first published in great britain in 2014 by - img.fireden.net · manufacturers of 54mm, 42mm, 20mm,...
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FirstpublishedinGreatBritainin2014byPen&SwordMilitary
animprintofPen&SwordBooksLtd
47ChurchStreetBarnsley
SouthYorkshireS702AS
Copyright©NeilThomas2014
ISBN9781473822900
eISBN:9781473841468
TherightofNeilThomastobeidentifiedastheAuthorofthisWorkhasbeenassertedbyhiminaccordancewiththeCopyright,DesignsandPatentsAct1988.
ACIPcataloguerecordforthisbookisavailablefromtheBritishLibrary
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ContentsAcknowledgements
KeytoSymbols
Chapter1ThePracticalWargame
Chapter2AncientWargaming
Chapter3AncientWargamesRules
Chapter4DarkAgeWargaming
Chapter5DarkAgeWargamesRules
Chapter6MedievalWargaming
Chapter7MedievalWargamesRules
Chapter8PikeandShotWargaming
Chapter9PikeandShotWargamesRules
Chapter10HorseandMusketWargaming
Chapter11HorseandMusketWargamesRules
Chapter12RifleandSabreWargaming
Chapter13RifleandSabreWargamesRules
Chapter14AmericanCivilWarWargaming
Chapter15AmericanCivilWarWargamesRules
Chapter16MachineAgeWargaming
Chapter17MachineAgeWargamesRules
Chapter18SecondWorldWarWargaming
Chapter19SecondWorldWarWargamesRules
Chapter20WargameScenarios
Chapter21WargameCampaigns
Chapter22SoloWargaming
AppendixIBackgroundReading
AppendixIIUsefulAddresses
AcknowledgementsIwould like to thankmy father,KayeThomas, for typing themanuscript of this book.Also to everyone at Pen & Sword Books, especially my commissioning editor, PhilipSidnell,whoseenthusiasmandinputhaveprovedinvaluable.
Chapter1
ThePracticalWargameApracticalwargameisonethateveryonecanplay.Onewouldhavethoughtthatthiswastrue of all games by definition: for if somebody can play a particular wargame, it isnecessarily practicable. Feasibility is not however synonymous with accessibility, formanywargames invariably fail to account for constraints of timeor space.This can beseen with reference to the wargaming ideal: a table measuring 8’ x 5’, and featuringhundreds of beautifully painted 28mm metal wargames figures. Such games lookmagnificent,andareatributetowhatcanbeachievedafteryearsofeffortspentamassingandpaintingahugecollectionofwargamingmaterial.Theycannothoweverbedescribedaspracticalforeverybody:massivefinancialexpenseisrequired(atthetimeofwriting,asingle28mmunpaintedmetal infantry figurinecosts justover£1);paintinghundredsoffigurestakesavastamountoftime;andlogisticscanmakesuchgamesimpossible.Foran8’ x 5’ table needs a huge amount of space – this is not a problem if the gamer has adedicatedwargames room at his or her disposal, butmost playerswho live in averagesizedhouseswouldbe forced tohave temporary recourse to the living roomfloor.Thiscancreateawholemyriadofdifficulties:thegamecannotbeleftsetupovernight,foritwould get in everybody else’s way; other family members may well be watchingtelevision,aseriousbarriertoconcentration;andpetscanwreakhavocastheyeitherwalkoverthebattlefield,orplaywiththefiguresintheirownsomewhatidiosyncraticway!
It shouldbe apparent that although largewargames represent the ideal towhichallhobbyists should aspire, many lack the time, space or budget to make such enticingprojectsrealizable.Yetmanyarticlesinwargamesmagazinesassumethatsuchenterprisesare not only achievable, but commonplace – some recent pieces have for instanceprovidedforwhattheirwritersmaintainaresmallwargames,involvingabout200figuresper side fighting over a 6’ x 4’ table. These do not strike me as being especiallydiminutive.Apracticalwargameonthecontraryrequiresagenuinelysmalltabletop(3’x3’);appropriatelysizedarmies(nomorethan100figuresperside);andgamesthatcanbecompletedinaboutanhour,allowingforcontestsintheeveningafterschoolorwork.
Thisbook isdevoted topracticalwargaming. Itoffersappropriatesetsof rules,andthirtydifferent typesofbattlescenarios forsmall tablesandsmallarmies.The rulesaresimple, therebyencouraging easeofunderstandingand rapidplay. I have includedninesetscoveringallthemajorperiods.Readersshouldalwaysbearinmindthatsimplerulesarenotnecessarilyunrealistic,whichalltoocommonmisconceptionhasresultedinsomemonstrously turgid and hideously complex rulebooks being produced in the name ofrealism. Simplicity is at least guaranteed to produce enjoyment; and I have providedintroductory chapters to each of my rulesets, explaining my design parameters. This
allows readers to appreciate why the rules were designed as they were, and moreimportantlyformacritiqueof theirefficacy.Thelatteractivitywillhopefullyleadtoallreaders deciding to write their own rules: for designing your own wargame is a morerewardingactivity thananyother;youinstantlybecomea truemilitaryhistorian,havingresearchedparticular conflicts and simulated them through themediumof awargame–playingyourveryownmilitarysimulationwillalwaysbemuchmoreenjoyablethanusingsomeoneelse’srules,nomatterhoweminenttheirauthormaybe.
Thebattlescenariosincludedaftertherulesetsallowforavarietyofencounters,allofwhichcanbefoughtusinganyoftherulesincluded.Theyareintendedtoshowthattherearemanymoretypesofwargamethanthebasiccompetitiveencounter,whentwoarmiesfaceeachotheroveranessentiallyopenbattlefield,withnocontextprovidedandwiththesole aim of eliminating as many enemy units as possible. Such battles can be mostenjoyable,butare ratherbasic;morevarietyeventuallybecomesessential,andcertainlyprovidesforamorechallenging(andhencerewarding)wargame.
Havingabookwhich includesadviceonproducingapracticalwargameisonly thefirst step, however. The next problem lies in gathering armies and constructing awargamesbattlefield.Experiencedwargamerswillalreadyhaveboththesethings,andareprobablyadvised toskip therestof thischapterandproceed to thenext.Beginnerswillhoweverbydefinitionlackbothfiguresandabattlefield:therestofthischaptersuggestswaysofacquiringboth.
Thefirst thingtodoischooseaperiodfromthenineIhaveprovidedrulesfor.Allninearefascinating;thereadershouldstartcollectingarmiesfromtheepochwhichfireshis or her imagination themost.Having done so, the next step is to acquirewargamesarmies.Thisstepisgreatlyfacilitatedbyvisitinganylargenewsagentandbuyingcopiesof the latestwargamingmagazines.Thesearealwaysgood sourcesofpostalorwebsiteaddressesoffiguremanufacturers,quiteapartfromtheinsightsprovidedin therangeofarticles published. There is however a problem in the sheer variety of model soldiersavailable. The most common sizes are 28mm and 15mm, but you can also findmanufacturersof54mm,42mm,20mm,10mm,6mmandeven2mmminiatures.Allthesefigureshavetheirmeritsandtheiradvocates;butitisfairtosaythatanopponentismostlikelytobefoundifstickingto28mmor15mmminiatures.Iffurtheradviceisrequired,itcan always be found at awargames show or a local club (details of both can often befound in the wargame magazines), where experienced wargamers are always ready,willingandabletohelpbeginnersintothehobby.
Analternativesolutionistovisitalocaltoyormodelshopandlookforthe1:72scaleplasticfiguresmadebyAirfixandothermanufacturers.Thesehavemanyadvantagesovertheirmetalrivals.Firstly,theyareextremelycheap:aboxof50figurescanbeboughtforabout£5.Theyaremoreoverexceptionally light in termsofweight; anentirearmycaneasily be taken to a friend’s house or flat for a wargame. Thirdly, plastic figures are
designedtoaconstantscaleof1:72(thatistosay,increasingthesizeoftheminiaturebyafactorof72wouldresultinafigureastallandasbigasanaveragehumanbeing).Thisisincontrasttometalfigures,whosenominal28mmsizeisjustthat:theycanbeanythingfrom27–33mm– something to consider very carefully if orderingminiatures from twodifferentmanufacturers.Plasticfigures,beingdesignedtoaconstantscale,areabsolutelyinterchangeable,sothatanarmycouldconsistofminiaturesfromavarietyofcompanies,and still look right. Finally, 1:72 scale figures mix very well with model railwayaccessories,allowingthewargameraccesstoterrainfeaturesofexceptionalquality,giventhat toy train enthusiasts insist upon the highest standards of aesthetic beauty in theirscenery.
Havingacquiredsomewargamefigures,thenextstepistopaintthem.Thiscanbeaverydauntingprospect: thesightofbeautifullypaintedfigures inwargamingmagazinescan engender serious concerns that one’s own efforts will always be pitifully andembarrassinglyinadequate–andthatitisbetternevertopickupapaintbrush,andgiveupthehobbyindespair.Thiswouldbeanunfortunatereaction;foralternativestoexquisitepaintingdoexist,andareviable.
The first and almost sacrilegious option is not to use any figures at all. One caninsteadusepiecesofcardtorepresentthedifferentarmies.Thecardcansimplybepaintedred or blue to depict the contestants, and have unit symbols marked on them. This isundoubtedlyadrasticstep,andwouldscarcelybedescribedasaestheticallypleasing–butitdoesallowanyonetoplayawargameveryquickly,andwithminimumexpense.
Thenextalternativeisalmostasshocking,andthisistoleavethefiguresunpainted.This is onlypossiblewith1:72plastic figures,whichoften featuredifferent colours fordifferent armies. It is, for example, common to see SecondWorldWarBritish infantryrenderedinakhaki-colouredplastic,with theirGermanrivalsfeaturedinanappropriateshadeofgrey.Similarly,AmericanCivilWarfiguresseeUnion troopsoftendepicted inthe correct shade of dark blue, and Confederates accurately rendered in grey – and ifcavalryhorseshavechestnutcolouredplastic,theresultscanlookmosteffective,andanaestheticallyreasonablewargamecantakeplace.
Athirdoptionistoquiteliterallycallintheprofessionals,sincewargamemagazinesalwaysfeatureadvertisementsfromfigurepainterswillingtopaintotherpeople’sfigures.Theresultwillusuallylookexquisite,forthepaintersinquestionhaveenoughofatrackrecord to make a reasonable income from their work. These services can however beratherexpensive,whichcanpresentasignificantbarriertoanyoneonanythingotherthanahighbudget.
Alltheaboveoptionsnotwithstanding,thevastmajorityofwargamerswillultimatelyfeelsomedegreeofcompulsiontopainttheirfigures.Whentakingupthechallenge,itisvital to consider that you only have yourself to please – you can derive just as muchpleasure from a basic paint job as one involving technically sophisticatedwork.When
producingarmiesforthefirsttime,simplicityisthekey,asBruceQuarriepointedoutinhisclassicbook,NapoleonicWargaming:
‘Butdo,pleasedo,makesomeeffort topaint them.Even ifyourhand isn’tassteadyasyouwouldlike,itisn’ttoomuchtoaskofanybodyablackshako(hat),redorblue jacket,andgreyorwhite trousers,withperhapsa touchofpinkforface andhands, andblack shoes andmusket – is it? If painted in batchesof adozenorsoata time,doingall thehats first, thenall the jackets,andsoon, itdoesnot take long,and theresult in termsof tabletopappearancewell justifiestheslighteffort.’
Quarrie,Bruce,NapoleonicWargaming(PatrickStephens,1974)(p.6).
Simplepaintworksuchasthiscanbeachievedquiteeasily.Thefirststepistopreparethefigures.Thisisasimpleprocesswithmetalfigures,forallthatisneededistotrimoffanyunwanted bits of surplus rawmaterial, and attach the figures on a piece of cardwith atemporaryadhesivesuchasblu-tack.Theyarenowreadyforpainting.Thereisaslightlydifferentapproachwithplasticfigures,dependingonthematerialofwhichtheyaremade.Whendealingwiththenowwidelyavailable‘hard’plasticpolystyrenefigures,thesehavefirsttobeassembledusinganappropriateglue,thenmountedonbasesforpaintinginthesamewayasmetalfigures.Theapproachwith‘soft’plasticpolythenefiguresoftheAirfixtype is rather different. These have a parting agent attached to them during themanufacturing process, designed to prevent the plastic from sticking to its mould.Unfortunately, its presence also prevents paint from sticking to the figure! Polythenefigures must accordingly be scrubbed thoroughly in a bowl of water with washing upliquid, before painting. Thiswill remove enough of the parting agent to allow paint toadhere to theminiatures.Following this, all sprueattachments shouldbe removed fromthefigures,apartfromtheonefixingthebaseofeachminiature.Thisservestomountallfiguressecurely,sothattheydonothavetobetouchedduringthepaintingprocess.
Once the preparation has been completed, painting can occur. The first step is toundercoat several figures (anything between 8 and 24 should suffice) by providing aliberalcoveringofblackpaintandleavingovernighttodry.Thisundercoatallowsnaturalshading for the miniatures, and also means that any areas missed during the paintingprocesswillnotstandouttoomuch–itsimplylookslikenaturalshadow.Whenpaintingbegins, an assembly line process can be adopted. Let us assume that the buddingwargamerhasacquiredsomeBritishNapoleonicinfantryoftheWaterloocampaign,andhasprepared12figuresreadyforpaintingbygivingthemablackundercoat.Thenextstepis topaintall the jackets in red.Once the last figurehashad its jacketpainted, the firstminiatureshouldbedryenoughtopaintthetrousersingrey.Thisisfollowedbythehandsand face (flesh or pink paint), and finally the base (green). The black undercoat canlegitimately suffice for theother parts of the figure, coveringmuskets, shoes, backpackandheadwear.Variantsonthis themewillcoverallperiods;forexample,cavalryhorses
canbepaintedchestnutbrown,andarmourrenderedinsilver.
Following the painting process, metal and hard plastic figures can bemounted ontheirbases(cardorplasticpaintedgreen)readyforaction.Softplasticfiguresdohoweverneedacoatofvarnish,topreventthepaintfromfallingoff.Thisprocessisachievedusingamixture of non-toxicPVAglue andwater – andwhile on the subject of toxicity, it isdefinitelybesttousewater-basedacrylicpaintsonfigures;theenamelalternativeismostunsatisfactory,relyingasitdoesonsomerathertoxicliquidssuchasturpentinetothinthepaint. Acrylic paints are thinned using water, which is clearly a much safer option allround.
Theresultofthispaintingprocessmayappearcrude,butisfunctional:armiescanbepaintedandreadyfortabletopactionveryquickly–andhavingcompletedtwoarmiesyoucan always acquiremore.By this stage, it is possible that youmaywish to experimentwith more advanced painting techniques; advice on these can be found in wargamingmagazines and commercially produced painting guides. Those who wish to buy hardplastic figures fromGamesWorkshop stores (theBretonnia andEmpire ranges providesuitableminiaturesfortheMedievalorPikeandShotperiods),willfindenthusiasticandknowledgeablestaffeagertogiveadviceonpaintingtechniquestoo.
Havingacquiredapairofwargamearmies,thefinalstepistoobtainsometerrainforthe troops to fightover.Thereare twoprincipal tabletopoptions.The first is todrapeagreen cloth over a suitable table; the second is to buy an appropriate piece (3’ x 3’) ofhardboard or chipboard from a suitable hardware store, and paint it with the requisiteshadeofgreenemulsion.Thenextstepistofashionthenecessaryterrainfeatures,whichinthecontextofthisbookmeanshills,rivers,lakes,roads,woods,marshesandtowns.Byfar the best approach is to buy the scenery you need from retail outlets such asmodelrailway suppliers, model shops, or Games Workshop stores. Those without a readilyaccessibleretailoutletcanconsultwargamesormodelrailwaymagazinestofindsuitablesuppliers.Commerciallyavailableterrainwillalwayslookgood,andalsoinvolveminimaleffortonthepartofthepurchaser.
Itishoweverpossibletomakeyourownterrain,andtodosoverycheaply.Hillscanbe fashioned simply by draping a green cloth over a pile of books, for example.Alternativescantaketheformofplacingseverallayersofcardontopofeachother,andpaintingthetoplayergreen;orbuyingsomethickpolystyrenefromanappropriateDIYorhardware store, cutting it to the requisite shape, and painting it to the desired colour.Rivers can take the formof anoldpair of jeans cut as desired; or bypainting card thecorrect shadeofblue (anapproach thatalsoworks ratherwellwith lakes). Indeed,cardcan be pressed into service withmost types of terrain: roads can use unpainted strips;townscanbeproducedfrombuildingsmadeofcardandpaintedasdesired;andmarshescanhaveacardbasepaintedgreen,andhavingtuftsofcarpetingofanappropriatelightbrownshade(usuallyobtainablefromsuitableretailersassamples)blu-tackedontop.So
faraswoodsareconcerned,Iwouldstronglyadviseanyonetobuyreadymadetrees;itishoweverpossibletoproducesomebasicforestrybyusingtwigsorcocktailsticksattachedto a plasticine or blu-tackbase (paintedgreen) and attaching sponges (available fromachemist)ontheendofthetwigortoothpickandpaintthemgreen.
Havingacquiredbothfiguresandterrain,thenextstepforthepracticalwargameristohaveasetofplayablerules.Thenexteighteenchapterscoverallninemajorperiods–readersareencouragedtofindtheonethatsuitsthem,andgiveitatry!
Chapter2
AncientWargamingAny budding Ancient wargame designer instantly hits a snag when contemplating theperiodinquestion–specifically,justhowwideatimespanshouldhisorherrulescover.Mostrulesetsdoforexampleattempttoencapsulatewarfarefrom3000BCtoAD1500;whilst feasible, the resultant rulebooks tend to have broad generalizations, somewhatunwieldymechanics, andoccasionally extremecomplexity. I have accordingly focusseduponashortertimespanfortherulesetprintedinthenextchapter,allowingasitdoesforeverysimpleandhenceaccessiblegamingmechanics.Mychosenperiodis500BCtoAD100,whichencapsulatesthezenithoftheClassicalAge.ItcoversbothGreeceandRome,andincludessuchinspiringhistoricalfiguresasAlexandertheGreat,Hannibal,andJuliusCaesar.
TheClassicalperiodwasnotedforseeingthedeclineandfallofapurelyaristocraticculture,bothinpoliticalandmilitaryterms.ForourepochbeganwiththedominanceoftheAchaemenidPersian empire,whose governance and operationwas focussed upon amilitary aristocracy. This manned the ranks of the cavalry, which would deal with itsrivalryby indulging inskirmishingwith javelinsatpointblankrange,andduellingwithindividualopponentsusingswords.Cavalrychargesonthemedievalmodelwererare,dueprimarilytothelackofstirrupsandhencelimitedstabilityinthecolossalimpactresultingwhen thechargemet theenemy.ThePersianhorsemenwereablysupportedbyarchers,whosevolleysofarrowswouldeasilyaccountfortheill-equippedleviesformingtheranksofthePersians’Asiaticenemies.
The Achaemenid imperial model was however challenged by the Greeks, whosemilitary culture developed according to the very different political structure of the citystate. These small entities spent a lot of their time fighting each other, which led to apassionatebeliefinthevirtuesofindependence.Thisinturnsawasuccessfulchallengetothedominanceofanarrowaristocraticelite, following the riseofasubstantialgroupofprosperous farmers. The latter could not afford to equip themselves as horsemen, butinstead developed the concept of the citizen army by becoming heavy infantrymen, orhoplites.Theywerewellarmoured,carriedalargeshieldorhoplon(hencethederivationof‘hoplite’),andalongthrustingspear.Theycreatedformidableunitsofdeepformations,which became known as phalanxes; other troops such as skirmishers (equipped withjavelins) and cavalry constituted a very small part of any Greek army, usually beingassignedthetaskofprotectingitsflanks.
TheGreek army provided themodel for all successful classical rivals. The precisesignificanceofthesubordinatearmsdifferedineachhowever,asdidtheexactvarietyofheavyinfantry.ThusitwasthatbarbarianCelticarmiesspecializedinfootsoldierywhich
operatedinlooseformationswhichmovedrapidly,andcouldlaunchaferociouscharge;they did however lack armoured protection, rendering them vulnerable in a sustainedclash. Roman armies conversely operated in close order formation and were heavilyarmoured;buttheirequipmentofaheavyshort-rangedjavelinandashortthrustingswordknownasthegladius,madetheirarmymuchmoreflexiblethantheGreekphalanx.
Allthiscanbereflectedinanysimplewargame,andIhavedonesobyallowingfourmajortrooptypestoplayaroleonthewargamestable.
1.INFANTRY
Thisclasscoversallheavyinfantrymen,andalwaysmakesupatleastfiftypercentofanywargames army. They operate in close order formation, resulting in them being ratherslow.Theyarehoweververywellarmouredandshielded,andextremelypotentinhand-to-handcombat.
2.ARCHERS
ThesetroopsarebaseduponthePersianmodel.TheymoveincloseorderatthespeedofInfantry,butrelyupontheirbowsforimpactonthebattlefield.Thismakesthemeffectiveatadistance,butquitevulnerableinhand-to-handcombat,especiallygiventheirlackofheavyarmour.
3.SKIRMISHERS
Thesemenoperatedinopenorderandwereunarmoured.Thisallowsthemtomoverathermore quickly than Infantry or Archers, and also enables them to operate effectively indense terrain such as woods. They relied upon the nuisance value of skirmishing at adistancewithjavelins;theirlackofprotectionanddispersalformationrendersthemveryvulnerableinhand-to-handcombat.
4.CAVALRY
Mountedtroopsmovedrapidly,allowingthemtooutflankmoresedentaryfoes.Theywerequitewell armoured, but the lack of protection for their horsesmeans thatCavalry areeffectivelyonlyasdurableasArchersinthewargame.Horsemenrelieduponskirmishingatpointblankrangewithjavelins,andindividualduelswithswordsasmentionedearlier.Thismeansthat theyareaboutaseffectiveasArchers inhand-to-handcombat,but lackanylongrangemissilecapability.
Thisreductionofcombatcategoriestojustfourtypesinevitablyrulesoutsometroopvarietiessuchashorsearchers,scythedchariotsandelephants;itdoeshowevergivesomeapproximationofancientbattlefieldactivity,andallows for interestingchallenges in thecoordinationofdisparatetrooptypes.Ihavesimplifiedthedepictionofunitsbykeeping
precise stipulations to a minimum; wargamers simply have to deploy each unit on afrontage of 4–6 inches. In particular, there is absolutely no prescription of how manyfiguresshouldconstituteagivenunit–thewargamershouldsimplyrelyuponwhatlooksright, according to the size of the figures in his or her collection. This serves to avoidpedanticandunnecessaryedictsconcerningunitfrontage,andpreciselyhowmanyfiguresshouldbecrammedontoeachbase.
Thegamereliesupontheuseofalternateturns,withoneplayermoving,shootingandengaging in close combat, followed by the second player.This is farmoremanageablethan theoptionofhavingbothplayersact simultaneously,and is somewhatsurprisinglymore realistic. For it is only superficially true that armies in historical battles actedsimultaneously:whatgenerallyhappenedwas thatone sidewouldact, and itsopponentreact–andthisprocesscanbereflectedquiteaccuratelywithalternateturns.
Movementisdepictedaccordingtoasimplemodel,wherebyrapidityisreflectedbyfastermovementratesratherthan,forexample,allowingsomeunitstoturnmorerapidlythan others. Turning is instead depicted in a simplemanner, by pivoting units on theircentralpoint.Thisavoidsthecomplexityofwheelingmanoeuvres,wherewargamershaveto preciselymeasure themovement distanceof a unit’s outer corner.Thedifficulties ofturningareinsteadprovidedforbyonlyallowingevolutionsatthestartand/ortheendofaunit’s move, but not during it. This reproduces the historical effects, but makes thetabletopprocessmucheasier.Theeffectsofterrainarealsodealtwithinastraightforwardmanner;sothatonlycertaintypesofunitmayenteraparticulartypeofdifficult terrain,but that these do not have their movement restricted after entry. This avoids theunfortunatesituationof(forexample)allowingallunits toenterwoods,butgivingeachdifferenttypespecificmovementpenalties–aresultthatarousesallkindsofconfusionintheheatofawargamesbattle.Myrulesinsteadonlyallowskirmisherstoenterwoods,andnotsufferanymovementpenalty insodoing.This ismucheasier toremember thantheconvolutedanddistinctlyunrealisticalternative–nosensiblecommanderwouldeverhavecontemplated sending a hoplite phalanx into a wood, which is why I don’t allow anywargamertodoanythingsodafteither.
Mostof the effectsof terrain arepredictable, but twodo require someexplanation.Thelackofmovementrestrictionsuponunitsenteringtowns,andthelimitedfieldoffireenjoyedbytheiroccupants,appearparticularlystrange,forexample.Thisishoweverdueto the fact that ‘towns’ are in reality no more than tiny hamlets (conurbations seldomplayedanyroleintheaverageancientbattle),whichcanprovideadegreeofcovertounitsin thevicinity,butneitherhindermovementnoroffer the360° fieldof fire that amoresubstantialstrongpointwouldprovide.Theeffectsofroadsalsorequiresomeexplanation.Thesewereusuallydirt tracks, andwereonlyusable if theunit operated in amarchingcolumn. This formation was scarcely suitable for entering combat; which is why unitsonlyenjoyamovementbonusforroadtravel,iftheyarenotchargingtheenemy.
Skirmishers were noted for moving quite rapidly, and may also take advantage oftheir dispersed formation in order to pass through other units of all types – this is notsomethingthatcloseorderunitscouldachieve,whichiswhysuchinterpenetrationisonlypossibleforSkirmishers.WhatmayappearsurprisingisthatSkirmishersarenotpermittedtocombinemovementwithshooting–especiallysincetheyspecializedinapproachingtheenemy, discharging their javelins, and then retiring to their original position. I havecovered this inaslightlydifferentbutsimplerway,bypreventingmovingandshooting,but by increasing the firing range of theSkirmishers’ javelins to equal that ofArchers’bows:theprocessmayappearodd;theeffectisaccurate.
My combat ruleswork on the principle of having units acquire hits throughout thegame, to be eliminated after garnering 15. They retain their full fighting ability untildestroyed;thisreflectsamodelwherebyrealcasualtiesareatafairlylowlevel,butthatthesustainedexperienceofcombatwillsteadilydegradeaunit’smorale,atwhichpointitrouts.This isbothsimpleandhistoricallyaccurate:mostcasualties inanyancientbattle(andthoseofmostotherperiodstoo)wereinflictedwhentheenemyfled,ratherthantheinitial clash of arms. Essentially, loss of morale is reflected in elimination, rather thanhavingtomakefrequentchecksonaunit’sstatus,whichtendstobeafeatureofcomplexwargamesrules.
Hitsareinflictedbyhavingtheattackingunitrolladie:theincreasedcompetenceofInfantryisreflectedbyallowingthemtoadd2totheircombatscores,whereasthelimitedperformance of Skirmishers is depicted by a die roll reduction of 2. Casualties can bereduced if the defending unit enjoys a terrain advantage, be that in the form of cover;occupyinghigherground;ordefendingarivercrossing(thelattertwocontingenciesonlyapply in hand-tohand combat: standing on a hilltop has little effect if being shot at!).Defending Infantry units enjoy protection conferred by armour, which allows them tosuffercasualtiesatareducedratetoo.
Playersshouldnotethathand-to-handcombatisonesided:youonlyinflictcasualtiesinyourownturn.Thismayappearstrange,giventhatreallifemêléesweresimultaneous.I resorted to it because of simplicity; it prevents players losing track of turns, but alsoeffectivelyrewardstakingtheinitiativebychargingtheenemy–itwillallowyoutostrikethe first blow, and gain an advantage in so doing.Rewarding positive play is always agoodthing,andservestopreventinerttactics,whichinturnavoidsatediouswargame.
