Showing posts with label FUBAR. Show all posts
Showing posts with label FUBAR. Show all posts

Monday, December 18, 2023

Season Wars 2023 - Once Upon a time under the Christmastree in the north

Playing free wargame rules with 3D-printed miniatures. FUBAR Medieval wargame rules. Free medieval wargame rules.

It's less than a week until Christmas, so it's about time to fight the annual 'season war'. Last year the 'Season Wars' was played with Thor Sheil's OMOK - One Man, One Knight free wargame rules, and 'The Ginger Bread Army' won the battle. 

The 'Ginger Bread Army' has hold the ground since then, but this year the 'Cookie Men Army' (called Gøttekællær in Norwegian) returns, trying to reclaim territory. The 'Ginger Bread Army' occupies 'Yule Village' beneath the Christmas tree, which they defend trying to avoid the new Circular Railroad Company to enter and cross through their precious little town. 

Playing free wargame rules with 3D-printed miniatures. FUBAR Medieval wargame rules. Free medieval wargame rules.

The white 'Cookie Men Army' decides to help the Railroad Company by fight the tan 'Ginger Bread Army' trying to force them to retreat so the Railroad Company can complete their Railroad and  at the same time let the 'Cookie Men' hold the ground this year.

Playing free wargame rules with 3D-printed miniatures. FUBAR Medieval wargame rules. Free medieval wargame rules.

For the battle this year I've decided to use another free wargame rules which you can download and readily play with your own miniatures. This years Season Wars will be played by the FUBAR free wargame rules. As my holidays armies are armed with swords, spears and bows I'll use FUBAR Medieval 2nd Edition. For FUBAR order-counters please see my review of FUBAR 4th edition

Since both the armies probably were 'Green' last year and gained some experience since then, I'll let both armies fight as 'Seasoned' according to the rules this year. Another lesson the white army learned last year, was to create warbands with similar weapons in each and not spred them out on all units.

Playing free wargame rules with 3D-printed miniatures. FUBAR Medieval wargame rules. Free medieval wargame rules.

The Battle

The white cookie men army rapidly gained the initiative and rushed to the battle with 2 of it's warbands. I'm not sure if the 3rd white warband actually was 'seasoned' as they hesitated to leave the safe train for 2 turns:
Playing free wargame rules with 3D-printed miniatures. FUBAR Medieval wargame rules. Free medieval wargame rules.

It seems like the Gingerbread army was taken by total surprise and was stunned by the white cookie men's advancement, and they didn't manage to take any initiative for several turns:
Playing free wargame rules with 3D-printed miniatures. FUBAR Medieval wargame rules. Free medieval wargame rules.

This gave the white cookie army the upper hand and they kept pushing. Finally their last warband found it safe to leave the train and join their fellows:
Playing free wargame rules with 3D-printed miniatures. FUBAR Medieval wargame rules. Free medieval wargame rules.

Not only did the white cookie men army have the leading initiative and drive in the battle, but their archers also seemed more skilled than their Gingerbread counterpart, almost annihilating a Gingerbread warband:
Playing free wargame rules with 3D-printed miniatures. FUBAR Medieval wargame rules. Free medieval wargame rules.

This left the Gingerbread army under pressure and it seems like they had no any other options than to counterstrike into a melee:
Playing free wargame rules with 3D-printed miniatures. FUBAR Medieval wargame rules. Free medieval wargame rules.

The white cookie archers were very effective and managed to make the rest of a Gingerbread warband retreat while they took out another enemy archer at the same time. This made a clear way for the white cookie men spear warband  to enter the battle...
Playing free wargame rules with 3D-printed miniatures. FUBAR Medieval wargame rules. Free medieval wargame rules.

...and engage outnumbered Gingerbread warbands. 
Playing free wargame rules with 3D-printed miniatures. FUBAR Medieval wargame rules. Free medieval wargame rules.

This started to take a toll at the Gingerbread army, which were starting to get outnumbered on the battlefield. The Gingerbread warband in the melee managed quite well though. -As did the white cookie men:
Playing free wargame rules with 3D-printed miniatures. FUBAR Medieval wargame rules. Free medieval wargame rules.

Now the distance was so close that the Gingerbread archers finally started to hit something:
Playing free wargame rules with 3D-printed miniatures. FUBAR Medieval wargame rules. Free medieval wargame rules.

-But too late. Soon they were assaulted and in a melee they could not win:
Playing free wargame rules with 3D-printed miniatures. FUBAR Medieval wargame rules. Free medieval wargame rules.

