Earlier this year I played a simplified verison of Donald Featherstone's/ Gerard Du Gre's 'Lunge, Cut and Stop Thrust dueling game. The game it self is very fast to learn and easy to play, and was further simplified by Kaptain Kobold by using D6s instead of cards. This game is originally designed as a skirmish hand to hand combat and (sword) dueling game, but I wanted to see if it could be adopted to ranged battle as well?
The Rules
The way Kaptain Kobold simplified the original rules by resolving the battle with a single d6 instead of cards, it looks direct transferable to ranged battle. -At least for a simple, pretty static, gunfight between a couple of combatants. I feels it automatically gives it itself as a 'hit' is a 'hit'.
Number of Combat Points (CP) can be modified by giving extra CPs for body armour, long range, being in cover, (and perhaps even extra CP for a hard cover), and extra CP can be added as 'Hero Points'.
The Scenario
I needed to create a plausible scenario for this game which included the elements of 2 combatants with firearms fighting each other with multiple shots in a pretty static 'duel'. A classic Old West shoot out came to my mind. Since the firefight was to be very static and last for several shots I envisioned a kind of 'Ambush' situation. Perhaps like the classic 'Western scene' where one Cowboy gets into a 'fortified' position in a rocky high ground fighting off any followers coming from the terrain below him. After giving this loosely 'scenario' a closer thought, I think most such scenes I've seen in western movies includes a number of gunfighters on both sides, not only one vs. one. -Well, except for one, but there 'the follower' in the lowlands are hit and killed immediately. -But what if the shooter hit the horse instead of the rider? Even if the shooter is very accurate, it's a long range shot...
Maybe some of you already have recognised and figured out what scene I had in mind? I've played 'scenes' from this movie before. In the intro to 'For a Few Dollars More' the opening scene shows a long, quiet shot of a vast, empty desert, punctuated only by the sound of wind. Suddenly, a distant figure appears on horseback, seemingly wandering alone. Without warning, a gunshot rings out, and the rider falls dead:
There has been many speculations and theories about who the shooter or rider is, and who does the humming. A lot could be written about this opening sequence, but Sergio Leone deliberately keeps the identities of both the shooter and the rider a mystery. Rather than identifying the individuals, Leone is making a broader statement: in this world, nameless men die without warning, and killers remain unseen. It’s not about who they are—it’s about what they represent. It immediately tells the audience that this is not a standard Hollywood Western (like they were at the time) - it's a gritty, violent, ruthless and unpredictable world where death is a constant companion.
But just what if; the shooter initially hit the horse instead of the rider? The resulting engagement would likely turn into a long-range, relatively static potshot exchange or duel:
Forces:
The Shooter (Attacker): In the movie you can clearly hear the shooter loads a repeater rifle, so he'll be armed with a Winchester. He's in hard cover so he'll get a CP of 6.
The Rider (Defender): We don't know much about him, but if the rider should have any chance to return fire on such a long range he'll need to use a rifle as well. He's in the open, but seeks cover behind his dead horse and will have a CP of 5.
Mission:
For both; Take out the opponent.
Preparing the game
You don't need much to play this game. I already had a couple of 'Cowboys', which are 54mm-ish painted Airfix knock-offs, but to play the suggested scenario I needed a dead horse to set the scene and act as a 'cover' for the 'Rider'. As I didn't have any dead horse in model, I 3D-printed one:
The Game
Time: 10 minutes with taking photos etc. An average game takes about 3 minutes.
Turns: 8. Average about 11 turns.
Win: Like the movie I based this scenario upon; the attacker hiding among the cliffs.
Without warning, a gunshot rings out and the horse falls dead. The rider immediately seeks cover behind it and grabs his rifle from the saddle so he can return fire and defend himself:
The rider spots his attacker in high ground in cover behind some rocks:
Just killing the horse with his first shot, the attacker fires again:
...-and misses. The rider return fire...
...-And hits.
The gunmen exchanges fire for several minutes, slowly reducing each other's health:
The firefight goes on until the rider is critically low on health...
...and the attacker finally gives the rider 'The Coup De Grace':
To keep it in the spirit of Sergio Leone it's still mysterious who actually won the duel...
- was it a 'Good Guy' or was it a 'Bad Guy'?
Conclusion
I had a great time playing this very simple set up. To get the most out of it I put on the 'For a Few Dollars More' main title to create some background ambiance, and used a gun-sound app on my mobile when doing the shooting each turn. Prone or kneeling miniatures would have looked better in this static game, and I'd use it if had had some.
I think this adaption of the D6-version of 'Lunge Cut and Stop Thrust' Dueling game for ranged battle will work just great for a small shootouts if you're just looking for something quick to set up and play SOLO on the go.
If you want to add just a little more to the duel than these rules, I think my entry to the 2024 Wargame in a Matchbox Challenge might be an option, as they're still just a simple duel, but allows for some movement, covers and 'Hero points'.
Blog PostScript
This is what ChatGPT suggested when asked to make a playset based upon these rules. I'm not sure how much saleable such a set would be as popularity and political correctness has dropped on Cowboys & Indians Native Americans, and the market is nothing like it used to be back in the 70ies. Nice playset though.
This blog is mainly centered on wargaming, model railways and military models. I have actually no plans to change 'this concept', but sometimes I take some 'hobby detours' and do some other 'odds and ends'. So I'm doing a little bit different Wargame Review this time. -I'm not even sure if this blogpost is considered as 'wargaming'??
Even if I prefer tabletop wargaming with miniatures, I really like the thrill, decision-making and dice-roll which randomize the outcome of any (war-) games. Sometimes I just want to have a 'quick wargame on the go'. The "Lunge, Cut and Stop Thrust" Dueling Game" is such a simple, fast to set up and easy to play wargame you can play without much preparations. But sometimes there is not even time or place for even such a small wargame. I've found a substitute for desire to fast and easy wargaming by downloading a App from Google Play/ Play Store called Risk. It is just like it's board-game equivalent, but it's much faster to set up and play, and it allows you to even do it on the go. -Which suits me when train-commuting to work for instance.
The Scenario
The Risk App allows you to choose between a lot of different scenarios, modes and maps, but I went for The Classic in this casual game; Conquer the World.
Forces:
You can play this game against the App it self with bots, but I like the unpredictability added by the human factor, and invited 3 other 'live players'.
The Game
Time: 30 minutes
Turns: 12
Result: Red wins
I like the game to randomize the countries and number of troops given to each players in the start position. It looks like a pretty good start for several players and which continents they should focus on (to gain extra troops) in this game:
And the gamed pretty much started as expected.... -Until Orange Player went rogue:
The Orange offensive changed the situation, and decisions needed to be made. Probably worth the risk of loosing a lot of troops to 'change continents' to improve own chances to achieve the mission now:
Luckily the Blue Player was equally defensive as the Orange one was aggressive. Probably a good idea to take out Orange now and fortify the the rest of the troops:
-Which was a success. Being too defensive and careful can cost you a victory. -Time for Coup de Grace:
Victory:
Pros
The App is free, but you can pay to gain even more options to your games.
The rules are very easy to play.
Cons
It's not a Tabletop wargame with real miniatures nor dice.
It's not a very narrative game.
Conclusion
Just to follow up the 'Con', I'm not even sure if this can be considered as a 'wargame'. What do you think? Please share your opinions in e comment-section.
I'm usually a SOLO-gamer, but this Game-App allows me to casually 'battle' against other people, which again adds to the 'human factor' and a uncertain outcome of a game, which again adds to the satisfaction. Besides you can play it when you actually have not time or possibilities to do other (war-) games, but just want the thrill of throwing some dice. If you haven't tried this yet, I recommend you to give it a try.
When trying the "Lunge, Cut and Stop Thrust" dueling game for the very first time, this is how I eventually envisioned the game. The image was generated by ChatGPT
"Lunge, Cut and Stop Thrust" Dueling game by Gerard Du Gre must be one of the easiest and most fast playing wargames ever made. -Or is perhaps more like a dueling game. And you don't need more than a couple of miniatures to play it either. Actually you need so little and the rules are so short, that this was actually a game I considered for the 'Wargame in a Wee Matchbox Challenge'. Finally I didn't, but my own entry to the challenge just ended up as a kind of dueling game as well.
This game was brought to my knowledge thorough some excellent blogger posts by Mark at The Man of Tin Blog. By following his links to his earlier blogger posts I ended up at Alan's blog The Duchy of Tredgardland, where Kaptain Kobold suggested how to play "Lunge, Cut and Stop Thrust" with dice (D6) instead of cards in the comment section. All these blogger posts really aroused my interests to try this game myself.
I had no intention to use a lot of time or effort to make a lot of different attack- and defense-cards to just to try out such a a small and simple game, but Kaptain Kobold's suggestion to play it with a D6 was so simple that it could be summarized and captured in a single photo by Mark at his blog. -So finally trying out this new (to me) game became a no-brainer to me! I used the rules as provided in Mark's photo:
Photo by Mark at The Man of Tin, which actually sums up the whole game. Actually it was this photo that gave me the final push to try this game my self.
Preparing the game
Even if Mark suggests a lot of different suitable miniatures and scenarios for such a small game on his blog, I didn't find any usable miniatures at home for playing this as mine are too modern and none of them are armed with swords or sabres. I was at my local toy shop considering to buy some Playmobil Romans or Pirates for this, but the selection was poor and I thought they were a bit pricey as well. So I decided to simply try to 3D-print a couple of miniatures in 54mm for this test game instead:
I also 3D-printed some suitable broken columns as 'periodic terrain' just to set the scene:
Since I printed these in white plastic, I didn't care to paint them, so I just gave them a 'Black Wash' instead.
Similar opponents with same weapons, skills and armour getting similar Combat Points to make it easy and balanced. I settled for 5 Combat Points each as suggested by Mark.
Forces:
Attacker: Magnumius theRoman Legionnaire:
Defender: Polulus theMurmillo Gladiator:
Mission:
For both combatants; To win the Gladiator Match by killing their opponent.
The Game
Time: 6 minutes (when taking photos etc.) An average game takes 2-3 minutes.
Turns: 8
Result: Victory to Polulus the Murmillo Gladiator
The Gladiator match is about to begin:
Turn 1: The Gladiator starts off really offensive:
Turn 2: And the Gladiator keeps on his offensive fighting:
Turn 3: The Legionnaire makes a successful counter attack:
Turn 4: It looks like the fighters are about getting exhausted and tired now and none of them scores a hit:
Turn 5: The Legionnaire makes a successful hit again:
Turn 6: The Gladiator regain the initiative:
Turn 7: And keeps aggressively pushing:
Turn 8: Until he finally gives the Legionnaire 'The Coup De Grace'. The audience is cheering:
Pros
This is a very easy and fast playing wargame
You won't need more than 2 miniatures for a game, but you could add some few more if you like a more intensive and very small skirmish game.
This game works well for SOLO-playing.
This can be a very interesting way or mechanics to resolve close combat in other wargames too. -And you can vary different number of Combat Points for your opponents regarding how well protected with different type of armour.
Cons
There is not much decision making regarding tactics in such a simple wargame.
Conclusion
I would like to thanks Mark and Alan for bringing this game to attention on their blogs and Kaptain Kobold for finding a way to play an easy game even easier. It made me certainly want to try a game I else wouldn't have tried. This was also my first ancient wargame.
I made some optional rules so the rules also can be used for fighters with different armour (and the ability to take more damage), and allowing for some movement as well.
-And if you haven't tried this game yet, I highly recommend you to do so for a an easy, free, fast playing fun game!
You don't need much to play this game, and is an ideal game to play if you're in a hurry and don't have time for any complicated setups or long games.
Blog PostScript
At the time of posting this 'imaginary action playsets' created by ChatGPT are trending on Facebook. This is how ChatGPT would envisage a playset of an instant wargame reviewed in this blogpost:
Another suggestion by ChatGPT:
It would be cool to see this thing in production and I think such playsets would be salable. What do you think?
Some of the skirmish wargame rules I've been playing, both the free and commercial ones, suggests some kind of 'Army Building' and how to make up units for the game (mostly limited to make balanced forces). Most of the rules and games I play however, does not. This is not a problem if you know what kind of units you want to bring to your tabletop battles, or you're into military history and know how to create those specific units for your game. I've found some websites that can help you create realistic Squad and Platoon level units for 20th and 21st century:
Battle Order
On the Battle Order website there is a lot of information on how to create different modern units on different levels for different countries and periods. Most of my skirmish games are based upon rifle Squads and at the Battle Order website there is a 'Graphic section' I have found most useful as it's describing number of members, what kind of weapons they are armed with for different countries and periods.
This is an example of what you can find at Battle Order, showing a WW2 Homeguard Rifle Squad with number of members, ranks and weapons:
If you create 'realistic' skirmish units for your game it would be nice to operate them in your game in a realistic manner as well, even if you have no military experience on Squad or Platoon level. On YouTube I recently found a channel named Tactical Forge. It's a very interesting YouTube-channel which instructs real life Squad tactics by using miniatures. The playlist Micro Tactics is most useful regarding wargames.
I recommend you to pay these websites a visit and hope you find them as useful as I did. I'll add links to them in the menu to the right.