Wednesday, March 15, 2023

Rules of Engagement Part II - The second battle for Lumbaya

The last play-test of my own home-brewed house rules did not go so well and smooth as I hoped for. Was this test representative for how the rules would work? There was only one thing to do, and that was to use them for another game to see. I sent my miniatures back to Lumbaya again since I hadn't put the setup away yet and have a replay. The outcome was pretty much the same; long playing time and low casualties rates. No new battle report for that game as it just turned out to be a replay of the last.

The rules needed some adjustments to make them more playable in a reasonable amount of time. First I adjusted the D6-value to score hits from 4+ on short ranges and 5+ on long ranges, to 3+ on short ranges and 4+ on long ranges. There are so many other factors that have influence on the hit-probability within these rules anyway. 

Secondly I adjusted the probability from 33% to 50% that unsaved hits would cause a 'kill', even thou I vaguely remember that I've read somewhere that during WWII about only 1/3 of hits were lethal. Besides, a saved hit is still a hit, so I suppose the 'kill probability' for hits are still closer to 33%.

Thirdly I increased the 'hypothetical' Rate of Fire, damage potential and the hit probability on heavy weapons by adding another D6 for firing LMGs, HMGs and Mortars as these kind of weapons simply does more damage.

free wargame rules for toy soldiers and free wargame rules for army men

The (updated) rules


The test

Now the rules needed to be tested again, so I went for the same, familiar by many now, game, setup and scenario as for the other earlier games in this 'series'. I repeat it here again if you haven't read my earlier reviews yet:

The scenario

I've placed this skirmish to the United Nations largest mission in both scale and operational scope during the Congo Crisis 1960-65, when UN troops 'peacekeeping' was more offensive 'peace enforcement' with force.

Situation:
This skirmish is finding place in fictional place of Lumbaya in the early January of 1963, when the UN during operation 'Grand Slam' are turning their attention to the remaining Katangese strongholds in Southern Katanga after after securing the Katangese capitol of Élisabethville.

Place:
Lumbaya is a very small village located 80km south west of Élisabethville, and are made into a stronghold by a small platoon of Katangese Gendarmes. The village is one of several strongholds in the area to trying to hold the UN off while trying to keep the self-proclaimed president Tshombe by power of the self-proclaimed Katanga state.

Forces:
  • Forces:
    • 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.
    Wargame Rules of engagement for wargames with miniatures, based upon Fubar, One braincell rules, Fighting plastic, OMOG, close wars, plastic command


    • 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.
    Wargame Rules of engagement for wargames with miniatures, based upon Fubar, One braincell rules, Fighting plastic, OMOG, close wars, plastic command
Mission:
  • 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.
Wargame Rules of engagement for wargames with miniatures, based upon Fubar, One braincell rules, Fighting plastic, OMOG, close wars, plastic command

AAR

Time:    2 hours and 20 minutes 
Turns:   11
Result:  UN withdrawal 

Early in the UN offensive the Katangese support team came under heavy suppressive fire, and got pinned for several turns. The sniper was very effective though
free wargame rules for toy soldiers and free wargame rules for army men

free wargame rules for toy soldiers and free wargame rules for army men
This made way for an UN advance, but the advancing UN squads met suppressive fire and got pinned for several turns before they could reach sufficient cover. 
free wargame rules for toy soldiers and free wargame rules for army men
Meanwhile the Katangese medics did an heroic effort to try to get the crew back in action, but in the end the UN forces finally managed to eliminate the Katangese support weapons and their sniper by a direct hit.
free wargame rules for toy soldiers and free wargame rules for army men
...- but too late. The UN squads had  suffered several casualties after being pinned without sufficient covers for so many turns, that they had to withdraw by the rules and by sense. The Katangese Gendarmerie managed to hold their strongpoint for now.
free wargame rules for toy soldiers and free wargame rules for army men

free wargame rules for toy soldiers and free wargame rules for army men

Pros

  • The adjustments as described in the start of this post gave a slightly higher rate of casualties in relation to fire, and really made these rules more playable in a reasonable amount of time.

Cons

  • These rules really differs between defending and attacking forces regarding hit-probability; It gives units in fortified and defensive positions, and therefore don't have to move around in the line of fire, a huge advantage over advancing units, which have to use movement and cover to better their odds.

Conclusion 

With almost 2 equally sized forces in this game these rules gave the fortified defenders such a big advantage over the attackers that the attackers almost didn't have a chance. Really just as in the real life with the 3:1 rule of combat; Traditionally it is accepted that a defending force has a 3:1 advantage over an attacker. In other words, a defending force can hold off three times its own number of attacker.