The only Gingerbread warband making to hold ground at this stage, was the swordfighters in the melee. As the other white cookie warbands defeated one Gingerbread warband after the other, they also entered the melee to fight the last Gingerbread unit:
Playing free wargame rules with 3D-printed miniatures. FUBAR Medieval wargame rules. Free medieval wargame rules.

The last Gingerbread knights were very brave and managed to hold the superior forces off for 2 more turns:
Playing free wargame rules with 3D-printed miniatures. FUBAR Medieval wargame rules. Free medieval wargame rules.

Slowly the last Gingerbread warband was halved in size, and was totally surrounded having no chance to win:
Playing free wargame rules with 3D-printed miniatures. FUBAR Medieval wargame rules. Free medieval wargame rules.

This made the White Cookie Men army win the Seasonal War this year after 12 turns and about 2 hours. Now they could finally enter the Yule Village and the Circular Railroad Company could lay the last track through the village and complete their railroad around the Christmastree. -Which is good as I wonder what rest of the family would have said if we didn't have a complete circuit under the tree ths year. Luckily the train was loaded with a tanker of Christmas Ale, so some celebration seemed to be in place:
Playing free wargame rules with 3D-printed miniatures. FUBAR Medieval wargame rules. Free medieval wargame rules.

Conclusion:

I've been doing a lot of model railway and garden railway stuff this autumn and winter, and not so much wargaming. Even if this wargame and scenario wasn't too serious I think it felt good finally doing some wargaming again. -Which again reminds me about not waiting too long to do another game. 

This post is not an ordinary game review as I usually does on other wargame rules, but I've noticed something about FUBAR Medieval 2nd Edition worth mentioning:
  • In the rules firing ranges are given in inches an centimeters, whatever you prefer. But for all ranges from 8" and below, there are not exact compassion in centimeters, giving the cm much shorter range than inches.
  • In this version of FUBAR unsaved hits are not taken as suppression. I don't know why not, but I think suppression is a nice game mechanic slowing down or pinning units or punishing units leaving members behind. Perhaps its omitted due to medieval tactics and warfare? Were they more likely to leave wounded behind? If you have any thoughts of this please comment in the comment section below.
With this I wish all fellow wargamers and their families a Merry Christmas and a Happy New Year!!

Wednesday, March 8, 2023

Rules of Engagement Part I - Work in Progress

Last year (and a couple of times this year as well), I've played several different rules for wargaming I've found online for free which could be used with ordinary toy soldiers and army men. The complete series of reviews can be found on this blog. I played the same setup and scenario each time, which made it easier to see the different rules pros and cons. All the different rules had different advantages and some disadvantages. I wanted to see if it was possible to take most of the elements I consider as 'the best' from the different rules and collect them into one ruleset, and see if it was possible to get it all on one page as well since I'm a fan of one page rules. It became clear with so many great rules; there was not place enough on the paper for including all their best elements together on only one page.

Don't get me wrong; I really enjoyed playing all these different rules found online for free (and had a good time doing it as well), and I'm definitely going to play them over again for different scenarios and periods. At the same time I wanted to see if it was possible to develop my own 'home brewed' house rules based on my experience playing these games made by others. Therefore my rules are heavily influenced by great rules such as FUBAR, 1 BC Toy Soldier rules, Fighting Plastic, OMOG, Close Wars, Wargame in a bag and Plastic Command by Craig Cartmel, Pete Kautz, Corey Butler, Thor Sheil, Donald Featherstone, Nick Grant and J.P. Medved respectively. Thanks for your inspiration! The result of  these inspirational games was my own draft for home brewed, onepage rules for army men and toy soldiers.

Developing these home brewed rules was a process so long, so to describe it all in one blogpost would have made it far too long to read in one piece. Instead I've made it into a series of 4 blogposts with a short description and a Battle Report in each which will follow here shortly. It would be tempting to do like George Lucas and start with Episode 4 and the most interesting part right away, but as these rules are playable in all stages I'll show the different stages of the development of them. And IF following Lucas' example; the prequels would not be so interesting...

From my own service abroad I remember we got a single page card with the Rules of Engagement for the mission/conflict. Since my own homebrewed rules for miniature battles also are just a single page, I decided to simply name these Rules of Engagement for Wargaming with Miniatures.

Wargame Rules of engagement for wargames with miniatures, based upon Fubar, One braincell rules, Fighting plastic, OMOG, close wars, plastic command


The test

Where the initial rules playable? They needed to be tested. They say that no plan survive the first contact with the enemy, so to test these rules I decided to try them out on the same, familiar by many now, setup and scenario as I did for the other games I've got the inspiration from. 

