Showing posts with label Thor Sheil. Show all posts
Showing posts with label Thor Sheil. Show all posts

Friday, April 5, 2024

A prequel 'Planet of the Apes' wargame - The Initial Confrontation

a planet of the apes wargame. a game with free OMOG and OMOK wargame rules by Thor Sheil. how to create a budget POTA looking ape army on budget.
Click for larger image

Last summer saw the release of some ElastoWitt 54mm Planet of The Apes figures (I think) from the original movies. At the same time, I saw several reviews of these figures on other blogs and Facebook groups. I'm a huge fan of the Planet of the Apes series and I've been planning to do a 'fantasy' and 'sci-fi' gameplay, so a POTA-scenario would be ideal. -But as with all miniatures and soldiers; These Planet of the Apes figures are just impossible to get in Norway, and the shipping costs, rising prices in general and bad exchanges rate can't justify it.

While writing the blogpost on prehistoric warfare, I found information that chimpanzees not only went to "war" and fought other chimpanzees, but they were also found using very simple weapons such as simplified "spears" for hunting. Chimpanzees have also been reported to have attacked both humans and gorillas. Chimpanzees are very territorial, about 4 times as strong as a human of similar size, and they can reach speeds of 40 kph/25 mph.

a planet of the apes wargame. a game with free OMOG and OMOK wargame rules by Thor Sheil. how to create a budget POTA looking ape army on budget.

This got me thinking if Planet of the Apes could not only be a good sci-fi story, but with some liberties and artistic licenses could it really have happened somewhere in 'The Darkest Africa' for example? At least for a fantasy wargame scenario?? Just "What-if"???

Records show that soldiers have been attacked by wild animals during conflicts in the past. One of the most famous attacks was from World War II when reports claim that hundreds of Japanese soldiers were attacked and eaten by crocodiles during the Battle of Ramree Island in 1945. Could such a thing have happened if soldiers encountered a group of enemy chimpanzees armed with spears in "Darkest Africa" ​​defending their territory ? It's probably not very likely, but it makes an interesting scenario for a skirmish wargame; one side with ranged weapons vs. the other side that doesn't, but that is faster and far more superior in close combat.

Creating an Ape Army

Since I wasn't going to buy the POTA figures from ElastoWitt, or from any other manufacturers either, I had to look elsewhere to build my 'budget ape army'. On Thingiverse I found some free Planet of the Apes files (#2 and #3) that I decided to resize, repositioning and print on my new (and upgraded) 3D printer, a FlashForge Adventurer 3. -It's still an FDM printer though (with all it's limitations creating miniatures...). Some step-by-step photos of creating the ape army can be seen in the 'March Workbench updates'.

a planet of the apes wargame. a game with free OMOG and OMOK wargame rules by Thor Sheil. how to create a budget POTA looking ape army on budget.
Click for larger image

The human army is simply made up of regular army men I've painted and used in previous wargames.

a planet of the apes wargame. a game with free OMOG and OMOK wargame rules by Thor Sheil. how to create a budget POTA looking ape army on budget.
Click for larger image

The Rules

For this little skirmish game I wanted to use Thor Sheil's OMOG - One Man, One Gun rules in combination with OMOK - One Man, One Knight rules. They are very 'similar' (just for different periods) so I use OMOG for the 'human army' due to their ranged weapons and OMOK for the ape army because of their pole arms.

To keep it simple, I used the quick reference sheets created by Steve Snark, which can be downloaded from the OMOG Facebook group's files section.

However, some house rules seemed necessary; Since Chimanzees are very fast, I let them move twice as fast as a "human move". They have brutal strength, a strong bite and deadlier teeth, so I think they will be far superior to humans in hand-to-hand combat, so they get an additional +1 in melee for their physical strength.

The Scenario

To keep this related to the Planet of the Apes, I have placed this scenario to the same period as the original POTA book La Plaète des singes was written by Pierre Boulle in 1963. Wild chimpanzees are only found in West and Central Africa. Fortunately, I already have miniatures covering that region and period. During the Congo Crisis, troops from the newly independent Republic of the Congo, the Armèe Nationale Congolaise (ANC), were sent into the South Kasai region to fight the rebels there due to a rebellion and insurgency there in the period of 1960-63.

