Showing posts with label Wargame in a bag. Show all posts
Showing posts with label Wargame in a bag. Show all posts

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...

Thursday, December 22, 2022

Wargame In a Bag 2 - The Second Battle for Lumbaya

 

Wargame In a Bag 2 - The Second Battle for Lumbaya

The rules

Wargame in a bag by Nick Grant. Free wargame rules for army men

It seems that 'Murphy's Law of Combat' also goes for wargames, because right after I played and reviewed  the last game, 'Wargame In a Bag' in the previous post, I found the written 'Wargame In a Bag' rules by Nick Grant. I don't think the document is searchable through Google either, so this might be the only place that its link is published as far as I know. This is the same written rules as in the description-section that earlier followed the demonstration-video on Youtube, and contains the optional rules for 'Wargame In a Bag'.

And as I vaguely remembered, it it had optional advanced rules for covering heavier weapons like HMG, bazooka, mortar and hand grenades. So with the addition and support of these heavier weapons, would the outcome of 'The First Battle of Lumbaya' been different for the UN forces? There was actually just one thing to do, and that was to make another similar setup and have another try in 'The Second Battle of Lumbaya' to find out.

The scenario

The UN have already tried to take the Katangese Stronghold of Lumbaya once during operation 'Grand Slam', but the operation was unsuccessful. Therefore The ONUC HQ orders another UN platoon to have go in 'The Second Battle of Lumbaya'.

Forces:
  • After the first battle of Lumbaya, the Katangese forces has been reinforced, and are back to:
    • 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. Since these rules doesn't support vehicles, the QRF enters the village at foot.
  • The UN use an identical strengthen platoon of:
    • 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. Since these rules do not include vehicles, the Jeep stayed stationary with the HMG at the deployment-area acting as 1 unit.
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 in a bag by Nick Grant. Free wargame rules for army men

AAR

Time:    1 hour and 50 minutes
Turns:   9
Result:  UN victory

With these (written) optional rules, the UN support-weapons made a better effect supporting the advancing squads...
Wargame in a bag by Nick Grant. Free wargame rules for army men

...and kept the Katangese rooftop HMG under constant heavy fire. This made it less effective...

Wargame in a bag by Nick Grant. Free wargame rules for army men

...and the UN squads managed to advance from cover-to-cover closer to Lumbaya, meeting only light fire.

Wargame in a bag by Nick Grant. Free wargame rules for army men

When the UN mortar finally got a direct hit and eliminated the Katangese heavy-weapons, they also managed to poke a hole in the Katangese line of defence.

Wargame in a bag by Nick Grant. Free wargame rules for army men

The way to Lumbaya was now practically open, but the UN-platoon advanced carefully with fire and maneuver, letting the squads cover each other.

Wargame in a bag by Nick Grant. Free wargame rules for army men

The last defenders of Lumbaya tried to slow down the UN attack, but came under heavy fire and started to take a toll.

Wargame in a bag by Nick Grant. Free wargame rules for army men

This made it possible for the UN squads to finally enter the village of Lumbaya.

Wargame in a bag by Nick Grant. Free wargame rules for army men

When the UN entered Lumbaya, the last Katangese defenders tried to retreat to another cover, but was hit and taken out before entering their new possitions.

Wargame in a bag by Nick Grant. Free wargame rules for army men

And in turn 9 UN entered the village with almost an intact platoon.

Wargame in a bag by Nick Grant. Free wargame rules for army men

So at the second attempt the UN managed to clear the Village of Lumbaya in the UN-Operation 'Grand Slam'. The UN mission in Congo was to last for many years, and there would be further clashes for the UN-troops to come in this conflict...
-Some of them might be covered in this blog.

Off course mostly of the Pros and Cons are the same, as the rules are practically the same as previously reviewed for this game. So therefore I'll mention the Pros and Cons only related to the optional rules not covered in my last battle report.

Pros

  • Units gets a -1 for each time getting shot at in a turn, when they're shooting back. I think this represents suppressive fire in a good way, as it will make them keeps their heads down and not being able to fire back as efficient.

Cons

  • Even being optional rules with heavier weapons, these rules still don't cover other special weapons like flamethrowers, sniper rifles or light machine guns.
  • I think the rules are a litte contradictory about how to calculate the mortar fire, but I choosed to play it as mentioned in the example.

Conclusion

These rules seems to fill in some missing parts I called for in my first review of 'Wargame in a Bag' (based upon the YouTube-clip). Even if it stills lack some other heavier weapons, I think these optional rules makes this game even more playable showing the importance of cover, the effect of suppressive fire and the danger running from one cover to another. Both my reviews have to be read for a complete overview of the Pros and Cons for this game.

