Showing posts with label ChatGPT. Show all posts
Showing posts with label ChatGPT. Show all posts

Friday, January 10, 2025

One-Hour Skirmish Wargames

How to play One-Hour Skirmish Wargames by John Lambshead for free with army men and toy soldiers. Playing wargame free. One Hours Skirmish wargame.

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.
How to play One-Hour Skirmish Wargames by John Lambshead for free with army men and toy soldiers. Playing wargame free. One Hours Skirmish wargame.

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
Using army men and toy soldiers to wargame a free wargame called chain reaction by THW; two hour wargame. Free wargame rules to use with army men.
    • 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.
How to play One-Hour Skirmish Wargames by John Lambshead for free with army men and toy soldiers. Playing wargame free. One Hours Skirmish wargame.

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:
How to play One-Hour Skirmish Wargames by John Lambshead for free with army men and toy soldiers. Playing wargame free. One Hours Skirmish wargame.
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.
How to play One-Hour Skirmish Wargames by John Lambshead for free with army men and toy soldiers. Playing wargame free. One Hours Skirmish wargame.
The MPs are not aware of the small Katangan Gendarmerie unit which recently arrived the courtyard from the other side, behind a building...
How to play One-Hour Skirmish Wargames by John Lambshead for free with army men and toy soldiers. Playing wargame free. One Hours Skirmish wargame.
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.
How to play One-Hour Skirmish Wargames by John Lambshead for free with army men and toy soldiers. Playing wargame free. One Hours Skirmish wargame.
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. 
How to play One-Hour Skirmish Wargames by John Lambshead for free with army men and toy soldiers. Playing wargame free. One Hours Skirmish wargame.
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. 
How to play One-Hour Skirmish Wargames by John Lambshead for free with army men and toy soldiers. Playing wargame free. One Hours Skirmish wargame.
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.
How to play One-Hour Skirmish Wargames by John Lambshead for free with army men and toy soldiers. Playing wargame free. One Hours Skirmish wargame.
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.
How to play One-Hour Skirmish Wargames by John Lambshead for free with army men and toy soldiers. Playing wargame free. One Hours Skirmish wargame.
...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...
How to play One-Hour Skirmish Wargames by John Lambshead for free with army men and toy soldiers. Playing wargame free. One Hours Skirmish wargame.
...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.
How to play One-Hour Skirmish Wargames by John Lambshead for free with army men and toy soldiers. Playing wargame free. One Hours Skirmish wargame.
...Instead Cpl. Crazy Gali sneaks around the house to outflank 1. Sgt. Hicks and shoot him from behind...
How to play One-Hour Skirmish Wargames by John Lambshead for free with army men and toy soldiers. Playing wargame free. One Hours Skirmish wargame.
...and misses (!).  1.Sgt. Hicks immediately turns around and open fire with his SMG, and permanently finish Cpl. Crazy Gali off.
How to play One-Hour Skirmish Wargames by John Lambshead for free with army men and toy soldiers. Playing wargame free. One Hours Skirmish wargame.
Cpl. Cord hits and manage to 'down' the shooter in the other building and the UN MPs really has the initiative now...
How to play One-Hour Skirmish Wargames by John Lambshead for free with army men and toy soldiers. Playing wargame free. One Hours Skirmish wargame.
... and manage to take down and capture one of the fleeing Gendarms...
How to play One-Hour Skirmish Wargames by John Lambshead for free with army men and toy soldiers. Playing wargame free. One Hours Skirmish wargame.
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.
How to play One-Hour Skirmish Wargames by John Lambshead for free with army men and toy soldiers. Playing wargame free. One Hours Skirmish wargame.
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. 

Edit 16.01.2025: Since this blogger-post was posted, Google Books have changed the visible pages of One-Hour Skirmish Wargames rulebook, so not all pages in the Core Rules are longer there and it is not complete anymore. I think the Information left in Google Books and the YouTube video are still enough to play a introduction game of One-Hour Skirmish Wargames. Strangely enough the Core Rules seems to be complete in Google Books if you open the link in this blogger-post on a mobile device but not on a computer.