Some time during this campaign, a lightly armed squad (among several) of 8 soldiers from the ANC was on a search and destroy patrol at outskirts of the jungle in a very remote area of ​​the South Kasai region in 1962 to look for Kasai rebels there. To be able to move quickly, they were lightly armed, only with rifles and a submachine gun. The squad fights as 2 fire teams with 4 members in each.

The ANC squad is totally unaware that they are moving into territory claimed by a group of 15 hostile chimpanzees armed with simple thrusting spears. Unlike the human army, they have no ranged weapons, but are superior in hand-to-hand combat. The 'ape army' is not 'organized' but fights as 3 groups of 5 each.

The Game

The ANC search and destroy patrol...
a planet of the apes wargame. a game with free OMOG and OMOK wargame rules by Thor Sheil. how to create a budget POTA looking ape army on budget.
Click for larger image
...are totally unaware that they are about to enter territory claimed by a pack of hostile Chimpanzees and that they are being watched doing so.
a planet of the apes wargame. a game with free OMOG and OMOK wargame rules by Thor Sheil. how to create a budget POTA looking ape army on budget.
Click for larger image
Suddenly groups of Chimpanzees armed with spears came rushing out of the bush, screaming, towards the ANC squad...
a planet of the apes wargame. a game with free OMOG and OMOK wargame rules by Thor Sheil. how to create a budget POTA looking ape army on budget.
Click for larger image
...the soldiers are taken by surprise but some of them managed to open fire (before it became too late), and kill some of the raging Chimpanzees...
a planet of the apes wargame. a game with free OMOG and OMOK wargame rules by Thor Sheil. how to create a budget POTA looking ape army on budget.
Click for larger image
-But the Chimpanzees didn't care if they lost some fellow members of their group, and just kept storming into the ANC squad and entered hand-to-hand combat... 
a planet of the apes wargame. a game with free OMOG and OMOK wargame rules by Thor Sheil. how to create a budget POTA looking ape army on budget.
Click for larger image
...and clashed into a brutal fight...
a planet of the apes wargame. a game with free OMOG and OMOK wargame rules by Thor Sheil. how to create a budget POTA looking ape army on budget.
Click for larger image
...even if some of the soldiers managed to kill a couple of Chimpanzees in this nasty close combat...
a planet of the apes wargame. a game with free OMOG and OMOK wargame rules by Thor Sheil. how to create a budget POTA looking ape army on budget.
Click for larger image
...they just didn't have a chance against the Chimpanzees. The rearmost soldiers tried to retreat when the rest of their squad was wiped out...
a planet of the apes wargame. a game with free OMOG and OMOK wargame rules by Thor Sheil. how to create a budget POTA looking ape army on budget.
Click for larger image
...but the raging Chimpanzees were faster and kept following the retreating soldiers...
a planet of the apes wargame. a game with free OMOG and OMOK wargame rules by Thor Sheil. how to create a budget POTA looking ape army on budget.
Click for larger image
...until the last man standing were surrendered and killed.
a planet of the apes wargame. a game with free OMOG and OMOK wargame rules by Thor Sheil. how to create a budget POTA looking ape army on budget.
Click for larger image
Even if they lost about half their members, this was a victory for the apes as they managed to take out all the intruders of their territory. 
a planet of the apes wargame. a game with free OMOG and OMOK wargame rules by Thor Sheil. how to create a budget POTA looking ape army on budget.
Click for larger image
When the remains of 'the lost patrol' was later found by others, it was clear that the casualties had injuries matching both Chimpanzee-attacks and spear injuries. The apes was gone for now, and so was some of the rifles from the eliminated ANC squad..... (did the Apes take them?)

When these observations was later reported perhaps that inspired Pierre Boulle to write 'La Plaète des singes', the book which the later films of 'Plante of the Apes' was based upon...
a planet of the apes wargame. a game with free OMOG and OMOK wargame rules by Thor Sheil. how to create a budget POTA looking ape army on budget.

Conclusion

This scenario took just about 10 turns and 20-30 minutes to play, so I actually had time to play it 3 times. In a fight between someone with firearms and those without but having better close combat weapons, it's clear that those with firearms are only effective if they manage to keep their opponent at a distance for a time. In such a scenario the side with ranged weapons does not have a lot of time to use them and their advantages, before being in close combat, where other weapons are more effective.

