Wargames Rules 1925 - 1950 Pub. 1988
These rules cover the period from the introduction of the fast tank until
the introduction of ATGM, AFV range finders and accurate APDS. They replace
our previous set covering the same period, and benefit from a huge amount
of playing experience with previous editions. We have added a 12-page section
of weapon and organisation data for a number of armies.
We emphasise tactics, terrain and control rather than minor and often irrelevant
differences in tank armour and penetration. The technical content is accurate, but
differences in performance not substantiated by careful research or that are
insignificant compared with random factors have been given only the attention they
deserve. The differences between guns pale into insignificance compared with the
difference made by variations in the angle of even a nominally frontal target which
were in the region of 50%. It should be no surprise that theoretical penetration
ranges differ sharply from those reported by fighting units, or that we have prefered
the latter.
We pay much attention to troop psychology, to what is possible to and with the men
who control the weapons, and how these men can be efficiently commanded. Real battles
are not fought by nicely painted model tanks, but by men who are tired, frightened,
dirty, and often cold and hungry. These rules are set in the real world of rain and
mud, dust and mirage. Move distances are taken from actual battles, not theoretical
speeds. Runner, despatch rider and telephone are more usual means of communication
than radio.
Infantry are essential and their tactics more varied than with previous sets. A good
game can indeed be had with them alone. Most armies' artillery is less flexible and
responsive than before, but a provision for intense or lengthy preparation makes it
potentially more deadly. Tanks are less safe than formerly if left in fixed positions
behind ridges, but more capable of manoeuvring under fire if thought is given to
going, cover and the need to observe. Recce elements judiciously employed can greatly
aid success.
We offer a very wide variety of battle to challenge your skills. Those may include
attempts to fight off the hordes of Panzer III trying to put their green troops in the
bag in 1941, mount set-piece attacks in Normandy, winkle Japanese out of bunkers in
Burma or on Pacific islands, sweep across Manchuria, drop from the skies over Crete,
defend Habbaniya airfield against Iraqi insurgents, or leave WW2 to fight in South
America, Spain, Abyssinia, Finland or Palestine, or to hold or flood around wintry
Korean hills.
Page maintained by Susan Laflin-Barker. Last updated August 2006.