Friday, December 13, 2024

Wargame in a Wee Matchbox Challenge (Part 3) - The Finale

Making a wargame fit in a matchbox. Wargame in a Wee Matchbox challenge

After I accepted the 'Wargame in a Wee Matchbox Challenge' and a WIP update, it's almost mid December already and about time to finally conclude my contribution to the 'Wargame in a Wee Matchbox Challenge' initiated by Alan at The Duchy of Tradgardland and Mark at Man of Tin blog. I'm curious how my proposal to this challenge will be regarded by the 'Umpires'.

In my previous blogpost on this matchbox challenge I decided to use paper miniatures from the Junior General Website as they are both free and ready painted and I could easily fit some of them in a Matchbox, and still have room for a 'Battle mat' and some terrain. Since my Little Wars inspired 'Napoleonic Cannon Game' didn't fit the Matchbox, I decided to follow my interests for Western movies, Old West gaming and my initial test with the Airfix 1:72 scale Cowboys and to go for an 'Old West' approach for this wargame (but with paper miniatures instead). Besides, I've been thinking for a while to make a very portable 'Old West' wargame which would be easy to bring along when visiting my oldest son where he studies (as he likes Westerns too). Coincidentally at this point I read that Mark at Man of Tin blog was working on some similar theme and solution (which also included using ChatGPT and suggesting miniatures from the Junior General as well). It looks like we had about the same take to this challenge now.

Making a wargame fit in a matchbox. Wargame in a Wee Matchbox challenge

One of the challenges was to have space for several dice in the Matchbox alongside with everything else needed for this game. I found som smaller dice, actually beads, in a craft store and despite being light they rolled OK. 

Making a wargame fit in a matchbox. Wargame in a Wee Matchbox challenge
Making a wargame fit in a matchbox. Wargame in a Wee Matchbox challenge

Keeping it to an 'Old West' theme though, I decided to go fancy with the dice. Inspired by Mark's thoughts on the Howzat Dice (which was new to me) I decided to 3D-print a .45 Cal bullet dice. I'll use the mini dice for healht-stats instead.

Making a wargame fit in a matchbox. Wargame in a Wee Matchbox challenge

I was looking around for some short, easy to play and free wargame rules for a few miniatures that could fit on or in a Wee Matchbox, but didn't actually find any short or easy enough. So I asked the ChatGPT to suggests some kind of Old West 'Mini Wargame' - rules for a 'balanced' game with uneven numbers on each side, for instance 1 vs 3. The rules needed to be short enough to easily fit inside or around a matchbox, and therefore pretty uncomplicated. The ChatGPT suggested these rules:

Showdown at High Noon, A ChatGPT-generated wargame rules for Wargame in a Wee Matchbox Challenge

I'm not sure what the ChatGPT meant by the optional rules as they seems to lack context. Except for that, they looks very simple and playable but I needed to test-play them for some few games to see if they were playable, as that's not always the case when using AI-generated rules. ChatGPT claims that the game was balanced, but after about 14 games or so I think the Bounty Hunter will need another 'Hero point', so I increased his health to 4. I also skipped the incomplete optional rules and added another thing to the winning conditions, to better place a scenario for the game and the shootout (loosely based on a scene from the 'Fistfull of Dollars' though). So, this is my final version of the rules: 

Making a wargame fit in a matchbox. Wargame in a Wee Matchbox challenge

I printed them on self-adhesive paper, and wrapped and sticked them around the Matchbox:

Making a wargame fit in a matchbox. Wargame in a Wee Matchbox challenge
So now I'd got paper miniatures, a battle mat, some terrain, a building (the matchbox drawer), dice for both shooting and health stats, a 6"ruler and finally the rules... -Will it all fit my Wee Matchbox?
Making a wargame fit in a matchbox. Wargame in a Wee Matchbox challenge
Making a wargame fit in a matchbox. Wargame in a Wee Matchbox challenge
Luckily and coincidentally the .45 cal bullet dice, printed to the size of a real one, just fit in the widh of the matchbox. It was a thigh fit, but I managed to squeeze all the other objects in to the matchbox as well...
Making a wargame fit in a matchbox. Wargame in a Wee Matchbox challenge
...And just barley I was able to close the matchbox.
Making a wargame fit in a matchbox. Wargame in a Wee Matchbox challenge
Looks like it is possible to fit a Wargame in a Wee Matchbox after all:
Making a wargame fit in a matchbox. Wargame in a Wee Matchbox challenge

My Wargame in a Wee Matchbox in Action (an AAR)

Even if I managed to squeeze all the elements of a wargame in to this matchbox, that's not the same as there is an actual playable wargame. So I'll add a short battle report to give you an idea. 
I put on some Dollar Triologi Themes for background ambiance. 