If you read this, I hope you do so because you have followed my series of test-playing various easy and free downloadable wargame rules for regular toy-soldier or army men this year. If so I hope you have found it useful and got inspired to try some of them out yourself.

There are a lot of more free, simple, playable and fun wargame rules out there, but I think I have found the rules that pleases me and I hope you found these play-throughs useful. Use the games that suits you and make you happy and have fun!

Thursday, December 15, 2022

Wargame In a Bag

 

Wargame In a Bag

The rules

Wargame in a bag by Nick Grant. Free wargame rules for army men


I found the 'Wargame In a Bag' rules by Nick Grant on a demonstration-video on Youtube. Earlier it was followed by a link to the rules, but the link now seems inactive.

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. Since these rules doesn't support vehicles, the QRF enters the village at foot.
  • 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. Since these rules do not include vehicles, the Jeep stayed stationary with the HMG at the deployment-area acting a 1 unit.
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 in a bag by Nick Grant. Free wargame rules for army men


AAR

Time:    1 hour and 40 minutes
Turns:   9
Result:  UN defeat

In the initial phase of the UN attack on Lumbaya, their (stationary) armed jeep came under heavy fire. Luckily they didn't loose it at this point though:

Wargame in a bag by Nick Grant. Free wargame rules for army men

The fire ranges seems pretty generous with these rules, so being in some kind of hard cover will benefit your troops, even if they are receiving enemy fire and gets a -1 on their own shots. This gave the defending Katangese forces a benefit being positioned in a rapidly fortified defense line:

Wargame in a bag by Nick Grant. Free wargame rules for army men

The UN-forces advanced by using firing and maneuver and tried to give each other covering fire. This wasn't enough for the UN forces as they met heavy enemy fire both when advancing and when under cover. In the outskirts of the village they had to seek cover and used several turns to just exchange fire with the opposing forces:

Wargame in a bag by Nick Grant. Free wargame rules for army men

After several hits, the UN also lost their armed jeep, and was a unit less. Now the Katangese could focus their fire on the remaining UN forces...

Wargame in a bag by Nick Grant. Free wargame rules for army men

...The repeatably and intence Katangese fire started to take a toll on the UN forces, and it soon became clear that they couldn't break through the Katangese defense lines. Even though these rules doesn't have mechanics making units to retreat at some time, it seemed reasonable for the few remaining UN troops to start retreating by turn 8. 

Wargame in a bag by Nick Grant. Free wargame rules for army men

Despite trying to give each other covering fire during their retreat, the Katangese forces just finished off the few remaining retreating UN troops. The Katanges on the other hand had minimal losses.

Pros

  • It's simple and can be played with easily available and cheap army men or toy soldiers from a lot of different periods.
  • Units getting shot at gets a -1 when shooting back. Naturally they'll keep their heads down and don't expose them self too long by aiming.
  • Units not moving,can target enemy units anywhere along the path the enemy squad has moved.
  • If more than a "6" is needed to hit, the game mechanics let you roll a "6" followed by a re-roll of either 4, 5 or 6 to get "7", "8" or "9".

Cons

  • The (free) written rules don't seems to exist any more; Neither in the Youtube-description or online elsewhere.
  • The game actually require unit-tokens which is or was for sale, but I used some 3D-printed flame-tokens instead. Any substitute will do.
  • It's just too simple and doesn't have rules for dividing different weapons by their damage-potential. I think the written rules had some advanced options regarding heavier weapons.
  • It' doesn't have any rules for vehicles.
  • I think the hand-to-hand fighting is way to like the board game Risk, and not one of my favorites to resolve melee.
  • A +1 for cover behind barbed wire seems too generous. Barbed wire fences don't provide much cover.

Conclusion

These rules seems to have no limits regarding firing ranges, so a gaming setup should offer a lot of covers, so the units just can't be stationary and exchange fire across the tabletop. I also like the idea that covering fire gives an effect of -1 on shooting for the forces being shot at. Just too bad that the written rules doesn't seems to be available anymore neither in the Youtube-description or online elsewhere. If you decides to try out this game, you can just substitute the tokens with anything else, as they don't seems available anymore either. If you try out a similar scenario as mine, feel free to give a feedback if you were more lucky with fighting dug-in enemy troops with these rules than I was.

Hang on; There are more wargames to be played, and more battle reports to be written.

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




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