Hand-to-handcombatisalwaysafighttothefinish;rapidunitscanchoosethetimeandplaceofengagement,butshouldalwaysbeverycarefulonly tocommit themselveswhensureofanadvantage.Thiscanbestbeachievedbymanoeuvringaroundtheflankofan enemy unit, which results in doubling the number of hits inflicted on the victim.However,ifaunitofSkirmishersiscarelessenoughtogetcaughtinafrontalengagementwithanenemyInfantryunit,itisguaranteedtosuffer.Thisisabsolutelyasitshouldbe;carelessnesswasalwaysfatalontherealbattlefield,andtheconsequencesmustbeequally
Chapter3
AncientWargamesRulesUNITTYPES
ThisgamefeaturestheunittypesofInfantry,Archers,Skirmishers,andCavalry,eachofwhichoccupiesafrontageofbetween4and6inches.Anysizeorscaleoffiguremaybeused;wargamersshoulddecideforthemselveshowmanyfiguresconstituteagivenunit.
SEQUENCEOFPLAY
Each complete turn comprises two player turns. Each wargamer follows the sequencelistedbelowinhisorherplayerturn:
1. Movement
2. Shooting
3. Hand-to-HandCombat
4. EliminatingUnits
1.MOVEMENT
MovementAllowances. Unitsmaymove up to the distances listed below during theirturn:
UnitType MovementDistanceInfantryandArchers 6”Skirmishers 9”Cavalry 12”
Turning.Unitsturnbypivotingontheircentralpoint.Theymaydosoatthestartand/ortheendoftheirmove.
Terrain.Unitsareaffectedbyterrainasfollows:
i. Woods.OnlySkirmishersmayenter.
ii. Towns.Thesedonotrestrictthemovementofanyunit.
iii. MarshlandandLakes.Theseareimpassabletoallunits.
iv. Rivers.Thesemayonlybecrossedviabridgesorfords.v. Roads.Unitsmovingbyroadincreasetheirmovementdistanceby3”iftheirentire
moveisspentontheroad.Thisbonusmaynotbereceivedifcharging.
MovingandShooting.Unitsmaynotshootiftheyhavemovedduringthesameturn.
Interpenetration.OnlySkirmishersmaypassthroughotherunits(andviceversa).
ChargeMoves.Chargesare resolvedbymoving theattackingunit intocontactwith itstarget.Theyaresubjecttothefollowingrestrictions:
i. Turning.Achargingunitmayturnonce,atthestartofitsmove.Thisevolutionmaynotexceed45º.
ii. LimitedEngagement.Onlyoneattackingunitmaycontacteach faceof the target(thesebeingFront,LeftFlank,RightFlank,andRear).
iii. Fighting.CombatisresolvedduringtheHand-to-HandCombatphase.
2.SHOOTING
OnlyArchersandSkirmishersmayshoot,theprocedureforwhichisasfollows:
AdjudgeFieldofFire.Unitsmayonlyshootatasingletargetwithin45ºoftheirfrontalfacing.
MeasureRange.ArchersandSkirmishershavearangeof12”.
AssessCasualties.Unitsrolladiewhenshooting.Archersusetheunmodifiedscore;theresult for Skirmishers is reduced by 2. The score gives the number of hits the targetacquires,whichismodifiedbythefollowing:
i. Cover.Units inwoodsor townsonlysufferhalf theregisterednumberofhits(anyfractionsareroundedinfavouroftheunitshooting).
ii. Armour. Infantry units acquire half the number of mandated hits (any fractionsshouldberoundedinfavouroftheunitshooting).
3.HAND-TO-HANDCOMBAT
TheprocedureforHand-to-HandCombatisasfollows:
OneSidedCombat.Unitsonlyinflictcasualtiesduringtheirownplayerturn.
Assess Casualties. Units roll a die. Cavalry and Archers use the unmodified score;Infantryadd2totheresult;andSkirmisherssubtract2.Theresultgivesthenumberofhitsthetargetacquires,whichismodifiedasfollows:
i. Terrain Advantage. Defenders in woods, towns, on a hill, or holding a rivercrossing, only suffer half the indicated number of hits (fractions are rounded infavouroftheattackingunit).
ii. Armour. Infantry units acquire half the number of mandated hits (rounding anyfractionsinfavouroftheattackingunit).
iii. FlankorRearAttacks.Units engaging the enemy flankor rear inflict double theregisterednumberofcasualties.
MovementWithinCombat.Hand-to-HandCombatonlyconcludeswiththeelimination
ofoneofthecontestingsides.Unitsmayhoweverturntofaceanattackupontheirflankorrear,butonlyiftheyarenotsimultaneouslybeingengagedfrontally.
4.ELIMINATINGUNITS
Unitsareeliminatedupontheacquisitionof15hits.
Chapter4
DarkAgeWargamingWargame designers who focus upon the Middle Ages have similar problems to thoseconfronting Ancient period gamers – specifically the huge breadth of an epoch lastingfrom the fall of Rome in the fifth century AD to the rise of firearms in the fifteenth.Breaking theMedievalperiod into two sub-sections, eachcovering themore interestingaspects of the epoch, is the best way to proceed. The first of these is the Dark Ages,coveringWesternEuropefrom600to1000.
The Dark Ages was defined by the fall of theWestern Roman Empire. This wascausedby irresistiblepressure frombarbarian tribes,which lackedpoliticalandmilitarysophistication,butwhosehugenumberswereenoughtooverwhelmtheRomanEmpire–for,astheSovietdictatorJosephStalinonceputit,‘quantityhasaqualityallofitsown’.
Thenewbarbariankingdomssufferedsomethingofaninferioritycomplexinrelationtothecivilizationtheyhadconquered;aculturerelyingupontribalsolidarityandaheroicculture based around a chieftain’s warband, certainly could not compete with theintellectual and military glories of the Roman Empire. The new regimes did howeverembraceChristianity;andtheRomanCatholicChurchprovidedbothalinkwiththepast,anda sourceofmuch-neededunity.ForChristianityprovided someessential social andpoliticalbondingagents: it insisted that thepoor should respect their lordsandmasters;andalsothattherulingnobilityshouldfeelcompassionfor,andmoreimportantlyprotect,thepoor.
These twin obligations fitted the existing economic and political conditions ratherwell.TheabsenceoftheRomanmonetarysystemmeantthatpowerwasbaseduponthecontroloflandbygroupsofwarlordsandtheirretinues;themostpowerfulofthesemenbecame kings,who controlled their realms on the basis of interlocking obligations: thepoorrespectedtheirmasters,andthenoblesprotectedthepoor.Allhadadutytoworshipthe Christian God. This system of interlocking social obligations on the basis of realestate,becameknownasfeudalism.
TheWesternEuropeanmilitarysystemshadtwodifferentapproaches,bothofwhichwerebasedaroundtheconceptofthenoble’sretinue.TheFrankishkingdomsinwhatisnowFranceandGermanydevelopedcavalryforces,buttheEnglishAnglo-Saxonsrelieduponanobilitythatrodetothebattlefieldonhorseback,butfoughtonfootoncetheygotthere.IhavechosentofocusuponbattlesinBritain,thekingdomsofwhichlargelyreliedupon groups of infantry equippedwith long spears and shields, and operating in closeformation. These so-called ‘shieldwalls’ were not especially well drilled, but hadtremendousendurance.
ThemajorthreattotheSaxonkingdoms(andthoseofthePictsandScotswhofoughtin a similar style), came from Scandinavian Viking invaders, who tended to rely uponinfantryfightinginslightlylooserformationsthantheirfoes.ThesemovedmorerapidlythantheirSaxonopponents,andtheirimpetuouschargeshadatremendousshockeffect.
Mywargames rules for theDarkAges can use the basic principles of theAncientrulesdescribedintheprecedingtwochapters.Therearehoweversomedifferencesinthetrooptypesselected,andinparticularhowtheyoperate,whicharestatedbelow:
1.INFANTRY
This category covers all foot units equipped with long spears and shields. They areassumedtooperateincloseorderformation,andbearsomeresemblancetotheirAncientpredecessors.Theydo for examplehave a tabletopmovement allowanceof 6”, and thetightly packed shieldwall is assumed to give similar protection to armour in Classicaltimes.TheDarkAge infantryman’s lackof training is simulatedbymakinghis combatstrikepowerratherlessthanhisAncientforebear.
2.WARBAND
This class covers impetuous troops such as Vikings. Their loose order is depicted byallowing them amovement allowance of 9”, and the power of their impetuous chargesreflectedbyallowing them toenjoyabonusonallcombatdice rolls.Theydohoweverenjoy rather less protection than the stolid shieldwall infantry, and therefore suffercasualtiesatthenormalrateofunarmouredtroops.
3.SKIRMISHERS
Sometroops,usuallyadolescentsorpeasants,wereequippedwithjavelinsandorderedtoskirmish at a distance, avoiding hand-to-hand combatwherever possible.TheybehavedexactlyliketheirAncientequivalents,andaretreatedaccordingly.
4.CAVALRY
The extent towhich armies inBritain used cavalry in theDarkAges has given rise tomuch animated historical debate, and will doubtless continue to do so. It is generallysurmised that armies of the lowland indigenous Britons used a good many units ofhorsemen,whichreducedmarkedlyastheSaxonspushedthembackintoWales.ThePictsand Scots are believed to have had some mounted warriors, whereas it is generallysurmised that the Saxons and Vikings only used horses to convey their nobles to thebattlefield, rather thanfightupon it. Ihaveassumed thatcavalryunitswerepresent,butthat theydid not performespecially effectively.They can as a result be treated as theirancientpredecessors.
ThearmiescreatedbytheserulesreflectBritishmilitaryactivity,wherebyacoreofInfantry units are supplemented by Warband (reflecting a contingent of Vikingmercenaries), Skirmisher and Cavalry units. Readers with a desire to depict Vikinginvaders,asopposedtothosewhohadsettledoveralongperiod,couldeasilychangethearmycompositions(outlinedinChapter20)byswappingtheInfantryunitsgeneratedonthe troop selection table withWarbands; Frankish armies can similarly be depicted byswapping Infantry unitswithCavalry. It could also be argued that the horsemen of theEmperorsCharlemagne andOtto deserve a combat bonus to reflect their shock impact:theycouldforexampleadd2toallcombatdierolls,whereasFrankishWarbandscanbeassumed tobe ill-trained rabblewho lose theirextraattackingpower.Wargamersareasalwaysencouragedtodepicttheirfavouritetrooptypesinanappropriateway.
Chapter5
DarkAgeWargamesRulesUNITTYPES
ThisgamefeaturestheunittypesofInfantry,Warband,Skirmishers,andCavalry,eachofwhichoccupiesafrontageofbetween4and6inches.Anysizeorscaleoffiguremaybeused;wargamersshoulddecideforthemselveshowmanyfiguresconstituteagivenunit.
SEQUENCEOFPLAY
Each complete turn comprises two player turns. Each wargamer follows the sequencelistedbelowinhisorherplayerturn:
1. Movement
2. Shooting
3. Hand-to-HandCombat
4. EliminatingUnits
1.MOVEMENT
MovementAllowances. Unitsmaymove up to the distances listed below during theirturn:
UnitType MovementDistanceInfantry 6”SkirmishersandWarband 9”Cavalry 12”
Turning.Unitsturnbypivotingontheircentralpoint.Theymaydosoatthestartand/ortheendoftheirmove.
Terrain.Unitsareaffectedbyterrainasfollows:
i. Woods.OnlySkirmishersmayenter.
ii. Towns.Thesedonotrestrictthemovementofanyunit.
iii. MarshlandandLakes.Theseareimpassabletoallunits.
iv. Rivers.Thesemayonlybecrossedviabridgesorfords.v. Roads.Unitsmovingbyroadincreasetheirmovementdistanceby3”iftheirentire
moveisspentontheroad.Thisbonusmaynotbereceivedifcharging.
MovingandShooting.Unitsmaynotshootiftheyhavemovedduringthesameturn.
Interpenetration.OnlySkirmishersmaypassthroughotherunits(andviceversa).
ChargeMoves.Chargesare resolvedbymoving theattackingunit intocontactwith itstarget.Theyaresubjecttothefollowingrestrictions:
i. Turning.Achargingunitmayturnonce,atthestartofitsmove.Thisevolutionmaynotexceed45º.
ii. LimitedEngagement.Onlyoneattackingunitmaycontacteach faceof the target(thesebeingFront,LeftFlank,RightFlank,andRear).
iii. Fighting.CombatisresolvedduringtheHand-to-HandCombatphase.
2.SHOOTING
OnlySkirmishersmayshoot,theprocedureforwhichisasfollows:
AdjudgeFieldofFire.Unitsmayonlyshootatasingletargetwithin45ºoftheirfrontalfacing.
MeasureRange.ArchersandSkirmishershavearangeof12”.
AssessCasualties.Skirmishersrolladiewhenshooting,andreducetheresultby2.Thescoregivesthenumberofhitsthetargetacquires,whichismodifiedbythefollowing:
i. Cover.Units inwoodsor townsonlysufferhalf theregisterednumberofhits(anyfractionsareroundedinfavouroftheunitshooting).
ii. Shieldwall. Infantry units acquire half the number ofmandated hits (any fractionsshouldberoundedinfavouroftheunitshooting).
3.HAND-TO-HANDCOMBAT
TheprocedureforHand-to-HandCombatisasfollows:
OneSidedCombat.Unitsonlyinflictcasualtiesduringtheirownplayerturn.
Assess Casualties. Units roll a die. Cavalry and Infantry use the unmodified score;Warbandsadd2totheresult;andSkirmisherssubtract2.Theresultgivesthenumberofhitsthetargetacquires,whichismodifiedasfollows:
i. Terrain Advantage. Defenders in woods, towns, on a hill, or holding a rivercrossing, only suffer half the indicated number of hits (fractions are rounded infavouroftheattackingunit).
ii. Shieldwall. Infantry units acquire half the number ofmandatedhits (rounding anyfractionsinfavouroftheattackingunit).
iii. FlankorRearAttacks.Units engaging the enemy flankor rear inflict double theregisterednumberofcasualties.
MovementWithinCombat.Hand-to-HandCombatonlyconcludeswiththeeliminationofoneofthecontestingsides.Unitsmayhoweverturntofaceanattackupontheirflank
orrear,butonlyiftheyarenotsimultaneouslybeingengagedfrontally.
4.ELIMINATINGUNITS
Unitsareeliminatedupontheacquisitionof15hits.
Chapter6
MedievalWargamingThe Medieval period covers the zenith of feudalism from 1100 to 1300, and morespecificallytheageofchivalry.Thelatterconceptstemmedfromtheincreasingstatusandbattlefielddominanceofthemountednobility,facilitatedasitwasbythedevelopmentofhorsemenwhowerebothheavilyarmouredandequippedwithlances–theshockimpactof aMedieval cavalry charge, greatly enhanced by the development of stirrups (whichappearedduringtheeighthcentury),wasfrequentlydecisiveonthebattlefield.
Thedominanceofthemountednobilitywassuchthattheirpositionwasenshrinedinsociety.TheMedievalworldbecamedividedintothreeestates,eachofwhichhadavitalfunction.Thusitwasthattheclergyformedthefirstestate,whichprovidedforsociety’sspiritual and cultural needs; the knights and their armed retainers formed the secondestate, which upheld justice; and the labourers formed the third estate, which providedeconomicsupportforthewhole.Theknightsthereforehadeveryreasontoseethemselvesas the rightful secular rulers, since they protected Christian civilization: this self-perceptionwasevensupportedbyliteraryworksofthetime,suchastheArthurianlegendsandthetalesofEmperorCharlemagneandhispaladins.
Withsocietalvaluesandliteraryworkssupportinghisposition,theroleoftheknightbecame almost ritualized, as was demonstrated by the growth of the tournament. Thisopulentdisplayofjoustingbecameimmenselypopularfromthetwelfthcenturyonwards,and the most successful participants even had their achievements celebrated inbiographical works. The combination of genuine martial achievements, literaryglorification,andthespectacleofthetournamentduelledtothedevelopmentofacodeofchivalry, and a general belief that themounted knight’s position inwarfare and societyalikewasunassailable.
Therewas however a realization that infantry had its uses on the battlefield. Theycould for example provide a rallying point behindwhich cavalry could recover after asuccession of exhausting charges; the foot soldiery could also stand and hold strategicterrainsuchasprominenthills.Unfortunately, thepreeminenceof theknightmeant thatinfantry tended to be undrilled and rather unwilling levies, who were hastily equippedwithspearsandshieldsandinstructedtostandfirmonthebattlefield–aninjunctionthatwas not always followed; for such troopsmay have had reasonable striking power, butcould scarcely be expected to possess the esprit de corps that would have guaranteedenduranceatthetimeofultimatetrial.
Twocrucialdevelopmentsenhancedthecombatpowerofinfantry.Thefirstoccurredwhentheknightsthemselvesdismountedandfoughtonfoot.Thenobilitydoubtlesssaw
this as rather humiliating, but the combination of heavy armour and martial prideimproved cohesion immensely, and turned the dismounted knight into a doughty andreliablecomponentoftheinfantrycontingent.Thesecondvitaldevelopmentwastheriseofthecrossbow,aweaponthathadbeenaroundforsometime,butwhichwasperfectedduring theMiddleAges.Archerswere pretty feeble in hand-to-hand combat, given thelackofspears,shieldandanythingotherthanlightarmour,butthemechanicalpowerofthe crossbow meant that enemy troops were now very vulnerable to missilery – onlydismountedknightshadenoughprotectiontowithstandthepowerofacrossbowbolt.Thenobilityweresoappalledbythethreatnowposedbymerecommonersthattheyeventriedto implement a legal sanction against the new weapon. Thus it was that the SecondLateran Conference of 1139 banned the use of the crossbow against Christian foes(Muslims,beinginfidels,werenotsofortunate).Thisinjunctionmetwiththesamelevelof success as most legal attempts to ban the use of particular weapons – it was soonbreached,andbecamenomorethanarathermeaninglesscuriosity.
The rules that follow are based upon the Ancient wargaming set in their generalprinciples,butusefourdifferenttrooptypes,whichareconsideredbelow.
1.KNIGHTS
Mounted chivalry are the most numerous type of unit featured here, reflecting theirdominance in theMedievalbattlefield.Theymoveasrapidlyascavalryunits, reflectingtheirimpetuosity;thelattertraitalsoexplainstheirgreatpotencyinhand-to-handcombat,enjoyingastheydoanadditionof2toeverydieroll.Theirrashbehaviourdidhoweverinducealackofcohesion,whichiswhyknightsdonotenjoyanybenefitsfortheirarmourprotection – also explained by the fact that the horseswere not protected as heavily astheirriders.
2.ARCHERS
These are assumed to operate in close order and be equipped with crossbows. Theyaccordingly have a minimal capacity for hand-to-hand combat, lacking as they do aneffective mêlée weapon or much in the way of armoured protection – resulting in areduction of 2 to all hand-to-hand combat dice rolls. The crossbow is conversely anexceptionallyeffectivemissileweapon,whichiswhydicerollsareincreasedby2whenthearchersarefiring.
3.MEN-AT-ARMS
Theseareheavilyarmoureddismountedknightsequippedwithspearsandshields.Theirchargeslacktheshockimpactenjoyedbynoblecavalry,whichiswhytheydonotenjoyacombat bonus. Their armour does however confer a good deal of protection and henceendurance,whichiswhytheyonlysuffercasualtiesathalfthenormalrate.
4.LEVIES
Theseratherunenthusiasticinfantryareequippedwithspearsandshields,butlittleinthewayofarmour.TheystrikeaseffectivelyasunitsofMen-at-Arms,butlacktheprotectionbonusreceivedbythelatter.
AglanceattheruleswillrevealthatMedievaltroopscanberatherinflexible.Theydoforinstancelackanycapacityforenteringwoods,andmayneverpassthrougheachother.Thisisintendedtoreflecttheundisciplinedanduntrainednatureofmanyunits.Thisdoesnotinanywaydiminishthefascinationofthisperiod;itdoesinsteadprovideagreattestofanywargamer’sability–andthosewithaninclinationtodeveloptheirfigurepaintingskills, should note that noble heraldry can look very striking when rendered by giftedbrushwork.
Chapter7
MedievalWargamesRulesUNITTYPES
ThisgamefeaturestheunittypesofKnights,Archers,Men-at-Arms,andLevies,eachofwhichoccupiesafrontageofbetween4and6inches.Anysizeorscaleoffiguremaybeused;wargamersshoulddecideforthemselveshowmanyfiguresconstituteagivenunit.
SEQUENCEOFPLAY
Each complete turn comprises two player turns. Each wargamer follows the sequencelistedbelowinhisorherplayerturn:
1. Movement
2. Shooting
3. Hand-to-HandCombat
4. EliminatingUnits
1.MOVEMENT
MovementAllowances. Unitsmaymove up to the distances listed below during theirturn:
UnitType MovementDistanceInfantry 6”SkirmishersandWarband 9”Cavalry 12”
Turning.Unitsturnbypivotingontheircentralpoint.Theymaydosoatthestartand/ortheendoftheirmove.
Terrain.Unitsareaffectedbyterrainasfollows:
i. Woods.Theseareimpassabletoallunits.
ii. Towns.Thesedonotrestrictthemovementofanyunit.
iii. MarshlandandLakes.Theseareimpassabletoallunits.
iv. Rivers.Thesemayonlybecrossedviabridgesorfords.v. Roads.Unitsmovingbyroadincreasetheirmovementdistanceby3”iftheirentire
moveisspentontheroad.Thisbonusmaynotbereceivedifcharging.
MovingandShooting.Unitsmaynotshootiftheyhavemovedduringthesameturn.
Interpenetration.Unitsmayneverpassthrougheachother.
ChargeMoves.Chargesare resolvedbymoving theattackingunit intocontactwith itstarget.Theyaresubjecttothefollowingrestrictions:
i. Turning.Achargingunitmayturnonce,atthestartofitsmove.Thisevolutionmaynotexceed45º.
ii. LimitedEngagement.Onlyoneattackingunitmaycontacteach faceof the target(thesebeingFront,LeftFlank,RightFlank,andRear).
iii. Fighting.CombatisresolvedduringtheHand-to-HandCombatphase.
2.SHOOTING
OnlyArchersmayshoot,theprocedureforwhichisasfollows:
AdjudgeFieldofFire.Unitsmayonlyshootatasingletargetwithin45ºoftheirfrontalfacing.
MeasureRange.Archershavearangeof12”.
AssessCasualties.Archers rolladiewhenshooting,andadd2 to the result.Thescoregivesthenumberofhitsthetargetacquires,whichismodifiedbythefollowing:
i. Cover.Units inwoodsor townsonlysufferhalf theregisterednumberofhits(anyfractionsareroundedinfavouroftheunitshooting).
ii. Armour. Men-at-Arms acquire half the number of mandated hits (any fractionsshouldberoundedinfavouroftheunitshooting).
3.HAND-TO-HANDCOMBAT
TheprocedureforHand-to-HandCombatisasfollows:
OneSidedCombat.Unitsonlyinflictcasualtiesduringtheirownplayerturn.
AssessCasualties.Units roll adie.Men-at-ArmsandLeviesuse theunmodified score;Knightsadd2totheresult;andArcherssubtract2.Theresultgivesthenumberofhitsthetargetacquires,whichismodifiedasfollows:
i. Terrain Advantage. Defenders in woods, towns, on a hill, or holding a rivercrossing, only suffer half the indicated number of hits (fractions are rounded infavouroftheattackingunit).
ii. Armour.Men-at-Armsunitsacquirehalfthenumberofmandatedhits(roundinganyfractionsinfavouroftheattackingunit).
iii. FlankorRearAttacks.Units engaging the enemy flankor rear inflict double theregisterednumberofcasualties.
MovementWithinCombat.Hand-to-HandCombatonlyconcludeswiththeeliminationofoneofthecontestingsides.Unitsmayhoweverturntofaceanattackupontheirflank
orrear,butonlyiftheyarenotsimultaneouslybeingengagedfrontally.
4.ELIMINATINGUNITS
Unitsareeliminatedupontheacquisitionof15hits.
Chapter8
PikeandShotWargamingThe pike and shot period is named after the principal weaponry of infantry units, andcovers the age ofRenaissancemonarchy (1450–1650). The concept of theRenaissancewasoriginally a cultural term referring to theEuropean rediscoveryof ancient classicallearning during the later fifteenth century; its political expression saw the assertion ofmonarchicalpoweroverthatofthenobility.
The eclipse of the feudal aristocracy was made possible by gunpowder, andspecificallythedevelopmentofcannon.Forthemedievalperiodhadseenthenobilityandtheircavalryretinuesdominatethelocalcountrysidefromtheircastles,andowingonlyalooseallegiancetothemonarch,theirtitularoverlord.Allthischangedwiththeadventofartillery, for two reasons: firstly, because only the king had enoughmoney to afford asubstantialcollectionofordnance;andsecondly,becausethenewcannonhadthepowertodestroyanyexistingcastle.Asaresult,thegunpowderrevolutionledtothedevelopmentofRenaissancemonarchy,withthegrowthofstatepower.
Ithastobesaidthatthenewmonarchieswerenotespeciallyefficient.Theymayhavebeenabletodominatetheirnobilityphysically,butstillneededthearistocracytostaffthenewgovernment.Asomewhatunwieldybureaucratic structurewas thereforedeveloped,running on the basis of royal patronage. Salaries were not especially high, but themonopolistic nature of offices led to much opportunity for corruption – bribery wasrampant.
The military consequence of all this was an inability to finance a permanentcentralizedarmy.Thenobilitycould stillbe reliedupon to someextent,butmost statesrecruitedmercenarycompaniesonanadhocbasisasrequired.Thesewouldserveforthedurationofacampaign,oruntiltheiremployerfailedtopaytheirsalaries–atwhichpointthey deserted the colours, and plundered the countryside. Not that inefficiency madewarfare any less prevalent; the development of religious strife following the ProtestantReformationmadeconflictbothcommonandexceptionallybrutal.
Gunpowder weaponry played a particularly significant role on the Renaissancebattlefield.Artillerywas rather immobile,butmadeacontributionwithapreliminary ifsomewhatineffectivebombardmentoftheenemyline(itsoveralllackofimpactexplainswhyunitsofordnancedonotfeatureinmywargamesrules).Infantryfirearmsweremuchmore significant; the armour piercing ability of these handguns, later referred to asarquebuses and muskets, made cavalry charges especially perilous, and could causeextremedisorderinallunitsduebothtothephysicaleffect,andthepsychologicalimpactoftheirloudnoise.
Thenewfirearmsdidhoweverhavetwosignificantdrawbacks.Thefirstofthesewasthetimetakentoreload,foreventhemostefficientinfantryhandguncouldonlyfireoneshotaminute.Unitsaccordinglydeployedindeepformations,withthefrontrankfiring,thenmoving to the rear inorder to reload.By the timeevery rankhad fired, the initialfrontrankwouldbereadytoshootagain.Theseconddrawbacklayinthelimitedamountsof ammunition carried; early cartridgeswere quite bulky, andmost troops only carriedtwelve. The combined effect of these limitations meant that the musketeers had to beprotectedby a contingent of pikemen, fromwhichphenomenon thewargaming termof‘PikeandShot’derived.
Some cavalry units also began to use firearms, following the development of theextremelyportablepistol(largehandgunscouldnotbeusedwithanyeffectonhorseback).Eachmancarrieduptofouroftheseweapons,andtheinfantrytacticofhavingonerankfireatatime,thenretiringtoreload,wasembracedbymountedtroopstoo.Itallmadefora somewhat sedate method of attack; this could however be more effective than aheadlongchargeintoanunbrokenhedgeofpikemen.
More traditional troop types still existed; I have chosen to depict Pike and Shotwarfare by following the precedent ofmyAncient wargames rules, and including fourdistinctvarietiesofunit.
1.INFANTRY
This class covers those units equippedwith a combination of pikemen andmusketeers.The proportion of each type varied, although the number of musketeers increasedmarkedlybytheendoftheperiod.Wargamersshouldusetheirdiscretionastohowtheirunitsareconstituted;eachtypeshouldvarybetween⅓and⅔oftheunit.Infantryalwaysmovedratherslowly,thankstotheunwieldynatureofpikesofupto24’inlength.Theirmusketrywashoweverquiteeffective,at leastuntil theammunitionranout:unitscouldthen engage the enemy in hand-to-hand combat, which could often prove to be ratherprotracted. The pikes were vital in such close quarter contact, and proved especiallyeffective against enemy cavalry – horses were understandably unwilling to throwthemselvesagainstahedgeofpikes.