Scenario: It's loosely based on the scene from 'A Fistfull of Dollars' when 'Joe' frees 'Marisol'; 3 outlaws are holding a woman hostage in the house, and our 'Hero' is there to free her.

Forces: Are dictated by the rules; 3 outlaws with health of 2 and hits on 5+ vs The Man with No Name with a health of 4 and hits on a 4+.

The Game:

The Bounty Hunter approaches the house where he knows the outlaws and their hostage is:
Making a wargame fit in a matchbox. Wargame in a Wee Matchbox challenge
His presence is noticed by the outlaws, and they decide that 2 of them are going outside to gun him down:
Making a wargame fit in a matchbox. Wargame in a Wee Matchbox challenge
The Bounty Hunter notices activity by the house and runs for cover behind a cactus:
Making a wargame fit in a matchbox. Wargame in a Wee Matchbox challenge
The 2 outlaws coming outside to fight the Bounty Hunter runs for cover; One of them behind some cattle they have stolen, and the other behind some barrels:
Making a wargame fit in a matchbox. Wargame in a Wee Matchbox challenge
The Bounty Hunter opens fire on the outlaws, and the outlaws are returning the fire:
Making a wargame fit in a matchbox. Wargame in a Wee Matchbox challenge
They are exchanging fire for some turns, and even got some hits on each other...
Making a wargame fit in a matchbox. Wargame in a Wee Matchbox challenge
...until the Bounty Hunter manage to hit and kill the gunfighter seeking cover behind the cattle. 
Making a wargame fit in a matchbox. Wargame in a Wee Matchbox challenge
Now the last one of them keeps shooting at the Bounty Hunter...
Making a wargame fit in a matchbox. Wargame in a Wee Matchbox challenge
...Who return fire and manage to hit and kill the shooter behind the barrels. Now the way is open to the house, the hostage and the last outlaw.
Making a wargame fit in a matchbox. Wargame in a Wee Matchbox challenge
The last outlaw now his on his own...
Making a wargame fit in a matchbox. Wargame in a Wee Matchbox challenge
...and orders his hostage outside. His plan is to take the hostage and flee with their horses.
Making a wargame fit in a matchbox. Wargame in a Wee Matchbox challenge
When coming out of the house and into the sight, the Bounty Hunters opens fire before the last outlaw manage to get to their horse...
Making a wargame fit in a matchbox. Wargame in a Wee Matchbox challenge
...and get a precise and fatal hit on the last gunfighter (!). The showdown was a success for our hero as he managed to free the woman. Then they most likely rode into the sunset.
Making a wargame fit in a matchbox. Wargame in a Wee Matchbox challenge
Time: 10 minutes
Turns: 12
Result: This was a victory for 'The Man with No Name'.

Table of Contents 

If anyone considers to have a go and make one on their own, you can save some time finding the bits and pieces on the links below: 

Conclusion

The working cannon I 3D-printed, and did not use in the challenge due to it's size, has oddly enough the same caliber as my 'bullet dice'. -So I'll guess for other games than this challenge, I can use the cannon to fire roll the 'dice'.
Making a wargame fit in a matchbox. Wargame in a Wee Matchbox challenge

This has been a fun and really interesting challenge, and I've had a good time while working on it alongside my other projects (some of them was postponed to 2025). Thank you for the initiative to this challenge Alan and Mark! 

I think it was really interesting to see that several other wargamers accepted and joined this challenge as well, and I'm looking forward to see their contributions. 

It looks like I finally got around to make that 'Old West Mini Game' I've been thinking to make for a while, to bring along next time I visit my oldest son in Ålesund.

I guess these rules can be used for other very basic and easy to play wargames with only ranged combat as well. If you like them, feel free to use them for your own games or tweak them to suit your game.

Perhaps another challenge in 2025?

Thursday, November 14, 2024

Chain Reaction 2023

The review of these rules actually started while searching about information some other rules. I've played and reviewed several free easy to play wargame rules that can be found on internet on this blog, and when I've been doing all this wargame reviews and battle reports some comments that they are fine but commercial rules like 'Bolt Action' and 'Chain of Command' are better. So I've been looking for ways to play these games on a budget. Last year I managed to play Bolt Action practically for free, and recently I was browsing to see what information I could find about 'Chain of Command'.