Some updates on Thor Sheil's OMOG and OMOK rules

At the time it looks like the late Thor Sheil's  salvaged army men website are 'down' again, and so are the links to his free wargaing rules. I'm not sure if his website will be online again this time, so I'd thought I'd share some links where you can still find several of his free wargaming rules:
If Thor Sheil's website doesn't return, I must consider to update this blog's link sections and replace inactive links to his rules with my own downloads. Updated: Already done thru Waybackmachine with those few URLs which were saved there. Too bad not all of them were.

Wednesday, January 11, 2023

OMOG 19c - One Man One Gun Wild West

OMOG 19c

The Rules

OMOG Free wargame rules for toy soldiers by Thor Sheil


I've played and reviewed the OMOG-rules earlier in this blog. Then my conclusion were that I think it is a ruleset better suited for smaller games and scenarios and for earlier periods. When Steve Snark in the OMOG-Facebook group made a quick reference sheet for the OMOG 19c (which can be found in the groups file-section), I wanted to try it out for a small scale skirmish with only a handfull of miniatures in an early era conflict.

The Scenario

I'm very found of western movies, and decided I wanted to try out these rules and reference sheet in a Wild West gunfight, which is both a small scale skirmish and early enough to avoid automatic weapons (and templates). I was inspired by the Dalton gang's robbery i Coffeyville in 1892, and made a similar scenario: An Outlaw gang had to tie their horses slightly away from the bank, while a couple of the gang-members looks after them and the other members robb the bank. Can they robb the bank, get back to their horses and leave the town without being caught??

OMOG Free wargame rules for toy soldiers by Thor Sheil
The outlaws horses closest, and the bank is located further down the street


The 'Forces'

A unit of 2 members of the gang are watching their horses while 2 other units of 4 gang members has gone for the bank. These have been recognized on their way to the bank, so the town sheriff and 2 of his deputies are alerted and also on their way to the bank. They act as a unit. 4 citizens (in 2 units) have armed them self, and are ready to try to stop the robbers from stealing their savings. A small Army-detachment of 2 is also located in the outskirts of the town.

The Game

To terrify the staff and any curious bystanders, the robbers start shooting when leaving the bank. This alerts the sheriff, his deputies, the armed citizens and the army detachment...

OMOG Free wargame rules for toy soldiers by Thor Sheil
The robbers are shooting in all directions when leaving the bank...

OMOG Free wargame rules for toy soldiers by Thor Sheil
...but get surprised by the sheriff and his deputies who are on their way towards the bank.

OMOG Free wargame rules for toy soldiers by Thor Sheil
The shootout starts and an outlaw and a deputy is immediately taken out. The rest of the outlaws runs for cover outside the bank... 

OMOG Free wargame rules for toy soldiers by Thor Sheil
...and gets divided. One of the bankrobbers get pinned outside the bank while the others starts shooting their way towards their horses.

OMOG Free wargame rules for toy soldiers by Thor Sheil
Only one bankrobber makes his way thru the city to the horses, closely followed by the posse.

OMOG Free wargame rules for toy soldiers by Thor Sheil
One of the outlaw looking after the hoses tries to give cover, but are taken out by the army. One robber from the bank actually manage to get away on his horse, with the loot as well. I think the sheriff will arrange a posse for him very soon...

The conclusion

I think the OMOG rules worked a lot better for this small, early period skirmish with a handfull of miniatures. The quick reference sheet by Steve Snark made this a really fast and enjoyable game. I think the pistols have a little too short range to give it the Western cinematic feeling to it thoug. This game is best played with rifles.

I had a great time with my 40 yrs+ old miniatures from my childhood, and some background Ennio Morricone just for ambiance. 

Tuesday, December 27, 2022

Holiday Wars

Holiday Wars

Holliday Wars

Many games claims to be 'Beer and Pretzels games', but with this theme I think this is a 'Chrismas brew and cookie game'

After doing the same scenario and setup several times this year to try out different free downloadable, easy wargame rules for regular army men, I felt it was time to do something else. Since the Holidays was coming up, I decided to to a 'Holiday-themed' game this time.

