I browse almost daily the freewargamesrules website and today I had the surprise to find a variant of the Pz8 Space wargame rules, for Star Wars battles between fighters and bombers.

The rules have the interesting title "PISS: Star Wars Pete's Incredibly Simple System: Star Wars v1.1" ad are two pages long, plus one page of description of the various A-B-X-Y Wing, Tie Fighter, bomber, Interceptor and V Wing.

I am pleased of this variant and I wonder if it could work with my old Silent Death space fighters, now used as fighters bombers in my 6mm Sci-Fi land battles? Yes, I suppose...

 
 
This evening I played one Afghanistan scenario with my old wargaming friend and the  "Pz8 1975-2010" two pages wargaming rules, than can be downloaded from the Pz8 Yahoogroup.
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The table is 90x70cm. There is mountain in the middle, with a Mujahideen base, and a road with a Soviet Mechanized Infantry column advancing, supported by Self Propelled Guns and a T62 platoon. The red poker chips along the road, represent possible ambush locations. Flocked terrain features are hills, brown ones are rough ground; a small wood and and a village with fields.
Soviet (Green)
  1x HQ and 9 x Infantry, 10 x BMP-1, 1 x T62, 2 x 2S1 Gvodizka 122mm

Mujahideen (Green for Fire / Elite for Morale)
  1x HQ
  6 x Infantry
  1 x 82mm mortar
  3 x Bunker
  6 x Ambush spots /see scenario notes

Double all distances in the rules.
Deploy the Mujahideen around the base, over the mountain.
Only infantry can move over the mountain: Soviet infantry move at 25% (1”), Mujahideen at 50% (2”).
The mountain is considered “bad ground” for firing effect (-1 to hit). 

Ambush spots (= poker chips) are placed near the road. When a Soviet unit moves within 1” must stop. Roll 1D6: with a result = 4,5,6 the unit is immediately attacked by a Mujahideen infantry unit, that disappears before the Soviets can react. Remove the spot after the D6 roll.

Victory conditions: the Soviet player must destroy at least 6 Mujahideen units, loosing less than 5 of his units. Otherwise it is a Mujahideen victory.

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The Soviet Mechanized Battalion splits into two "bonegruppa" (battlegroups) of BMP1 that dismount their infantry and support them with their guns, killing two Mujahideen units. Two Soviet infantry platoons are Suppressed while reaching the mountain, and the T62 platoon is destroyed by an ambush along the road.
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Close up of the Mujahideen HQ and infantry, by Irregular Miniatures. Eventually the Soviet infantry managed to climb the mountain and attacked at close range, loosing 3 platoons but killing other 3 Mujahideen units, and reaching the victory condition. The SPGs moved cautiosly off-road, fearing other ambushes, and were able only to fire a couple of ineffective rounds.
It is difficult to represent this conflict at this level (1 base = platoon) and with very simple rules... but the result was satisfying for us. The "ambush" rule added a bit of suspence to the game and made the Soviet advance slow, while the effect of rough ground, bunkers and Green level of troops, reduced greatly the effect of gunfire, compelling the poor, bloody Soviet infantry to close combat, with high casualties. Now I need to buy and paint, guess what? Yes, of course... Hinds! (or if yo prefer, Крокодил).
 
 
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Abyssinian warrios in 15mm scale (Gladiator)
In the last month I have been painting some colonial Italians and Abyssinians warriors in 15mm scale. This is really an interesting period, offering different situations (from skirmishes to a great battle like Adowa) and three opponents fighting each others (Italians, Dervishes and Abyssinians). I wrote some very simple rules (one page) that can be found in the Pz8 Yahoogroup and are, imaginatively, titled "Pz8 Colonial Wargame Rules". This is a report of my first (solo) games, using the random activation for Native units that is described in the rules.



Italians
1 x Officer (Veteran) + 9 x Bersaglieri (Average)
Auxiliary unit ("Orda") with: 14 Natives (5 with Rifle) (all Green)

Abyssinians

1 x Chief (Veteran) + 7 x Native cavalry (3 with Rifle) (Average)
Two units each with 18 Natives (6 with Rifle) (all Green)
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Table size is 120x80 cm. Italians come from the left.
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Abyssinian cavalry and chief (Gladiator)
First game: the Italian column advances and changes formation into line. Abyssinian cavalry and one foot unit moves on but both are annihilated by a series of consecutive "aimed fire" activations by the Bersaglieri. The third Abyssinian unit climbs a hill and fires, killing two Bersaglieri figures, then runs downhill and make a charge. The Italians loose other two comrades but manage to rout the Abyssinian. Their Native allied did not enter the fight...

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Italian Bersaglieri (Irregular Miniatures) and Natives (unknown manufacturer)
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Abyssinian warriors (Irregular Miniatures)
Second game: the Italian column moves quickly to one hill and takes position over the top. Abyssinian cavalry runs towards them but is wiped out by the Bersaglieri aimed fire. One Abyssinian foot unit moves cautiosly towards the hill but they make the same bad ending of their mounted friends. The Italian allied "Orda" advances, but it is clear that the third Abyssinian unit has no chances, and this ends the day.

Lesson derived: I must probably adjust the firing factors, or use bigger Native units... the playtest goes on.

 
 
I have been always been fascinated by the Chaco War (1932/35) between Paraguay and Bolivia and already contemplated to game it, but never found time or energy. Now I have not excuses since Pierre Laporte, expert wargamer and game designer, produced a fast play set of rules dedicated to this obscure conflict.

"Caramba" is only 4 pages long and includes a set of very nice top-down counters for Paraguayan and Bolivian infantry units, fortification, tanks and airplanes. The only other things you need is some coloured tokens and a playing surface with hex grid... two items commonly found in the house of a true wargamer.

The scenario included in the rules looks very interesting, since both players must explore the area (each hex can be jungle, swamp or open terrain and is revealead only when a units "sees" it), find a drinking water well and keep it at all costs! 

You can download "Caramba"  from the rules page, here.