Therefor I think it would be reasonable to try these rules again with a smaller defending unit against a larger attacking force. Ideally 3:1 proportion. Since the defending Katangese forces also had several casualties in this game and also lost their HMG and sniper, they are so reduced and weakened that I would like to see whats happen if they meets another full strength UN platoon again.

So I let the UN Company Commander throw in his last platoon in a desperate attempt to take and hold the Katangese Strongpoint of Lumbaya...

Wednesday, March 8, 2023

Rules of Engagement Part I - Work in Progress

Last year (and a couple of times this year as well), I've played several different rules for wargaming I've found online for free which could be used with ordinary toy soldiers and army men. The complete series of reviews can be found on this blog. I played the same setup and scenario each time, which made it easier to see the different rules pros and cons. All the different rules had different advantages and some disadvantages. I wanted to see if it was possible to take most of the elements I consider as 'the best' from the different rules and collect them into one ruleset, and see if it was possible to get it all on one page as well since I'm a fan of one page rules. It became clear with so many great rules; there was not place enough on the paper for including all their best elements together on only one page.

Don't get me wrong; I really enjoyed playing all these different rules found online for free (and had a good time doing it as well), and I'm definitely going to play them over again for different scenarios and periods. At the same time I wanted to see if it was possible to develop my own 'home brewed' house rules based on my experience playing these games made by others. Therefore my rules are heavily influenced by great rules such as FUBAR, 1 BC Toy Soldier rules, Fighting Plastic, OMOG, Close Wars, Wargame in a bag and Plastic Command by Craig Cartmel, Pete Kautz, Corey Butler, Thor Sheil, Donald Featherstone, Nick Grant and J.P. Medved respectively. Thanks for your inspiration! The result of  these inspirational games was my own draft for home brewed, onepage rules for army men and toy soldiers.

Developing these home brewed rules was a process so long, so to describe it all in one blogpost would have made it far too long to read in one piece. Instead I've made it into a series of 4 blogposts with a short description and a Battle Report in each which will follow here shortly. It would be tempting to do like George Lucas and start with Episode 4 and the most interesting part right away, but as these rules are playable in all stages I'll show the different stages of the development of them. And IF following Lucas' example; the prequels would not be so interesting...

From my own service abroad I remember we got a single page card with the Rules of Engagement for the mission/conflict. Since my own homebrewed rules for miniature battles also are just a single page, I decided to simply name these Rules of Engagement for Wargaming with Miniatures.

Wargame Rules of engagement for wargames with miniatures, based upon Fubar, One braincell rules, Fighting plastic, OMOG, close wars, plastic command


The test

Where the initial rules playable? They needed to be tested. They say that no plan survive the first contact with the enemy, so to test these rules I decided to try them out on the same, familiar by many now, setup and scenario as I did for the other games I've got the inspiration from. 

The scenario

I've placed this skirmish to the United Nations largest mission in both scale and operational scope during the Congo Crisis 1960-65, when UN troops 'peacekeeping' was more offensive 'peace enforcement' with force.

Situation:
This skirmish is finding place in fictional place of Lumbaya in the early January of 1963, when the UN during operation 'Grand Slam' are turning their attention to the remaining Katangese strongholds in Southern Katanga after after securing the Katangese capitol of Élisabethville.

Place:
Lumbaya is a very small village located 80km south west of Élisabethville, and are made into a stronghold by a small platoon of Katangese Gendarmes. The village is one of several strongholds in the area to trying to hold the UN off while trying to keep the self-proclaimed president Tshombe by power of the self-proclaimed Katanga state.

Forces:
  • Forces:
    • 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: 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.
    Wargame Rules of engagement for wargames with miniatures, based upon Fubar, One braincell rules, Fighting plastic, OMOG, close wars, plastic command


    • 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.
    Wargame Rules of engagement for wargames with miniatures, based upon Fubar, One braincell rules, Fighting plastic, OMOG, close wars, plastic command
Mission:
  • 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.
Wargame Rules of engagement for wargames with miniatures, based upon Fubar, One braincell rules, Fighting plastic, OMOG, close wars, plastic command


