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.