2.SWORDSMEN
This category includes all foot soldiers equippedwith swords or axes.They sometimescarriedmusketsaswell,whichwerealwaysdischargedatshortrangepriortochargingtheenemy;thiscanasaresultbeevaluatedaspartofhand-to-handcombatinthewargame.The absence of pikesmade these unitsmoremobile than Infantry, and shortweaponryallowed Swordsmen to inflict fearful execution after the initial impact with pikemen.Conversely,theabsenceofsustainedfirearmscapabilityandlongmêléeweaponsrenderedthemvulnerabletoacavalrycharge.Swordsmendidnothabituallyfeatureinallarmiesof
theperiod,butplayedasignificantroleinIberian,Celtic,andEasternEuropeanwarfare.
3.REITERS
ThisclassisnamedaftertheGermanmercenaryhorsemenwhoeffectivelydefinedit,byvirtue of their prominence on many battlefields. These men could be described aspistoleers: they trotted up to enemy formations and discharged their small firearms onerankatatime,continuingtodosountiltheirammunitionranout.Theywouldthenengageinhand-to-handcombat,butalwaysatarathersedatepace–theyreliedupondisciplineand control rather than a headlong charge. This tended to make their shooting quiteeffective,butresultedinalackofimpetusanddiminishedimpactinhand-to-handcombat.
4.CAVALRY
The old nobility still believed in the efficacy of shock action, and continued to equipthemselveswith lances and heavy armour. These horsemenwere known as gendarmes,andfeaturedinmostsixteenthcenturyarmies(theirseventeenthcenturyequivalentshadlessarmourandreplacedlanceswithswords,butstillrelieduponthesametactics).Theymovedwithsomerapidity,andwereextremelyeffectiveinhand-to-handcombatagainstSwordsmenandReiters.Theywerehowevervulnerable to firearms(whichcouldpiercetheirarmour),andInfantryequippedwithpikes,theunyieldingnatureofwhichtendedtofrightenthehorses.
TherulesforPikeandShotwargamesarequitesimilartothosefortheancientperiod,sincethebroadprinciplesareidentical–hand-to-handcombatwasdecisiveinbothcases.I have therefore avoided unnecessary repetition of identical concepts in the followingdiscussionoftheideasbehindmyrules;readerscanreferbacktoChapter2ifanyfurtherexplanationisrequired.
Movement is resolved in a similar way to the ancient rules, the chief differencesconcerningtheeffectofwoodsandtownsuponmovement.Inthecaseoftheformer,onlySwordsmenmayenterforestedareas,giventhatInfantryunitscouldnevernegotiatetheirlongpikesthroughthebranches.Sofarastownswereconcerned,thesewerenowvillagesrather than the hamlets of ancient times; different restrictions must apply as a result.Accordingly,ReitersandCavalrymayneitherhaltwithinatownnoroccupyit:thegreaternumberofbuildingswouldsimplynotallowhorsementofightwithoutdismounting.
The increased importanceof firearms in thePikeandShot erameans that shootinghastobetreatedinadifferentmannerfromtheancientperiod.IthereforeallowInfantryandReiterstofireaftertheymove.Thisisbecausetheyreallydidjustthat,aseachrankfired and another advanced to take its place. More importantly, allowing firing aftermovement enables firearms to affect enemy units before the lattermay charge. This isbecause all troops suffered casualties from firearms before charging, no matter howrapidlythevictimwasabletomove:thismustbereflectedinanywargame.
I have given all firearms a range of 12”.This seems extremely odd, since InfantrymusketsgreatlyoutrangedtheReiters’pistols.Theruledoeshoweverreflectthesituationon the battlefield, where the Reiters would send individual ranks forward with somerapidity,dischargetheirpistolsandthenwithdraw.
Firing is very effective for as long as Infantry and Reiter units maintain theirammunition supply. The limited nature of the latter must be depicted in the wargamehowever,andiscoveredbyhavingeachunitthrowadiewheneveritfires;theammunitionrunsoutonascoreof1or2.Thismeansthataunithasa⅓choiceoflosingitsshootingcapacityeachtimeitfires–fromthispointonwards,InfantryandReiterscanonlyharmtheenemybyengaginginhandto-handcombat.IalsodonotallowInfantryorReiterstochargeenemyunitsuntiltheirammunitionhasbeenexpended.Thisaccuratelyreflectsthehistoricalsituation,whenunitsequippedwithfirearmsshotattheirpotentialvictimsinanattempttoinducedisorder,andonlychargingaftertheycouldnolongerfire.
Hand-to-handcombatwasverysimilartotheancientperiod,inthattheengagementstendedtobeprotractedaffairswhichendedwiththeeliminationofoneoftheantagonists.Therulesarethereforeverysimilartomyancientwargame;thestrengthsandweaknessesofdifferentunits are reflectedbymodifying their combateffectivenessaccording to thenatureoftheopposingunit,ortheterraininwhichitislocated.
Chapter9
PikeandShotWargamesRulesUNITTYPES
Thisgamefeatures theunit typesof Infantry,Swordsmen,Reiters,andCavalry,eachofwhichoccupiesafrontageofbetween4and6inches.Anysizeorscaleoffiguremaybeused;wargamersshoulddecideforthemselveshowmanyfiguresconstituteagivenunit.
SEQUENCEOFPLAY
Each complete turn comprises two player turns. Each wargamer follows the sequencelistedbelowinhisorherplayerturn:
1. Movement
2. Shooting
3. Hand-to-HandCombat
4. EliminatingUnits
1.MOVEMENT
MovementAllowances. Unitsmaymove up to the distances listed below during theirturn:
UnitType MovementDistanceInfantry 6”Swordsmen 8”Reiters 8”Cavalry 12”
Turning.Unitsturnbypivotingontheircentralpoint.Theymaydosoatthestartand/ortheendoftheirmove.
Terrain.Unitsareaffectedbyterrainasfollows:
i. Woods.OnlySwordsmenmayenter.
ii. Towns.CavalryandReitersmaynotendtheirmovesinatown.
iii. MarshlandandLakes.Theseareimpassabletoallunits.
iv. Rivers.Thesemayonlybecrossedviabridgesorfords.v. Roads.Unitsmovingbyroadincreasetheirmovementdistanceby3”iftheirentire
moveisspentontheroad.Thisbonusmaynotbereceivedifcharging.
MovingandShooting.InfantryandReitersmayshootattheendoftheirmove.
Interpenetration.Unitsmayneverpassthrougheachother.
ChargeMoves.Chargesare resolvedbymoving theattackingunit intocontactwith itstarget.Theyaresubjecttothefollowingrestrictions:
i. Ammunition.InfantryandReitersmayonlychargeiftheyareoutofammunition.
ii. Turning.Achargingunitmayturnonce,atthestartofitsmove.Thisevolutionmaynotexceed45º.
iii. LimitedEngagement.Onlyoneattackingunitmaycontacteach faceof the target(thesebeingFront,LeftFlank,RightFlank,andRear).
iv. Fighting.CombatisresolvedduringtheHand-to-HandCombatphase.
2.SHOOTING
OnlyInfantryandReitersmayshoot,theprocedureforwhichisasfollows:
AdjudgeFieldofFire.Unitsmayonlyshootatasingletargetwithin45ºoftheirfrontalfacing.
MeasureRange.InfantryandReitershavearangeof12”.
AssessCasualties.Unitsrolladiewhenshooting.Theresultgivesthenumberofhitsthetargetacquires,whichismodifiedbythefollowing:
i. Cover.Units inwoodsor townsonlysufferhalf theregisterednumberofhits(anyfractionsareroundedinfavouroftheunitshooting).
CheckAmmunition.Unitsrollaseconddiewhenevertheyfire.Ifthisscoresa1or2,theunithasrunoutofammunition,andmaynotfirefortheremainderofthegame.
3.HAND-TO-HANDCOMBAT
TheprocedureforHand-to-HandCombatisasfollows:
OneSidedCombat.Unitsonlyinflictcasualtiesduringtheirownplayerturn.
Assess Casualties. Units roll a die. Infantry and Reiters use the unmodified score;SwordsmenandCavalryadd2totheresult.Thefinalscoregivesthenumberofhitsthetargetacquires,whichismodifiedasfollows:
i. CavalryandReiters.Theseunits only inflict half thenumberof registeredhits ifattackingInfantry(roundinganyfractionsinfavouroftheattackingunit).
ii. Swordsmen.Theseunitsonly inflicthalf thenumberof registeredhits ifattackingCavalryorReiters(roundinganyfractionsinfavouroftheattackingunit).
iii. Terrain Advantage. Defenders in woods, towns, on a hill, or defending a rivercrossing, only suffer half the indicated number of hits (rounding any fractions infavouroftheattacker).
iv. FlankorRearAttacks.Units engaging the enemy flankor rear inflict double the
registerednumberofcasualties.
MovementWithinCombat.Hand-to-HandCombatonlyconcludeswiththeeliminationofoneofthecontestingsides.Unitsmayhoweverturntofaceanattackupontheirflankorrear,butonlyiftheyarenotsimultaneouslybeingengagedfrontally.
4.ELIMINATINGUNITS
Unitsareeliminatedupontheacquisitionof15hits.
Chapter10
HorseandMusketWargamingTheHorseandMusketperiodcoversEuropeanwarfarefrom1700–1860.Itscharacteristicfeatures were the development of regular, disciplined armies; much more potent andflexibleinfantry;thegrowthofbattlefieldartillery;andtherevivalofcavalrycharges.
These military developments stemmed from the disintegration of Renaissancemonarchies.Thesewerenoted for their inefficiencyandconfessional strife (seeChapter8), thenadirofwhichbecameapparentduring theThirtyYearsWar (1618–1648).ThisprotractedstrugglebetweenProtestantandCatholicstatessawmostcountriesrunoutofmoney,leadingtomercenaryarmiesbecomingunpaid–andravagingeverysquareinchofGermany as a result. This appalling cataclysm understandably led to the desire forsomething better, andmany states gratefully seized upon the opportunities provided byworldtradetoincreasetheirrevenue,whichinturnledtomoreprosperousgovernments.Economicgainswere reinforcedbypolitical trends in turn; the ageof ecstatic religiousenthusiasmhadseensuchappallingconsequencesastopromoteaverydifferentoutlook:thenewageof reason reliedupon reflectionandmoderation rather than thepassionsoffanaticism.ItcouldbearguedthattheFrenchRevolutionandtheNapoleonicwarssawarevivaloftheageofexcess;butEuropeasawholedidtendtoprizethedevelopmentofthemindoverthepurityofthesoul.
Militaryinnovationscoincidedwiththesepoliticaldevelopments.Theincreasedstaterevenuesresultedintherecruitmentofpermanentarmies,whosedisciplinednaturegreatlyincreased their potency. Thiswas especially true of infantry units,which becamemoremobile and effective thanks to sustained training. They also benefited from two newinnovations. The first of thesewas the flintlockmusket,which could allow an averagesoldier to fire one shot every thirty seconds – fully twice as often as its matchlockpredecessor.Thecartridgesof thenewweaponwerealsomuchmorecompact,allowingeachmantocarryuptosixty;hisrenaissancecounterpartcouldmanagejusttwelve.Thisincreased firepower provided a significant deterrent effect against those enemy unitsplanningtochargetheinfantry,whichconsequencewassupportedbytheinventionofthebayonet in the second half of the seventeenth century. The combination of increasedfirepower and a hedge of cold steel often served to prevent an enemy charge. Thisrendered pikemen redundant, allowing for more rapid movement as well as increasedfirepower.
The Enlightenment also saw the development of a new type of infantryman: theSkirmisher.Unitsoftheseoperatedindispersedformation,relyingonrapidmovementtokeep themoutofharm’sway.TheiropenorderarrayallowedSkirmishers tooperate inheavily wooded terrain, unlike their close order counterparts. This new breed of light
infantryplayedasubordinatebutstilleffectiveroleonthebattlefield:itsmobilitygaveitagreatnuisancevalue.
Thedevelopmentofpowerfulstatessawartillerytransformedbeyondallrecognition.Gunnersbecamemuchmoreeffectivelytrainedunderregularregimentation,whichplacedthem in a good position to take advantage of the new ordnance that was becomingavailable.ThegunswerenowmuchlighterandhencemoremobilethantheirRenaissancepredecessors,allowingthemtoperformeffectivelyonthebattlefield.Mostartillerypiecesfiredtwotypesofammunition:solidballswouldploughthroughseveralenemyranksatlongrange;canisterammunitionwouldbe resorted toatcloseproximity– thismodeofdestructiontooktheformofpackingseveralmusketballs ina thincanister,whichburstwhen thegunwas fired, spreading theballs in an effect similar to amodern shotgun. Ihavenotdistinguishedbetweenthetwotypesofammunitioninmyrules,buthaveinsteadcalculatedanaverageeffectivenessforpurposesofsimplicity.
Cavalrywasabletoreverttoitsshockroleduringthehorseandmusketperiod.Thiswas firstly because the pistol was hopelessly outclassed by the new flintlock muskets,renderingafirearmsduelsomewhatperilous;andsecondlybecause the lackofpikemengavecavalryagreaterchanceofsuccessagainstinfantry,despitethedeterrenteffectofthebayonet.Horsemenmade fulluseof theirmobilityduring theeighteenthandnineteenthcenturies – the aim was always to manoeuvre around the enemy, in order to launch adevastatingattackupontheflankorrear.
Myhorseandmusketruleshavecontinuedthepracticeofhavingfourdifferenttroopclassifications,whicharelistedbelow:
1.INFANTRY
This category covers all close order foot soldiers equippedwithmuskets and bayonets.Theyrelyupontheirmusketstodamagetheenemy;itwasalwaystheoreticallyintendedthat infantry charge enemy units at bayonet point, but most battles degenerated intomurderouscloserangefirefights. IaccordinglydonotallowInfantryunits tocharge theenemyinthesewargamesrules.
2.SKIRMISHERS
This class encompasses light infantry operating in dispersed formation. Units ofSkirmishers are only half the size of close order foot, and their musketry iscorrespondingly less effective. Their dispersed formation does however result in rapidmovement,andtheabilitytooperateinthesortofdifficultterrainthatothertroopscannotnegotiate.
3.ARTILLERY
This covers batteries of ordnance.Artillery has amuch longer range than Infantry (48”compared to12”); its fire is lesseffective thancloseorder foot,butaspotentas thatofSkirmishers.Gunbatteriesarenotverymobile: theyonlymoveatthespeedofInfantry,and may not occupy towns, given that houses obstructed the access of guns andammunitionholders.
4.CAVALRY
Thisclassdescribeshorsemenoperatingincloseorder.Cavalryreliesentirelyuponhand-to-handcombatforitseffect,andmovesmorerapidlythananyothercategoryoftroops.
ThebroadprinciplesoftheserulesaredescribedinChapter2; theremainderofthischapter discusses how the specific features of horse and musket warfare are depictedtherein.
ThemovementstipulationsdepictthemobilityofSkirmishersbypreventingallothertroop types from entering woods; they also allow Skirmishers to move through otherfriendlyunits(andviceversa).Thismeansthatlightinfantryaremosteffective,allowingthem to snipe at the enemy from the cover of awood; or advancing ahead of friendlyInfantry,toengagetheenemybeforethemainbodyofthearmyarrives.
Townsarenowtreatedassuch–theyarenolongervillagesorhamlets.Thisallowstheiroccupantstoenjoyafieldoffireof360º,creatingthesortofstrongpointsthatplayedasignificantpartinmajorbattlesofthehorseandmusketperiod.
The rules for shooting are straightforward,with Infantry enjoying a greater impactthanArtilleryorSkirmishersasalreadydiscussed.Therangeof12”formusketryisquitelong,but theeffect isaccurate: it allows for footunits toengageenemyCavalrybeforehand-to-hand combat occurs, avoiding the need for allowing the extra complication ofhavingdefendingtroopsstrikebackinamêlée.
Hand-to-hand combat is simplified by only allowingCavalry to charge the enemy.This provides a broadly accurate reflection of historical practice (Infantry would onlycharge an enemy that was on the verge of running away – a situation covered byeliminating the afflicted unit in the rules). I have also simplified handto- handengagementsbyonlyallowingasinglecavalryunittochargeagivenenemy.Thisreflectstheoverallnatureofhorseandmusketwarfare–chargeswerebriefaffairs,without theprotractedmultiple engagements of preceding centuries. Trying to launch a plurality ofunits against a singleenemywouldonlyhave resulted inextremeconfusion rather thanenhancedeffectiveness,whichiswhysuchunseemlypile-upsdonotfeatureintheserules.
Cavalry charges can be very potent, once enemy musketry is endured, with flankchargesbeingespeciallydeadly–aswasthecasehistorically.Attacksuphilloracrossariver do however have rather less effect, as is the case when cavalry engage otherhorsemen; this is because horses tended to shy away from each other if an impactwas
imminentontheeighteenth-andnineteenth-centurybattlefield.Acavalrychargeismoreeffective against other units, because the historical defenders tended to flinch fromattackinghorsemenoncethelatterhadenduredmusketryandcompletedtheircharge.Inessence, the effect of any hand-to-hand combat depends entirely upon whichever sideshowedgreaterresolution.
Hand-to-handcombatalwaysendsafteroneassault,withtheretreatoftheattackingCavalry.Thisdepictsboth the shortdurationof suchengagementsduring thehorseandmusketperiod,andthetendencyofCavalrytoberepulsediffailingtodestroytheirfoe.
The horse andmusket rules include an optional contingency for the use of squareformation.ThiswasoftenadoptedbyInfantryunitsinNapoleonictimesinordertorepelenemy horsemen; for a hedge of bayonets facing all directions, and backed up bymusketryatpointblankrange,wouldserve todeteranycavalrycharge.Forwargamingpurposes, squares are immobile (only the most disciplined of units could retain theformationwhilstmoving), andmaynot fire (anymusketrywas reserved for shootingathorsemenwhocameincloseproximity);theyarehoweverimmunefromenemyCavalryunits.Useoftheruleforsquaresallowsforcombinedarmstactics:CavalrycanapproachtheflankofanenemyInfantryunit,effectivelyforcingthelatterintosquareformation;thelattercan thenbeassailedby fire fromfriendly Infantry,SkirmishersandArtillery.Onemust restate that squares were primarily a feature of Napoleonic warfare, and thatwargamerspreferringanEnlightenmentbackdropfortheirencountersshouldnotusethisrule;also,likeanyoptionalrule,itshouldonlyplayapartinagameifbothplayersagree.
Chapter11
HorseandMusketWargamesRulesUNITTYPES
ThisgamefeaturestheunittypesofInfantry,Cavalry,Skirmishers,andArtillery.Thefirstthreeoccupyafrontageof4–6inches,whereasordnanceisdeployedoverawidthof2–3inches.Anysizeorscaleoffiguremaybeused;wargamersshoulddecideforthemselveshowmanyfiguresconstituteagivenunit.
SEQUENCEOFPLAY
Each complete turn comprises two player turns. Each wargamer follows the sequencelistedbelowinhisorherplayerturn:
1. Movement
2. Shooting
3. Hand-to-HandCombat
4. EliminatingUnits
1.MOVEMENT
MovementAllowances. Unitsmaymove up to the distances listed below during theirturn:
UnitType MovementDistanceInfantryandArtillery 6”Skirmishers 9”Cavalry 12”
Turning.Unitsturnbypivotingontheircentralpoint.Theymaydosoatthestartand/ortheendoftheirmove.
Terrain.Unitsareaffectedbyterrainasfollows:
i. Woods.OnlySkirmishersmayenter.
ii. Towns.OnlyInfantryandSkirmishersmayendtheirmoveinatown.
iii. MarshlandandLakes.Theseareimpassabletoallunits.
iv. Rivers.Thesemayonlybecrossedviabridgesandfords.v. Roads.Unitsmovingbyroad increase theirmovementdistanceby3” iftheirentire
moveisspentontheroad.Thisbonusmaynotbereceivedifcharging.
MovingandShooting.Unitsmaynotshootiftheyhavemovedduringthesameturn.
Interpenetration.OnlySkirmishersmaypassthroughotherunits(andviceversa).
ChargeMoves. Cavalry are the only unit type that may enter Hand-to-Hand Combat.Chargesareresolvedbymovingtheattackingunitintocontactwiththeirvictim.Theyaresubjecttothefollowingrestrictions:
i. Turning. A charging Cavalry unit may turn once, at the start of its move. Thisevolutionmaynotexceed45º.
ii. Limited Engagement. Only one attacking unit may engage any given defendingunit.
iii. Fighting.CombatisresolvedduringtheHand-to-HandCombatphase.
2.SHOOTING
Theprocedure forShooting isas follows(note thatcavalryunitsdonotshoot;allotherunitscan).
AdjudgeFieldofFire.Unitsmayonlyshootatasingletargetwithin45ºoftheirfrontalfacing,exceptfor:
i. Units inTowns.Thesehavea fieldof fireof360º, andmay therefore engageanysingletargetinanydirection.
MeasureRange. InfantryandSkirmishershavea rangeof12”;Artilleryhasa rangeof48”.
AssessCasualties.Unitsrolladiewhenshooting.Infantryusetheunmodifiedscore;theresultforSkirmishersandArtilleryisreducedby2.Thefinalscoregivesthenumberofhitsthetargetacquires,whichismodifiedbythefollowing:
i. Cover.Units inwoodsor townsonlysufferhalf theregisterednumberofhits(anyfractionsareroundedinfavouroftheunitshooting).
3.HAND-TO-HANDCOMBAT
TheprocedureforHand-to-HandCombatisasfollows:
OneSidedCombat.Onlytheattackingunitinflictscasualties.
AssessCasualties. The attacking cavalry unit rolls a die and adds 2 to the result; thisdenotesthenumberofhitsacquiredbythedefender,whicharemodifiedbythefollowing:
i. Terrain. If the defending unit occupies a hilltop, it only suffers half the indicatednumberofhits(roundinganyfractionsinfavouroftheattacker).
ii. CavalryTargets.DefendingCavalryunitsonlyacquirehalftheregisterednumberofhits(roundingfractionsinfavouroftheattacker).
iii. FlankorRearAttacks.Unitsengagedintheirflankorrearsufferdoublethenormalamountofhits.
Retreat.Iffailingtodestroytheenemy,attackingCavalryunitsretreat6”afterthecombatisresolved,endingthemovefacingtheirerstwhiletarget.
4.ELIMINATINGUNITS
Unitsareeliminatedupontheacquisitionof15hits.
5.SQUAREFORMATION(OPTIONALRULE)
InfantryunitsmaymovetoorfromSquareformationatthestartofthemovementphase.Theformationhasthefollowingeffects:
i. NoMovement.UnitsinSquaremaynotmove.
ii. NoShooting.UnitsinSquaremaynotshoot.
iii. ProtectionfromCavalry.EnemyCavalryunitsmaynotchargeanInfantryunit inSquareformation.
Chapter12
RifleandSabreWargamingThis period covers European warfare from 1860–1900, when troops still operatedaccording to the tactical precepts of theHorse andMusket age, butwhose capabilitieswereradicallyalteredbytheadventofrifledweapons.
Both warfare and politics saw seismic change thanks to the advent ofindustrialization.The increasingmechanizationof theeconomysaw thedevelopmentofan organized working class with its own socialist political agenda – and consequentchallengeto traditionalaristocraticauthority.Theoldorderdidhowevercometorealizethat although theworkersmay not have liked the nobility overmuch, theywere highlypatriotic: this penchant for uniting around the flag led to previously radical nationalistsentimentsbecominghighlyconservative.ThusitwasthatthePrussianmonarchyledthecause ofGerman unification, leading to the unlikely spectacle of the previously restivesocialistsandliberalsacquiescinginthecontinuedpoliticaldominanceoftheoldJunkeraristocracy.Suchtrendswereexacerbatedbytheincreasedmilitarizationofsociety–andthedevelopmentof railwaysallowed for the rapid transportationof largearmies,whichledtothegrowthofconscription.
Newtechnologyalsoledtomajorchangesonthebattlefield.Thiswasespeciallytrueofinfantryfirearmsandartilleryordnance,bothofwhichenjoyedthebenefitsofeffectiverifledbarrelsandloadingviathebreech,ratherthanthemuzzle.Thesenewdevelopmentsmeant thatallgunscouldnowfiremuchmorerapidly,andwithmuchgreateraccuracy,than the old muzzle loading smoothbore weapons of the Horse and Musket period.Infantry were now in a position to dominate the battlefield, with artillery becomingincreasinglymoresignificanttoo.
Cavalrywasespeciallybadlyaffectedbythenewrifledweaponry.Horsemenbecamevulnerable andmarginalized; always a conservative arm, the cavalry remained loyal totheirsabres,tryingtoclingtotheillusionthattraditionalshockactionstillhadaplaceonthebattlefield.Theyconsequentlyrefusedtoadoptthenewfirearmsthemselves,andtriedinsteadtolauncholdfashionedcharges–mostofwhichweredoomedtofailure,withthevery occasional exception which only encouraged cavalry to cling to their dangerousillusions.Theriflewasnowdominant;thesabrestillprominent,butobsolescent.
Sofaraswargamesrulesareconcerned,theRifleandSabreperiodcanbetreatedasessentiallythesameastheHorseandMusket,withallowancesbeingmadeforthegreaterpotencyofrifledweaponry.Thetrooptypesareforexampleidentical,asisthewaytheyoperateonthebattlefield.Thechangeslieinrespectivecombatabilities:Infantry,Artilleryand Skirmishers all fire with greater effect than their Horse and Musket counterparts;
Cavalry conversely functions less effectively. This is the easiest way of reflecting therelative impotence of horsemen: an alternative approach is tomake their chargesmorepotentthantherulesallow,buttorenderCavalryunitscorrespondinglymorevulnerabletofirebysufferinggreater losses thanother troopswhenshotat.Thenewrulesno longerhalvethecombatresultofCavalrywhenengagingotherhorsemen–thishasalreadybeenaccountedforbythereducedcombateffectaccruingtoCavalrycombatingeneral.
AfinalchangefromtheHorseandMusketrulesistheabolitionoftheoptionalrulefor Infantry in square formation. This may have been necessary in the age of thesmoothboremusket,butwas thoroughlyredundantwith theadventof thebreechloadingrifle–theextraamountof leadflyingaroundwoulddeterhorsesalmostasmuchas thesquare, and allow the Infantry to functionmuchmore effectively than theywouldhavedoneinthattightlypackedandimmobileformation.
Chapter13
RifleandSabreWargamesRulesUNITTYPES
ThisgamefeaturestheunittypesofInfantry,Cavalry,Skirmishers,andArtillery.Thefirstthreeoccupyafrontageof4–6inches,whereasordnanceisdeployedoverawidthof2–3inches.Anysizeorscaleoffiguremaybeused;wargamersshoulddecideforthemselveshowmanyfiguresconstituteagivenunit.
SEQUENCEOFPLAY
Each complete turn comprises two player turns. Each wargamer follows the sequencelistedbelowinhisorherplayerturn:
1. Movement
2. Shooting
3. Hand-to-HandCombat4. EliminatingUnits
1.MOVEMENT
MovementAllowances. Unitsmaymove up to the distances listed below during theirturn:
UnitType MovementDistanceInfantryandArtillery 6”Skirmishers 9”Cavalry 12”
Turning.Unitsturnbypivotingontheircentralpoint.Theymaydosoatthestartand/ortheendoftheirmove.
Terrain.Unitsareaffectedbyterrainasfollows:
i. Woods.OnlySkirmishersmayenter.
ii. Towns.OnlyInfantryandSkirmishersmayendtheirmoveinatown.
iii. MarshlandandLakes.Theseareimpassabletoallunits.
iv. Rivers.Thesemayonlybecrossedviabridgesandfords.
v. Roads.Unitsmovingbyroadincreasetheirmovementdistanceby3”iftheirentiremoveisspentontheroad.Thisbonusmaynotbereceivedifcharging.