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:
  • 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: QRF consisting of 1 truck with a HMG and a section of 10 'veterans' with a LMG and a bazooka arrives from the next village. Only if Lumbaya is still held by Katangese forces.
    Wargame Rules of engagement for wargames with miniatures, based upon Fubar, One braincell rules, Fighting plastic, OMOG, close wars, plastic command


    • 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.
    Wargame Rules of engagement for wargames with miniatures, based upon Fubar, One braincell rules, Fighting plastic, OMOG, close wars, plastic command
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.
Wargame Rules of engagement for wargames with miniatures, based upon Fubar, One braincell rules, Fighting plastic, OMOG, close wars, plastic command


AAR

Time:    5 hours and 30 minutes (!)
Turns:   23 (!)
Result:  UN withdrawal

The UN started their offensive by placing the Katangese supportbase under heavy fire, which managed to suppress the HMG for a turn...
Wargame Rules of engagement for wargames with miniatures, based upon Fubar, One braincell rules, Fighting plastic, OMOG, close wars, plastic command
...but the Katangese sniper managed to hit the UN machine-gunner in the same turn, and he had to be replaced by the UN platoon-leader.
Wargame Rules of engagement for wargames with miniatures, based upon Fubar, One braincell rules, Fighting plastic, OMOG, close wars, plastic command
The Katangese forces managed to successfully pin down several units in the UN advancement for several turns with suppressive fire...
Wargame Rules of engagement for wargames with miniatures, based upon Fubar, One braincell rules, Fighting plastic, OMOG, close wars, plastic command
..which really slowed the UN offensive down...
Wargame Rules of engagement for wargames with miniatures, based upon Fubar, One braincell rules, Fighting plastic, OMOG, close wars, plastic command
When slowly approaching the village, there came to fierce fire-fighting in the outskirts...
Wargame Rules of engagement for wargames with miniatures, based upon Fubar, One braincell rules, Fighting plastic, OMOG, close wars, plastic command
And the UN forces was about to make a breakthrough, but by turn 12 the Katangese QRF entered the village, just in time to change the tide of battle.
Wargame Rules of engagement for wargames with miniatures, based upon Fubar, One braincell rules, Fighting plastic, OMOG, close wars, plastic command
The UN forces decided to make another push for it, as they were close and about to break through the Katangese defense-lines. The UN Bazooka-team managed to strike a direct hit and took out the Katangese HMG and pickup. Would they make it after all?
Wargame Rules of engagement for wargames with miniatures, based upon Fubar, One braincell rules, Fighting plastic, OMOG, close wars, plastic command
In these rules the Katangese QRF are played as an 'elite unit', and their appearance made the UN offensive come to a definite halt. 
Wargame Rules of engagement for wargames with miniatures, based upon Fubar, One braincell rules, Fighting plastic, OMOG, close wars, plastic command
The UN forces closest to the village met the Katangese QRF first, and were charged into a hand to hand combat, in which they had no chance with this elite unit.
Wargame Rules of engagement for wargames with miniatures, based upon Fubar, One braincell rules, Fighting plastic, OMOG, close wars, plastic command
The other UN units got pinned in their positions outside the village...
Wargame Rules of engagement for wargames with miniatures, based upon Fubar, One braincell rules, Fighting plastic, OMOG, close wars, plastic command
...which also made it difficult to retreat without leaving any brothers in arms behind...
Wargame Rules of engagement for wargames with miniatures, based upon Fubar, One braincell rules, Fighting plastic, OMOG, close wars, plastic command
The UN support-weapons were eventually used to cover the retreat, while the UN troops in the battlefield were striving to get back to their own lines...
Wargame Rules of engagement for wargames with miniatures, based upon Fubar, One braincell rules, Fighting plastic, OMOG, close wars, plastic command
...due to enemy fire they were struggling to withdraw from the battle, and only a few of them managed at the end.
Wargame Rules of engagement for wargames with miniatures, based upon Fubar, One braincell rules, Fighting plastic, OMOG, close wars, plastic command
The Katangese Forces made to hold Lumbaya, and this was a clear victory. For now. The UN engagement in Congo was to last for many years and there would be more clashes to come.

Pros

  • Being 'own' rules based upon the best of a lots of other rules, so sure there should only be pros in this section, or...? -Well, being own rules makes you remember them easier, as you have used a lot of time tweaking about them, so you don't use so much time for reference check in the rules while playing. 

