I've been intrigued by Bob Cordery's series of Portable Wargames played on grids. They're popular on Facebook, and many players have devised their own variants that Cordery happily publishes. While I've experimented with them during Chess Club at work, they're a touch complex for my taste - or at least would take more play and practice which, if you've followed me at all, you know I'm too flighty to hold still for long.
But just in the last week or two a "half-hour" version has been created. A lot of reports have already been posted on the Portable Wargames Facebook group, and it seems like it really is possible to run quickly in a small space. So I started with the four-page rules and two-page WWII amendments.
I apologize for the poor photography, though they're actually better than they seem when looking at the phone-screen. I marked the 3x3 grid with spots at the corners of six-inch squares. I'm thinking actually of taking this outside - in such a small scale it would be easy enough to do it on a picnic table, and there'd be plenty of light.
The units are 54mm toy soldiers, and except for the MG crews and command groups I chose pairs of the same pose so that one can be removed to indicate hit-point loss (each element starts with two "SP").
The WWII variant has a roll for terrain; in this case I had one hill in the defender's (German) side. The defender could also move one of its units before the game.
Deployment: Each side has two rifle units to left and right, with one rifle unit, one machine-gun unit, and one command unit in the center.
| Both sides score hits, losing an SP apiece. |
| The rifle units in the closest squares get +3 to their rolls for being supported by an MG and command element. |
| One of the German units here had the choice to lose an SP or retreat from the board, then roll a 5+ to return. It chose the former. |
| You can see from some of the 1-man elements that units have lost SPs; one German on the right retreats instead. |
| The rifle team on the hill is gone, reducing the defenders' effectiveness - the MG can get +1 support from the HQ, which I'm not sure can itself fight with a +2 from the MG. |
| Inconclusive combat. |
| Both sides on the left must fall back. |
| US center, with +3 to the roll, wipes out a German unit. |
| The Germans try to gang up on that pesky command element. |
As usual with new rules for me, the game helped me clarify the rules, and I think the next game will go more smoothly. This "lite" variant of the Portable Wargame, for me, lies in between the simplicity of Featherstone and the complexity of games like Charge! It's an easy and fun way to spend a half hour (well, an hour given the photography and rechecking of the rules! We'll see if I can cut that to 45 minutes next time).