MovingandShooting.Unitsmaynotshootiftheyhavemovedduringthesameturn.
Interpenetration.OnlySkirmishersmaypassthroughotherunits(andviceversa).
ChargeMoves. Cavalry are the only unit type that may enter Hand-to-Hand Combat.Chargesareresolvedbymovingtheattackingunitintocontactwiththeirvictim.Theyaresubjecttothefollowingrestrictions:
i. Turning. A charging Cavalry unit may turn once, at the start of its move. Thisevolutionmaynotexceed45º.
ii. Limited Engagement. Only one attacking unit may engage any given defendingunit.
iii. Fighting.CombatisresolvedduringtheHand-to-HandCombatphase.
2.SHOOTING
Theprocedure forShooting isas follows(note thatcavalryunitsdonotshoot;allotherunitscan).
AdjudgeFieldofFire.Unitsmayonlyshootatasingleunitwithin45ºof their frontalfacing,exceptfor:
i. Units inTowns.Thesehavea fieldof fireof360º, andmay therefore engageanysingletargetinanydirection.
MeasureRange. InfantryandSkirmishershavea rangeof12”;Artilleryhasa rangeof48”.
Assess Casualties. Units roll a die when shooting. Artillery and Skirmishers use theunmodifiedscore;Infantryadd2totheresult.Thefinalscoregivesthenumberofhitsthetargetrequires,whichismodifiedbythefollowing:
i. Cover.Units inwoodsor townsonlysufferhalf theregisterednumberofhits(anyfractionsareroundedinfavouroftheunitshooting).
3.HAND-TO-HANDCOMBAT
TheprocedureforHand-to-HandCombatisasfollows:
OneSidedCombat.Onlytheattackingunitinflictscasualties.
AssessCasualties.Theattackingcavalryunitrollsadie;thisdenotesthenumberofhitsacquiredbythedefender,whicharemodifiedbythefollowing:
i. Terrain. If the defending unit occupies a hilltop, it only suffers half the indicatednumberofhits(roundinganyfractionsinfavouroftheattacker).
ii. FlankorRearAttacks.Unitsengagedintheirflankorrearsufferdoublethenormalamountofhits.
Retreat.Iffailingtodestroytheenemy,attackingCavalryunitsretreat6”afterthecombatisresolved,endingthemovefacingtheirerstwhiletarget.
Chapter14
AmericanCivilWarWargamingThe American Civil War (1861–1865) has always been understandably popular withwargamersintheUnitedStates,buthasalsoarousedmuchinterestelsewhereowingtoitsinherent fascination for themilitaryhistorian.This isbecause it canbe seenas the firstmodernwar: the significance ofmassmobilization of the citizenry, and the primacy offirepoweronthebattlefield,anticipatedtheworldwarsofthetwentiethcentury.
TheAmericanCivilWarwasfoughtovertheissueoftherightsofindividualstates,and stemmed from the very different nature of the northern and southern parts of theUnitedStates.Muchofthenorthwasindustrialized,andrelieduponafluideconomywiththe freemovementof labour; the southwasbycontrast agrarian,witha staticeconomyandastratifiedsociety–includingtheinstitutionofslavery.Thisledtogreattensionwiththenorth,whichwasexacerbatedastheUnitedStatesexpandedwestwards,withthesouthbeing terrified that new states would reject slavery, eventually leading to the southernstatesbeingoutvotedinCongress.Theperceptionthat theirwayoflifewasunderminedledtothesouthernstatesattemptingtosecedefromtheUnion,andwarwiththenorththatwasdeterminednottoletthathappen.TheconflictendedwiththecompletedefeatoftheSouthernConfederacy;andtheforciblere-integrationofallstateswithintheUnion.
Themilitaryproblemscreatedatthestartoftheconflictwereformidable.Americanshadalwaysbelievedthatlargearmiesposedanintrinsicthreattotraditionalliberties.Theregulararmywasaccordinglysmall;acitizenmilitiawassupposedtoriseupanddefendthe nation in the event of an existential crisis. This view may have had splendidideologicalpurityandliberalmoralrectitude,butresultedinsignificantproblemsduringtheAmericanCivilWar,when large numbers of untrainedmen had to be enlisted veryquickly.Theexistingofficercorpsfounditselfingreatdemandfrombothsides,butthistoocreatedproblems:menwhohadpreviouslycommandedahundredmenweretold toleadtenthousand.Thishadsomeratherunanticipatedresults,assomepreviouslybrilliantofficerswere foundwanting (such as theUnionGeneralMcClellan); othermenwith adistinctly mediocre record proved to be inspired commanders at the highest level (theUnionGeneralGrantbeingthemostnotableexample).
Themassesofuntrainedmenbehavedratherunpredictablyonthebattlefield,astheyinevitablyprovedincapableoffollowingthecomplexmanoeuvresprescribedinexistingdrillbooks. The result was that units adopted a rather loose formation, with theirundisciplinednatureleadingtoaninabilitytoengagetheenemyinhand-to-handcombat.Bothinfantryandcavalryunitswouldinsteadindulgeinlengthyfirefightswiththeenemy.
Thetrendtowardsshootingrather thanmêléewasencouragedbynewweaponry,as
muzzle loading rifles had taken over from the old smoothbore muskets. Rifled barrelsallowedmuchgreateraccuracyaswellasalongereffectiverange;theinventionofanewtypeofbulletnowmeantthatriflescouldbereloadedasquicklyastheoldweaponswithsmooth barrels. There has been a great deal of debate over whether new weaponry orundisciplined troops was responsible for the primacy of the firefight; the trend washoweverincontestable,andmywargamerulesreflectit:musketryandartilleryisdecisive,andhand-tohandcombatbanned.
My rules provide for four different troop types, the characteristics of which areoutlinedbelow:
1.INFANTRY
TheeffectsoflooseorderformationsaretheprimeconsiderationsthatmustbeaccountedforwithfootsoldiersintheAmericanCivilWar.IthereforeallowInfantryunitstoenterwoods,butbanthemfromengaginginhand-to-handcombat.
2.ZOUAVES
AllInfantryunitsmayhavebeencreatedequally,butsomeprovedtobedecidedlymoreequal than others. ‘Zouaves’ is a convenient generic term covering all élite infantry:ZouaveunitswerethemselvesmodelleduponEuropeanregimentsofthatdesignation,andadoptedtheratherflamboyantdressthatwascharacteristicofthebreed.IthastobesaidthatnotallZouaveunitsperformedespeciallywell(althoughmanydid);theydidhoweverseethemselvesasbeinganélite,andtheirpresencedoesallowwargamerstodistinguishthem by virtue of their distinctive apparel. Less romantic if more historically accuratewargamersmaysimplydressallfootsoldiersinsimilarratherdrabuniforms,andclassifyindividualunitsas‘Zouaves’(or‘EliteInfantry’ifheorsheprefers).
Zouave units may not enter hand-to-hand combat, but domovemore rapidly thanInfantry.Theirmusketryisalsomoreeffective,asbefittingtheirmorecapablebattlefieldperformance.
3.ARTILLERY
TheoveralleffectofArtillerywasroughlythesame,irrespectiveofwhetherornotitwasequipped with smoothbore or rifled ordnance (the former was still more popular andprevalentonthebattlefield).ArtilleryunitshadasimilareffecttotheirHorseandMusketpredecessors,andaretreatedaccordinglyintheserules.
4.CAVALRY
Cavalry units showed a distinct inability to charge during the American Civil War,resulting in their effectively being treated as extremely mobile Infantry (although
incapable ofmoving inwoods or occupying towns, owing to the inability of horses tooperateinsuchobstructiveterrain).CavalrymusketryishoweverlesseffectivethanthatofInfantry,reflectingthefactthatmountedunitsweresmallerthanthoseonfoot,andthatsome men had to hold the horses of those who dismounted to fire. Cavalry troopersinvariably got off their horses to shoot: firing from horseback was never a practicalproposition,giventhatananimalcouldscarcelybedescribedasastablefiringplatform.
ThebestwayofdepictingtheAmericanCivilWarisbyeffectivelyusingmyHorseandMusketwargamesrules,butbybanninghand-to-handcombat,andallowingCavalrytoshoot.Otherspecialconsiderationsarecoveredbelow.
The effects of loose formation have already been mentioned, in that Infantry andZouave units may move through woods. It could also be argued that loose formationwould allow interpenetration, so that unitsmaypass through each other – especially ascontemporary drillbooks provided for it, and it was attempted on the battlefield. It didhowever result in extreme disorder in practice, which is why I do not allowinterpenetrationintheserules.
Theeffectsoffiringhavealreadybeendiscussed.TherulesallowZouavestoshootmoreeffectivelythanInfantry,withArtilleryandCavalryconverselybeinglesspotent–albeitthatordnanceenjoysthebenefitofamuchlongerrange.Therangeforalltypesofmusketry is designed to be that at which firing took effect, rather than the absolutemaximum.
Chapter15
AmericanCivilWarWargamesRulesUNITTYPES
This game features the unit types of Infantry,Zouaves,Cavalry, andArtillery.The firstthreeoccupyafrontageof4–6inches,whereasordnanceisdeployedoverawidthof2–3inches.Anysizeorscaleoffiguremaybeused;wargamersshoulddecideforthemselveshowmanyfiguresconstituteagivenunit.
SEQUENCEOFPLAY
Each complete turn comprises two player turns. Each wargamer follows the sequencelistedbelowinhisorherplayerturn:
1. Movement
2. Shooting
3. EliminatingUnits
1.MOVEMENT
MovementAllowances. Unitsmaymove up to the distances listed below during theirturn:
UnitType MovementDistanceInfantryandArtillery 6”Zouaves 9”Cavalry 12”
Turning.Unitsturnbypivotingontheircentralpoint.Theymaydosoatthestartand/ortheendoftheirmove.
Terrain.Unitsareaffectedbyterrainasfollows:
i. Woods.OnlyInfantryandZouavesmayenter.ii. Towns.OnlyInfantryandZouavesmayendtheirmoveinatown.
iii. MarshlandandLakes.Theseareimpassabletoallunits.
iv. Rivers.Thesemayonlybecrossedviabridgesorfords.
v. Roads.Unitsmovingbyroadincreasetheirmovementdistanceby3”iftheirentiremoveisspentontheroad.
MovingandShooting.Unitsmaynotshootiftheyhavemovedduringthesameturn.
Interpenetration.Unitsmaynotpassthrougheachother.
2.SHOOTING
Theprocedureforshootingisasfollows:
AdjudgeFieldofFire.Unitsmayonlyshootatasingletargetwithin45ºoftheirfrontalfacing,exceptfor:
i. Units inTowns.Thesehavea fieldof fireof360º, andmay therefore engageanysingletargetinanydirection.
MeasureRange.Infantry,ZouavesandCavalryhavearangeof12”;Artilleryhasarangeof48”.
AssessCasualties.Unitsrolladiewhenshooting.Infantryusestheunmodifiedscore;therollforZouavesisincreasedby2;andtheresultforCavalryandArtilleryisreducedby2.The final score gives the number of hits the target acquires, which ismodified by thefollowing:
i. Cover. Units in woods or towns only suffer half the registered number of hits(fractionsareroundedinfavouroftheunitshooting).
3.ELIMINATINGUNITS
Unitsareeliminatedupontheacquisitionof15hits.
Chapter16
MachineAgeWargamingThe ‘Machine Age’ is a term I coined to cover warfare during 1900–1939, when anindustrialized form of military activity based upon weapons technology, became evenmoresignificantthantheprecedingepochofRifleandSabre.
The influenceof industrialization led to aprofound, indeed symbiotic linkbetweenwarfareandpolitics.OttovonBismarck’ssuccessinforgingGermanunityonthebackofPrussian military triumph, led to the singularly dangerous belief that warfare was theanswer to all social problems. European conservatives thought that socialist tendencieswould always be neutralized if the future of the nation was held to be at stake – ananalysis that proved to be vindicated at the outbreak of the FirstWorldWar, when allclassesofsocietyprovedtobedistinctlybellicose.
TheGreatWar should have provided a cautionary lesson for political advocates ofhomicide on a continental scale: the conflict saw the defeat and disintegration of threegreat European monarchies – Germany, the Hapsburg Empire, and Russia. Massideologies of a decidedly authoritarian stampdid however fill the void, in the shape offascismandNazismontheright,andcommunismontheleft.Thesesoonacquiredallthemilitarizedqualitiesandrhetoricoftheoldregimes,andtheconflictengenderedbytheirbellicoseoutlookledultimatelytothecataclysmoftheSecondWorldWar.
AnysetofwargamesrulesfortheMachineAgemusttakeaccountofthedevastatingeffectsoffirepower,whichsawthedefinitiveendofhand-to-handcombat.Theseeffectswere similar to those of the American Civil War, for all that the latter’s recourse tofirepowerowedmoretotheindisciplineofitsparticipants,ratherthantheexcellenceofitsweaponry.Suchdifferencesareofgreatinteresttothemilitaryhistorian,butofperipheralsignificance to the wargame designer: what matters is the fact that the practicalconsequenceswerethesame;theAmericanCivilWarrulescanthereforeactasatemplatefor any wargaming rendition of the Machine Age. The latter was characterized byrapidfiringmagazinerifles,powerfulartillery,andtheterrifyinglypotentmachinegun.Allthisproducedatendencyforalltroopstoeffectivelyadoptskirmishorder,inthehopethatdispersal would reduce casualties. As with all my other rulesets for this book, I havechosentodepictfourcommontrooptypesintheMachineAgewargame.
1.INFANTRY
These had exactly the same battlefield effects as their predecessors from theAmericanCivil War. They were equipped with deadly magazine rifles, and adopted dispersedformationinordertoreducetheeffectsofenemyfire.
2.HEAVYINFANTRY
TheseunitsrepresentInfantrywithsignificantsupportfromattachedmachineguns.Thisisthebestwaytoreflecttheeffectsofthelatter;theywerepresentinmostunits,buttherewereneverquiteenoughtogoround:itdoesaccordinglymakemoresensetoprovideanenhancedcombatcapabilitytothosefewunitswhoengagedtheservicesofalargerthanaveragemachinegunallocation.Inwargameterms,theyenjoyabonustoallcombatdicerolls.
3.ARTILLERY
Thiscategorycovers light fieldgunsof75mmcalibre, engaging indirect fire atvisibletargets.Theycanbe treated ashaving the same range asAmericanCivilWarordnance(theycouldfirefurther,buttheircrewwouldbeunabletoseetheirtargetsattheselongerranges), but their greater potency means that their combat dice rolling is no longerpenalized.
4.CAVALRY
HorsemenstillhadaroleonthebattlefieldsoftheMachineAge,albeitsolelyasmountedinfantry equipped with rifles – the days of cavalry charges were well and truly over.MountedtroopsgenerallyoperatedinsmallerunitsthanInfantry;this,combinedwiththefactthatsomemenhadtoholdthehorseswhentherestwereshooting,meansthatCavalryfire is rather lesseffective than thatof Infantry. Itcan thereforebe treatedexactlyas itsAmerican Civil War predecessor, and suffers a reduction in all combat dice rollsaccordingly.
SomeofyoumaywonderwhyIhavenotincludedtankunitsinthiswargame.Thisismainly because although present, armour was still generally uncommon – albeitspectacularly unwelcome for anyone on the receiving end. Wargamers who absolutelycannotresistincludingtanksintheirgamesmightliketotrythefollowingrules:armourhasamovementallowanceof9”;ithasafiringrangeof12”andadds2toallcombatdicerolls; it also only suffers half casualties when fired upon, thanks to its armouredprotection.
One significant change from the American Civil War rules lies in depicting thetwentiethcenturytendencyfortroopstodigtrenches,andforenemyheavyartillerytotryto blow them apart. This is simulated by having optional rules for entrenchments andbarrages, whereby one side operates a defensive posture by having all troops in openterraindigentrenchments,whichhavethesameeffectasbeingundercover.Theattackerdoes however enjoy the benefits of a preliminary barrage from heavy ordnance (theseweaponshavesucha longrange that theyarealwaysdeployedoff the table;nomodelsneed be provided to depict them). The barrage affects 1–3 units, with each victim
automatically suffering 1–6 hits. This variability reflects the unpredictability of theartillerybarrage:itcouldpotentiallydecideabattlepriortotheassault;itcouldconverselybe so ineffective as to leave the defenders almost entirely intact (aswas the casemostnotoriously with the Battle of the Somme in 1916). The rule for entrenchments andbarragescanaddagooddealofperiodflairtoMachineAgewargamingbut,asisthecasewithanyoptionalrule,shouldonlybeusedifbothplayersagree.
Chapter17
MachineAgeWargamesRulesUNITTYPES
ThisgamefeaturestheunittypesofInfantry,HeavyInfantry,Cavalry,andArtillery.Thefirstthreeoccupyafrontageof4–6inches,whereasordnanceisdeployedoverawidthof2–3 inches. Any size or scale of figure may be used; wargamers should decide forthemselveshowmanyfiguresconstituteagivenunit.
SEQUENCEOFPLAY
Each complete turn comprises two player turns. Each wargamer follows the sequencelistedbelowinhisorherplayerturn:
1. Movement
2. Shooting
3. EliminatingUnits
1.MOVEMENT
MovementAllowances. Unitsmaymove up to the distances listed below during theirturn:
UnitType MovementDistanceInfantry,HeavyInfantryandArtillery 6”
Cavalry 12”
Turning.Unitsturnbypivotingontheircentralpoint.Theymaydosoatthestartand/ortheendoftheirmove.
Terrain.Unitsareaffectedbyterrainasfollows:
i. Woods.OnlyInfantryandHeavyInfantrymayenter.
ii. Towns.OnlyInfantryandHeavyInfantrymayendtheirmoveinatown.
iii. MarshlandandLakes.Theseareimpassabletoallunits.
iv. Rivers.Thesemayonlybecrossedviabridgesorfords.v. Roads.Unitsmovingbyroadincreasetheirmovementdistanceby3”iftheirentire
moveisspentontheroad.
MovingandShooting.Unitsmaynotshootiftheyhavemovedduringthesameturn.
Interpenetration.Unitsmaynotpassthrougheachother.
2.SHOOTING
Theprocedureforshootingisasfollows:
AdjudgeFieldofFire.Unitsmayonlyshootatasingletargetwithin45ºoftheirfrontalfacing,exceptfor:
i. Units inTowns.Thesehavea fieldof fireof360º, andmay therefore engageanysingletargetinanydirection.
MeasureRange.Infantry,HeavyInfantryandCavalryhavearangeof12”;Artilleryhasarangeof48”.
Assess Casualties. Units roll a die when shooting. Infantry and Artillery use theunmodifiedscore;therollforHeavyInfantryisincreasedby2;andtheresultforCavalryis reduced by 2. The final score gives the number of hits the target acquires,which ismodifiedbythefollowing:
i. Cover. Units in woods or towns only suffer half the registered number of hits(fractionsareroundedinfavouroftheunitshooting).
3.ELIMINATINGUNITS
Unitsareeliminatedupontheacquisitionof15hits.
4.ENTRENCHMENTSANDBARRAGES(OPTIONALRULE)
Theprocedurefortheseisasfollows:
DetermineStatus.Bothplayersrolladie,withthewinnerdecidingwhethertoattackordefend.
DefenderEntrenches. All defending units in the open are entrenched. These units aretreatedasbeingundercover.
AttackerFiresBarrage.Theattackertargets1–3unitsbeforethestartofthegame(rolladieandhalvetheresult,roundingupanyfractions).Rolladieforeachunittargeted;thevictimimmediatelyacquirestheindicatednumberofhits.
Chapter18
SecondWorldWarWargamingThe SecondWorldWar (1939–1945) has always exerted a compelling fascination overmany wargamers, given that the unsuccessful attempts by Nazi Germany and ImperialJapan tosubjugate their respectivecontinents,gaverise tosomeof themostmemorablecampaignsinthehistoryofconflict.
Thechiefcharacteristicoftwentiethcenturywarfarewasthesheerdestructivepowerof the weaponry involved. The infantry were now equipped with rapid firingbreechloading rifles, with machine guns providing even more potent support. Thisrenderedtheoldmassformationsobsolete:menonfootcouldonlysurvivebyoperatingindispersed array, going to ground whenever they were shot at. Artillery presented anespeciallypotent threat tomost troops; itsburstinghighexplosive shellswere infinitelymoredangerousthanthecannonballsoftheHorseandMusketperiod.
TheSecondWorldWarwasalsonotedforthegreatermobilityofthetroopsthankstothe internal combustion engine. Artillery and anti-tank guns were frequently drawn byvehiclesratherthanhorses;someinfantrywentintobattleinarmouredpersonnelcarriers;andtanksplayedaverysignificantifnotnecessarilydominantroleonthebattlefield.
Any set of wargames rules must reflect the wide range of destructive weaponryinvolved in theSecondWorldWar, aswell as thegreatermobility of all troops. I haveselectedfourmainvarietiesofunit,aswithmypreviousrules;Ihavehoweverdepartedfrommyusualpracticebyrecommendingaparticularscaleoffigures.Thisisbecausethesuggested 1:72 (or 1:76) scale plastic infantry guns and tanks are available from highstreet toy and model shops. The scale is also compatible with model railway scenery,allowingforthepurchaseofterrainfromthesamesources.Thefourtrooptypesusedinmywargamearedescribedbelow:
1.INFANTRY
Thedispersedformationoffootsoldieryallowsforeasyaccess towoodsandtowns.Itscombat performance is generally adequate, except against tanks. Infantry units(representingaroundfortyreal lifesoldiers),wereequippedwithsomelightanti-armourweaponrysuchasbazookasorsmallanti-tankguns,butarmouredvehiclesweregenerallyunderlimitedthreatfrommenonfoot,exceptintheconfinedspacesofurbanareas–here,infantrycouldgettopointblankrangeandinflictseriousdamage.
2.MORTARS
This is a generic term covering not only 81mmmortars, but also 75mm light artillery
pieces–heavierweaponshadsuchalongrangethattheycouldneverrealisticallyappearonasmallwargamestable;theywouldnotbedeployedatthelowlevelactionsdepictedinmyscenarios.Mortarswouldgenerallybelocatedatsomedistancefromtheaction,firingat targets that they could not themselves see, butwhichwould be observed by friendlyunits in radio contact with the mortar unit. Their effectiveness was most pronouncedagainstinfantry;highexplosiveshellscouldnothoweverpiercethearmouroftanks,apartfromwhenadirecthithappenedtostrikeluckyandcontactanespeciallyvulnerablepartofthevehicle.Mortarunitsrepresentaboutthreeweaponsandtheircrew.
3.ANTI-TANKGUNS
Theseveryspecificweaponsaredeadlyagainsttanks,butratherineffectiveagainstotherunits.Thisisbecausetheyshotdirectlyattheirtargets,ratherthanatahightrajectoryandhaving shells land on top of any victims. Direct fire was always less potent than aplungingshellwhendirectedagainstpersonnelorartillery;anti-tankgunsweremoreoveronlysuppliedwithalimitednumberofhighexplosiveshells–theirchiefpurposewastoengage and destroy enemy tanks.Anti-tank gunmodels represent about three guns andtheircrews,alongwiththeirtowingvehicles(thelimitedtablespacedoesnotallowforthedepictionofthelatterinphysicalform).
4.TANKS
It is all too common for tanks to enjoy toomuch prominence and effectiveness on thewargames table; their eye-catching nature can seduce rules designers somuch, that anappreciation of their true performance is often lacking. Armoured units performrespectablyratherthanbrilliantlyagainstmostunitsinmyrules;theyarehoweverdeadlywhen fighting enemy tanks (armoured engagements were historically very short andexceptionallydestructive).Thisreflectsthefact thattankgunswereessentiallyanti-tankweaponryinaturret,withsimilarstrengthsandweaknessesthatapplytounitsofanti-tankguns;tankswerehoweveralsoequippedwithmachineguns,whichiswhytheyaremoreeffectiveagainstenemypersonneltargetsthanisthecasewithanti-tankguns.Tankunitsrepresentaboutthreevehicles.
The fluidity of movement and dispersed formation is provided for by allowinginterpenetration,withallunitsbeingabletomovethrougheachother.Infantryisrewardeddespite its being much slower than some units, by virtue of its capacity to operate indifficultterrainsuchaswoodsandtowns.
Specificrulesforobservingtargetsareanewfeatureofthisset.Theseareprimarilyintended to allow other units to locate targets for friendly mortars, which can then bedeployedoutofharm’sway.Theobservationrangeisthesameasthatofmostweapons(12”),allowingforeasymemorization.
Sofarasshootingisconcerned,dispersedformationsallowallunitstoenjoya360º
fieldoffire.Rangesareshort:thatformortarsis48”,butotherunitsarerestrictedto12”–thisaccountsforthelimitedvisibilityofsometargets,butalsothattheeffectiverangeofweaponryisnotalwaysanywherenearitstheoreticalmaximum.Thevaryingcapabilitiesoftrooptypesagainstdifferenttargets,iscoveredandeffectivelyexplainedinthetableforcasualtyassessment;onecaninstantlyseewhichunitsaremosteffectiveagainstparticulartargets,anddeploythemaccordinglyonthewargamesbattlefield.
Casualties can be reduced by deploying vulnerable units in appropriate terrain, asseenby infantry inwoodsor towns. It is readilyunderstandablewhybeingundercoverwould diminish losses, but is less ostensibly apparent why tanks should derive similarbenefits when positioned on hilltops. This does however reflect the situation when anarmoured unit would be deployed behind the crest of a hill, with only the tank turretspresenting a target. This so-called ‘hull down’ position allowed armour to engage theenemywithfulleffect,butonlysufferlimitedcasualtiesinreturn.
Chapter19
SecondWorldWarWargamesRulesUNITTYPES
Thisgameisdesignedfor1:72or1:76plasticfiguresandmodels,whichcomprisetheunittypes of Infantry (deployed with 8 figures on a base of 4–6 inches width),Mortars (aweaponwith2crewonabase2–3incheswide),Anti-TankGuns(asinglepiecewith2crew;abaseisunnecessary),andTanks(asinglemodel).
SEQUENCEOFPLAY
Each complete turn comprises two player turns. Each wargamer follows the sequencelistedbelowinhisorherplayerturn:
1. Movement
2. Observation
3. Shooting4. EliminatingUnits
1.MOVEMENT
MovementAllowances. Unitsmaymove up to the distances listed below during theirturn:
UnitType MovementDistanceInfantryandMortars 6”Anti-TankGuns 8”Tanks 12”
Turning.Units turnbypivotingon theircentralpoint.Theymaydosoasoftenas theylikeduringtheirmove.
Terrain.Unitsareaffectedbyterrainasfollows:
i. Woods.OnlyInfantrymayenter.
ii. Towns.OnlyInfantrymayenditsmovewithinatown.
iii. MarshlandandLakes.Theseareimpassabletoallunits.
iv. Rivers.Thesemayonlybecrossedviabridgesandfords.
v. Roads.Unitsmovingbyroadincreasetheirmovementdistanceby3”iftheirentiremoveisspentontheroad.
MovingandShooting.Unitsmaynotshootiftheyhavemovedduringthesameturn.
Interpenetration.Friendlyunitsmaypassthrougheachotherfreely.
2.OBSERVATION
Unitsmayonlyshootatunitstheycansee(withoneexception:seerule(2c)below).Thefollowingrulesoutlinewhocanseewhom:
ObservationRanges.Unitsmayonlybeobserveduptoarangeof12”.
Line of Sight. Target observation is blocked by hills, woods, towns, and other enemyunits.
IndirectFire.Mortarsmayshootattargetstheycannotsee.Thevictimmusthoweverbeobservedbyanotherfriendlyunit.
3.SHOOTING
Unitshaveafieldoffireof360º.Theprocedureforshootingisasfollows:
MeasureRange.Infantry,Anti-TankGunsandTankshavearangeof12”;Mortarshavearangeof48.”