AAR

Time:    5 hours and 30 minutes (!)
Turns:   23 (!)
Result:  UN withdrawal

The UN started their offensive by placing the Katangese supportbase under heavy fire, which managed to suppress the HMG for a turn...
Wargame Rules of engagement for wargames with miniatures, based upon Fubar, One braincell rules, Fighting plastic, OMOG, close wars, plastic command
...but the Katangese sniper managed to hit the UN machine-gunner in the same turn, and he had to be replaced by the UN platoon-leader.
Wargame Rules of engagement for wargames with miniatures, based upon Fubar, One braincell rules, Fighting plastic, OMOG, close wars, plastic command
The Katangese forces managed to successfully pin down several units in the UN advancement for several turns with suppressive fire...
Wargame Rules of engagement for wargames with miniatures, based upon Fubar, One braincell rules, Fighting plastic, OMOG, close wars, plastic command
..which really slowed the UN offensive down...
Wargame Rules of engagement for wargames with miniatures, based upon Fubar, One braincell rules, Fighting plastic, OMOG, close wars, plastic command
When slowly approaching the village, there came to fierce fire-fighting in the outskirts...
Wargame Rules of engagement for wargames with miniatures, based upon Fubar, One braincell rules, Fighting plastic, OMOG, close wars, plastic command
And the UN forces was about to make a breakthrough, but by turn 12 the Katangese QRF entered the village, just in time to change the tide of battle.
Wargame Rules of engagement for wargames with miniatures, based upon Fubar, One braincell rules, Fighting plastic, OMOG, close wars, plastic command
The UN forces decided to make another push for it, as they were close and about to break through the Katangese defense-lines. The UN Bazooka-team managed to strike a direct hit and took out the Katangese HMG and pickup. Would they make it after all?
Wargame Rules of engagement for wargames with miniatures, based upon Fubar, One braincell rules, Fighting plastic, OMOG, close wars, plastic command
In these rules the Katangese QRF are played as an 'elite unit', and their appearance made the UN offensive come to a definite halt. 
Wargame Rules of engagement for wargames with miniatures, based upon Fubar, One braincell rules, Fighting plastic, OMOG, close wars, plastic command
The UN forces closest to the village met the Katangese QRF first, and were charged into a hand to hand combat, in which they had no chance with this elite unit.
Wargame Rules of engagement for wargames with miniatures, based upon Fubar, One braincell rules, Fighting plastic, OMOG, close wars, plastic command
The other UN units got pinned in their positions outside the village...
Wargame Rules of engagement for wargames with miniatures, based upon Fubar, One braincell rules, Fighting plastic, OMOG, close wars, plastic command
...which also made it difficult to retreat without leaving any brothers in arms behind...
Wargame Rules of engagement for wargames with miniatures, based upon Fubar, One braincell rules, Fighting plastic, OMOG, close wars, plastic command
The UN support-weapons were eventually used to cover the retreat, while the UN troops in the battlefield were striving to get back to their own lines...
Wargame Rules of engagement for wargames with miniatures, based upon Fubar, One braincell rules, Fighting plastic, OMOG, close wars, plastic command
...due to enemy fire they were struggling to withdraw from the battle, and only a few of them managed at the end.
Wargame Rules of engagement for wargames with miniatures, based upon Fubar, One braincell rules, Fighting plastic, OMOG, close wars, plastic command
The Katangese Forces made to hold Lumbaya, and this was a clear victory. For now. The UN engagement in Congo was to last for many years and there would be more clashes to come.

Pros

  • Being 'own' rules based upon the best of a lots of other rules, so sure there should only be pros in this section, or...? -Well, being own rules makes you remember them easier, as you have used a lot of time tweaking about them, so you don't use so much time for reference check in the rules while playing. 

Cons

  • I wouldn't exaggerate and claim that these were fast playing rules...
    On the contrary. But perhaps that is a pro for some? 
  • I feel it was low casualty rates from shooting, and perhaps that's why the game took so long? On the other side this makes it easier to slow down, suppress and pin units for several turns, which again are as in real combat; slowing down, halt and interrupt enemy actions, forcing the other side to abort, step down or retreat with minimal own losses. Regarding armour-savings; I remember from my own service we always asked 'if we had to wear helmets' during different exercises as we preferred to use our berets or field caps instead. Now it's clear why wearing helmets have it's benefits, even in a wargame.

Conclusion

Even though it took some time to develop this draft and a pretty long time to play them, I had a good time all the time working on and playing this. Even if I took all the parts I considered as pros from different rules I couldn't fit them all into one page and the result was defiantly not a 'perfect ruleset', but it's still playable though if you wanna have a go. 

Despite of this I hope you will read through my rules and feel free to give me a feedback in the comment-section. If some of you also consider to try out a game with these rules, you're more than welcome to share your experiences. I'm curious to see if they coincide with mine.

As this was only a 'test play' of my draft for a homebrewed houserules for wargaming with Army Men, I think It's still needs some more tweaking and adjustments to fit my demands for such a wargame. It seems like there will have to be a return to, and a second battle for Lumbaya (again).

To be continued...

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