As I wrote in my previous post, I really appreciate all you readers and your comments. Especially those which points me into new rules or aspects of wargaming.
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' with 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
But they were not quick enough to exploit the hole in the defenses, as the Katangese reserves arrived just in time to fight back and took out almost an entire rifle squad. The remaining UN-soldier failed his morale test and was hurring back to his own lines.
Pros
- It's free to download on the Plastic Command homepage or on this link.
- It can be played with any toy soldiers and inexpensive army men.
- The rules have very generous firing ranges. Maybe too generous considering that the suggested play area is 4'x6'. This may cause less movement and more static fire exchange. Remember to load your table with different kind of covers. You troops will need them.
- The rules have an own section how to build (equally strong) armies.
- The rules have an own section for urban fighting in buildings.
- It have rules for medics and how and for long to treat casualties.
- It has rules for airborne troops and where they arrive at the gaming area.
- Own rules for planes and helicopters if you want to add such to your game.
- Rules for how to cross and lay minefields.
Cons
- Despite a wide weapon range, the rules just list 'MG' and do not separate between LMGs and HMGs. HMGs just makes more damage than a LMG.
- The rules doesn't make it harder to hit the targets on langer ranges than shorter. And units not moving do not gain any benefits for having time to aim.
- There is no Owerwatch rules to interrupt enemy actions.
- The penetration and save rules makes it theoretically possible to blow up a truck with a single pistol or rifle shot.
- There seems to be contradictory information concerning snipers. In the unit section sniper units are given a shoot value of 4+ but in the weapon section it always hits on a 2+. I played as the latter.
- If the roll of a "1" is always considered a failure, why does a roll of a "1" give vehicles a save?