Assess Casualties. Units roll a die when shooting, the score of which is modifiedaccordingtothetablebelow:
Theresultindicatesthenumberofhitsthetargetsuffers,unlessitbenefitsfromanyofthefollowing:
i. Cover. Infantry inwoodsor townsonly acquirehalf the registerednumberof hits(fractionsarealwaysroundedinfavouroftheunitshooting).
ii. Hilltops.ATankunitdeployedonahilltoponly suffershalf the indicated levelofhits(fractionsareroundedupinfavouroftheunitshooting).
4.ELIMINATINGUNITS
Unitsareeliminatedupontheacquisitionof15hits.
Chapter20
WargameScenariosThere is a paradox at the heart ofwargaming, in thatmany players are absolutely andrightlyfascinatedbyfindingtherightsetofrules,butpayfarlessattentiontothetypeofbattle(orscenario)whichtheyplay.Alltoomanywargamerswillacquiremanydifferentrulebooks,examineallfacetsoftheircontents,andhaveverydefiniteopinionsupontheirveracity–andconfinetheirscenariotothetraditionalpitchedbattle.Thisinvolvesarathercontrived encounter featuring armies intended to be absolutely balanced fightingover awargames battlefieldwhose terrain favours neither side. This sort of encountermay beidealforawargamingcompetition,butsoonbecomesrathersterile.Moreimportantly,thepitchedbattlescenarioisintrinsicallyimplausible,giventhatthewholepointofhistoricalgeneralshipwastoforcetheenemytofightatadisadvantage,ratherthantoriskone’sallonanequalengagement.
The key to any rewarding wargame is therefore an imaginative scenario. I haveaccordinglyincludedthirtydifferentgamesinthischapter,whichcanbefoughtusinganyoftherulesetsincludedinthisbook.Allaredesignedtobefoughtonsmalltablesof3’x3’,allowingforaccessibleencountersinallhouseholds;eachcanbeplayedinonehour.Maps are provided with each scenario in order to facilitate their re-creation on thetabletop:eachsquareonthemaprepresentsanareaof12”x12”.
Each scenario has the same format. Most of the commentary provides essentialinformation(suchastroopdeployment,reinforcementschedules,specialrulesandvictoryconditions).Eachencounteralsoincludesadescriptionofthesituationalcontext,allowingawider backdrop to the game: this allows players to see that the scenario has awiderstrategicpurpose,addingcharactertoeachencounter.
Thesizesofeacharmyarethesameinnineteenofthethirtyscenarios,butvarietyisalwaysprovidedbyvaryingthecompositionofeach.Generals invariablyhadtooperatewiththetroopstheywereallocated,ratherthanthosewithwhichtheywouldnecessarilyprefertoact.Thisdoubtlessregrettableifhistoricallyaccuratefactisaccountedforbythefollowing mechanism: players must roll a die and consult the relevant table below toascertain the composition of his or her army (if identical armies are generated, playersshouldre-rolltheirdiceuntildistinctforcesarecreated):
Table1:ArmiesWith6Units
Thefinalpartofeachscenariodescribesitsinspiration.Thisisavitalpartofanygame,forallwritersshouldalwaysacknowledgetheirsources.Myscenariosareusuallyderivedeitherfromgreathistoricalbattles,orgamesdevisedbyeminentwargameswriters.Ihaveinvariablychangedandabbreviated theoriginalscenarios toallowthere-creationof theessentialsituationonthewargametable.Ihaveincludedalistoffurtherreading,foranyplayerwhowishestofindoutmoreaboutmysources.
SCENARIO1:PITCHEDBATTLE(1)
SITUATION
Twoarmiesarefacinguptoeachotheroverasymmetricalbattlefield.
ARMYSIZES
Botharmieshave6units.
DEPLOYMENT
1.TheRedarmydeploysfirst,within6”ofthenortherntableedge.
2.TheBluearmydeployssecond,within6”ofthesoutherntableedge.
REINFORCEMENTS
Therearenoreinforcementsinthisscenario.
SPECIALRULES
Nospecialrulesapplytothisscenario.
GAMELENGTHANDTURNORDER
Thisscenariolasts15gameturns.TheRedplayergoesfirstineachturn.
VICTORYCONDITIONS
Thearmywhicheliminatesthegreatestnumberofenemyunitsisthevictor.
INSPIRATION
Thesituation for this scenariowasprovidedby theBattleofCeresole (1544),when theFrencharmydefeatedtheforcesoftheHolyRomanEmpire.Ithastobesaidthattotallysymmetrical battlefields like this are most uncommon in periods after Ancient times(whenbattlesfrequentlyoccurredonflatplains).Theyarehoweverrathermoreprevalentinwargames tournaments:most competitive encounters are predicated on the notion ofcontrived equality both in terms of army composition and topographical layout. Suchencounterscanbeveryenjoyable,butcouldbesaidtolackvariety.
FURTHERREADING
ThefollowingbooksprovidefineaccountsoftheBattleofCeresole:
Featherstone,Donald,Wargaming:Pike-and-Shot(DavidandCharles,1977)(pp.39–46).
Oman,SirCharles,AHistoryoftheArtofWarintheSixteenthCentury(GreenhillBooks,1987;originally1937)(pp229–243).
SCENARIO2:PITCHEDBATTLE(2)
SITUATION
Two armies are arrayed for battle. Both are aiming to secure the strategically vitalobjectivesofthehillandthecrossroads.
ARMYSIZES
Botharmieshave6units.
DEPLOYMENT
1.TheRedarmydeploysfirst,within6”ofthenortherntableedge.
2.TheBluearmydeployssecond,within6”ofthesoutherntableedge.
REINFORCEMENTS
Therearenoreinforcementsinthisscenario.
SPECIALRULES
Nospecialrulesapplytothisscenario.
GAMELENGTHANDTURNORDER
Thisscenariolasts15gameturns.TheRedplayergoesfirstineachturn.
VICTORYCONDITIONS
Victoryissecuredbycontrollingboththehillandthecrossroadsattheendofthegame.
INSPIRATION
Thisscenariorepresentsavariationof theprecedinggame.In thisversionof theclassicpitchedbattle, thegoal isnot simply todestroy the enemy,but is instead to secure twovitalpiecesofterrain.Thisconceptdoesnotderivefromanyspecifichistoricalencounter,buthasinsteadbeeninspiredbyexamplesfromclassicwargamesbooks.
FURTHERREADING
Thefollowingwargamesbookscontainseminalencountersofthisscenariotype:
Grant,Charles,TheAncientWarGame(AandCBlack,1974)(pp.51–59).
Young,Brig.PandLt.Col.J.P.Lawford,Charge!(AthenaBooks,1986;originally1967)(pp.29–39).
SCENARIO3:CONTROLTHERIVER
SITUATION
TheRed andBlue armies represent portions ofmuch larger forces. Their commandinggenerals have ordered them to seize two strategic river crossings, as a base for futureoperations.
ARMYSIZES
Botharmieshave6units.
DEPLOYMENT
Thearmiesarenotdeployedonthetableatthestartofthescenario.
REINFORCEMENTS
Turn1:(a)TheRedarmyarrivesanywhereonthenortherntableedge.
(b)TheBluearmyappearsanywhereonthesoutherntableedge.
SPECIALRULES
Nospecialrulesapplytothisscenario.
GAMELENGTHANDTURNORDER
Thisscenariolasts15gameturns.TheRedplayergoesfirstineachturn.
VICTORYCONDITIONS
Victoryissecuredbycontrollingbothfordsattheendofthegame.
INSPIRATION
Thisgameisnotinspiredbyanyspecificeventorpreviouslypublishedwargamescenario,but owes a great deal to traditionalwargames,where the control of rivers provides thefocusforaninterestinggame.Ialsowantedtheplayers toconsider themselvesasbeingpartofalargerarmy–thisparticularengagementmaybeonlyaminoraffair,butsuccessin securing the river crossings would give the overall army commander a crucialadvantageinanycampaign.
SCENARIO4:TAKETHEHIGHGROUND
SITUATION
AnisolatedportionoftheRedarmyoccupiesastrategichill.TheBluegeneralhasnotedthis,andhassetouttoseizethehilltopbeforeenemyreinforcementsarrive.
ARMYSIZES
Botharmieshave6units.
DEPLOYMENT
TheRedarmydeploys2unitsonthehill,facingsouth.NoBlueunitsaredeployedatthestartofthisscenario.
REINFORCEMENTS
Turn1:TheBluearmyarrivesonthesoutherntableedge.
Turn2:4Redunitsarriveonthenortherntableedge,eitheronoreastoftheroad.
SPECIALRULES
Nospecialrulesapplytothisscenario.
GAMELENGTHANDTURNORDER
Thisscenariolasts15gameturns.TheRedplayergoesfirstineachturn.
VICTORYCONDITIONS
Thearmyinexclusiveoccupationofthehillattheendofthegameisvictorious.
INSPIRATION
This gamederives fromoneof themany superb scenarios contained in the outstandingbookreferredtobelow.Ihavemodifiedtheterraintoaccountfortheparticularconditionsandlimitationsofasmallwargamestable,butthecoreconceptremainsintact–anarmyattemptingtoseizeavitalobjectivebeforeenemyreinforcementsarrive.
FURTHERREADING
Theoriginalinspirationforthisgamecanbefoundinthefollowingbook:
Grant,CharlesStewart,ScenariosforWargames (WargamesResearchGroup,1981)(pp.40–41).
SCENARIO5:BRIDGEHEAD
SITUATION
TheBluearmyhasdiscoveredarivercrossinginRedterritory,andisaimingtosecureit.TheRedgeneralisfranticallyattemptingtomobilizeeveryavailableunit,inordertostoptheenemybridgeheadfrombeingformed.
ARMYSIZES
Botharmieshave6units.
DEPLOYMENT
TheBluearmydeploys1unitnorthoftheriver,within6”ofthebridge.NoRedunitsaredeployedatthestartofthisscenario.
REINFORCEMENTS
Turn1:(a)Redarmy:2units(seeSpecialRulesfordeployment).
Turn2:(a)Bluearmy:1unitfromPointD.
Turn3:(a)Redarmy:2units(seeSpecialRulesfordeployment).
(b)Bluearmy:1unitfromPointD.
Turn4:(a)Bluearmy:1unitfromPointD.
Turn5:(a)Redarmy:2units(seeSpecialRulesfordeployment).
(b)Bluearmy:1unitfromPointD.
Turn6:(a)Bluearmy:1unitfromPointD.
SPECIALRULES
1.RedReinforcements.TheRedplayerrollsadietodeterminethearrivalpointofeachgroupof reinforcements.On a roll of 1–2 they appear atPointA; a roll of 3–4 seesthemarriveatPointB;andascoreof5–6resultsintheirmaterializingatPointC.
GAMELENGTHANDTURNORDER
Thisscenariolasts15gameturns.TheRedplayergoesfirstineachturn.
VICTORYCONDITIONS
Victoryisachievedbytherebeingnoenemyunitsonthenorthbankoftheriver,within12”ofthebridge.
INSPIRATION
This game was derived from another of Charles Stewart Grant’s splendid scenarios. Iespeciallywanted toexplore the ideaofbotharmiesarrivingpiecemeal,with theadded
complication of a disorganized Red defence, as the Red general responds to theunwelcomesurpriseoftheBlueincursion.
FURTHERREADING
Theinspirationforthisgamecanbefoundinthefollowingbook:
Grant,CharlesStewart,Scenarios forWargames (WargamesResearchGroup, 1981)(pp.46–47).
SCENARIO6:FLANKATTACK(1)
SITUATION
TheBluegeneralhasorderedhisarmytoburst throughasmallRedblockingforceandseizetheenemysupplybase.Unfortunatelyfor theBluearmy,theRedgeneralhasseenwhatisafoot,andispoisedtolaunchhisarmyagainsttheBlueflank.
ARMYSIZES
Botharmieshave6units.
DEPLOYMENT
1.Redarmy:(a)2unitsinZone1,facingsouth.
(b)4unitswithin12”oftheeasterntableedge,facingwest.
2.Bluearmy:inZone2,facingnorth.
REINFORCEMENTS
Therearenoreinforcementsinthisscenario.
SPECIALRULES
1.Exitingthetable.UnitsoftheBluearmymayexitthetableviatheroadonthenortherntableedge.
GAMELENGTHANDTURNORDER
Thisscenariolasts15gameturns.TheBlueplayergoesfirstineachturn.
VICTORYCONDITIONS
TheBluearmywinsbyhaving3unitsexitthetablebytheendofthegame.FailuretodosoresultsinaRedvictory.
INSPIRATION
This game is derived from the Battle of Salamanca (1812), which saw the Duke ofWellington’sAnglo-PortuguesearmyturnthetablesonaFrenchmoveagainsttheDuke’slineofcommunications.ThisscenarioseesWellington’sarmy(Red)seeking to re-enacttheachievement.Playersshouldnote that theBluearmystillhas the initiative,which iswhy they have the first turn; the Red outflankingmovemust be launched quickly anddecisivelyinordertopreventexcessivepressureagainstthecontingentinZone1.
FURTHERREADING
AccountsoftheBattleofSalamancacanbefoundinthefollowingworks:
Lipscombe,Col.Nick,ThePeninsularWarAtlas(Osprey,2010)(pp.256–273).
Weller, Jac,Wellington in the Peninsula, 1808–1814 (Greenhill Books 1992; originally1962)(pp206–230).
SCENARIO7:FLANKATTACK(2)
SITUATION
The Red army is deployed on a dominant hill, expecting an attack from the south.Unfortunately for the Red general, his Blue counterpart has taken advantage of someconcealedground,andsent thebulkofhisarmyonamarcharoundtheRedforce’s leftflank.
ARMYSIZES
Botharmieshave6units.
DEPLOYMENT
1.Redarmy:deploysonthelargehill,facingsouth.
2.Bluearmy:(a)2unitsonthesmallhill,facingnorth.
(b)4unitsinZone1,facingwest.
REINFORCEMENTS
Therearenoreinforcementsinthisscenario.
SPECIALRULES
Nospecialrulesapplytothisscenario.
GAMELENGTHANDTURNORDER
Thisscenariolasts15gameturns.TheBlueplayergoesfirstineachturn.
VICTORYCONDITIONS
TheBlueplayersecuresvictorybybeinginexclusiveoccupationof the largehillat theendofthegame.FailuretodosoconstitutesaRedwin.
INSPIRATION
ThisgamewasinspiredbyanotherofCharlesGrant’ssplendidscenarios,whichwasitselfbased uponKing Frederick the Great of Prussia’smasterlymanoeuvre at the Battle ofLeuthen(1757),whichtookhisAustrianenemiesbycompletesurpriseandledtooneofthegreatestvictoriesinmilitaryhistory.
This scenario differs slightly in character from the preceding game. That saw theoutflanked playerwith significant attacking obligations; this scenario sees the defenderwithnoothertaskthanmeresurvival.
FURTHERREADING
Theinspirationforthisscenariocanbefoundinthefollowingbook:
Grant, Charles Stewart, Scenarios for Wargames (Wargames Research Group, 1981)(pp.34–35).
ReaderswhowishtodiscovertheeventsoftheBattleofLeuthenwillfindfineaccountsinthesebooks:
Fuller,Maj. Gen. J. F. C.TheDecisive Battles of theWesternWorld (Volume 2) (SPABooks,1994;originally1954)(pp.207–215).
Grant,CharlesS,withCharlieandNatashaGrant,WargaminginHistoryVolume4 (KenTrotman,2011)(pp.87–101).
SCENARIO8:MÊLÉE
SITUATION
TheBluegeneralhasorderedasurpriseattackuponastrategichilltop,withanadditionalforceorderedtosupporttheassault.TheRedgeneralhasseenwhatisafoot,andhassentforreinforcementstoholdhisposition.
ARMYSIZES
Botharmieshave6units.
DEPLOYMENT
TheRedarmyhas2unitsonthehill,facingsouth.NoBlueunitsaredeployedatthestartofthisscenario.
REINFORCEMENTS
Turn1:(a)Bluearmy:3unitsfromthesoutherntableedge,viatheroad.
Turn3:(a)Redarmy:2unitsfromthenorthernedge,viatheroad.
Turn4:(a)Bluearmy:3unitsfromthesoutherntableedge,viatheroad.
Turn6:(a)Redarmy:2unitsfromthewesterntableedge,northofthehill.
SPECIALRULES1.SingularObjective.TheBluearmyhasbeenorderedtosecurethehill,andnothingelse.Asaconsequence,noBlueunitmaymovewithin6”ofthenortherntableedge.
GAMELENGTHANDTURNORDER
Thisscenariolasts15gameturns.TheRedplayergoesfirstineachturn.
VICTORYCONDITIONS
Victoryissecuredbybeinginexclusiveoccupationofthehillattheendofthegame.
INSPIRATION
ThisgamewasderivedfromtheBattleofLundy’sLane(1814),ormoreprecisely,fromasuperbbookofwargamescenariosbyStuartAsquithdevotedtodepictingtheWarof1812(betweenBritainandAmerica)onthetabletop.Theideaofaconfusedengagementarounda prominent objective invariably gives rise to exciting wargames, which is why it isincludedhere.
FURTHERREADING
Anaccountof,andwargamescenariofor,theBattleofLundy’sLanecanbefoundinthefollowingbook:
SCENARIO9:DOUBLEDELAYINGACTION
SITUATION
TheBlueandRedsupremecommandersareoccupiedinadecisivebattlefivemilesnorthof our engagement. Both our generals have been ordered to reinforce their superiors’armies, with the Blue general also expected to seize the town as a base for futureoperations.
ARMYSIZES
Botharmieshave6units.
DEPLOYMENT
TheentireRedarmyispositionedanywherenorthoftheriver.NoBlueunitsaredeployedatthestartofthisscenario.
REINFORCEMENTS
Turn1:(a)Bluearmy:all6unitsappearfromthesoutherntableedge.
SPECIALRULES
1.ExitingtheTable.Botharmiesmayleavethetableviatheroadonthenorthernedge.
2.MandatoryExits.TheRedarmymustwithdraw1unitbytheendofTurns4,8,and12(makingatotalof3unitsexitingthetable).
3.DefensivePosture.TheRedarmymaynevermovesouthoftheriver.
GAMELENGTHANDTURNORDER
Thisscenariolasts15gameturns.TheBlueplayergoesfirstineachturn.
VICTORYCONDITIONS
TheBlueplayerwinsifeitherofthefollowingapply:
(a)TheRedarmyfailstowithdrawunitsasmandatedbyspecialrulenumber2.
(b)TheBluearmycontrols the townandexits2units from the tableby theendof thegame.
INSPIRATION
This fascinating problem of a double delaying action occurred at the Battle ofWavre,fought on the same day as the Battle of Waterloo (1815). The French commander atWavre,Marshal Grouchy,was ordered to prevent the Prussians underMarshal Blücherfromreinforcing theDukeofWellington.Grouchy’s failuredoesnotmake the situationanylessinterestingasawargamescenario.
FURTHERREADING
WavreisoftenneglectedinaccountsoftheWaterloocampaign,butoneshiningexceptiontothisunfortunateomissioncanbefoundinthefollowingbook:
Hofschrőer,Peter,1815 theWaterlooCampaign:TheGermanVictory (GreenhillBooks,1999)(pp.154–172).
AninterestingattemptatadoptingtheBattleofWavretoawargamesscenariosetintheeighteenthcenturycanbefoundin:
Grant,CharlesS,TheWolfenbüttelWar(PartizanPress,2012)(pp.42–52).
SCENARIO10:LATEARRIVALSSITUATION
AportionoftheBluearmyismakingastandagainsttheadvancingRedforce.TheBluegeneralhopesthatreinforcementswillarriveintimetorepeltheenemy.
ARMYSIZES
Botharmieshave6units.
DEPLOYMENT
TheBluearmydeploys2unitswithin24”ofthesoutherntableedgeand/orinthewood.NoRedunitsaredeployedatthestartofthegame.
REINFORCEMENTS
Turn1:(a)Redarmy:all6unitsenterviatheroadonthenortherntableedge.
Turn5:(a)Bluearmy:2unitsarrivefromthesoutherntableedge.
Turn10:(a)Bluearmy:2unitsarrivefromthesoutherntableedge.
SPECIALRULES
1.Mountainousterrain.Thehillisimpassable.
GAMELENGTHANDTURNORDER
Thisscenariolasts15gameturns.TheRedplayergoesfirstineachturn.
VICTORYCONDITIONS
Victoryissecuredbyoccupyingthetownattheendofthegame.
INSPIRATION
TheterrainforthisgamewaslooselyinspiredbythatoftheBattleofGitschin(1866);therestof the scenarioconceptbears little relation to thatengagement. Iwanted toexplorewhat would happen if an attacking force had to penetrate a bottleneck to secure itsobjective–andifthedefender’sforcesonlyarrivedinapiecemealmanner.
FURTHERREADING
AccountsoftheBattleofGitschincanbefoundin:
Barry,Quintin,TheRoadtoKöniggrätz(Helion,2010)(pp.267–289).
Craig,GordonA,TheBattleofKöniggrätz(WeidenfeldandNicolson,1965)(pp.87–91).
AwargamescenarioforGitschiniscoveredby:
Weigle,Bruce,1866(MedievalMiscellanea,2010)(pp.57–59).
SCENARIO11:SURPRISEATTACK
SITUATION
TheBluegeneralhaslaunchedasurpriseattack,withtheintentionofcapturingastrategiccrossroads.
ARMYSIZES
Botharmieshave6units.
DEPLOYMENT
TheRedarmydeploys2unitsinZone1,facingsouth.NoBlueunitsaredeployedatthestartofthisgame.
REINFORCEMENTS
Turn1:(a)Bluearmy:all6unitsarriveviatheroadonthesoutherntableedge.
Turn3:(a)Redarmy:2unitsviatheroadonthenortherntableedge.
Turn9:(a)Redarmy:2unitsviatheroadonthewesterntableedge.
SPECIALRULES
1.Confusion.Theinitialencounterisassumedtobeunexpected,withneithersideawareoftheother’spreciselocationorstrength.Accordingly,nochargesmaybedeclaredonTurn1.
GAMELENGTHANDTURNORDER
Thisscenariolasts15gameturns.TheBlueplayergoesfirstineachturn.
VICTORYCONDITIONS
Thesideoccupyingthecrossroadsattheendofthegameisthevictor.
INSPIRATION
ThisgameisderivedfromtheBattleofQuatreBras(1815),foughtduringtheWaterloocampaign. The real engagement was a closely contested and bitter struggle betweenMarshalNey’sFrench(theBluearmy)andtheDukeofWellington’sAnglo-Alliedforces(the Red army) – the tabletop encounter should provemost exciting, as the Red armydesperatelytriestomaintainitsposition.
FURTHERREADING
The books listed below provide fine accounts of Quatre Bras. The first title goes intopositivelymicroscopicdetailfromstarttofinish,whichiswhynospecificpagereferencesaregiven;thesecondbookoffersaconciseaccount:
Robinson,Mike,The Battle ofQuatre Bras 1815 (TheHistory Press, 2009).Uffindell,Andrew,TheEagle’slastTriumph(GreenhillBooks,2006)(pp.121–152).
AnadaptationofQuatreBrasasaneighteenthcenturywargamesscenariocanbefoundin:
Grant,CharlesS,TheWolfenbüttelWar(PartizanPress,2012)(pp.28–38).
SCENARIO12:ANUNFORTUNATEOVERSIGHT
SITUATION
TheRedgeneralhasbeenorderedtoholdastrategicbridge.Hehashoweverneglectedtopatroltheentireriver,andisthereforeunawareoftheexistenceoftheford.TheBluearmyispoisedtoexploitthisoversight.
ARMYSIZES
Botharmieshave6units.
DEPLOYMENT
1.TheRedarmydeploys first.Allunitsarearrayednorthof the river,within12”of thetown.
2.TheBluearmydeployssecond,anywheresouthoftheriver.Allunitsaredeployed.
REINFORCEMENTS
Therearenoreinforcementsinthisscenario.
SPECIALRULES
1.Scouting. TheBlue player is assumed to be engaged in patrolling.As a result,BlueunitsmaynotfireonTurn1.
GAMELENGTHANDTURNORDER
Thisscenariolasts15gameturns.TheBlueplayergoesfirstineachturn.
VICTORYCONDITIONS
Victoryissecuredbybeinginexclusiveoccupationofthehillattheendofthegame.
INSPIRATION
This game was derived from another classic scenario from Charles Stewart Grant –although anyone who refers to the original will note some rather extensive terrainmodifications.Thespecial ruleallowstheotherwisedocileRedarmyachance to inflictcasualtiesbeforetheBlueforcescrosstheriverinstrength.
FURTHERREADING
Thisscenariowasadaptedfromoneofmanyinthefollowingbook:
Grant, Charles Stewart, Scenarios for Wargames (Wargames Research Group, 1981)(pp.16–17).
SCENARIO13:ESCAPESITUATION
TheBluearmyis returninghomeafter raidingRedterritory. Its journey isblockedbyanumberofRedunits.
ARMYSIZES
Botharmieshave6units.
DEPLOYMENT
TheRedarmydeploys1unitinZone1,facingnorth.NoBlueunitsaredeployedatthestartofthisscenario.
REINFORCEMENTS
Turn1:(a)Bluearmy:all6unitsappearviatheroadonthenortherntableedge.
Turn2:(a)Redarmy:2unitsappearonthehill.
Turn4:(a)Redarmy:2unitsarrivefromthewesterntableedge,northofthewood.
Turn6:(a)Redarmy:1unitappearsfromthesoutherntableedge.
SPECIALRULES
1.ExitingtheTable.OnlyBlueunitsmayexit the table.Theymayonlydo sovia theroadonthesoutherntableedge.
GAMELENGTHANDTURNORDER
Thisscenariolasts15gameturns.TheBlueplayergoesfirstineachturn.
VICTORYCONDITIONS
The Blue player must exit 3 units from the table in order to win. Failure to do soconstitutesaRedvictory.
INSPIRATION
This game is another adaptation of aCharles StewartGrant scenario. It should see theBlueplayerconstantlyon thevergeofvictory,only tobestymiedby theappearanceofmoreRedunits.
FURTHERREADING
Thescenariowhichinspiredtheideabehindthisgamecanbefoundin:
Grant,CharlesStewart,ScenariosforWargames(WargamesResearchGroup,(1981)(pp.30–31).
SCENARIO14:STATICDEFENCESITUATION
TheRedgeneralhasbeenorderedtoholdboththehillandthetown.HisBluecounterparthasbeenassignedthetaskofcapturingeitherthehillorthetown.
ARMYSIZES
Botharmieshave6units.
DEPLOYMENT
TheRedarmydeploys3unitswithin12”ofthehill,and3unitswithin12”ofthetown.NoBlueunitsaredeployedatthestartofthisscenario.
REINFORCEMENTS
Turn1:(a)Bluearmy:all6unitsappearfromthesoutherntableedge.
SPECIALRULES
1.StaticPosture.2Redunitsmustremainwithin12”ofthehill,and2moreRedunitsmustremainwithin12”ofthetown.
GAMELENGTHANDTURNORDER
Thisscenariolasts15gameturns.TheBlueplayergoesfirstineachturn.
VICTORYCONDITIONS
TheBlueplayerwinsbybeinginexclusiveoccupationofeitherthehillorthetownattheendofthegame.FailuretodosoconstitutesaRedvictory.
INSPIRATION
Boardwargames can provide a rich source of ideas forminiature games.This scenariowasinspiredbyonethatfeaturedintheclassicboardgamePanzerLeader.Thesituationallows the attacker to seize the initiative by choosing the time and place of his or herassault.
FURTHERREADING
A boardwargame could scarcely be said to qualify as a book, but details are includedbelow for readerswhowish to track it down (second hand dealerswill have to be thesource,sincethegamehasbeenunavailableforsometime):
PanzerLeader(AvalonHillGameCompany,1974)(Scenario1,UtahBeach).
SCENARIO15:FORTIFIEDDEFENCESITUATION
TheRedarmyisexpectinganattackfromamuchlargerBlueforce.TheRedgeneralhasaccordinglypreparedafortifiedpositionforhistroops.