The rules

I'm not sure if I typed the wrong phrase, or if Google just searched for similar phrases, but I got several hits on 'Chain Reaction'. I checked it out and found that Chain Reaction (2023 edition) by 2Hour Wargames is a wargame rules you can download for free from THW's website. Since it's within the scope of this blog regarding 'Budget Wargaming' I decided to give them a try.

Using army men and toy soldiers to wargame a free wargame called chain reaction by THW; two hour wargame. Free wargame rules to use with army men.

The scenario

Chain Reaction is a man-to-man combat rules based upon characters rather than several, larger units. Therefore I just couldn't play this game with the same scenario as I've used for the previous game reviews (for comparison). Your character can recruit a smaller warband, so I needed to 'think smaller' to find a suitable and convincing scenario for this game. To find some inspiration I asked ChatGPT if it could create a scenario for a skirmish with about only 5 miniatures each side during the Congo Crisis. The ChatGPT's suggestion was surprisingly matching one of the tasks for the Army Military Police, and something I was familiar with, so I based this scenario upon the ChatGPT's suggestion:

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 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 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.
Using army men and toy soldiers to wargame a free wargame called chain reaction by THW; two hour wargame. Free wargame rules to use with army men.

Forces:
This is actually one of the interesing features of these rules. Your character is 'the star' and you can recruit up to 4 other band-members or members for your unit. -And you can choose to leave the most inexperienced of them behind back in the camp, as they might endanger your mission or your ability to solve it. So I needed to roll dice and determine my TCP/unit for this mission. Obviously there has recently been a rotation of UN personell and 2 new corporals only had 'Rep' of 3, so one of them was left behind for 'staion-duty'.
    • UN:
      • 1 MP Patrol/ Traffic Control Post of:
        • 1st. Sgt. Hicks (the star, and the main character) with SMG (Rep 5)
        • Sgt. Wayne with pistol (Rep 4)
        • Cpl. Dreyer with M1 Garand (Rep 4)
        • Cpl. Cord with SMG (Rep 3)
Using army men and toy soldiers to wargame a free wargame called chain reaction by THW; two hour wargame. Free wargame rules to use with army men.
    • Katangese
      • This is one of the pros for this game. You don't automatically create your opposing enemy-force at the beginning of the game, as these rules takes advantage of 'fog of war' and your enemies will appear only when visible. So I'd need to do more dice-rolling to determine who, how many and how they are armed when or if my MP-patrol encounters any enemy units. So this section will eventually follow in the following battle-report when creating enemy units on the go. Now I can finally use some of those 'Fog of War tokens' I made a long time ago.
      • Dice rolled showed to deploy 2 possible enemy force (PEF)/units on the table. What they actually are will be resolved later.
Using army men and toy soldiers to wargame a free wargame called chain reaction by THW; two hour wargame. Free wargame rules to use with army men.
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:   6
Result:  Partially a Katangese victory as they managed to disrupt the UN mission, but they did not manage to capture any UN equipment of importance.

