Wargames Rules 1950 - 2000 Pub. 1993
These rules cover the period since the introduction of AFV range finders, accurate
APDS and ATGM. They replace our previous sets covering the same period, which have
been extensively used for the period by wargamers and convention organisers world-wide.
This new set benefits from a huge amount of playing experience with previous editions,
including the two special military training versions produced by the United States
and Canadian armies. The general form will be familiar to existing players, but the
emphasis will not.
In these rules, we provide a new format which emphasises tactics and terrain, command
and control. This does not mean that the technical content is "inaccurate", merely
that differences in performance that cannot be substantiated by careful research and
that are insignificant compared with random factors receive only the attention they
deserve. This technical content is as correct as it can be made at the time of
publication (1993). The ending of the cold war is providing much new information on
Soviet systems and has made virtually all current standard reference books and rule
sets obsolete. We pay much increased attention to troop psychology, to what is possible
to and with the man who control the weapons, and how these men can be efficiently
commanded. Modern gamers can now benefit from the increased attention to orders,
boundaries, axis and communication that has revolutionised the realism of WW2
games over the past 4 years.
One result of the changes in this set is that infantry are essential and their
tactics more varied. A good game can indeed be had with then alone. Most armies'
artillery is less flexible and responsive than in rival sets, but a provision for
intense or lengthy preparation makes it potentially more deadly. Tanks are less safe
than formerly if implaced in fixed positions behind ridges, but more capable of
manoeuvring under fire if thought is given to going, cover and the need to observe.
Specialist recce elements are so useful you will wonder how you did without them
before.
We can also offer much more variety to challenge your skills. Those who insist on
real wars and are tired of terminally unlikely NATO versus WARPACT battles and the
latest Arab-Israeli confrontations can try their skills in Korea, in the paddy fields
of Vietnam, scaling the heights of the Radian, in the Indian-Pakhistan border deserts,
among the irrigation canals of Bangladesh, on the desolate moors of the Falklands or
the mountains of Afghanistan, on the borders of Iraq and Iran, the night battles of
the Gulf, or the Yugoslav civil wars. Others may prefer to construct imaginary armies
for wars no more fictional than those set in Germany that have been the life blood of
modern wargames for the last 20 years.
Page maintained by Susan Laflin-Barker. Last updated August 2006.