ARMYSIZES
Botharmieshave6units.
DEPLOYMENT
TheRedarmydeployswithin24”ofthenortherntableedge.NoBlueunitsaredeployedatthestartofthisscenario.
REINFORCEMENTS
Turn1:(a)Bluearmy:all6unitsappearfromthesoutherntableedge.
SPECIALRULES
1.Forts.Thefollowingconsiderationsapplytothetownsinthisscenario:
(a)TheRedgeneralmustdeployoneunitineachtownasgarrisons.
(b)Thegarrisonsmayneverleavethetownoncedeployed.
(c)Thetownseachhaveadditionalweaponry.Thesehavearangeof12”,androlladicetoinflictcasualtiesonasinglenominatedtarget.Theymaybeusedinhand-to-handcombatifusingtheAncient,DarkAges,MedievalorPikeandShotwargamesrules.
(d)Unitswithinthetownsalwayshavea360°fieldoffire.
(e)TheadditionalweaponryisdestroyedoncetheRedgarrisoniseliminated.
2.BlueRefit.TheBlueplayermaydeclarearefitonceineverygame,atthestartofanyturn.Thishasthefollowingeffects:
(a)AllremainingBlueunitsareimmediatelyeliminated.
(b)TheentireBluearmyreappearsfromthesoutherntableedgeasreinforcements.Allunitsareatfullstrength.
GAMELENGTHANDTURNORDER
Thisscenariolasts15gameturns.TheBlueplayergoesfirstineachturn.
VICTORYCONDITIONS
TheBlueplayerwinsbyoccupyingbothtownsattheendofthegame.
INSPIRATION
Deriving inspiration from heroism in a losing cause has long been seen as a British
characteristic.Oneclassicexampleofsuchaneventwas theBattleofFontenoy(1745),whenBritishinfantrylaunchedanassaultagainstnumericallysuperiorFrenchopponents,who also enjoyed the advantages of a fortified position. Amazingly, the assault nearlysucceeded; the battle has inspired students of British military history ever since. ThisscenariohasadjustedthenumericalstrengthsradicallyinordertogivetheattackingBlueplayerachanceofvictory.
FURTHERREADING
The Battle of Fontenoy has played a great role in the history of wargaming, for bothCharlesGrant and his son,Charles Stewart,were somoved by the encounter that theywroteexcellentbookscovering it.The thirdworkcitedbelowgivesamostatmosphericaccountofFontenoy;allthreearehoweverwellworthreading:
Grant,Charles,TheBattleofFontenoy(WilliamLuscombe,1975).
Grant,CharlesSwithPhilOlley,Wargaming inHistoryVolume2 (KenTrotman,2010)(pp.80–123).
Rogers, Col. H.C.B; The British Army of the Eighteenth Century (George Allen andUnwin,1977)(pp.186–204).
SCENARIO16:ADVANCEGUARDSITUATION
TheRedandBluearmiesrepresentpatrolssentbylargerforcestoseizeanoutlyingtown.Eachisunawareoftheother’spresence.
ARMYSIZES
Botharmieshave6units.
DEPLOYMENT
Nounitsaredeployedatthestartofthisgame.
REINFORCEMENTS
Turn1:(a)Redarmy:all6unitsarrivefromtheroadonthenortherntableedge.
(b)Bluearmy:all6unitsarrivefromtheroadonthesoutherntableedge.
SPECIALRULES
1.BlunderingIntoContact.Botharmiesmust remainon theroad,proceeding towardsthetownatarateof9”permove.Theymaymoveandfightnormallyassoonasthetownisoccupied.
GAMELENGTHANDTURNORDER
Thisscenariolasts15gameturns.TheRedplayergoesfirstineachturn.
VICTORYCONDITIONS
Victorygoestothesideoccupyingthetownattheendofthegame.
INSPIRATION
This scenario is an adaptation of one that was featured in the classic board wargamePanzerBlitz.Thecentralconceptofhavingtwoarmiesblunderintocontactrepresentsaparticularlyintriguingchallenge;butIalsowantedtocoverPanzerBlitzformorepersonalreasons.Forifmycousin,JulianStokes,hadnotdisplayedhiscustomaryfinejudgementinintroducingmetothehobbyviathemediumofthisgame,Imayneverhavetakenupwargaming–andnoneofmybookswouldeverhavebeenwritten.
FURTHERREADINGPanzerBlitz has long been out of production, but iswellworthacquiring fromspecialistboardwargamingdealers. Itwasby far themost revolutionarygameofitstime,anditsdesigngeniuswas–rathergratifyingly–instantlyacknowledgedby thewargamingcommunity. Itsdesigner,JamesF.Dunnigan, isgenerally regardedasthemostinfluentialboardwargamerofalltime,andhassincebecomeahighlyrespectedcommentatoronmilitaryaffairs.Thegame’sdetailsarecitedbelow:
PanzerBlitz(AvalonHillGameCompany,1970)(Scenario7,MeetingEngagement).
SCENARIO17:ENCOUNTER
SITUATION
ReconnaissanceelementsofboththeRedandtheBluearmieshavelocatedastrategicallyplaced hill. Both have sent word to their respective generals, who have ordered theirremainingunitstoarriveonthesceneassoonaspossible.
ARMYSIZES
Botharmieshave6units.
DEPLOYMENT
1.Redarmy:1unitwithin6”ofthenortherntableedge.
2.Bluearmy:1unitwithin6”ofthesoutherntableedge.
REINFORCEMENTS
SeespecialruleforVariableReinforcementsbelow.
SPECIALRULES
1.VariableReinforcements.Bothsidesrolladieatthestartofeachoftheirturns.Onarollof4–6asingleunitappearsfromtherelevanttableedge(northforRed,southforBlue).Thisprocesscontinuesuntilbotharmieshavebeendeployed.
GAMELENGTHANDTURNORDER
Thisscenariolasts15gameturns.TheRedplayergoesfirstineachturn.
VICTORYCONDITIONS
Victoryissecuredbybeinginexclusiveoccupationofthehillattheendofthegame.
INSPIRATION
Thisscenariowasdrivenbyadesiretoexplorewhathappenswhentwoarmiesmeetinahaphazardmanner.Muchwilldependuponluck(thearrivalofreinforcements);greatskillwill be required to overcome the vicissitudes of ill-fortune – this represents a farmoreinterestingchallengethanatotallybalancedencounter.
FURTHERREADING
This game is loosely based upon another excellent scenario featured in the book listedbelow:
Grant,CharlesStewart,ScenariosforWargames (WargamesResearchGroup,1981)(pp.97–98).
SCENARIO18:COUNTER-ATTACK
SITUATION
TheBluearmyhasbeenorderedtoseizethebridge.TheBluegeneralhasnotlocatedthefordsor(moreimportantly)theRedarmy,whosecommanderispreparingacounterattack.
ARMYSIZES
Botharmieshave6units.
DEPLOYMENT
1.Redarmy:1unitinZone1,facingsouth.
2.Bluearmy:all6unitsdeploywithin6”ofthesoutherntableedge.
REINFORCEMENTS
Turn3:(a)Redarmy:5unitsarrivefromthenortherntableedge.
SPECIALRULES
1.LimitedIntelligence.TheBluearmymaynotusethefords.
GAMELENGTHANDTURNORDER
Thisscenariolasts15gameturns.TheBlueplayergoesfirstineachturn.
VICTORYCONDITIONS
Victoryisachievedbycontrolofthebridgeandoccupationofthetown.
INSPIRATION
This game represents an adaptation of the Battle of Langensalza (1866), when theHanoverian (Red) forces launchedacounter-attackagainsta rathercomplacentPrussian(Blue)army.TheHanoverianswonthehistoricalencounter.
FURTHERREADING
AccountsoftheBattleofLangensalzacanbefoundin:
Barry,Quintin,TheRoadtoKöniggrätz(Helion,2010)(pp.208–222).
Pocock,John,Langensalza1866(ContinentalWarsSociety,2002).
JohnPocock’sbookletcitedabovecontainsmuchhelpfuladviceonwargamingthebattle.AnexcellentwargamescenariocoveringLangensalzacanbefoundin:
Weigle,Bruce,1866(MedievalMiscellanea,2010)(pp.47–48).
SCENARIO19:BLOWFROMTHEREARSITUATION
TheBluegeneral isdefending two rivercrossings fromwhathe thinks isanumericallyinferiorRedforce.HiscomplacencywillbeshatteredwhenanadditionalRedcontingentarrivesintheBluereararea.
ARMYSIZES
Botharmieshave6units.
DEPLOYMENT
NoRedunitsaredeployedatthestartofthegame.TheBluearmyisarrayedasfollows:
(a)4unitssouthoftheriverwithin6”oftheriverbank,facingnorth.
(b)2unitsinzone1,facingnorth.
REINFORCEMENTS
Turn1:(a)Redarmy:3unitsarrivefromthenortherntableedge.
Turn6:(a)Redarmy:3unitsarrivefromthewesterntableedge,southoftheriver.
SPECIALRULES
1.ReserveStatus.TheBlueunits inzone1are in reserve.Theymayneithermovenorfireuntilturn7.
2.DefensivePosture.Blueunitsmaynotmovenorthoftheriver.
GAMELENGTHANDTURNORDER
Thisscenariolasts15gameturns.TheRedplayergoesfirstineachturn.
VICTORYCONDITIONS
TheRedplayerwinsthegameiftherearenoBlueunitswithin6”ofeitherrivercrossingattheendofturn15.FailuretoachievethisgoalresultsinaBluevictory.
INSPIRATION
This scenario is based upon the Battle of Krefeld (1758), which saw Ferdinand ofBrunswick’sHanoverianarmy(Red)routalargerbutindifferently-ledFrenchforceundertheCount ofClermont. The superior quality and leadership of Ferdinand’s army is notcoveredinthewargame,butisinsteaddepictedbyanequalizationofforces.TheFrenchlackofpreparationisreflectedbythespecialrules.
FURTHERREADING
The followingbooknotonlyprovides a fine accountof thebattle, but alsodepicts twooutstandingwargamingre-enactmentsofit:
SCENARIO20:FIGHTINGRETREAT
SITUATION
TheRedarmyhasbeenraidingBlueterritory.Thearmyofthelatterisinhotpursuitofthe raiders,whoare equallydetermined tomake their escapeby crossing the river, andconsolidatingtheirpositiononadominanthill.
ARMYSIZES
TheRedarmyhas4units;theBluearmyhas6units.
DEPLOYMENT
TheRedarmydeploysall4unitsanywheresouthoftheriver.NoBlueunitsaredeployedatthestartofthegame.
REINFORCEMENTS
Turn2:(a)Bluearmy:6unitsarrivefromthesoutherntableedge.
SPECIALRULES
1. Retreat Orders. Any Red army unit south of the river at the end of Turn 2 iseliminated.
GAMELENGTHANDTURNORDER
Thisscenariolasts15gameturns.TheRedplayergoesfirstineachturn.
VICTORYCONDITIONS
Thegameiswonbythesidecontrollingthehillattheendofturn15.
INSPIRATION
ThisscenariosawitsoriginsinapurchasemadeonaBringandBuysaleatawargamesshow. I was lucky enough to find several issues of the renowned (and long defunct)magazine Wargamer’s Newsletter, which under the editorship of the great wargamespioneer Donald Featherstone, did so much to spread the hobby during the 1960s. Thearticle uponwhich I have drawn is an absolute classic; it contains amap, full scenariodetails,awargamesbattlereport,andafinesetofsimplerulesforthemedievalperiod.Itset an example of thoroughness, precision and concision that few modern wargameswritersareabletoemulate.
Myownadaptationreproducesthecoreconceptofthefightingretreat,buthasmadeconsiderablealterationsinordertosqueezethegameontoasmalltable.
FURTHERREADING
Theoriginalscenariocanbefoundin:
SCENARIO21:TWINOBJECTIVESSITUATION
TheRedarmyissplitbetweenholdingthetownandthehill.TheBluegeneralhasbeenorderedtotakebothobjectives.
ARMYSIZES
TheRedarmyhas4units;theBluearmyhas6units.
DEPLOYMENT
1.Redarmy:(a)1unitonthehill,facingeast.
(b)3unitswithin6”ofthenortherntableedge,facingsouth.
2.Bluearmy:all6unitsinzone1,facingnorth.
REINFORCEMENTS
Therearenoreinforcementsinthisscenario.
SPECIALRULES
1.WoodedHill.Thehillisslightlywooded(denotedbyplacingafewtreesuponit).Thismakes it impassable to all troops except Infantry, Warband, Levies, Swordsmen,Archers,ZouavesandSkirmishers.Italsoconferscoveragainstshooting.
GAMELENGTHANDTURNORDER
Thisscenariolasts15gameturns.TheBlueplayergoesfirstineachturn.
VICTORYCONDITIONS
TheBlueplayerwinsbybeinginexclusiveoccupationofboththehillandthetownattheendofthegame.FailuretodosoconstitutesaRedvictory.
INSPIRATION
ThisscenarioderivesfromtheBattleofLobositz(1756),whichsawthePrussians(Bluearmy) defeat the Austrians (Red army). The division of effort provides for a mostinterestinggame:thiswasappreciatedbytheGrantfamily,threegenerationsofwhom(thelateCharles,hissonCharlesStewart,andgrandsonCharlesMurray),have takenpart inwargamescoveringthebattle.
FURTHERREADING
Thefirstwork,abiographyoftheAustriancommanderFieldMarshalvonBrowne,givesanexcellenthistoricalaccountandanalysisoftheBattleofLobositz;thesecondprovidesdetailsonhowtowargametheencounter:
Duffy,Christopher,TheWildGooseandtheEagle(Tricorne,2009;originally1964)(pp.
SCENARIO22:AMBUSHSITUATION
TheRedarmyisbesiegingaBluefort.TheRedgeneralhashoweverneglectedtoprovideadequatesentries,allowingasmallBlueforcetoprepareanambush.
ARMYSIZES
TheRedarmyhas6units;theBluearmyhas4units.
DEPLOYMENT
1.Redarmy:all6unitsinzone1,facingwest.
2.Bluearmy:(a)1unitinthetown,facingeast.
(b)3unitsinthewoods,facingnorth.
REINFORCEMENTS
Therearenoreinforcementsinthisscenario.
SPECIALRULES
1.Infiltration.AnyBlueunitmaydeployinthewoods.Unitsnotnormallypermittedtodoso(suchasCavalry)mustleaveonturn1,andmaynotre-enterduringthegame.
2.Fortress.Thetownistreatedasafort,forwhichthefollowingrulesapply:
(a)RedunitsmaynotengagetheBluegarrisoninhand-to-handcombat.
(b) A BlueArtillery,Mortar or Anti-tank unit may deploy in the fort if desired, andremaintherethroughoutthegame.
3.Surprise.Redunitsmayneithermovenorfireuntilturn3.
GAMELENGTHANDTURNORDER
Thisscenariolasts15gameturns.TheBlueplayergoesfirstineachturn.
VICTORYCONDITIONS
TheBlue armymust eliminate allRedunits inorder towin thegame.Failure todo soconstitutesaRedvictory.
INSPIRATION
Anambush isaclassicwargamescenario,allowingas itdoes foranumerically inferiorforce to turn the tables against its foe.TheBattle ofAuberoche (1345),which saw theEnglish(Blue)defeattheFrench(Red)armyisaparticularlyfineexample.
FURTHERREADING
DonaldFeatherstonehaspennedacustomarilyoutstandingaccountbothofthebattle,and
itsre-creationasawargamescenario,in:
Featherstone, Donald F,Wargaming: Ancient and Medieval (David & Charles, 1975)(pp.95–101).
SCENARIO23:DEFENCEINDEPTHSITUATION
The Red army has been suppressing an insurrection. It is marching towards the rebel(Blue)headquarters.However,theBlueforces,supportedbysomelocalirregulartroops,arepreparinganunpleasantsurprise.
ARMYSIZES
TheRedarmyhas6units;theBluearmyhas4units.
DEPLOYMENT
TheBluearmymayplace1unitinthewoodsnorthoftheriverifdesired;theremaining3unitsareplacedanywheresouthoftheriver.NoRedunitsaredeployedatthestartofthegame.
REINFORCEMENTS
Turn1:(a)Redarmy:all6unitsarrivefromthenortherntableedge.
SPECIALRULES
1.BlueIrregulars.TheBluearmyincludes2Irregularinfantryunits(replaceany2otherunitsasdesired).Irregularunitshaveamovementdistanceof9”,andmaymovewithinwoods; theyareequippedwithmissileweaponswhichhavea rangeof12”;and theyreduceallcombatdierollsby2.
2.UnlimitedAmmunition. (This rule only applies to Pike and Shot wargames). BlueIrregularunitsareequippedwithbows;theyneverrunoutofammunition.
3.LackofLocalKnowledge.Redunitsmaynotenterwoods.
4.ExitingtheTable.Redunitsmayexitthesoutherntableedgeviatheroad.
GAMELENGTHANDTURNORDER
Thisscenariolasts15gameturns.TheRedplayergoesfirstineachturn.
VICTORYCONDITIONS
TheRedplayermustexit3unitsfromthetableinordertowin.FailureconstitutesaBluevictory.
INSPIRATION
Insurgentwarfareoffersscopeforaslightlydifferentbutextremelychallengingwargame,allowing as it does for inferior forces to take advantage of difficult terrain, therebyspringingasurpriseuponanunpreparedfoe.ThisgameislooselybasedupontheBattleoftheYellow Ford (1598), fought between English (Red) and Irish (Blue) armies; it alsoderivessomeinspirationfromoneofCharlesStewartGrant’sscenarios.
FURTHERREADING
Thecoreideasbehindthiswargamecanbefoundin:
Grant,CharlesStewart,ScenariosforWargames (WargamesResearchGroup,1981)(pp.32–33).
Wesencraft,C.F;WithPikeandMusket(ElmfieldPress,1975)(pp.82–85).
SCENARIO24:BOTTLENECKSITUATION
TheBluearmyoutnumbersitsopponents,butitsattemptstocleartheroadarehamperedbyalakeandanapparentlyimpenetrableforest.
ARMYSIZES
TheRedarmyhas4units;theBluearmyhas6units.
DEPLOYMENT
TheRedarmydeploys1unit in thewood, and the remaining3unitswithin12”of thenortherntableedge.NoBlueunitsaredeployedatthestartofthisgame.
REINFORCEMENTS
Turn1:(a)Bluearmy:all6unitsarrivefromthesoutherntableedge.
SPECIALRULES
1.Forest.Bluearmyunitsmaynotenterthewood.
2.Red Skirmishers. Forwargames set in theAncient, DarkAges, Rifle and Sabre orHorseandMusketperiods,theRedarmymustinclude1unitofSkirmishers.Replaceanotherunitifnecessary.
3.RedSwordsmen.Forwargames set in thePikeandShotperiod, theRedarmymustinclude1unitofSwordsmen.Replaceanotherunitifnecessary.
4.PeasantArchers.ForwargamessetintheMedievalperiod,theRedarmyreplacesanyoneunitwithpeasantarchers.ThesearetreatedasLevies,butmaymovewithinwoodsandareequippedwithbows(12”range).
GAMELENGTHANDTURNORDER
Thisscenariolasts15gameturns.TheBlueplayergoesfirstineachturn.
VICTORYCONDITIONS
TheBlueplayerwinsifnoRedunitsinopenterrainarewithin6”oftheroadattheendofthegame(units in thewooddonotcount).Failure toachieve thiscondition results inaRedvictory.
INSPIRATION
Bottlenecks have often allowed armies of inferior strength to hold a position againstsuperiorfoes.Thisgamerepresentsanattempttosimulatethisrathertrickyconundrum;itisbasedupontheBattleofThamesRiver(1813)foughtduringtheWarof1812betweentheBritish(Red)andAmerican(Blue)armies.
FURTHERREADING
ThefollowingoutstandingbookbyStuartAsquithprovidesaveritable treasure troveofwargames,andwillopenanygamer’seyes to the largelyneglectedWarof1812, in thesamewaythatitinspiredthisscenario:
Asquith,Stuart,ScenariosfortheWarof1812(PartizanPress,2010)(pp.51–54).
SCENARIO25:INFILTRATIONSITUATION
AsmallBlueforcehaspenetratedtheRedlines.ItaimstoplundertheRedarmy’ssupplynetworkbeforethelattercanreact.
ARMYSIZES
TheRedarmyhas6units;theBluearmyhas4units.
DEPLOYMENT
TheRedarmydeploys1unit inzone1,facingsouth.NoBlueunitsaredeployedat thestartofthegame.
REINFORCEMENTS
Turn1:(a)Bluearmy:all4unitsarrivefromthesoutherntableedge,within12”of thesouth-westerncorner.
Turn3:(a)Redarmy:2unitsfromthenortherntableedge.
Turn6:(a)Redarmy:3unitsfromthesoutherntableedge,viatheroad.
SPECIALRULES
1.ExitingtheTable.Blueunitsmayexitthetableviatheroadonthenortherntableedge.
GAMELENGTHANDTURNORDER
Thisscenariolasts15gameturns.TheBlueplayergoesfirstineachturn.
VICTORYCONDITIONS
TheBlueplayermustexit2unitsfromthetable.FailuretodosoconstitutesaRedvictory.
INSPIRATION
This game retains the numerical disparities and some terrain elements of the Battle ofKernstown (1862), but has converted what was a pitched battle into an infiltrationscenario.Thisallowsanotherwiseone-sidedaffairtobecomerathermoreinteresting.
FURTHERREADING
Much of my youth was spent avidly reading Strategy and Tactics magazine, whichfeatured(andstilldoes)aboardwargameineveryissue.Thearticleandboardgamemapon Kernstown proved especially helpful; I have also cited a more readily availableaccount:
Dougherty,Kevinetal;BattlesoftheAmericanCivilWar1861–1865(Amber,2007)(pp.50–59).
Nofi,Al,‘StonewallintheShenandoah’inStrategyandTacticsNo.67(March,1978)(pp.
SCENARIO26:TRIPLELINE
SITUATION
TheBluearmyhasinvadedRedterritory.AratheradhocanddisorganizedcollectionofRedunitshasassembledtomeetthethreat.
ARMYSIZES
TheRedarmyhas4units;theBluearmyhas6units.
DEPLOYMENT
TheRedarmyhas1unitinzone1,facingsouth;2unitsinzone2,facingsouth;and1unitonthehillfacingsouth.NoBlueunitsaredeployedatthestartofthegame.
REINFORCEMENTS
Turn1:(a)Bluearmy:all6unitsarrivefromthesoutherntableedge.
SPECIALRULES
1. Red Disorganization. The disarray engendered by the rapid Blue assault has thefollowingeffects:
(a)NoRedunitmaymovesouthoftheriver.
(b)IndividualRedunitsmaynevermoveuntilaBlueunitmoveswithin6”.Firingis
unrestricted.
GAMELENGTHANDTURNORDER
Thisscenariolasts15gameturns.TheBlueplayergoesfirstineachturn.
VICTORYCONDITIONS
Victorygoestothesideinexclusiveoccupationofthehill,attheendofthegame.
INSPIRATION
Thisgamestems fromanotherofStuartAsquith’s splendidWarof1812 scenarios.Theterrainhasbeenchanged slightly; the confusionof theAmerican (Red) forceshasbeenreflected but their numbers have not. The real Battle of Bladensburg (1814) saw theAmericans enjoying substantial numerical superiority but appalling moral deficiencies(manyunitsranawayatthefirstshot).IhaveaccordinglyallowedtheBritishtoenjoythelargernumberson thisoccasion; thedeliberate lackof specificmoraleprovisions in therulesetsprintedinthisbookexplainsmydecision.
FURTHERREADING
Thescenariowhichinspiredthisgamecanbefoundin:
SCENARIO27:DISORDEREDDEFENCE
SITUATION
AsmallBluearmyhaslaunchedasurpriseattackwiththeaimofcapturingthecrossroads.ThelargerRedarmyissingularlyunpreparedfortheonslaught.
ARMYSIZES
TheRedarmyhas6units;theBluearmyhas4units.
DEPLOYMENT
1.Redarmy:(a)1unitinzone1,facingsouth.
(b)1unitinzone2,facingsouth.
(c)1unitatthecrossroads,facingsouth.
2.Bluearmy:all4unitswithin6”ofthesoutherntableedge,facingnorth.
REINFORCEMENTS
Turn8:(a)Redarmy:3unitsarrivefromthenortherntableedge.
SPECIALRULES
1.BlueConsolidation.TheBluearmyisassigned the taskofcapturingandcontrollingthe crossroads.Accordingly, noBlue unitmaymovewithin 4” of the northern tableedge.
GAMELENGTHANDTURNORDER
Thisscenariolasts15gameturns.TheBlueplayergoesfirstineachturn.
VICTORYCONDITIONS
Thesideoccupyingthecrossroadsattheendofthegameisthevictor.
INSPIRATION
ThisgameisverylooselyinspiredbytheBattleofShiloh(1862),anAmericanCivilWarengagement that saw the Confederate (Blue) army launch a spectacular but eventuallyunsuccessful attack upon the Union (Red) forces. The deployment and reinforcementschedulebearsagooddealofrelationshiptothegame’ssource,buttheterraindoesnot;therealbattlefieldofShilohwasheavilywooded,whichdoesineverysenseprovideanobstacletoitsrecreationinminiature.Also,noattempthasbeenmadetodepicttheRiverTennessee,fromwheretheUnionreinforcementsarrived:thesmallsizeofthiswargamesbattlefieldmakesitsinclusionimpossible.
FURTHERREADING
TheoldmagazinearticlelistedbelowgivesanoutstandingaccountofShiloh;therecently
publishedbookprovidesareadilyaccessiblereference:
Berg, Richard, ‘Bloody April: the Battle of Shiloh, 1862’ in Strategy and Tactics No.76(September,1979)(pp.23–30).
Dougherty,Kevinetal;BattlesoftheAmericanCivilWar1861–1865(Amber,2007)(pp.60–69).
SCENARIO28:BOTCHEDRELIEFSITUATION
TheBluearmyisassaultingatownheldbyRedunits.ARedreliefforceisdeployedonthehillandpoisedtoassist,butitscommanderisprovingratherinert.
ARMYSIZES
TheRedarmyhas6units;theBluearmyhas4units.
DEPLOYMENT
1.Redarmy:(a)2unitswithin12”ofthenortherntableedge,facingsouth.
(b)4unitsonthehill,facingeast.
2.Bluearmy:all4unitswithin6”ofthesoutherntableedge,facingnorth.
REINFORCEMENTS
Therearenoreinforcementsinthisscenario.
SPECIALRULES
1.RedReliefForce.Theunitsdeployedon thehillmayonlybeactivatedsequentially.ThisisrealizedbyallowingtheRedplayertonominateoneoftheseunitsatthestartofthe game; this is the only unit on the hill that may move and/or fight. Once it iseliminated, theRed playermay activate another unit based on the hilltop, and so onuntilthefinalunitisactivated.
2.BlueSingleMindedness. TheBlue armyhas been ordered to seize the town, ratherthandestroy theRed forceper se.Asa result,Blueunitsmayneveroccupy thehill;neithermaytheyengageinactiveRedunitsincombat.
GAMELENGTHANDTURNORDER
Thisscenariolasts15gameturns.TheBlueplayergoesfirstineachturn.
VICTORYCONDITIONS
Victoryissecuredbyoccupationofthetownatthegame’send.
INSPIRATION
This scenario draws its inspiration from the fascinating but rather neglected Mexican-AmericanWar(1846–1848),whichsawasmallbutextremelycompetentUSarmydefeata large yet disgracefully-led foe. The Battle of ElMolino del Rey (1847) is a typicalencounter,whichsawtheAmericansprevailinatoughengagement:Mexicanfailurewaslargelyduetothetotalinertiadisplayedbytheirreliefforce,supposedlypoisedtoattacktheAmericanleftflank.Thesituationisreflectedinthiswargame;thereisnoparticularneedtodepicttheunitsonthehill(theycouldsimplybedeployedoffthetableandarrive
sequentially if desired), save to engender feelings of frustration in themindof theRedplayer:heorshehasunitsavailable,butmaynotusethemasdesired.