Creating armies for the game

A new theme, scenario and 'period' meant that new armies needed to be created.  I decided I wanted to make them to 'true 54mm scale'. To find suitable miniatures I searched on Thingiverse, where I actually found some free downloadable files that could be 3D-printed. I rescaled them so they cold be printed to exact 54mm-scale:

Holiday Wars
These figures are 3D-printed to exactly 54mm height


The paintjob didn't require much studies, except for in the Mrs' cookie jar, and the paint-sceme was pretty easy as well.

Ginger bread army man
Classical gingerbread man

It takes at least 2 armies to create a battle, so I needed to find some suitable oposing forces for my new army. That wasn't very difficult either as there is a typical old Norwegian Christmas baking called 'Hvite Kakemenn' and translate into something like 'White Cookie Men'. They are made by wheat flour, butter, milk and sugar and deviate from Gingerbread men by being white or very light in color, usually with red 'trimmings'.

cookie man
'Hvit kakemann' aka '(white) cookie man

And some 30+ hours later, I had 18 printed troopers, enough for two small armies; The Gingerbred Men Vs. The Cookie Men. Now I needed to paint them and decide a scenario and which rules to use.
gingerbread army wargame
The Gingerbread Army

cookie man army wargame
The Cookie men army

The Rules

I've been playing a lot of different free wargame rules this year, and they all have different pros and cons. After playing Thor Sheil's OMOG - One Man, One Gun wargame, I concluded that this was probably a better ruleset for smaller gaming tables and scenarioes, for periods not including automatic weapons (and templates). One of the pros for this game was that Thor Sheil designed it for a lot of different periods, including ancient and medieval. I think OMOK - One Man, One Knight would be suitable for my tabletop Holiday Wars as my cookie-troopers are armed with swords, polearms and bows. Steve Snark has made a quick reference sheet to this game, which could be found in the file-section in the Facebook-group Shambattle and OMOG Toy Soldier Games.

The Battle

The Gingerbread-Army and The Cookie Men-Army both wants to be this year's favourite cookie, and the best way to do that is to take the cookie jar and fill it up with them self. On their way to the cookie jar, they meet the other cookie-army on the table. Only the victorious army will have the cookie jar...

Using OMOG OMOK free wargame rules by Thor Sheil for Holiday Wars
The battlefield, and their aimed goals in the background

Using OMOG OMOK free wargame rules by Thor Sheil for Holiday Wars
The Gingerbread army had arranged their different weapons in own units, while the cookie men had units with all the weapons in it. Which would be best in the first 'clash'?

Using OMOG OMOK free wargame rules by Thor Sheil for Holiday Wars
The Gingerbread army made a successful polearm charge, and almost whiped out a cookie unit.
At the same time the Gingerbread archers almost managed to do the same by accurate fire.

Using OMOG OMOK free wargame rules by Thor Sheil for Holiday Wars
...So in hand to hand combat the cookie man didn't have a chance against the 3 archers even being armed with a +1 pole

Using OMOG OMOK free wargame rules by Thor Sheil for Holiday Wars
Despite having more armour with chainmail and a shield, the cookie man didn't have a chance against 2 from the Gingerbread army. The cookie-unit in the rear tried to come to his relief, but was too late...

Using OMOG OMOK free wargame rules by Thor Sheil for Holiday Wars
...and got caught and surrounded in a melee they were quickly outnumbered in. The Outcome was given... 

Using OMOG OMOK free wargame rules by Thor Sheil for Holiday Wars
After 6 turns and 30 minutes, 5 members from the Gingerbread army could claim the victory...

Using OMOG OMOK free wargame rules by Thor Sheil for Holiday Wars
...and enter the cookie jar without competition of other cookie (-men).

The Conclusion

OMOK - One Man, One Knight by Thor Sheil works really well for such small battles with limited of ranged weapons and more melee. It looks like it is an advantage to arrange units with the same kind of weapons to gain more 'fire power', than to make a unit which contain some of all the weapons but in less numbers.

To all fellow wargamers out there; enjoy the rest of the Holidays and I wish you all a Happy New Year!!


