When searching the internet for (free) fast and easy to play wargame rules to use with regular army men and toy soldiers, I see that other wargamers often recommend One-Hour Skirmish Wargames by John Lambshead. These recommendations has made me curious about the rules, but the rules are not free so I have not considered to review them in this blog earlier as I haven't bought them as I've been trying to keep it to a ,mostly free, 'budget wargaming'-theme. Until now that is. When I saw Alan at The Duchy of Tradgardland wrote about 'simple rules, small area, minimal force and maximum fun' followed by a couple of blogger-post on the One-Hour Skirmish Wargames, my curiosity for the One-Hour Skirmish Wargames was revitalized. When following the links in one of Alan's bloggerposts I found another video on YouTube on "How to Play: One-Hour Skirmish Wargame". I also found parts of the rule-book on 'Google Books' and enough to read the core rules. It seemed like this perhaps would provide enough information to be able to play 'One-Hour Skirmish Wargames' the budget way after all. The different scenarios and campaigns were not included in the Google-book though, but I'll use my own scenario anyway.
One-Hour Skirmish Wargames suggests a sqaud-sized unit or about 12 miniatures on both sides and are truly a 'minimal force'-wargame. To have something to compare it with, I chose to use the same units and scenario I recently did when playing the Chain Reaction 2023.
The scenario
One-Hour Skirmish Wargames is designed to be a fast play wargame based on smaller units, typically squad vs. squad rather than several, larger units. So again I've placed this skirmish to the United Nations largest mission in both scale and operational scope during theCongo Crisis 1960-65, when UN troops 'peacekeeping' was more offensive 'peace enforcement' with force.
Situation: To secure the main supply route (MSR) between the UN-bases in Kamina and Albertville, The United Nations temporary deploy several traffic control posts (TCP) at critical points along the MSR a head of the convoys and other priority transports, to avoid and handle 'disruptions'. This service are conducted by the Military Police, and each TCP are usually manned by a single Military Police patrol with a few members.
Place: A head of several planned supply convoys from Kamina to Albertville at the 7th of May 1961, several TCPs are established by UN Military Police along the route. One of these Military Police patrols are securing the junction between Manono and Kitotolo located in the self proclaimed state of Katanga.
Forces:
UN:
1 MP Patrol/ Traffic Control Post of:
1st. Sgt. Hicks with SMG (Leadership of 3 and special capability Lucky)
Sgt. Wayne with pistol (Leadership of 1)
Cpl. Dreyer with M1 Garand
Cpl. Cord with SMG
Katangese
A small squad of 5 members:
Cpl. "Crazy Gali" (Leadership of 2 and special ability of a Briuiser of 2)
3 members armed with rifles and 1 private with a SMG.
Mission:
Katangese: To interrupt the UN presence and possible capture some of that UN equipment or weapons. I think they'd really like that Jeep too.
UN: To hold and secure the junction so the UN convoy don't get lost on the wrong way and ends up in areas controlled by Katangese forces.
AAR
Time: 45 minutes
Turns: 10 Phases and 4 turns
Result: UN victory
When arriving to the junction Sgt. Wayne suggests that they take a closer look at the courtyard across the junction, as if it's safe it can eventually be used as a hold-and-turn area for those UN convoys passing later if it's needed to hold some of the convoys back, place to do maintenance on them or if needed turn them:
1. Sgt Hicks agrees. They have plenty of time before the first convoy are expected, they decides to have a closer look at the courtyard. The buildings looks empty.
The MPs are not aware of the small Katangan Gendarmerie unit which recently arrived the courtyard from the other side, behind a building...
The Katangan patrol under command of Cpl. "Crazy Gali" immediately starts securing the buildings. The soldier with the submachine gun enters the roof on the closest building to provide cover for the rest. 2 other soldiers starts to move to a well in the midle of the courtyard to seek cover behind it and provide cover for the rest of their team.
1. Sgt. Hicks immediately spots the Katangese soldiers running over the courtyard and that one is entering a building. He orders his men to seek cover at once.
The Katangan soldiers by the well gets into a better position and cover the advance of another rifleman to secure the second building. They have spotted the UN MPs on the other side of the road plunged into cover, so they opens fire.
At first the Katangan fire is not very effective, but as one Katangan Gendarm reaches and enter the first floor in the second house he gets a clear shot to Sgt. Wayne and kills him. This makes MP Cpl. Cord run for a better cover and position for his SMG. The Katangan Gendarmerie controls all the buildings now.
On the other side of the junction 1. Sgt. Hicks takes out the Gendarm with the SMG on the rooftop, then he and Cpl. Dreyer rushes forwards towards better cover.
...to bad Cpl. Dreyer doesn't make it as he gets hit by a Katangan bullet. This makes 1. Sgt. Hicks furious and in cover of the building he advances towards Dreyer's killers and open fire...
...and killing one of them. They exhanges fire for a short while, but Cpl. Crazy Gali, lurking behind the corner does not take any risks to enter the line of fire.
...Instead Cpl. Crazy Gali sneaks around the house to outflank 1. Sgt. Hicks and shoot him from behind...
...and misses (!). 1.Sgt. Hicks immediately turns around and open fire with his SMG, and permanently finish Cpl. Crazy Gali off.
Cpl. Cord hits and manage to 'down' the shooter in the other building and the UN MPs really has the initiative now...
... and manage to take down and capture one of the fleeing Gendarms...
Cpl. Cord enters the second building to see if he can capture the downed Gendarm upstairs too, but it seems like he manage to escape before Cord enters.
The Katangan unit broke; one of the Gendarms was running away while the last one was captured as a Prisoner Of War by The UN Military Police. Even if the Military Police patrol lost 2 members in the fight they will be able to hold and secure the junction so the UN convoy coming this way don't get lost. Now they even have a 'hold and turn' area for them if necessary.
Pros
This wargame is fast and very easy to play.
It's quick to learn these rules.
You can play this wargame with virtually any miniatures you have at hand.
Cons
There is no rules for modern special weapons like sniper rifles, flamethrowers or RPGs in the 'Core Rules'. I don't know if such weapons are included on the periodic rules though.
Due to restricted number of actions/activation points from the playing cards used in this game, it will work better for smaller units than larger ones. For instance a full rifle-squad of 8 members won't be able to move and shoot (like in many other traditionally wargames) during their phase even if they pulled a 'King' out of the deck. You can however divide a squad into fireteams and have several smaller units on each side.
Conclusion
In this wargame activation, battle, savings and morale are all resolved with a couple of decks of regular playing cards, one each side, instead of dice. I've never played wargames this way before, and even if I prefer dice I like the fast phase and the more chaotic and randomized outcome of pulling cards from a deck.
It looks like a leader with value of 3 armed with an automatic weapon will get a lot of shots on short distances due to he can pull more resolution cards from the deck when shooting (an automatic weapon).
Even if I found a way to play parts of One-Hour Skirmish Wargames by John Lambshead the 'budget way', the core rules I found only represents part of the OHSW, and I will highly recommend you to buy the book (!)
The core rules I found would works great as an introduction and a teaser to the game. But to fully enjoy these rules with all the different scenarios, periodic rules, playing skirmishes as part of larger campaigns, under different weather conditions and being able to calculate you army's motivation or add a vehicle to your skirmishes you're going to need the actual rule-book it self.
Since these rules only requires some few miniatures each side, I think they will be a good starting point if you want to try out new periods and eras. I also think my game would become more interesting just by adding a few more miniatures on each side.
This introduction and play test convinced me, and I'm really considering buying these rules (!) And to quote Alan at The Duchy of Tradgardland once again how I regards these rules: "Simple rules, small area, minimal forces and maximum fun".
-That's all you need in wargaming. Thank you for reading.
Edit 16.01.2025: Since this blogger-post was posted, Google Books have changed the visible pages of One-Hour Skirmish Wargames rulebook, so not all pages in the Core Rules are longer there and it is not complete anymore. I think the Information left in Google Books and the YouTube video are still enough to play a introduction game of One-Hour Skirmish Wargames. Strangely enough the Core Rules seems to be complete in Google Books if you open the link in this blogger-post on a mobile device but not on a computer.
What's nice with the Holidays this year is that I finally had some time off for several days in a row. I find visiting museums both interesting and relaxing, so this was a good time to finally visit the Norwegian Museum of Science and Technology in Oslo and have a look at their new temporary 'Models and Miniatures' exhibition. I've kind of missed such an exhibition in Norway after Mark wrote about his participation in the exhibition 'Come as you really are'.
The dollhouse in the background is a full size model of the dollhouse in the front. It was large enough to allow kids to play in it
The original model of the Norwegian Royal Palace as it was planned. Due to economic challenges in Norway at the time only the centerpiece (with a wing each side) was built.
Norwegian toys from the 50ies and as they were made long into the 70ies. The Bobsleigh is still in production in it's original form. I got found memory of these.
Now we're moving away from the toy-like part of the exhibition to the more model like. Here is a couple of old Airfix kits
The Norwegian Museum of Science and Technology has a large collection of models. The airship is a model of the one used by Roald Amundsen (the first guy on South Pole in 1911) to fly over the North Pole in 1926. The Gloster Gladiator is the fighterplane in service when Norway entered WW2 the 9th of April 1940.
Kids (and grown ups as well I suppose) could race on a pretty large Slot-car race track.
Old Scalextric cars, scenery and catalogues was displayed next to the race track
There was also a display with old and new (er) model railways rolling stock in different scales collected from the different layouts the museum has had through it's history. Too bad many of these layouts doesn't exist anymore
The Nohab H0-model in the foreground is a model from one of the museums 'old' layouts, but is not a really old model. The model of the O gauge steam locomotive in the background on the other hand is a really old one, as it was scratch built for a O gauge model railway at the museum in the mid 50ies. Too bad the layout was scrapped when the museum moved in the mid 80ies, and these items are some few of it remains.
This was an interesting corner of the exhibition as it was dedicated to wargaming in different periodes and genres like historical and fantasy
How wargame miniatures are mainly made with tin moulding at top, plastic injection in the middle, and 3D-printed at the bottom
From the historical display...
...the miniatures looked like to be Prince August in about 40mm
They also had a small display of more modern miniatures in 15mm and 28mm. I actually thought '28mm' was closer to 1:56 scale than to 1:64 scale as the sign states
Ancient miniatures. They looked really good. It was difficult to get good photos of the fantasy miniatures due to bright light and reflections.
When I finally got to visit the Science and Technology museum, it's well worth to look at their other more permanent exhibitions as well:
In 1954 there was made a (not to scale) model of a typical Norwegian industrial society. The model was trafficked with old H0-trains from Märklin. The tracks have been changed, but this layout has actually been in service more or less ever since it was built:
The Norwegian Museum of Science and Technology has also bought a 'new' large H0-scaled layout (from a closed automobile museum):
The layout has several different cameos:
I'm not sure which movie this actually is...
Seems that someone's been a good boy or girl this year.
I'm not sure how this exhibition is compared to 'Come as you really are', but perhaps Mark can give a clue?
The 'Models and Miniatures' exhibition is just a temporary one, but the museum actually plaans to have it open through 2025. -Perhaps even longer....
So if you're in Oslo this year and have som leisure time, I really recommend you to pay the 'Norsk Teknisk Museum' a visit.
By this time of year it's time to play the annual 'Seasonal Wargame' again. Last year I played it using the FUBAR Medieval 2nd edition rules, and I addressed some 'shortcomings' regarding ranges and suppression. Later I found out that FUBAR Dark Fantasy took care of these concerns and at the same time looked like FUBAR Medieval rules regarding weapons and armour (because the rules are not only for fantasy use, but for ancient use too). Close combat is resolved slightly different in Dark Fantasy though, needing to do morale checks if charged or counter charged (risking that one side might flee the battle). Besides it looks like these rules also modify a unit's expertise in close combat regarding what kind of close combat weapons it's armed with, which is an idea I like so much that I decided to do another FUBAR wargame this year despite my plan to actually use different free wargame rules for these annual 'Christmas Wars' each year. After all it's a 'Fantasy game', which should go well with these rules.
After last years Battle Report, James from the Quantrill Toy Soldiers Blog gave me a tip in the comment-section to add a Cookie Monster to the Mayhem. I think that sounded like an interesting idea, and completely within the 'Fantasy Genre', so I've decided to add a Cookie-monter to this year's game. I think the Cookie-Monster will be a 'giant' or a 'troll', eating all it's enemies coming in it's way regardless of side in the conflict. Therefore, It will act as Elite or 'Heroic' Character, Heavy Armour (no speed penalty) and have 3 Hero Points according to the FUBAR rules. Some 'House-rules' seemed to be necessary like; it can take 4 wounds (as casualties. no suppression), and fight with 2 D6 in Close Combat to do multiple damage and have a move action of 10" instead of the ordinary 6". It can engage in Close Combat at a distance of 2" and does not need to do a morale checks. The Cookie-Monster it self was found for free at Thingiverse, resized, 3D-printed and painted.
After 2 years of fighting both the Gingerbread Army and the Cookie men Army have gained so much combat experience, so I'll let them both fight as 'Veterans' according to the FUBAR rules the this year.
Scenario
This year I asked ChatGPT to create a scenario for this 'season war'. It suggested:
"Battle for the Yule Village"
"The peaceful Yule Village, a festive hub of holiday cheer, has become the site of a deliciously intense conflict. The Gingerbread Army, defenders of the village, are determined to protect the precious cookie decorations and sugar reserves stored in the town square. Meanwhile, the Cookie men Army, led by their sinister commander, aims to seize control of the village and claim the sugary spoils for themselves. Amidst the chaos, the mighty Cookie Monster roams the battlefield as an unpredictable wildcard.
Objective
Gingerbread Army: Protect the Yule Village’s sugar reserve (located in the town square) and prevent the Cookie men Army from looting it.
Cookie men Army: Seize control of the sugar reserve by holding the town square for 3 consecutive turns.
Cookie Monster: Satisfy its hunger by devouring units or sugar reserves. The Cookie Monster wins if it eats 6 models (from either side) or the sugar reserve."
Let the fight begin
There is not movement on the battlefield the first 2 turns as the Cookie men army fails some activations, and they are very slowly advancing towards Yule Village. It looks like the 'Cookie Monster' in the forrest in the background are faster though...
Even if the Cookie men army advanced very slowly, a Gingerbread unit from the village felt that they were 'danger close', and charged the further most Cookie men unit of knights in the open...
Despite the Cookie men knights had better armour, those Gingerbread two-handed spears were real fatal, and both units had severe losses.
The Cookie men spear unit in the background was so shocked by the scenario in front of them, that they weren't able to move:
In turn 4 there arose a duel between the 2 armies archer-units, and the Gingerbread unit was 'victorious' in this 'duel' and hit with all their arrows (!). This was Coup 'd état and the Cookie men'n bows was out of the game:
But it was not all all success for the Gingerbread army; when the last Gingerbread spear-warrior was charged by the last Cookie men knights, he got scared, left battle and fled into the village before he stopped to catch his breath behind the sugar reserves:
At this point the Cookie men's last knight saw a Giant Cookie Monster exit the forrest, and looking right at him...
...The Cookie Monster moved really fast, and caught up with the last knight standing and 'ate this knight-looking cookie'... The Cookie men spear unit in the background were still not able to come to his rescue as they were still hesetating to enter battle:
The Gingerbread archers opened fire against the newly arrived Monster, but didn't hit it.
In turn 6 the Cookie Monster was so annoyed by the Gingerbread arrows, so it immediately charged the archers (as they were the closest unit):
The archers got scared and run away to get some distance to the monster, before (after a successful activation) stopping, turning around and sending a storm of arrows against the Monster:
They hit with one arrow, and the Gingerbread spear-warrior who had run away earlier decided to charge the Monster as it looked weaker...
The last Cookie men (spear) unit saw that the Gingerbread army was heavy engaged with the attacking Cookie Monster now, and decided to let the Monster 'do the job for them' and approach the Village from another direction and choose a safer path. -And hopefully just take care of those Gingerbread warriors the Monsters hadn't got...
The Gingerbread spear warrior managed to inflict some more damage to the Cookie Monster, but was finally taken out in this uneven close combat...
The Cookie Monster looked ever weaker now and the Gingerbread knights made a run for it and charged the Monster with every thing they had, to finish him off:
-And they successfully managed to take out the Cookie Monster at the cost of only one knight. Being busy with fighting the Monster the Gingerbread army had not noticed the Cookie men unit sneaking up behind it and was now close and just about to attack them:
The Cookie men made a run for it, but wasn't close enough after all, so the remaining 2 Gingerbread knights made a counter charge:
The melee was fierceful and the 2 last Gingerbread knights fell, so did 2 og the Cookie men spear warriors:
The last Cookie man ran and took cover behind the heap of sugar reserves. Had he finally made it??
The Gingerbread archers opened fire against the last last Cookie man, and he was not so safe behind cover as he thought...
After about 1 hour and 12 turns this was finally a victory to the Gingerbread Army, but it had suffered severe losses as there was only one unit of archers left.
Conclusion:
Even if these FUBAR rules are named Dark Fantasy they will work great for any other more classic battles and Ancient or Medieval wargames too. Just skip the part with magic and spells. I think these rules flows a little better than the Medieval 2nd Edition I used last year. Some parts of these rules seems to be 'copy pasted' form other FUBAR rules, but they're built on the same core rules so it doesn't actually matter. I wish the rules would be a little clearer on what to do on failed morale tests in different situations.
I hope you enjoyed this years Season Wars Battle report. I wish all my readers and their families a Merry Christmas and a Happy New Year!!
My youngest son is still a fan of 'Elf on the shelf', but by now it's time to capture him and keep him 'POW' the next 11 months...