FURTHERREADING
The following book gives a splendid account, not only of theMexican-AmericanWar,itself, but also of the capabilities of the respective armies and data on their uniforms(includingsomecolourplates).All this informationmakes theworkan ideal source forwargamers:
Adams,Anton,TheWarinMexico(Emperor’sPress,1998)(pp.105–109).
SCENARIO29:SHAMBOLICCOMMANDSITUATION
TheBlue army has been ordered to defend a strategic hill. Its superior numberswouldnormallymakethisasimpletask,wereitnothamstrungbyappallingleadership.
ARMYSIZES
TheRedarmyhas4units;theBluearmyhas6units.
DEPLOYMENT
TheBluearmydeploys4unitsonthehill,facingnorth;and2unitsinzone1,alsofacingnorth.NoRedunitsaredeployedatthestartofthegame.
REINFORCEMENTS
Turn1:Redarmy:all4unitsarrivefromthenortherntableedge.
SPECIALRULES
1.DreadfulLeadership.Only2Blueunitsmaymoveand/orengage incombatduringeachturn.TheBlueplayermaychoosewhichunitsareactive.
GAMELENGTHANDTURNORDER
Thisscenariolasts15gameturns.TheRedplayergoesfirstineachturn.
VICTORYCONDITIONS
Thesideinexclusiveoccupationofthehillatthegame’sendisvictorious.
INSPIRATION
Therearestrongsimilaritiesbetweenthisencounterandthepreviousscenario,sincebothgamesseethenumericallysuperiorarmysufferfromterribleleadership–asituationlikelyto engendermuch frustration for thewargamer! This game is based upon theBattle ofMedinadeRioSeco(1808),aNapoleonicengagementthatsawtheSpanish(Blue)armydefeatedbytheFrench(Red)force.
FURTHERREADING
AccountsoftheBattleofMedinadeRioSecocanbefoundin:
Chandler,David(ed),Napoleon’sMarshals (Weidenfeld&Nicolson,1987)(pp.70–75).Lipscombe,Col.Nick,ThePeninsularWarAtlas(Osprey,2010)(pp.44–47).
SCENARIO30:LASTSTANDSITUATION
The Red army has just been routed. A gallant remnant of the defeated Red forces hashoweversurvived,andispreparingtofighttothelastman,inordertoallowtherestofthearmytimetoregroup.
ARMYSIZES
TheRedarmyhas3units;theBluearmyhas6units.
DEPLOYMENT
TheRedarmydeploysall itsunitsnorthof the river.NoBlueunitsaredeployedat thestartofthegame.
REINFORCEMENTS
Turn1:Bluearmy:all6unitsarrivefromthesoutherntableedge.
SPECIALRULES
1.EliteDefenders.Redunitsapplyanadditionalmodifierof+2toallcombatdierolls.
2.Redoubt.AsingleRedunit(apartfromKnightsCavalry,Reiters,orTanks)deployedonthehilltopisassumedtobeinaredoubt.Thishasthefollowingattributes:
(a)Thegarrisonisundercover.
(b)Thegarrisonhasafieldoffireof180°.
(c)Ittakesacompleteturnforenemyunitstoentertheredoubt.
3.UnlimitedNumbers. Any eliminated Blue units automatically reappear on the nextBlueturn.Theyarrivefromthesoutherntableedge.
GAMELENGTHANDTURNORDER
Thisscenariolasts15gameturns.TheBlueplayergoesfirstineachturn.
VICTORYCONDITIONS
TheBlueplayerwinsbyeliminatingallenemyunitsbytheendofthegame.FailuretodosoconstitutesaRedvictory.
INSPIRATION
Military history hasmany examples of heroic last stands against insurmountable odds.Thisscenarioowesnothingtoanyparticularhistoricalevent,buttheheroismdisplayedinsuch affairs provides ideal opportunity for any wargames scenario – and it seemsappropriatethatthefinalgameinthisbookshouldbeentitled‘LastStand’.IverymuchhopethatyouenjoyplayingthesegamesasmuchasIenjoyeddesigningthem!
FURTHERREADING
Twoexcellentscenariosofthistypecanbefoundinthefollowingbooks:
Grant,CharlesStewart,ScenariosforWargames (WargamesResearchGroup,1981)(pp.36–37).
Grant,C.S.andAsquith,S.A.ScenariosForAllAges(CSGPublications,1996)(pp.46–47).
Chapter21
WargameCampaignsPlaying wargame scenarios in isolation is always very entertaining, but players willeventually want to provide a context for such encounters. This is where a wargamescampaigncomes in,when twoarmies fightover aperiod for controlof their respectiveterritories.
The key to anywargames campaign is feasibility. It is all too tempting to producedetailed maps of the campaign territories (either based on genuine atlases, or lovinglyrendered by the designer of the game), and devise detailed rules for forced marching,attrition, sieges, delaying actions, pursuit after battle, promotion of units to elite status,rawmilitiaandreinforcements.Suchcampaignsarenotalwayspractical,havingastheydoatendencytodrowninexcessivedetail;theyarealsoliabletotakeaverylongtimetoresolve.Thisisnottosaythattheyshouldneverbeattempted,sincecampaignsofthisilkcan promote a very rich and rewarding experience for playerswho have the necessarycommitment:theyarethereforebestsuitedtopeoplewhoaresofascinatedbytheperiodin question, that they are prepared to devote themselves entirely to it – without beingseduced by other historical epochs, or the dictates of the latestwargames fashion. Fewplayershave thenecessaryenduranceordevotion inpractice;manyareattractedby thenotion of a detailed and protracted campaign, butmostwill drift away after just a fewgamingsessions.
Asimplecampaignisincontrasteminentlyachievable,andcanstillberewardingifdoneintherightway.Theeasiestapproachistoplayanoddnumberofbattles,withthewinner of the majority being declared victorious in the campaign. Players could, forexample, select three favourite scenarios from the thirty provided in the last chapter,dicing to seewho playsRed orBlue at the start of each. This campaign can easily befinishedinalongevening,orahalfdaysessionattheweekend–thebrevityofthegamescombined with the fact that favourite scenarios are being played, should guaranteeinterest.
Analternativeapproachistogeneratetherelevantscenariosatrandom.Theplayerscould for example decide to play five games, which are determined on the basis ofdividingthethirtyscenariosintofivegroups,coveringnumbers1–6,7–12,13–18,19–24,and25–30.Onegameisplayedwithineachgroupingofscenarios,witheachselectedatrandom.Letusassumeforexamplethatagameisbeingplayedfromscenarios7–12:thisischosenbyrollingadie,withascoreof1indicatingscenario7,a2selectingscenario8,a3choosingscenario9,andsoon.Thesidesforeachturncanbeselectedrandomly,butaviablealternativeisforthevictorofthepreviousgametodecidewhetherheorshewantstoplayRedorBlueinthenextscenario.Wecanforexampleassumethatthecampaigners
inquestion startoffbyplayingagame fromscenario1–6: a3 is rolledon thedie, andscenario 3 played accordingly, with the Blue player winning. The next game is fromscenarios7–12;adierollof5indicatesscenario11,andtheerstwhileBlueplayer,havinga penchant for attacking, chooses to play Blue again in the Surprise Attack scenario.Allowingthevictortodecidewhichsidetochooseinthenextgameowesagreatdealtomilitary logic; thewinnerwould undoubtedly have the advantage over the loser in reallife,andwouldthereforebeabletoseizetheinitiativeinthenextencounter.Acampaignoffivegameswilllastafullday,ortwoeveningsessions.
This style ofwargames campaign is very basic, but can be completed quickly andeasily.Theplayers’enjoymentofsuchcontestscanbegreatlyenhancedbycomposinganarrative history of the affair, which adds character to the occasion. Wargamers areencouraged to give their tabletop generals suitable names, be they historical characterssuchasNapoleonorWellington, favouritewritersor sportingheroes,oreven theirownsurnamessuitablyadapted.MyownnameisforexamplefineinBritishorFrencharmies,butcaneasilybecome‘vonThomas’foraGermanicforceor‘Thomassov’foraRussiancontingent’s commander. The battles can be described in suitably lurid detail, andcredibilityenhancedbycomposinganappropriatelinkingnarrativetocontextualizethem.For example, in the previous case where scenario 3 was followed by scenario 11, thecampaignstorylinecouldreadsomethinglikethis:
‘Having defeated General Prince Turgenev at the battle of River Zola, CountStendhal’sforcespressedhometheiradvantagebyattemptingtoseizePushkin’sCrossroadsbeforeTurgenevcouldorganizearesponse.’
Theeventual resultwillbea fullaccountwhich, ifaugmentedwithartistically renderedmapsof thebattles inprogress,providesasatisfyingmementoofanenjoyableseriesofwargames.Theycanevenbeused as a spur to campaigndesign: in reflectingupon theevents of the previous game, the players can consider which scenario would be mostappropriate to play next, through exercising military logic. This will in the long runencouragethedesigninstinctsofplayers,allowingwhatstartedasaverybasiccampaignto develop into a rich experience as the two belligerent powers (and their assortedgenerals)acquireacharacterallof theirown.Inthisway,simplicityleadstothesortofcreativitythatcouldbeabsentfromadauntinglycomplexcampaign–andwithcreativitycomestheoriginalityandenthusiasmthatonlythebestwargamescangenerate.
Chapter22
SoloWargamingThebestwargameswill always be achievedwhen the hobbyist is able to enjoy regularcontestswitha congenialopponent.This isunfortunatelynot alwayspossible, inwhichcasetheonlyoptionistoplaysolowargames.
Thesesingularcontestsareveryeasy toarrange,at leaston themostbasic levelofplaying both sides to the best of one’s ability. This style of solo play can producesatisfyingand informativegames–youcan learnagreatdeal aboutmilitaryhistorybyattemptingtoexecuteappropriatelyrealistictacticsonthewargamestable,andevaluatingtheirstrengthsandweaknessesaccordingtotheresultswhichoccur.Truesolowargamingis slightly different, however: this is when the actions of one side are determined byspeciallydevisedgamingmechanics(theconceptissimilartothe‘artificial intelligence’of computer wargames), in an attempt to create the excitement and tension that wouldotherwiseoccurwhenplayingareal-lifeopponent.
Solowargamesystemscanbedevisedforanyscenario;itmusthoweverbestressedthat different approaches have to be devised in each case, to take account of thedistinguishing features of various contests. The following examples from my thirtyscenarios cover caseswhere all units begin the game on the table (scenarios 1 and 2);whereallarriveonturn1(scenario3);andwhereoneplayerhasonlyonetacticaloption(scenarios7,13,14,15and30).
Thefirsttwoscenarioscoverpitchedbattles,andhavetheRedplayerdeployfirst.Inthese instances thewargamer takes the roleof theRedside,andplaces theunitson thetable as he or she desires.TheBlue deployment is in contrast determined by the gamesystem,whichisintendedtostrengthensomesectorsattheexpenseofothers.Itdoessobydividingthebattlefieldintoleft,centre,andrightsections,eachofwhichhasawidthof12”.Adieisthenrolled:ascoreof1or2indicatesthatthreerandomlydeterminedBlueunitsaredeployedintheleftsector;3or4denotesthecentralportion;and5or6therightsection.Adie is then rolled again: a score of 1–3 indicates that two randomly selectedunits are placed in one of the remaining areas,with a 4–6 denoting deployment in theother.Thefinalunitispositionedinthelastsector.ThissystemeffectivelydeterminestheBlueattackplan,withoneareabeingstrongandoneweak–itmayinsodoingcreateanunwelcome element of surprise for the solo wargamer to confront and hopefullyovercome.
Scenario3(‘ControltheRiver’)isslightlydifferent,sincethetroopsbeginthegameonthetable,butallarriveonthefirstturn.ThesologameragaintakestheroleoftheRedplayer, marching his or her troops onto the table first. The Blue army’s appearance is
determinedbydividingthetableintosixsections,eachofwhichis6”wide,anddicingforeachunittodeterminepreciselywhereitappears.
Randomdeploymentisaveryusefultoolthatcanquitereasonablybeusedwithmanyscenarios.Itishoweverlessnecessaryingameswhereonesidehasonlyasingletacticalapproach, be it either tenacious defence (scenarios 7, 14, 15 and 30), or all-out attack(scenario13).Inthesecasestheplanisfairlyobvious,andagooddeallessrandomizationis required. Such caveats notwithstanding, the best solo wargames occur whenunpredictabilitycanbeaddedtotheencounter,therebycreatinganall-importantelementoftensionthatmightotherwiseonlybepresentwhenplayingaliveopponent.
Onewayofdoing this isbymodifying thereinforcementschedule,so thatunitsdonotappearonthedesignateturn,butthatadieisrolledfromoneturnaheadofschedule:theyarriveonarollof5–6.Reinforcementsmaythereforearriveearly,theymayappearlate,or inespeciallyunfortunatecasesnotatall.Theelementofunpredictabilitycanbeenhancedbyhavingthegamesystem’sunitsappearrandomly,sothattheactiveplayercanneverbeawarepreciselywhichenemyunitsmay turnup– so that a slow infantryunitmaybeexpected,onlyforarapidcavalrycontingenttoarriveinstead,creatingpotentialmayhemintheprocess.
Averypopular and long-standing techniqueof introducingunpredictability into thesolo wargame is through the use of ‘Chance Cards’. This very sound approach wasdevisedbygreatwargamingpioneerssuchasDonaldFeatherstone,andtakestheformofhavingacarddrawnatthestartofeachturnforbothcompetingsides:theresultscanvaryfrom nothing happening, through allowing some great benefits to one’s own units, orsignificant disadvantages. This creates an element of tension, and does in particularrealisticallyinvokethevicissitudesoffortunethatcanblessorafflictarmiesinreality.Myscenarioscanbeplayedusingadeckoffifteencardsforeachside:oneoftheseisdrawnatthestartofeveryRedorBlueturn,theireffectsbeingasfollows:
CardNumbers Result1–5 NoEvent.Nothinghappens.6–7 Confusion.1–3ofone’sownunitsmaynotmovethisturn.
8–9 AmmunitionShortage.1–3ofone’sownunitsmaynotshootthisturn.
10 Demoralization.Asingleunitonone’sownsideacquires1–6hits.
11–12 Initiative.Asingleunitonone’sownsidemayeithermovetwice,moveandthenshoot,orshoottwice.
13–14 Rally.1–3ofone’sownunitsremove1–3hitspoints.15 EnemyPanic.Asingleenemyunitacquires1–6hits.
Units affected by Chance Cards should always be selected at random, to increase theelement of unpredictability. Numbers from 1–3 can be generated by rolling a die andhalvingtheresult,roundingupanyfractions.
Itshouldbeapparentthatsolowargamingneednotbeapooralternativetotraditionalsocial gaming. The element of unpredictability always creates excitement, and the solowargamerisalwaysfreetoexperiment.Heorshecanforinstancedevisenewandradicalrulesandtestthemthoroughlytoassesstheirviability,withouthavingtoworryaboutthebaffled incomprehension of a dissatisfied opponent. The soloist may also want to tryplaying a new set of wargames rules that may not find favour with anyone else, atwhatever levelofcomplexityheor she findsdesirable.Solowargamerscanalsodeviselongcampaigns involvinggreatdepth– this is, as considered in theprevious chapter, asignificant problem when dealing with the outside commitments of other potentialcampaignparticipants.Soloists can also spend agreat deal of time and effort exploringandgamingobscureconflictsofverylimitedappealtoothers;IhaveforexampleinthepastgivenmuchconsiderationtotheWarlorderainChina(1911–1930)–aperiodwhichalthoughfascinating,hasattracteddecidedlylimitedinterestwithmostwargamers.
The key to a successful solowargame is the same as any other: gamers should becreative, remain practical in their aims, and enjoy the rich variety that is guaranteed toresultfromwhatwillalwaysbeafascinatinghobby.
AppendixI
BackgroundReadingThebookslistedbelowareintendedtoprovidefurtherreadingforanyonewhowantstofindoutmoreabouteitherthewargameshobby,ormilitaryhistory.Eachsectioncontainsa small selection of books, allowing any reader to acquire a substantial but notoverwhelmingamountofinformation;myintentionhasbeentochoosethebestpossibleworks,therebyenablingreaderstoobtainknowledgeandstillretainenthusiasm!
Someofthebookslistedareoutofprint.TheycanbeobtainedfromthebookdealerslistedinAppendix2,oralternativelyfromlocallibraries(oftenviatheinterlibraryloansystem).
1.WARGAMESBOOKS
My selection is predicated on the notion that I am choosing books rather than mererulesets.Manyofthelattercanbeobtainedquiteeasily,butIprefertolistworkswhichhave a broader approach, andwhich cover a great dealmore than sets of rules alone –especially those products which are very lengthy, and whose prose is exceptionallylegalistic. I do not find such qualities especially appealing; books which include suchthemesashistoricalcontent,wargamescenarios,insightsintothedesignparametersofanyrulesets included, and above all simple wargames, are far more attractive than thedesiccatedpedantryofsomerulebooks.
GeneralTitles
Featherstone,DonaldF.,WarGames(StanleyPaul,1962)
BeforeDonaldFeatherstonewrotethisbook,thewargameshobbywassosmallthatallitsparticipantswerepersonallyacquainted.Thismagnificentworkchangedallthat.Itcoversallsignificantaspectsof thehobby: fromadescriptionof itsessence; throughdetailsofhowtoacquirewargamesarmiesandbattlefieldterrain;andevensuchfascinatingaspectsas organizing awargames campaign.Most importantly, the book included some simpleandaccessiblerulesfortheAncient,HorseandMusket,andSecondWorldWarperiods–along with a description of wargames battles for each. This book succeeded inpopularizingthehobby–itisdifficulttoseehowwargamingcouldhaveexistedwithoutit.
Grant,Charles,WargameTactics(Cassell,1979)
This book does not contain any rulesets, but does include outstanding summaries ofmilitarytacticsfromancienttimestotheAmericanCivilWar,andmostimportantlyatotal
ofeightwargamesbattle reports, illustratinghowhistorical tacticsareput intoeffectonthe gaming table. The book represents a fine and accessible introduction to militaryhistory,aswellasitstitularsubject.
Hyde,Henry,TheWargamingCompendium(Pen&Sword,2013)
Thisbeautifullypresentedtomeprovidesanidealintroductiontothecontemporaryhobby.Itincludesahistoryofwargaming,guidestofigurepaintingandterrainproduction,hintsonsettingupawargamescampaign,andasetof rules for thehorseandmusketperiod.Thehundredsofoutstandingcolourphotographshelptocreateavisualfeast.
Quarrie,Bruce(ed.),PSLGuidetoWargaming(PatrickStephens,1980)
Thisbookfeaturessomeexcellentdescriptionsofallmajor(andsomeminor)wargamesperiods, covering history, tactics, and how to re-enact the relevant epochs inminiature.Eachchapter iswrittenbya renownedexpert in the relevant field.An interestingsetofrulesisincluded,whichowesmuchtothe(then)preeminentrulebookspublishedbytheWargamesResearchGroup. They provide for stimulating games, but can require a fairamountofrecordkeeping.
Thomas,Neil,Wargaming:AnIntroduction(SuttonPublishing,2005)
Myowncontribution to thisgenrecoversmuchof theground included in thebookyouhavejustread.Therulesetsincludedareslightlydifferent,butstillverysimple.Iprovidevery little detail on scenarios, but do cover the history ofwargaming, and also enclosearmylistsforthemajorforcesofeachperiod.Thebookdoesinadditionexamineskirmishwargaming,whichincludesarulesetfocussedoncolonialencounters.
Wesencraft,C.F.,PracticalWargaming(TheElmfieldPress,1974)
Abook that proves how looks can deceive. This is ostensibly just another introductorybookwith simple rulesets covering all periods up to the end of the nineteenth century,togetherwithadviceonhowtobuildupwargamesarmiesandsetupatabletopbattlefield.This book is however not only exceptionallywellwritten, but includesdesign conceptsthatweredecadesaheadoftheirtime–somuchsothatitwasignoreduponpublication.Thisoutstandingworkhashadamassiveinfluenceuponmyapproachtowargamedesign;thetitleofmyfirstchapterpayshomagetoMr.Wesencraft’smagnificentopus.
AncientWargaming
Barker,Phil,AncientWargaming(PatrickStephens,1975)
The author is a foundermember of theWargamesResearchGroup, then (and arguablystill)themostinfluentialorganizationintheAncientwargamesfield.Thebookprovidesanoutstandingbriefguidetotrooptypesandhowtheyfought,bothinhistoryandindeedon the wargames table. It also includes an entertaining history of the development ofancientwargaming,anditsgenerallyenthusiastictoneisbothinfectiousandinspirational.
Featherstone,Donald F.,WarGames through the Ages Volume 1: 3000BC–1500AD(StanleyPaul,1972)
This work focuses upon thirty historical armies, giving details of their tactics andperformance,alongwithhowwelltheyarelikelytoperformonthewargamestable.Itisanidealwargamer’sguidetoitssubject.
Grant,Charles,TheAncientWarGame(A&CBlack,1974)
Thisisafinediscussionoftheprinciplesofwargamesrules,andthemajorarmiesoftheancientworld.Itisgreatlyenlivenedbyextremelyentertainingaccountsofthewargameinpractice,throughthemediumofbattlereportsofsomewargamescenarios.
Sabin,Philip,LostBattles(HambledonContinuum,2007)
Anambitiousandhighlysuccessfulattempttoassertthecredibilityofwargamingasatoolforhistoricalunderstanding.Asetofrulesisincluded,butthebook’sgreatestvalueliesinits discussion of the design principles behind them, and especially in the forensicexamination of thirty-five historical battles, particularly with respect to the constituentelementsofthecontestingarmies.
Thomas,Neil,AncientandMedievalWargaming(SuttonPublishing,2007)
My own contribution to this genre divides the period into four sections (Biblical,Classical,DarkAges,andMedieval),providingslightlydifferentrulesforeachinordertoencapsulate and illuminate the relevant differences. I include fifty-three army listscoveringallrelevantforces,andawargamesbattlereportfromeachperiod(coveringtheBattlesofKadesh,Issus,MountBadon,andAgincourt).
DarkAgeWargaming
DonaldFeatherstone,WarGames through theAgesVolume 1 andmy ownAncientandMedievalWargaming, covered in the previous section, provide much valuableinformationontheDarkAges.Morebooksarecitedbelow:
Jones, Steve and JamesMorris,The Age of Arthur (WarhammerHistorical, 2007) Thiswork is a sourcebook designed for theWarhammerAncientBattles wargames rules (anabsolutely outstanding ruleset, incidentally). It does however contain a great deal ofvaluable historical information onwarfare inBritain from 400 to 800, especially aboutarmycompositionandtactics.
Mersey,Daniel,GlutterofRavens(OutpostWargameServices,1998)
Thishasall theappearanceofawargaming rulesbooklet,but isagreatdealmore thanthat.ItgivessomeverywellinformedhistoricalcommentaryontheArthurianage(400–700), including wargames army lists and uniform information. A much revised andupdated version of the rules has just been published under the new titleDux Bellorum
(Osprey,2012).
Patten,Stephen,Shieldwall(WarhammerHistorical,2002)
AnothersourcebookintheWarhammerhistoricalrange,withallthevirtuesoftheworkonArthurianwarfare.ThisvolumecoverstheVikingagefrom785to1085.
MedievalWargaming
Booksonthisperiodareconspicuousbytheirabsence,withthesignificantexceptionsofDonald Featherstone, War Games through the Ages Volume 1, and my Ancient andMedievalWargaming.
PikeandShotWargaming
Featherstone,DonaldF.,WarGamesthroughtheAgesVolume21420–1783 (StanleyPaul,1974)
AnothersplendidbookalongthelinesofthepreviouslycitedVolumeOneontheancientperiod.ThisworkincludesadiscussionofsixmajorconflictscoveredbymyRenaissancetimeline(1450–1650).
Gush,GeorgeandMartinWindrow,TheEnglishCivilWar(PatrickStephens,1978)
This brief guide to the conflict includes an entertaining wargames battle report, and aparticularlyfinesummaryoftheorganizationandtacticsofthecontendingarmies.
Wesencraft,C.F.,WithPikeandMusket(TheElmfieldPress,1975)
ThepaucityofworksonthePikeandShotperiodismorethancompensatedforbythisquite outstanding book. It contains a fine summary of weaponry and tactics (coveringEnglisharmiesfrom1547to1651),abrilliantsetofinnovativeandsimpleruleswithanerudite design exposition thereof, and guides to the wargames re-enactment of twenty-sevenhistorical battles.Thisneglectedmasterpiece is theonlywargamesbook that anyreaderneedconsultontheEnglishCivilWar;itisunlikelytoeverbesurpassed.
HorseandMusketWargaming
Grant,Charles,TheWarGame(A&CBlack,1971)
Thisclassicworkcoversallaspectsofwargamingduringtheeighteenthcentury.Itsbestfeaturecanbefoundintheeruditewaythattheoutstandingwargamesrulesareexplainedwith reference to historical precedent. The book triumphantly displays that profoundscholarshipcanbedisplayedwithoutanysignsoftediouspedantry.
Griffith,Paddy,NapoleonicWargamingforFun(WardLock,1980)
Thismasterlyworkwasshamefullyneglecteduponpublication,largelyduetoitsforcefuldeclaration that simplicity was preferable to complexity when wargaming. The book
includessevendifferentsetsofrules,coveringalllevelsfromminorskirmishestoclashesbetweenarmies.
Quarrie,Bruce,NapoleonicWargaming(PatrickStephens,1974)
Thisbookintroducedmetoitssubject,andprovidesanadmirablesummary,coveringallaspectsoftheperiodfromtheorganizationofeachnation’sarmy,throughadiscussionofNapoleonicstrategyand tactics, toausefulsectiononsettingupawargamescampaign.Therulesetprovidedisquitecomplex,yetconciseandadmirablyplayable(althoughafairbit of record keeping is required); it is especially enlivened by the use of nationalcharacteristicstoreflectthestrengthsandweaknessesofeacharmy.
Thomas,Neil,NapoleonicWargaming(TheHistoryPress,2009)
My own contribution to this subject features substantial historical content, along withcommentaryonNapoleonicstrategyandtactics.Therulesaresimple,butareprecededbya chapter detailing the principles behind them. The book also includes comprehensivearmy lists covering all the major forces, and a battle report describing a wargame inaction.
Young, Brig. and Lt. Col. J. P. Lawford,Charge! (Athena Books, 1986; originally1967)
Itisremarkablethattheeighteenthcentury,thoughneveranespeciallypopularwargamesperiod, should still have inspired two of the greatest classics in wargames literature:CharlesGrant,TheWarGame,isone;thisistheother.Itsenthusiastictoneisespeciallyinfectious;itcoverstwodifferentsetsofwargamesrules,includingsubstantialdiscussionoftheideasbehindthem,andabattlereportdescribinghoweachgameworksinpractice.Theelementarygameisespeciallynoteworthy; itsrulesare just twopages long,butarelogically coherent and conceptually perfect – amasterly demonstration that brevity andbrilliancecanbeachievedinwargamesrules.
RifleandSabreWargaming
Drewienkiewicz, JohnandAndrewBrentnall,Wargaming inHistoryVolume 8(KenTrotman,2013)
ThisbeautifullyproducedbookconcentratesuponsimulatingtheopeningbattlesbetweenAustriaandPrussiaduringtheSevenWeeksWarof1866.Alargeselectionofmapsanddetailedordersofbattleareincluded;thebookalsoprovidesanimpressiveexaminationofcontemporary tactics, and an annotated bibliography. It represents essential reading foranyoneinterestedinwhatisafascinatingandunjustlyneglectedsubject.
Featherstone,DonaldF;WarGamesthroughtheAgesVolume4:1861–1945 (StanleyPaul,1976)
Thiswargamer’sanalysisoftheperiodconcentratesonthetranslationofhistoricaltactics
to thewargamestable.It isaninspirationalbookforanyonewhoaspirestodesigntheirownrules.