Sunday, June 12, 2022

Fighting Plastic

 

Fighting Plastic

The rules

Fighting Plastic by Corey Butler. Free wargame rules for army men


The Figting Plastic rules by Corey Butler were hosted by the late Thor Sheil on his Army Men website, where I first saw them. I found them again on his restored webpages. Here is an direct link to rules. I've also seen another similar version of this game on the web earlier called 'Burning plastic' by Mitch Nexon, but the link to it seems to be inactive now. Maybe some of you have it? If so, Please share it in the comment-section below.

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: A QRF consisting of 1 truck with a HMG and a section of 10 'veterans' armed with assault rifles, a LMG and a bazooka arrives from the next village. Only if Lumbaya is still held by Katangese forces.
  • 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.
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.
Fighting Plastic by Corey Butler. Free wargame rules for army men


AAR

Turns:       13
Time:        2 hours
Result:      UN forces defeated when entering the village of Lumbaya at the same time as the arrival of the Katangese QRF.

All ranges are longer in 'Fighting Plastic' than in the previous rules I've reviewed so far. Therefore I needed a slightly other tactic than I've used in earlier games. It was still an UN-attack on 3 axis though, but now the UN Jeep with the HMG provided best support behind cover on the left side of the gaming-table. It managed to take out the crew to the Katangese roftop-HMG at the same time as it was taken out it self. The UN Mortar got a direct hit and finished it off:

Fighting Plastic by Corey Butler. Free wargame rules for army men
Direct hit!
The Katangese HMG is now beyond repair and use.
When the threat with that Kantangese HMG was eliminated, the UN-attack could go on. The Katangese forces only got a couple of direct hits, desimating the UN-forces, but was not able to hold back.

Fighting Plastic by Corey Butler. Free wargame rules for army men
But the Katangese hit back with a direct Bazooka-hit and taking out a half squad.

The UN mortar team gave good support for the advancing forces:

Fighting Plastic by Corey Butler. Free wargame rules for army men

Fighting Plastic by Corey Butler. Free wargame rules for army men
Seems like this building has been targeted with several Mortar-grenades.

Fighting Plastic by Corey Butler. Free wargame rules for army men
Nice addition to the rules that medics can get casualties into combat again. -At a roll of 7, so it didn't help these guys though

The UN Forces finally reached the Village of Lumbaya and was entering it, when they was pinned down by a hidden sniper.
Fighting Plastic by Corey Butler. Free wargame rules for army men

 The sniper just halted the attack for one turn, but that was enough to reaching turn 12 and the arrival of the Katangese QRF from the next village.

Fighting Plastic by Corey Butler. Free wargame rules for army men

The QRF just rushed in as fast and far as possible, and opened fire with it's HMG, hitting almost all the entering UN forces. Only one soldiers was left for the infantry, which took him out in the same turn.

Fighting Plastic by Corey Butler. Free wargame rules for army men

Fighting Plastic by Corey Butler. Free wargame rules for army men


Pros

  • It's simple and can be played with easily available and cheap army men or toy soldiers.
  • Even thou not including rules for wounded, the rules includes medics who can convert casualties into healthy again by a roll of dice.
  • Indirect weapons get a -1 on every first attack on a (fixed) target.
  • Have rules for grenades not hitting their targets and will hit something else instead.
  • Have own rules for paras jumping into the gaming board whether they hit their Landing Zone or not.
  • Rules include different skill-levels for the fighting forces. It doesn't apply for whole units, only for single heroes. I added one at each side, and they stayed alive and led their squads until the final stages of the battle.
  • The rules are short. Just 2 sides, and it has easy reference boards/tables making shooting fast.
  • I liked the long ranges for the weapons, thus there are a con as well when it doesn't differ between short-, medium- or long range within. It's just easier to hit a closer target than a target far away.

Cons

  • The rules doesn't include any melee or hand-to-hand fighting.
  • Since every shoot is rolled with 2 dice (D6) and some automatic weapons have up to 10 shoots every turn, at the same time as the rule recommend 30 - 40 soldiers on each side, I think there will be a lot of dice-rolling. I would actually consider to play this game with D12 dice or using a dice-app accepting separately D6-rolls in pairs.