Cons

  • I wouldn't exaggerate and claim that these were fast playing rules...
    On the contrary. But perhaps that is a pro for some? 
  • I feel it was low casualty rates from shooting, and perhaps that's why the game took so long? On the other side this makes it easier to slow down, suppress and pin units for several turns, which again are as in real combat; slowing down, halt and interrupt enemy actions, forcing the other side to abort, step down or retreat with minimal own losses. Regarding armour-savings; I remember from my own service we always asked 'if we had to wear helmets' during different exercises as we preferred to use our berets or field caps instead. Now it's clear why wearing helmets have it's benefits, even in a wargame.

Conclusion

Even though it took some time to develop this draft and a pretty long time to play them, I had a good time all the time working on and playing this. Even if I took all the parts I considered as pros from different rules I couldn't fit them all into one page and the result was defiantly not a 'perfect ruleset', but it's still playable though if you wanna have a go. 

Despite of this I hope you will read through my rules and feel free to give me a feedback in the comment-section. If some of you also consider to try out a game with these rules, you're more than welcome to share your experiences. I'm curious to see if they coincide with mine.

As this was only a 'test play' of my draft for a homebrewed houserules for wargaming with Army Men, I think It's still needs some more tweaking and adjustments to fit my demands for such a wargame. It seems like there will have to be a return to, and a second battle for Lumbaya (again).

To be continued...

Saturday, November 19, 2022

FUBAR

 

FUBAR

The rules

FUBAR wargame by Craig Cartmell. Free wargame rules for army men


The one page FUBAR rules by Craig Cartmell, and others, did I find on their website. In the 'Download section' there are a lot of different versions and supplements for these rules covering almost every era and Sci-Fi. I used the FUBAR Core Rules 4th Edition for this game

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 if rules include vehicles or skilled troops: A QRF consisting of 1 truck with a HMG and a section of 10 'veterans' with a LMG and a bazooka arrives from the next village. Only if Lumbaya is still held by Katangese forces.
    • I've made all the Katangese units 'seasoned' with 'veteran' leaders, except for the QRF which is all 'Elite'.
    • Since all their rifles are semi automatic, I'll let them have 2 FP for distances under 12".
  • 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. If rules do not include vehicles, the Jeep must stay stationary with the HMG at the deployment-area
    • I've made all the UN-units 'seasoned' with a 'veteran' leaders.
    • Since all their rifles are semi automatic, I'll let them have 2 FP for distances under 12".
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.
FUBAR wargame by Craig Cartmell. Free wargame rules for army men


AAR

Time:    2 hours and 50 minutes
Turns:   10
Result:  UN withdrawal

The UN forces got their heavy weapons in position to start supporting their attack on the Katangese stronghold in Lumbaya.

FUBAR wargame by Craig Cartmell. Free wargame rules for army men
After a turn I let the support weapons get aiming-bonus as they all ready had fired at their targets and now knew the position and distance

The support fire let the rifle-sections get into position for their assault on the Katangese forces...

FUBAR wargame by Craig Cartmell. Free wargame rules for army men

...but the UN mortar and HMG didn't make a breakthrough in the Katangese line of defense the UN rifle-sections could exploit. So all UN units were in position just waiting:


The breakthrough made by heavy weapons never came, so the UN rifle-sections made a go for it by trying to cover each other:

FUBAR wargame by Craig Cartmell. Free wargame rules for army men

But the defending Katangese units was well prepared for the attack and well in cover. Since they didn't have to move they also got their +1 aiming bonus. This started to take a toll on the UN-forces and their advance came to a halt in the outskirts of the village.

FUBAR wargame by Craig Cartmell. Free wargame rules for army men

The Katangese forces had good support in the rooftop HMG and sniper...

FUBAR wargame by Craig Cartmell. Free wargame rules for army men

...so when the UN relocated their jeep to try to give the rifle-sections closer support and some forwarded cover, it was taken out immediately by the Katangese HMG:

FUBAR wargae by Craig Cartmell. Free wargame rules for army men

The remaining UN rifle-sections tried a final push without the support of the jeep-mounted HMG and a mortar that just wasn't hitting it's targets:

FUBAR wargame by Craig Cartmell. Free wargame rules for army men

Without propper support it did just not work for the remaining UN-troops. They had several casualties by now, and had to withdraw in turn 10 by the FUBAR rules and by reason:

FUBAR wargame by Craig Cartmell. Free wargame rules for army men
A Bazooka-team gives their retreating comrades covering fire

FUBAR wargame by Craig Cartmell. Free wargame rules for army men


Pros

  • It's a very simple and easy game on only 1 page (!), yet it is complex enough to bring interests and challenge to the game. Being only 1 page reference checking is really fast.
  • It's simple and can be played with easily available and cheap army men or toy soldiers from a lot of different periods and scales.
  • It differs units between their quality and skills.
  • I like the activation system that you are in the initiative as long as you are 'good enough' instead of the traditional "I go, you go".
  • Giving aiming-bonus for units not moving.
  • Rules for On Guard/Overwatch.
  • Have own rules for covering several different periods and sci-fi-themes.