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 if it's needed to hold some of the convoys back, place to do maintenance on them or if needed turn them:
Using army men and toy soldiers to wargame a free wargame called chain reaction by THW; two hour wargame. Free wargame rules to use with army men.
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:
Using army men and toy soldiers to wargame a free wargame called chain reaction by THW; two hour wargame. Free wargame rules to use with army men.
-But are they really empty?
Using army men and toy soldiers to wargame a free wargame called chain reaction by THW; two hour wargame. Free wargame rules to use with army men.
Cpl. Cord shouts: "I think I saw someone in the window to the right". The group of MPs comes to a halt and they makes ready. But even if their really studying that building they can't see anything that reveals that there are actually someone there. Sgt. Wayne tells Cpl. Cord that he's probably a little jumpy as he is new to this area and the mission.
Using army men and toy soldiers to wargame a free wargame called chain reaction by THW; two hour wargame. Free wargame rules to use with army men.
The dice rolling reveals that Sgt. Wayne is right and there was no one there:
Using army men and toy soldiers to wargame a free wargame called chain reaction by THW; two hour wargame. Free wargame rules to use with army men.
They decides to take a closer look at the building just to be sure that there is no one there:
Using army men and toy soldiers to wargame a free wargame called chain reaction by THW; two hour wargame. Free wargame rules to use with army men.
But at the same time a second PEF (possible enemy force) rounds the corner of that second building:
Using army men and toy soldiers to wargame a free wargame called chain reaction by THW; two hour wargame. Free wargame rules to use with army men.
Now further dice must be rolled to se what, how many and how they are armed this PEF represents:
Using army men and toy soldiers to wargame a free wargame called chain reaction by THW; two hour wargame. Free wargame rules to use with army men.
It turns out that this PEF is actually a local detachment of the Katangese Gendarmerie out on patrol. It has 5 members and are lead by "Crazy Gali"; A corporal who has as high Rep as a Star (!). They are pretty well armed as well with automatic M1 rifles and one private with a SMG.
Using army men and toy soldiers to wargame a free wargame called chain reaction by THW; two hour wargame. Free wargame rules to use with army men.
When they spots the UN MPs thy don't hestate and opens fire immediately and gets "the first shot"
Using army men and toy soldiers to wargame a free wargame called chain reaction by THW; two hour wargame. Free wargame rules to use with army men.
Being taken by surprise and fired upon by higher target rated weapons the firepower is overwhelming, so this did not go well for the lighter armed UN MPs, and Sgt. Wayne and Cpl. Cord are down. 1.Sgt Hicks immediately responds and returns fire, but with no great success: 
Using army men and toy soldiers to wargame a free wargame called chain reaction by THW; two hour wargame. Free wargame rules to use with army men.
1.Sgt Hicks picks up Sgt. Wayne and orders Cpl. Dreyer to pick up Cpl. Cord and retreat to the Jeep and leave the fight:
Using army men and toy soldiers to wargame a free wargame called chain reaction by THW; two hour wargame. Free wargame rules to use with army men.
Too bad Sgt. Wayne and Cpl. Cord didn't make it after all, and the Katangese patrol picked up the pursue:
Using army men and toy soldiers to wargame a free wargame called chain reaction by THW; two hour wargame. Free wargame rules to use with army men.
1.Sgt Hicks and Cpl. Dreyer made a run for the jeep, but Dreyer got hit:
Using army men and toy soldiers to wargame a free wargame called chain reaction by THW; two hour wargame. Free wargame rules to use with army men.
Outnumbered and outgunned 1.Sgt. Hicks had no other options to decide to leve the fight:
Using army men and toy soldiers to wargame a free wargame called chain reaction by THW; two hour wargame. Free wargame rules to use with army men.
If he hurried he could still have time to warn the UN Headquarters and the coming Convoys so no one of them drove into this possible ambush. This was now a job for the infantry to clear this area for Katangese armed units.
Using army men and toy soldiers to wargame a free wargame called chain reaction by THW; two hour wargame. Free wargame rules to use with army men.

Pros

  • You can play this game using army men, toy soldiers or any figures available. You can even play it with any kind of tokens.
  • This game has mechanics for SOLO-playing, which suits me well as I usually games alone.
  • This game have rules for concealed movements, and you don't know what those opposing forces are before you actually can see them.
  • These rules covers a lot of different genres and periods, and you can probably use the for any skirmish for any period based on historical or fantasy.

Cons

  • The rules suggest some kind of grided battleground to deploy your PEFs, but that is not actually needed as you can do an 'imaginary grid' for this.
  • This is a game for small skirmishes, so if actual squad level or platoon or higher level games are your thing, I don't think these rules would be ultimate. While writing this review it's come to my knowledge that earlier versions of Chain Reaction may be better for squad level games? Can anyone familiar with these rules confirm or debunk that?
  • The variety of weapons often found on squad level are very limited in these rules. There are no 'heavy weapons'.
  • There are no rules for vehicles.
  • It would be even faster to play if the firing ranges and movement ranges were added to the quick reference sheet (at the end of the rules).

Conclusion

The rules are 21 pages, and just within my patience to read as I actually prefer very short rules. So even though I'm still looking for a way to play 'Chain of Command' on a budget though, that might be a bit of a stretch regarding my patience to read a whole book to play a game.

I think these rules probably would work great for an 'Old West game' too with small bands searching and fighting other small gangs and all characters are armed with same target rated weapons, so perhaps I should try these rules out with my Cowboys in another game?

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