Conclusion

These rules are very in the spirit of the rules made by Thor Sheil, and they naturally belongs in the wargame-section on his website. This was a very easy, fun and playable game, and it kept the excitement until the very end. Looking up references in the rules was easy and quick. It should have had som hand-to-hand combat, but again these rules encourage modifications and house rules as long as they're labeled as such.


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

Sunday, May 29, 2022

OMOG - One Man, One Gun

 

OMOG - One Man, One Gun

The rules

OMOG by Thor Sheil. Free wargame rules for army men


The OMOG - One Man, One Gun by the late Thor Sheil was actually the second (free) wargame-rules I ever read, and therefore a naturally continuation on these play-through blogg-posts.

The different OMOG-rules can be found for free on Thor Sheil's restored website with all the periodic rules and the supplements. I've chosen the OMOG - Advanced for 20th and 21st Century Soldiers 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'.

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: A QRF consisting of 1 truck with a HMG and a section of 10 'veterans' armed with assault rifles, a LMG and a bazooka arrives from the next village. Only if Lumbaya is still held by Katangese forces. These rules don't include vehicles so the truck must stay stationary with it's HMG.
  • 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. These rules do not include vehicles, so the Jeep must stay stationary with the HMG acting just like a static emplacement.
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.
OMOG by Thor Sheil. Free wargame rules for army men


AAR

Turns:    14
Time:      2 hours   
Result:    UN withdrawal

Since these rules didn't include vehicles, I made the vehicles part of the scenery and acting as cover and static emplacement for HMGs.

The UN forces advanced on 3 axis, but this time much slower than previous game due to the movement-rules. Again the attack was halted when the UN came in contact with with the Katangese HMG on the rooftop covering the road to into Lumbaya. 

It took so lot of efforts to eliminate the the Katangese HMG, so by the time the UN troops could finally start advancing again, their own support-weapons was almost out of ammo. Without support-weapons to give effective suppressive fire, the attack came to a halt, almost at the same time as turn 12 and the appearance of the Katangese QRF. This meant that the UN forces was outnumbered and outgunned. Due to heavy losses the only reasonable thing to do was to withdraw.

Using OMOG free wargame rules by Thor
Kantangese HMG covering the road towards Lumbaya, end effectively pin down the UN forces

Using OMOG free wargame rules by Thor
UN mortar team was giving cover, but was running out of grenades

Using OMOG free wargame rules by Thor
When it was finally time to start advancing again, the UN troops was critically low on ammo.....

Using OMOG free wargame rules by Thor
....so when the Katangese QRF appeared, there was no other option than to withdraw for the UN


Pros

  • It's simple and can be played with easily available and cheap army men or toy soldiers from a lot of different periods.
  • Have rules for mortars and hand grenades not hitting their target and added hit-probability for firing at the same target not moved.
  • Ammo rules limits available shoots for mortars, hand grenades, flamethrowers, bazookas and HMGs.
  • Have rules for different skill-levels for units, but only in the hand-to-hand fighting section.
  • Have own rules to cover many different periods from ancient to modern.

Cons

  • The rules doesn't include any vehicles.
  • It doesn't have any rules for using sniper rifles. 
  • When throwing dice' for almost all the (other) shooting, I think it would have been easier to handle automatic weapons as well with dice instead of 'burst cones'-templates for automatic weapons. Besides the 'burst cones' assumes that these kind of weapon automatically hits, if you're not in a cover and can roll for a cover-save.

Conclusion

The movement is slightly slower in this game, and I think it will be best suited for smaller gaming spaces and scenarios. I also I think it will be even easier to play for (earlier) periods not including automatic weapons (and the use of burst cones). I'm more likely to play these rules again for another and earlier era. I really liked the ammo-rule. Not many other rules have them. 

I'm glad for all the contributions to this hobby from the late Thor Sheil, and I'm very glad to spend some time playing his games. If you haven't tried them your self yet, I recommend you to do. 

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

Wednesday, May 18, 2022

Jersey Shore Battle Games

Jersey Shore Battle Games

The rules

Jersey Shore battle game by Thor Sheil. Free wargame rules for army men

The Jersey Shore Battle Games, also called Sandy Hook Battle Games, by the late Thor Sheil, with whom I kept in contact and exchanged wargaming ideas with, was actually the very first (free) wargame-rules I ever read (but not played before now), and therefore a naturally starting point for these following play-through blogg-posts. 