Cons

  • No cover modifier can make a Unit’s expertise worse than 6+, meaning that a 'green' unit have the same 16,7% chance to take out an unit in heavy cover as an Elite unit. They would just probably miss or have even less chance to to so. On the other hand you're encouraged to ignore or modify rules that make no sense. And there are other FUBAR rules editions and updates that adresses this.
  • Best played with own tokens that describes each units actions. At the time of writing these are not available at the FUBAR site, and I found mine at the FUBAR-page at Facebook called 'The Forge of War'.

FUBAR order-counters

These are not made by me, but again these counters are not as easy to find as the FUBAR rules online, so I share my find here:

FUBAR order-counters 4th edition

FUBAR order-counters 5th edition

Conclusion

This was a very easy, fun, narrative and playable game, and it kept the excitement until the very end. Looking up references in the rules was easy and quick. I actually thought that these rules was made for smaller scales in mind like 28mm or 20mm, but these actually worked just fine with my 54mm Army Men. 

Please follow this blog for even more AARs on free wargame-rules to come...

Wednesday, May 11, 2022

Prelude to battle

The beginning

I've been into a lot of different modelling hobbies for a while, but tabletop wargaming was not one of them, until quite recently. Actually it was my very good, and late friend Morten who first gave me the idea and gave it a spark. Unfortunately we didn't get to game together...

Knowing about nothing about this hobby, I turned to the internet in my search for information and wargaming-rules. I was actually put off a little when I saw the complexity, thick books and price on some of the games and miniatures, but I also found some easier ones which could be downloaded and printed for free and played with ordinary affordable army men. 

Since I was new to this and didn't know if this was something for me, I didn't want to spend a lot of money or time reading thick rule-books. Therefore I decided to test-play some of the free rules I found on the internet, to see if I liked it, and what kind of rules I preferred. Fast, very simple, D6-mechanics, 1:1, skirmish, playable and fun rules seemed to be the thing for me. The very first game I ever played was Pete Kautz' '1 Brain Cell Wargame', just using what I had to hand in the household, nothing fancy:

1 brain cell wargame
This is where it all started with my very first game; unpainted army men, Momin's house from my kids' old toys, folding ruler, tape-measure, books and magazines making up the terrain and scenery


Where to find them

After I while I found many different free rules on the internet that I could play with easily available and cheap Army men. My favorite sources for free wargame rules are:

Actually I found more rules on these pages that I'll have ever time to play them all. While trying to obtain even more information and others experience with some of these rules, I was searching the internet again for some battle-reports, AARs, playthroughs and feedbacks on them, but didn't actually find so many. Does anyone play them at all, or is it just seldom that wargamers post AARs on such rules??  Please share your experience in the comments. 

Therefore I plan to play some of  those free, fast, simple, skirmish, playable and fun rules I find most apealing and post a short AAR on them here in this blog, and perhaps someone might find it helpful. To easier to compare the different rulesets with each other, I think it's fair to play them with the same scenario.

The scenario

Unlike the free wargame rules, I did not find as many free and ready skirmish wargame scenarios to base my coming games upon. Some of the rulesets them selves often contain some very easy 'scenarioes' and winning-conditions, but they're just too basic. Therefore I got inspired by one of  The United Nations largest mission in both scale and operational scope during the Congo Crisis 1960-65 (United Nations Operation in the Congo (ONUC)) ,when UN troops 'peacekeeping' was more offensive 'peace enforcement' with use of force and had several clashes with the breakaway state of Katanga.

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 is made into a stronghold by a small and imrovised platoon of Katangese Gendarmes. The village is one of several strongholds in the area trying to hold the UN off while trying to keep the self-proclaimed president Tshombe by power of the self-proclaimed Katanga state.

Tabletop wargame setup
The road to the fictional village of Lumbaya



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
    • TheKatangese Gerdarmerie

    • After turn 12 if the rules include vehicles or skilled troops: A QRF consisting of 1 truck with a HMG and a section of 10 'veterans' with assault guns, a LMG and a bazooka arrives from the next village. Only if Lumbaya is still held by Katangese forces though.
    • The QRF
  • 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. If rules do not include vehicles, the Jeep must stay stationary with the HMG at the deployment-zone. 

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.
Tabletop wargame setup


Let the Game(s) begin!



In Memoriam Morten Melsnes

Morten Melsnes




You may also be interested in: