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Friday, October 9, 2026
White Elephants - The 'War Elephants' of the United Nations
Friday, July 17, 2026
Vengeful Trails - A Gatling Requiem
Since I played the Delta 6 rules by Adam L. Dobbyns earlier, I really wanted to try out the 'Hero section' in these rules with a 'hero going rouge' with a machine gun in a skirmish scenario and cinematic game. I know the rules says "1980's Hero", and therefore suggests some kind of (modern) 'Rambo Character'. I have no 'Rambo' figure, but when when I played and reviewed the Delta 6 rules, I got a feeling that these rules can be amended and used for several other periods as well. This made me think of a figure conversion I made as a 'Machine Gun Hero' last year; The Django looking Gatling armed Cowboy. I think the Delta 6 rules can be amended and played in an 'Old West' scenario. The Gatling will have the LMG stats. I will play the 19th century repeater rifles as the 'assault gun' as they are fast to reload. Other rifles will only score one hit on the roll of a 5. Pistols are Pistols according to the rules (a roll of a 5 can still score 2 hits as it can be 'fanning' the gun).
Preparing the game
The Scenario
- Until the day another stranger was passing by...
- 2 remaining gang members from the original gang of 'Sinful Eight'. Both having a health of 6.
- 1 mysterious hero armed with a a Gatling gun with a health of 10.
- Outlaws: To kill the mysterious Hero, or escape by their horses through the pass behind the building.
- Mysterious Hero: To kill the 2 last members of the outlaw gang and free the woman from captivity.
AAR
He shoots at the Outlaws' horses to cut off the Outlaws' retreat and escape possibilities. I don't let horses roll for a save when hit, and one off them drops dead:
The shooting alerts the outlaws in the building...
...and they rush to the window and door to return the fire:
As the Outlaws discover that they're taken under fire from a long distance, they understand that they'll need to get out of the house and get into more favorable firing positions if they'll manage to meet this threat. One of them gives covering fire...
...so the second one can run into cover and give flanking fire. Meanwhile the machine gunner has advanced further and is now in cover of a fallen tree. Both of the Outlaws are skilled shooters and scores hits on the mysterious machine gunner, but non of them are critical:
The mysterious Hero opens fire with his Gatling again, and take out one of the Outlaws with a 'headshot':
The last Outlaw fires another shot but misses. He's clearly outgunned by the massive fire from the Gatling gun. To continue to exchange fire will be useless and a 'deathtrap':
So the last Outlaw does the only reasonable thing he can; He makes a run for the last remaining horse to try to escape towards the Mexican border:
The mysterious machine gunner are more on the offensive now, and leaves his cover and moves towards the horse pen. He opens fire again...
...and takes out the last horse, and cut of the last Outlaw's retreat possibility:
The last Outlaw now understood that he could not escape this situation, and the only way was to take up the fight. He took cover behind the well and opened fire again. Unsuccessfully:
The machine gunner takes cover and returns fire...
...and successfully take out the last Outlaw with another 'headshot':
Conclusion
Even if the Delta 6 rules clearly are made for more modern warfare in mind, I think amending them for a 19th century skirmish or a Old West shootout worked just fine.Friday, May 29, 2026
Delta 6
I am a member in a Fb-group called 'Super Cheap Wargaming', which is right up my alley regarding my interest for wargaming on a budget. Earlier this year another member of the group and game designer, Adam L. Dobbyns uploaded some very easy rules called 'Call of Plastic'. At first glance I thought these rules looked just too simple to be interesting, but I was curious and tried them out for a small skirmish wargame. The game revealed some few shortcomings, which I noted in my wargame review. Shortly after I registered that Addam L. Dobbyn had posted a new but more advanced version of the rules addressing many of my initial 'Cons'. This version of the rules was named Delta 6. I liked the simple 'Call of Plastic' so much, so trying out 'Delta 6' was a no-brainer to me and my expectations were high. Besides, after posting a battle report and wargaming review of Call of Plastic where I hinted that there also was a more advanced version of the rules, it was clearly in the comment-section that many readers were looking forward to them. -So here they finally are by popular demand:
The rules
The scenario
It's tempting to use 'modern army men' as the Delta 6 very graphical rules suggests use of modern weapons, some (Kevlar-) protection and 'modern (movie-) Heroes'. I've decided to interp the rules to be basically about ranged combat with generic weapons of different types, close combat and savings, and use them for what ever period I like.
Situation:
Place:
Forces:
- UN:
- 1 MP Patrol/ Traffic Control Post of:
- 1st. Sgt. Hicks with SMG
- Sgt. Wayne with pistol
- Cpl. Dreyer with M1 Garand rifle
- Cpl. Cord with SMG
- Katangese:
- A small squad of 5 Katangan Gendarms:
- Cpl. "Crazy Gali" armed with a rifle.
- 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
Pros
- The rules are free.
- The graphic rules makes this very easy and quick to learn and play.
- You can play this game with any toy soldiers or readily available army men regardless of period or if they have modern guns and Kevlar or not.
- Rules for a generic selection of infantry weapons.
- The rules have an own appendix for different cinematic Heroes. I guess their skills can be transferred to any heroes.
- 'Fade to black' rule which gives your hero a second chance to re-enter the game if he's suddenly taken out by a 'head shoot'.
Cons
- The rules doesn't mention the turn sequence. As Delta 6 derives from Call of Plastic, I've decided to play it like the players roll for initiative, and move up to 3 miniatures each time. A turn is when all miniatures have had an opportunity to move.
- The rules are not clear concerning if a soldier can move + move or move + fight. Here I chose to follow the example from Call for Plastic again, and playing move + move or move + fight.
- There are no negative modifiers for moving over or through difficult terrain. A soldier will move as fast through or over cover as he would in the open.
- The rules suggests that the RPG has longer effective firing range than a rifle and a sniper rifle, which is not the case IRL regarding direct fire. This is a skirmish game (with limited ranges) after all.
- Regarding the available weapons these rules are 'soldiers rules', man vs. man, so there are no rules for vehicles etc.
Conclusion
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