adam L. Dobbyns has made a slightly more advanced verison of this wargame addressing some of my 'cons' above. Please follow my blog for updates if I decides to try them out as well.
An attentive reader of my blog very recently brought to my attention that all the links in my blog to the 1 BC (Brain Cell) Toy Soldier Rules by Pete Kautz was broken. Thank you for notifying me Miquel!
As all the published links to these rules through the internet terminates at these URLs it means that his rules are not as available as they used to be. -Which is too bad as they are easy to play, great starters and they are also my "go to rules".
I've found a couple of saved copies of the rules online:
I have updated all my links I know of in my blog correspondingly. I know these rules, which are turning 25 yrs this year have a lot of fans and I recommend other bloggers to update and share these new URLs to these rules too so we can keep them available and in live for other and coming wargamers.
Blog PostScript
Inspired by the comments to this blogpost, I've decided to post a complete copy of the rules them selves on this blog, so they'll stay online on another URL as well:
In 2023 I made a scenario and played a prehistoric 'fantasy' wargame between Homo Sapiens and Neanderthals using my own house rules. Is it possible to create a scenario for en even earlier period than this 'prehistoric' game?
In 2024 I made a54mm 'Ape Army' for Sci-fi and Fantasy wargames. Even If my Apes depicts 'Chimpanzees' I envision that they also could substitute for early Hominids in the 'Dawn of Man', like those in the beginning of '2001 - A Space Odyssey' too. In that movie the evolution accelerates when the Hominids receives a Monolith from space some 4 million years ago, and they learn to develop tools and weapons. -Not only for hunting, but to battle each others as well. What if these early Hominids eventually got armed with simple spears not only received a 'monolith' from space, but actually got into a close and violent encounter with aliens armed with high tech weapons? -That could be an interesting scenario for another prehistoric Sci-fi/Fantasy wargame.
I don't have many 'alien' miniatures either, but I made some 'V'-miniatures last year. Like the early Hominids there aren't detailed records of the "Visitors" history either and all we actually 'know' is that they're from the 4th planet from Sirius in the 'Canis Major' constellation. They're a militaristic race of reptilian aliens, who travel to stars and plunder other worlds. We don't know how old their world is, and for how long they have been space travelling and plundered other planets. So for the scenario for this wargame I presupposes that they had such technology and were performing such activities at the same time as the 'Dawn of Man' on earth.
I had almost everything needed to play this game at hand, but decided go fancy and 3D-print and paint a 'Monolith' to set the scene:
The Rules
For this little skirmish game I wanted to combine FUBAR 4th Edition with FUBAR Dark Fantasy, as they have (almost) similar Core Rules. Close Combat and morale rules are slightly different between them, and are played as FUBAR 4th edition. I'll use FUBAR Dark Fantasy for the Hominids due to their melee weapons, and FUBAR 4th edition for the "Visitors" due to their ranged weapons and body armour. Their laser rifles are treated as 'assault rifles' according to the rules.
However, some house rules seemed necessary; I guess early Hominids are 'comparable' with modern Chimanzees which are very fast, so I let them move 8" insted of 6". They also have brutal strength, a strong bite and deadly teeth, so I think they will be far superior to the reptiles in hand-to-hand combat, so they get to improve their expertise with +1 in melee for their physical strength and another +1 for their 2 handed spear.
The Scenario
About 4 million years ago an alien space-ship on their way home to their planet after a plundering raid on another planet, experienced technical difficulties when passing our solar system. The technical challenges resulted in that they needed to drop their loot from one of their cargo bays.
The dropped loot was valuable hard drives from another ancient world, and salvage patrols was eventually sent from this reptilian's home planet near Sirius to see if this loot could be found and salvaged. Several patrols searched through our solar system to see if the hard drives could be found by smaller crafts and recovered by larger vessels.
One of these smaller 'Search and Rescue' patrols were searching planet earth. When passing the area we know as the African continent, they spotted an objective which could be one of the hard drives. They decided to land to have a closer look before contacting their Motherships and report their possible find...
Forces:
The Shock Troopers:
1 squad of 2 fireteams:
Fireteam 1: 2 troopers with High-Output Energy Rifles (like assault rifles according to the rules) and 1 trooper with a heavy laser blaster (like a LMG in the rules)
Fireteam 2: 2 troopers with High-output Energy Rifles (like assault rifles according to the rules) and 1 trooper with laser launcher (rocket launcher in the rules).
The Shock Troopers have body armour which will save on 5+ and are 'Veterans'.
The Hominids are not 'organized' but fights as 3 groups of 5 each. They have not yet developed the capacity of throwing their spears, so they can only use them for thrusting. They will fight as 'Seasoned and their experience gains a +2 in melee. They have no armour but will save on a +6 due to a 'stray shot'.
Mission:
The Shock Troopers: To gain access to the 'monolith' for one turn to decide if it's a rock or if it's one of the lost hard drives.
Hominids: They see the 'Visitors' as invaders and a threat to their tribe, and will try to eliminate them.
AAR
Time: 30 minutes
Turns: 3 (!)
Result: Hominids victory
A 'Search and Rescue' Skyfighter flies by an object and decides to take a closer look at it from the ground:
When the Skyfighter lands the crew disembarks, and then they sees that the objekt is surrounded by some sorts of primates:
The Shock Troopers does not know if the inhabitants of this planet are friendly or not. It doesn't look like they have any advanced technology or weapons.The Shock Troopers goes on guard to see how the primates acts:
One group of Hominids rush against the strangers, and it becomes clear to the Shock Troopers that they are not friendly and they opens fire:
And makes one hit, which is 'pinned':
Then a second group of Hominids hastes against the other group of strangers. It's very clear that they have no friendly intentions with this behavior and the Shock Troopers opens fire:
This group of Shock Troopers also have a heavy blaster:
The Shock Troopers tries to hold the Hominids on a distance by heavy fire, but the Groups of Hominids just don't seems to care and and now a third group of Hominids joins the battle. How long can the Shock Troopers hold them back:
Not very long. Despite some hits, none of them were critical and the Hominids didn't seems to care and they rushed into an assault on a group of Shock Troopers:
It's a fierce melee and casualties on both sides, but it still looks like the Hominids have the upper hand:
The second group of Hominids also rush into an assault on the Shock Troopers:
And it's a brutal melee with casualties on both sides:
Finally the first group of charging Hominids have killed all the Shock Troopers in close combat with no further casualties:
That alien gunner is a though one, and really hold his ground in the close combat for another turn:
-Until the third group of Hominids also made an assault and joined the close combat agains the last alien. Even if he was a brave alien, he was chanceless against this horde:
This was an victory for the Hominids. They tried to enter the space craft, but didn't manage to open it.
While on their way back to their 'base' they heard a nose from above. On the sky they could see another similar ship as the one they just abounded, but it didn't land as the first one. It just opened fire and destroyed the first ship, so the 'enemy' wouldn't take advantage of their advanced technology. They did not have intention to land in a such hostile environment...
... at least, not yet. Perhaps they would come back to this planet in the future better prepared for battle:
Last year I was inspired by some blog posts by Alan at Duchy of Tradagardland and Mark at Man of Tin's blogs to make a 'non-lethal wargame'; a snowball fight using theSnowball Fight Rulesby Mark the Man of Tin. It was a different, but also a fun way to wargame, without taking into account the horrors of war. In fact, it was so successful that I decided to make another 'snowball fight' this year as well. I could have used the same miniatures that I made for the snowball fight last yearof course, but last year I bought a bag of really ugly and bad looking soldiers. - Probably the worst ever made, so there weren't many things I could use them for. - Well, maybe except for using the hand grenade guys as snowball fighters, since they were the least ugly of them. Since I used the same pose to make soldiers last year, I decided to see if I could use them to make civilian snowball fighters this year . I painted all the hand grenade throwers in the bag, which with a simple Miliput and paint conversion gave me two snowball fighter armies of four each; one Red Army and one Blue Army:
Team Red
Team Blue
This is how ChatGPT envisioned how my armies would look boxed if ever made from Airfix:
The rules
The Snowball War rules by Mark the Man of Thin worked just fine. To reduce the number of turns and quicker game, I wanted to see if any of the other free wargame rules I use could be amended for a little snowball fight. One of my absolute favorites is the 1 BC (One Brain-Cell) Toy Soldier Rules by Pete Kautz. These rules are actually turning 25 years this year. They are free, very easy to learn, and quick and easy to play, and I have used them for many wargames . I based my “snowball war rules” on these rules with a few changes:
The Snowball Fighters will fight as individual characters and not units.
There will be no morale test since there are no units. Also, it's a snowball fight just for fun and it won't breake morale.
The game
Although it is designed for tabletop game, I decided to take this miniature snowball fight out into the real snow to set the scene.
The scenario is as simple as most snowball fights in the world; knock out the other team, and the last team standing wins. Blue (to the left) vs. Red (to the right):
Turn 1
In the first turn Red Team made a run for the trees to seek cover behind them. So did the Blue team, except for a couple of them who advanced slower and made a long shot and stunned one of the Red fighters:
Turn 2
In the next turn that Red fighter wasn't stunned anymore and both of the Red players made a really hard 'ice ball' each...
...and managed to hit one of the Blue players so hard that he was out of the game. Further into the wood a couple of Red players tried to encircle 2 Blue fighters behind a tree, and actually manage to daze one of them. The other Blue snowball fighter made an 'ice ball', and knocked one of those Red attackers out of the game:
Turn 3
In the start of turn 3 an 'ice ball duel' takes place...
...and further into the forrest a single Red player tries to outflank 2 Blue players:
The 'ice ball duelists' actually manage to hit one another and both a Red and Blue player are out of the game. Further into the forrest that sneaky Red player successfully outflank the 2 Blue players and dazed one of them:
Turn 4
In turn 4 the last Red player standing from the 'duel' makes a run for it and help his Red friend encircle the only Blue player standing:
The other Red player throws a really hard 'ice ball' on that Blue player and knocks him out of the game:
Turn 5
In the last turn the last Blue fighter wasn't stunned anymore and got up on his feet again:
He didn't actually manage to do anything before he was knocked out by an 'ice ball' from one of the Red players. This shoot made the Red team winners of this snowball fight:
I really liked the rules and they were really quick to play with only 5 turns in 20 minutes. Which was 'long enough' considering the outside temperature this day. Hot coffee in the mug was a 'must':
Blog PostScript
It seems like another phenomenon are trending on Facebook these days. -At least in those groups my wife follows. The 'new thing' is to have ChatGPT (or similar) make a caricature of you based on a photo and information found about you online. I provided a photo and the url to my blog: