Jersey Shore Battle Games
The rules
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
- 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.
- 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.
AAR
The UN troops advanced slowly through the dence vegatation |
First the gunner was sniped down, and later the Catangese HMG finished off the whole vehicle |
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.