The rules can be found for free on Thor Sheil's restored webpages with both the basic rules and the period appendix'. I've chosen the Operation Sandtrap with the Advanced Rules 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: A QRF consisting of 1 truck with a HMG and a section of 10 'veterans' armed with assault rifels, a LMG and a bazooka arrives from the next village. Only if Lumbaya is still held by Katangese forces.
  • 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. 
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.
Jersey Shore battle game by Thor Sheil. Free wargame rules for army men

AAR

Time to play:    1.5 hours
Turns:                7 (so I wasn't able to bring in the Katangese QRF)
Result:               UN withdrawal 

The UN forces advanced on 3 axis supported by a light mortar and a vehicle mounted HMG. When hitting contact with a Katangese HMG on a nearby rooftop, almost all the UN forces got pinned, and they lost their Jeep with their support weapon. With 10 shots each turn, I think both HMGs and LMGs potentially causes too much damage each turn. One burst can take out a whole squad. The attack carried on, supported only by the UN light mortar, but it didn't hit one single time.

Jersey Shore battle game by Thor Sheil. Free wargame rules for army men

Jersey Shore battle game by Thor Sheil. Free wargame rules for army men
The UN troops advanced slowly through the dence vegatation
Jersey Shore battle game by Thor Sheil. Free wargame rules for army men
But in Lumbaya they're ready and awaiting the UN attack. The Catangese HMG is located on the roof in the background, and the HMG is going to take out a great number of UN troops and their supports before being taken out them selves.
Jersey Shore battle game by Thor Sheil. Free wargame rules for army men
First the gunner was sniped down, and later the Catangese HMG finished off the whole vehicle
Jersey Shore battle game by Thor Sheil. Free wargame rules for army men
So the only support-weapon left for the UN was their light Morter-team.
Jersey Shore battle game by Thor Sheil. Free wargame rules for army men
...But they did'nt hit much.
When reaching the outskirts of Lumbaya The UN forces had lost so many troops that according to the advanced rules, the UN had to withdraw. They wouldn't have any chance to take Lumbaya and the remaining Katangese Gendarmerie there.

Pros

  • It's simple and can be played with easily available and cheap army men or toy soldiers from a lot of different periods.
  • Have rules for consequences of mortar, grenades and bombs not hitting their target, as they are going to hit something else instead.
  • Rules for morale.
  • Rules for concealed units and movement.
  • Have more rules on the website for covering other periods

Cons

  • Since you have to roll 2 dice for every shot to determine hits, and there are a greater number of shots for different automatic weapons and at the same time suggested about 30 soldiers for each side, I think it's going to be a lot of dice-rolling. I would actually consider to play this with a D12 dice instead.
  • Even with the advanced rules, there are no rules for using sniper rifles. Since the rules encourages adaptions, I used the same rules as for Infantry rifles; 1 shoot needing a 7 or better to hit, but can throw dice 3 times into the same target and choosing the best of them and giving it a Range 2.
  • Infantry movement is not actually mentioned in the 'Sandpit-rules', so I had to use same rules but  the 'Showdown Wild West' for reference. Infantry movement is a Range 1, which is 12" in this scale.
  • I think the hand-to-hand combat rules seems unclear. Now I didn't get to get close enough to engage my troops in any hand-to-hand-combat, but it it seems like there is no dice-rolling or anything. Just outnumbering.
  • I miss an easy and quick reference board/table in the rules. Now I had jo do a lot of rereading when battling. 

Conclusion

I think the cons outnumber the pros in this game as written. But it surely have some nice aspects other rules doesn't have. Besides Thor wrote on his pages that the rules were to serve as a basis on which to develop your own particular games. He encourages that you can add your own special conditions, such as morale, command, specific attributes for certain weapons, etc. Because as he said; "The rules may be mine, but the game is yours and thus should reflect what you consider essential".

I'm a great fan of Thor Sheil, and have a lot of respect for him, and I'm very glad I took the time to play one of his games.


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In Memoriam Thor Sheil
Thank you for your service
Thor Sheil






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