Thomas, Neil,Wargaming: Nineteenth Century Europe 1815–1878 (Pen & Sword,2012)
Iwrote this book in an attempt to draw attention to a fascinating period that has beenscandalously and inexplicably neglected bywargamers. Substantial historical content isprovided,and thesimplerulesare (aswithmyNapoleonicbook)precededbyachapterexplaining the principles behind them.A large part of this book is however devoted toscenarios,bothhistorical(coveringtenbattles)andhypothetical–asubstantialselectionofarmylistsareincludedtofightthelatter.
Weigle,Bruce,1870(MedievalMiscellanea,2001),1859(MedievalMiscellanea,2006)and1866(MedievalMiscellanea,2010)
These volumes contain workmanlike sets of wargames rules. They are however mostvaluable for the historical analysis therein; the outstanding sets of scenarios, includingsome superb maps of historical battlefields; and the massively detailed annotatedbibliographies.ThefirstvolumecoverstheFranco-PrussianWar;thesecondexaminestheFranco-Austrian and Second SchleswigWars; and the third analyses the SevenWeeksWar.Thequalityofthescholarshipandfluencyoftheprosemakeallthreebooksessentialforthededicatedwargamer.
AmericanCivilWarWargaming
Stevenson,Paul,WargaminginHistory:TheAmericanCivilWar(ArgusBooks,1990)
Thisbookdoesnotincludeanyrules,butdoescovertheorganizationandarmamentofthecontesting sides, along with a particularly valuable discussion of how the armiesperformedonthebattlefield.
Wise,Terence,AmericanCivilWarWargaming(PatrickStephens,1977)
Theauthorwasalwaysagreatbelieverthatwargamingshouldprimarilybeanenjoyablediversion rather than a governing obsession.Thiswonderfully entertaining book coversorganizationandtactics;italsoincludesasetofsimpleandaccessiblerules.
MachineAgeWargaming
Therearenobooksspecificallydevotedtothisperiod.DonaldFeatherstone’sbookcitedin the Rifle and Sabre section above does however cover this epoch verywell indeed.ReaderscaneasilyadopttherulescontainedintheSecondWorldWarbookscitedbelow;afinededicatedrulesetfortheMachineAgeisPaulEaglestone’sAWorldAflame(Osprey,2012),devotedtotheperiodfrom1918–1939.
SecondWorldWarWargaming
Asquith,Stuart,WargamingWorldWarTwo(ArgusBooks,1989)
Another thoroughly entertaining book, whose author believes in the virtues of simplewargames,thisworkincludesmuchusefulinformationontheorganizationandweaponryofconflict’svariousarmies,butisespeciallyvaluableinitsprovisionofsimplerulesandbasic scenarios – the author does not confine himself to land operations, but includesgamescoveringnavalandaerialwarfaretoo.
Grant,Charles,Battle!PracticalWargaming(Model&AlliedPublications,1970)
This book includes an excellent set of accessible rules, along with a historically wellinformed discussion of the principles behind them. It includes some entertaining battlereports,whichshowhowthewargameworksinpractice.
Lyall,GavinandBernardLyall,OperationWarboard(A&CBlack,1976)
ThisisthefirstwargamersbookIread,anditsvirtuesencouragedmetopursuethehobbyagooddealfurtherthanIwouldeverhaveexpected!Thebookincludesdetailsonhowtocreatewargamearmies,highlyatmosphericwargamesbattle reports,andanentertainingset of rules with an illuminating exposition thereof. Gavin Lyall was a journalist andthrillerwriter by profession; this explains both the literary flair and clarity of his prosestyle.
Quarrie,Bruce,WorldWar2Wargaming(PatrickStephens,1976)
ManywargamerswhoexaminetheSecondWorldWarhavealoveofcomplexrulesandtechnicalminutiae. This enormously influential book is verymuch for them;my tastesmaydifferwidely,butitwouldbechurlishnottoacknowledgewhatwasaseminalworkofitskind.Anentiregenerationofwargamersgrewupusingthisbook,andplaygamesofasimilaroutlooktothisday.
Scenarios
Drewienkiewicz,JohnandAdamPoole,WargaminginHistoryVolumes3and6(KenTrotman,2001and2012)
ThesebeautifullyproducedbookspresentwargamescenariosandbattlereportscoveringseveralengagementsfromtheAmericanCivilWarbattlesofGettysburg(volume3)andFirstBullRun (volume6).Themaps,ordersofbattle, andannotatedbibliographiesareparticularlyimpressive.
Featherstone,DonaldF.,BattleNotesforWargamers(David&Charles,1973)
An outstanding selection of fifteen historical battles presented as wargame scenarioswritten with the verve and clarity that are characteristic of the father of modernwargaming. Two of Donald Featherstone’s other books, Wargaming: Ancient andMedieval (David & Charles, 1975) andWargaming: Pike and Shot (David & Charles,
1977),dothesamethingfortheirrespectiveperiods.
Grant,CharlesStewart,ScenariosforWargames(WargamesResearchGroup,1981)
Thisbookoffifty-twowargamescenariosisamodelofitskind.Mymassivedebttoitsinfluence is apparent from the reading list appended tomany of the scenarios that youhavejustconsulted.
Grant,C.S.andS.A.Asquith,ScenariosForAllAges(CSGPublications,1996)
Anotherfineselectionofscenarios,alongthelinesoftheworkjustcited.
Grant,CharlesS.etal,WargaminginHistoryVolumes1,2,4,5,and7(KenTrotman,2009–2012)
These magnificent books represent the zenith of modern wargames writing. They aredevotedtopresentingwargamesre-enactmentsofhistoricalbattlesfromtheSevenYearsWar (volumes 1, 4, and 5), the War of the Austrian Succession (volume 2), and thePeninsularWar(volume7).Theyarenotablenotonlyfortheclarityandviabilityofthescenarios,butalsoforthebeautifulphotographsofthegames;artworkofassortedtrooptypes by the acclaimed artist Bob Marrion; and concise yet profound discussion ofwargamesruleswritinganddesign.
Campaigns
Bath,Tony,SettingupaWargamesCampaign(WargamesResearchGroup,1978)
Theauthor’sHyboriancampaign,setonanimaginarycontinentofhisowndevising,isthemostfamouscontestinthehistoryofAncientwargaming.Thisbookcontainsalltherulesfor the campaign in question, andhasmanyveryuseful tips on such aspects as pursuitafterbattle, sieges,delayingactions, supplyand recruitment.Although focussingon theAncientperiod,thebookdoescontainsuggestionsonadoptingtherulesforotherepochs.Verymuchabookdesignedforplayerswhowishtoabsorbthemselvesinacampaignoflongduration.
Featherstone,DonaldF,WarGameCampaigns(StanleyPaul,1970)
Thisistheclassicaccountofitssubject.Itcoversallvarietiesofcampaignfromsmalltolarge, and considers all historical periods. It is moreover written with all the author’scustomaryenthusiasmandverve,andisatrulyinspirationalread.
Grant, Charles S;Raid on St. Michel (Partizan, 2008); The Annexation of Chiraz(Parizan,2009);andTheWolfenbüttelWar(Partizan,2012)
Theseareveryentertainingbooks(thefirsttwoofwhichwerewritteninconjunctionwithPhil Olley), cover narrative campaigns based upon a hypothetical eighteenth centurysetting.Theyprovideamodelofhowtocreateasimplewargamescampaign.
SoloWargaming
Asquith,Stuart,ThePartizanPressGuidetoSoloWargaming(Partizan,2006)
Thisbookprovidesawonderfullyconcise introduction toallaspectsof its subject,withtheauthor’scustomarilylivelyandaccessiblestylemakingitapleasuretoread.
Featherstone,Donald,Solo-Wargaming(KayeandWard,1973)
Anotherclassicaccountfromthefatherofmodernwargaming,thisbookcoversabsolutelyeverything anyone needs to know, and is full of stimulating ideas. As with StuartAsquith’sbookjustcited,itisanabsolutejoytoreadthisseminalwork.
Painting,TerrainandUniforms
Dallimore,Kevin,FoundryMiniaturesPaintingandModellingGuide(Foundry,2006)
Thisbookprovidesanexcellentguideforanyonewhowishestopaintwargamesfigurestoahighstandard.
GamesWorkshop,HowToMakeWargamesTerrain(GamesWorkshop,2005)
An excellent and highly accessible guide for all readers, not simply the fantasy andsciencefictionwargamersthatGamesWorkshopgenerallyfocusupon.
Kannik,Preben,MilitaryUniformsinColour(Blandford,1968)
ThisincrediblyusefulbookprovidesoverfivehundredcolourillustrationsoftroopsfromtheHorseandMusketperiodtotheSecondWorldWar.
OspreyPublishing,VariousTitles
Thispublisherproducesavastrangeofillustratedbooksfeaturingtheuniformsoftroopsfromallages.Readersarestronglyadvisedtoconsulttherelevantworksfromperiodsofparticularinterest.
2.MILITARYHISTORY
Acomprehensive list ofmilitary history titleswould be so vast as to be impossible foranyonetoread.Ihavelargelyconfinedmyself to titlesdealingwithhowarmiesfought,thereby allowing readers to appreciate how accurate any wargame really is – andhopefully,toencourageallofyoutostartdesigning,writingandplayinggameswithyourownrules.
GeneralWorks
Dupuy,R.ErnestandTrevorN.Dupuy,TheCollinsEncyclopaediaofMilitaryHistory(BCA,2007;originally1993)
This is more of a chronological reference guide to conflict rather than a traditionalencyclopaedia (it lacks the customaryA–Z entries). It does give fine provision of the
basic facts relating to all major conflicts, and its summaries of significant militarydevelopmentsarealwaysveryuseful.
Howard,Michael,WarinEuropeanHistory(Oxford,1976)
Abrief,wellwrittenandveryscholarlyaccountofstrategicdevelopmentsfromMedievaltimestothepresentday.Thequalityoftheanalysisisextraordinarilyhigh.
Keegan,John,TheFaceofBattle(Penguin,1976)
ThisjustifiablyrenownedbookdealswiththeexperienceofbattleatAgincourt,WaterlooandtheSomme,andrepresentsanoutstandinglyvaluablesourceforanywargamer.Thefrequently overlooked first chapter, dealing with the utility and limitations of militaryhistoryasanintellectualdiscipline,isalsowellworthconsulting.
AncientWarfare
Anglim,Simonetal,FightingTechniquesoftheAncientWorld(Greenhill,2002)
Thisisanexceptionallyusefulintroductiononhowtheprincipalforcesoftheperiodwereequipped,andhowtheyfoughtonthebattlefield.Itsfivesectionscoverinfantrywarfare,cavalrywarfare,commandandcontrol,sieges,andnavalengagements.
Barker,Phil,TheArmiesandEnemiesofImperialRome(WargamesResearchGroup,1981)
Thisquiteoutstanding titlehasachievedalmost legendary statusamongveteranancientwargamers.Itgivesabrilliantanalysisoftheorganization,tactics,dress,andweaponryofall themany armies covered – the quality ofwhich is greatly enhanced by IanHeath’sblackandwhiteillustrationsofthemanytrooptypesinvolved.
Connolly,Peter,GreeceandRomeatWar(Greenhill,1998)
Thisisaverycomprehensiveexaminationofitssubject,whichisespeciallystrongontheorganization andweaponry of the armies covered. Themany colour illustrations of theassortedtrooptypesprovideanexcellentguideforwargamesfigurepainting.
Hanson,VictorDavis,TheWesternWayofWar(Hodder&Stoughton,1989)
A forensic analysis of the Greek hoplite’s place in society, along with his role andeffectivenesson thebattlefield.Hanson’sargumentsareexceptionallywideranging,andhaveprovedtobeextremelyinfluential.
Pietrykowski,Joseph,GreatBattlesoftheHellenisticWorld(Pen&Sword,2009)
This book covers all themajor battles of Alexander the Great and the Greekworld ingeneral, up until the Roman conquest. Each battle’s campaign, topography, and armycompositionarecovered;thedescriptionoftherespectiveengagementsisnotableforitsgreatverve,whichgivesthereaderanimpressionthatheorsheisactuallypresentatthe
battle – the process is greatly assisted by the clear and comprehensive plans of eachengagementasitprogresses.
DarkAgeWarfare
Aitchison,Nick,ThePictsandtheScotsatWar(Sutton,2003)
Thisbookexamineseveryaspectofitshithertoneglectedsubject,andprovidesarigorousandscholarlytreatmentofitsthemes.
Heath,Ian,ArmiesoftheDarkAges600–1066(WargamesResearchGroup,1980)
This book provides an excellent introduction to the organization, tactics, dress andweaponsofall thearmiesoftheperiod.Theauthorhasprovidedmanylinedrawingsoftheassortedtrooptypes,andthisbookisanabsolutelyessentialreferencesourceforallwargamers.
Hill,Paul,TheAnglo-SaxonsatWar(PenandSword,2012)
This comprehensive and highly accessible book is an invaluable source for anyoneinterestedinDarkAgewarfareinBritain.
Oman,SirCharles,AHistoryoftheArtofWarintheMiddleAgesVolumeOne:378–1278AD(Greenhill,1991;originally1924)
Thisisaclassicaccountofitssubject.Readerscouldquiteeasilyfindoutalltheyneedtoknow from this book alone; it covers all seminal developments in a manner bothimpressively scholarlyandexceptionally readable. It also represents anexcellent sourceforthefollowingMedievalperiod.
Peers,Chris,OffaandtheMercianWars(PenandSword,2012)
Thisbookcovers thewarsof theMercianSaxonkingdomfrom600to875. It thereforerepresentsanidealprecursortoPaulHill’sbookonthelaterperiodfrom800.Theauthorisawargameswriterofsomeeminence;hehasapenchantfordesigningrulesetsthataresimple yet highly original. These qualities mean that his historical works are of greatinterestandvalueforallwargamers.
MedievalWarfare
Bennett,Matthewetal,FightingTechniquesoftheMedievalWorldAD500–AD1500(Spellmount,2005)
Abookwhichfocusesonbattlefieldactivitywillinevitablybeofinteresttoallwargamers.This attractively illustrated volume covers all aspects of warfare, with the sections oncavalrywarfareandleadershipbeingthemostvaluable.
Heath,Ian,ArmiesofFeudalEurope1066–1300(WargamesResearchGroup,1978)
Aworkalongexactly thesamelinesas theauthor’spreviouslycitedbookonDarkAgearmies,andonethatisequallyessentialforanywargamer.
Keen,Maurice(ed),MedievalWarfare(Oxford,1999)
Ateamofeminentscholarscombinedtoproducethisacademicintroductiontoitssubject.Thebookisdividedintotwosections,thefirstofwhichprovidesausefulchronologicalsurvey; the second part is devoted to chapters on specific themes, of which AndrewAyton’saccountofmountedknightlywarfareisespeciallyinformative.
PikeandShotWarfare
Eltis,David,TheMilitaryRevolutioninSixteenth-CenturyEurope(I.B.Tauris,1995)
Thequestionoverthenature,extentandtimingofaEuropeanmilitaryrevolutionintheRenaissanceage,hasgivenrisetomuchacademicdiscussioneversinceMichaelRobertsgavea lectureon thesubject in1956.Thisbookprovidesall the rigourandscholarshiponewouldexpectfromanacademicanalysis;itishowevermuchbetterwrittenthanmost,andincludesvaluableinformationonbattlefieldtactics.
Gush,George,RenaissanceArmies1480–1650(PatrickStephens,1975)
ThisbookisverysimilartoPhilBarker’sTheArmiesandEnemiesofImperialRome, inthat it describes the organization, equipment and tactics of all armies in a concise, yetcomprehensiveanderuditemanner–againassistedbyIanHeath’sillustrations.ThisbookhasjustifiablyacquiredlegendarystatusamongstwargamersofthePikeandShotepoch.
Jörgensen, Christer et al, Fighting Techniques of the Early Modern World(Spellmount,2005)
Thisfollow-upvolumetothepreviouslycitedworkonFightingTechniquesoftheAncientWorldcoversthesamethemes,anddoessowithsimilareffectiveness.
Oman,SirCharles,AHistoryof theArtofWar in theSixteenthCentury (Greenhill,1987;originally1937)
This is oneof thegreatestmilitaryhistorybooks everwritten. It covers the equipment,tacticsandeffectivenessofallsignificantEuropeanarmies,alongwithadescriptionandexamination of everymajor battle. Every subsequent book covering this period owes amassiveandincalculabledebttoSirCharles’work.
Seymour,William,BattlesinBritain1066–1746(Wordsworth,1977)
Afineexaminationoftherelevantengagements,greatlyassistedbytheveryclearbattleplans.ThisisaparticularlyusefulsourcefortheengagementsoftheEnglishCivilWar.
HorseandMusketWarfare
Chandler,DavidG.,TheCampaignsofNapoleon(WeidenfeldandNicolson,1966)
ManybookshavebeenwrittenontheNapoleonicWars;thisistheonlyonethatyoureallymust read. It provides amasterly analysis of every campaign and battle thatNapoleonBonaparteeverfought;thebreadthofthethemeismatchedbythedepthofthescholarshipandthequalityoftheprose.
Chandler,David,TheArtofWarfare in theageofMarlborough (Spellmount, 1990;originally1976)
This book gives a detailed account of infantry, cavalry, and artillery at the turn of theeighteenth century. Its account of the battlefield performance of each arm is especiallyilluminating.
Duffy,Christopher,TheMilitaryExperienceintheAgeofReason(Wordsworth,1998;originally1987)
This work paints an evocative portrait of how armies were recruited, their governingethos, and most importantly how well they performed. The chapter describing andexamining the unfolding of a typical battle is outstanding, and is especially useful forwargamedesigners.
Griffith,Paddy,ForwardintoBattle(AntonyBird,1981)
ThisbookcoversbattlefieldtacticsfromtheageofNapoleontoVietnam.Thelateauthoralwayshadareputationforbeingespeciallycontroversial,andcertainlyexcelledhimselfon this occasion.Hewas however also a thought provokingwriterwhose analysis andprose were invariably brilliant. This book argues that military historians have alwaysoverrated the importance of firepower on the battlefield, and that the threat of hand-to-handcombatwaswhatreallyprecipitatedtheroutofarmies.
Nosworthy,Brent,BattleTacticsofNapoleonandhisEnemies(Constable,1995)
Anastonishinglydetailedtheoreticalandpracticalexaminationofitssubject.Theauthor’sbackgroundasaboardwargamedesignermakeshisworkespeciallyvaluable.
RifleandSabreWarfare
Barry,Quintin,TheRoadtoKöniggrätz(Helion,2010)
ThisminutelydetailedandimpressivelyscholarlyaccountcoversallaspectsoftheSevenWeeksWar, including the campaigns in Bohemia, Western Germany and Italy. It alsoexaminesthePrussianattackonDenmarkduringtheSecondSchleswigWarof1864.
Craig,GordonA,TheRoadtoKöniggrätz(WeiderfeldandNicolson,1964)
A classic account of the campaign in Bohemia of 1866. It is both scholarly andexceptionally readable, being guaranteed to provide both enlightenment andentertainment.
Drury,Ian,TheRusso-TurkishWar1877(Osprey,1994)
The Osprey Men-at-Arms titles are renowned for their provision of colour uniformillustrations.Thisworkdoesagreatdealmorethanthat.Itincludesabriefaccountofthewar, detail on the organization of the respective armies, and information on theirweaponry.
Glover,Michael,WarfarefromWaterlootoMons(BookClubAssociates,1980)
Anoutstandinglywrittenintroductiontowarfareonlandandsea,coveringallthesalientpointsextremelywell.
Howard,Michael,TheFranco-PrussianWar(Routledge,2002;originally1961)
This groundbreaking work has won classic status. Its erudition is remarkable; itsjudgements invariably considered; and its literary quality immense. Any student of theFrance-PrussianWarshouldreadthismasterpiece.
TheAmericanCivilWar
Griffith,Paddy,BattleTacticsoftheAmericanCivilWar(Crowood,1989)
A predictably controversial and brilliant book from this outstanding thinker, Griffith’sthesisisthatthewar’sengagementsdegeneratedintoprolongedfirefightsnotasaresultofthe potency of new weaponry, but because of the indiscipline of the hastily recruitedcombatants.
Keegan,John,TheAmericanCivilWar(Hutchinson,2009)
Thissolidanalyticalexaminationoftheconflictprovidesidealbackgroundmaterial.
Nosworthy,Brent,TheBloodyCrucibleofCourage(Constable,2005)
Anotherfinetheoreticalandpracticalexaminationofbattlefieldtactics,alongthelinesoftheauthor’sbookontheNapoleonicWars.
Perello,Christopher,TheQuestforAnnihilation(Strategy&Tactics,2009)
Theseriesofcasestudiesinthisbookprovideafinepictureofhowthearmiesperformedon thebattlefield.The author is a boardwargamedesignerwhosegames are frequentlysimpleyetpenetrating–thetendencytogettothepointoftheissuewithrapidclarityisequallyapparentinthisbook.
MachineAgeWarfare
Belfield,Eversley,TheBoerWar(LeeCooper,1975)
Averyclearandcomprehensive,yetconcise,surveyofthewarwhichsawtheadventofmagazineriflesandheavyartillery.Themapsof thevariousbattlesareespeciallygood,allowingforeasyre-creationaswargames.
Griffith,Paddy,BattleTacticsoftheWesternFront(Yale,1994)
ThisdescriptionoftherevolutionarynatureofBritishtacticsduringthelatterperiodoftheFirstWorldWar proved to be a revelation upon publication. It demonstrates just howeffective the British army became, and how the First World War, far from being acalamitous display of military incompetence, instead represented one of the greatesthistorical triumphsofBritishmilitaryachievement.Thismay seema singularview; theauthor’seruditionandeloquencedoeshoweverpresentaveryconvincingcase.
Hughes,Ben,TheyShallNotPass!(Osprey,2011)
This book provides a detailed account of the heroic struggle of British anti-fascistvolunteersagainstGeneralFranco’sforcesduringtheSpanishCivilWar,attheBattleofJarama.Theauthor’saccountcomesalivethankstoagoodselectionofbattlefieldmaps,andawiderangeofprimarysourcematerial.
Stevens,Philip,TheGreatWarExplained(PenandSword,2012)
Abookthatlivesuptoitstitle,providingasitdoesaclearandaccessibleintroductiontotheconflict–albeitthatitonlycoverstheWesternFrontandGallipoli.Amongitsmanyvirtues are its ability to record both calamities and achievements, whilst avoidingintemperate critiques of the one or excessive praise of the other. The section on theSommeisespeciallyuseful,asaretheappendicescoveringtheleadingpersonalities,andtheweaponsoftheconflict.
Swinton,E.D.,TheDefenceofDuffer’sDrift(LeoCooper1990;originally1907)
One of the most original military history books ever written. The author (who laterbecamefamousforbeingaleadingfigureintheinventionofthetank)examineshowanimaginaryrivercrossingcouldbedefendedagainstanattackingBoerforce.TherevelationthatVictoriantacticsproveddisastrousinthetwentiethcenturyenvironment,andthatanentirely counter-intuitive approachwas essential, proved to be exceptionally influential.Thebookisalsowritteninamarvellouslyentertainingway,andisanabsoluteclassic.
SecondWorldWar
Bull,Stephen,SecondWorldWarInfantryTactics(Pen&Sword,2012)
A comprehensive examination of battlefield activity in Western Europe, covering theBritish,German,andAmericanarmies.Thefinalappendix,whichisacopyofaBritishmilitary examination of German infantry tactics (published in 1941), is absolutelyfascinating,andinvaluableforwargamedesigners.
Ellis,John,WorldWarII:TheSharpEnd(Windrow&Greene,1990)
A comprehensive and illuminating description of the combat experience of British andAmericansoldiers.Thisbookcreatesavividimpressionoftheprivationsallcombatantshadtoexperience.
Fuller,J.F.C.,TheSecondWorldWar(DaCapo,1993;originally1948)
Theauthorwasagreatpioneerofarmouredwarfaretheoryandpracticeduringhisarmycareer; the profundity of his thought and the vehemence of its expression succeeded inarousingtheireofhissuperiorstosuchanextent,astoprecipitatehisdeparturefromtheBritish army.Fuller’smanyworksonmilitaryhistorydisplay all the traits that got himinto serious trouble with his rather hidebound superior officers; this book provides anespeciallyacuteexaminationofgeneralship,andisallthemoreremarkablefordisplayingsuchprofundityinaworkpublishedjustthreeyearsaftertheendoftheconflict.
Macksey,Kenneth,TankTactics1939–1945(Almark,1976)
A concise examination of its subject, greatly illuminated by the very clear diagramsprovided.Thisisanespeciallyvaluablebookforanybuddingwargamedesigner.
Marshall,S.L.A.,MenagainstFire(Oklahoma,2000;originally1947)
TheauthorwasaservingAmericanarmyofficer,whospentmuchof theSecondWorldWarinterviewingsoldiersandfindingoutabouttheircombatexperience.Hisastonishingdiscoverythatonlyaquarteroffrontlinetroopseverfiredtheirweapons,ledtothisbook.Itprovidesanoutstandingexaminationofhowandwhycombatunitsperformedastheydid on the battlefield – and how the essential aggressive intent can be inculcated intoserving soldiers.Marshall’s book is essential reading for anyonewhowants to find outwhatreallyhappenedonthebattlefield.
AppendixII
UsefulAddressesThefollowingaddresses,telephonenumbersandwebsitedetailswillgiveanywargameranideaofwheretostartcollecting.Readersshouldbearinmindthataddressesandothercontact details can change; those with internet access are strongly advised to checkupdatedinformationviatherelevantwebsite.Also,notethatsomecompaniesareunabletoreceivepersonalcallers–soifyoudoplantomakeavisit,alwayscheckwhetherthisisallowedbeforeyouarrive!
MAGAZINES
Theseareessentialsourcesof information,adviceandinspirationforanywargamer.Allthree of the journals listed below are available inmost large newsagents in theUnitedKingdom.Subscriptionenquiriesshouldbemadetothefollowingaddresses:
MiniatureWargames,Subscriptions:WestStreet,Bourne,Lincolnshire,PE109PH
Tel:01778392494
Web:www.miniwargames.com
WargamesIllustrated,Unit4c,TissingtonClose,Beeston,Nottingham,NG96QG
Tel:01157043250
Web:www.wargamesillustrated.net
Wargames:Soldiers&Strategy,POBox4082,7200BBZutphen,TheNetherlands
Tel:+44-20-88168281
Web:www.wssmagazine.com
MILITARYBOOKSUPPLIERS
CaliverBooks,100BakerRoad,Newthorpe,Nottingham,NG162DP.
Tel:01159382111
Web:www.caliverbooks.com
Avastrangeofnewbooksandwargamesrulescanbeobtainedfromthiscompany.
DavidLanchester’sMilitaryBooks,6PinfoldWay,Sherburn-in-Elmet,NorthYorkshire,LS256LF
Tel:01977684234
Web:www.davidlanchestermilitarybooks.co.uk
This dealer is a splendid source for quality second-handbooks andnewpublications atbargainprices.
KenTrotmanLtd.,POBox505,Huntingdon,PE292XW.
Tel:01480454292
Web:www.kentrotman.com
A fine range of new military history books can be obtained, but the firm are mostrenowned for their vast second-hand stock; and also their own publishing arm, whichproducesaselectionofprimarysourceaccounts.
MonarchMilitary Books andMiniatures, Unit 5a, Cuthbert Court, Off Norwich Road,Dereham,Norfolk,NR191BX.
Tel:01362691435
Web:www.monarchmilitarybooks.com
Thistradersupplieswargamesrulesandnewbooks–discountsarefrequentlyofferedonthelatter.
Paul Meekins Military and History Books, Valentines, Long Marston, Stratford uponAvon,Warwickshire,CV378RG
Tel:01789722434
Web:www.paulmeekins.co.uk
This dealer can be relied upon to supplymany outstanding books that are no longer inprint,andisanespeciallygoodsourcefortrackingdownthewargamingclassics.Healsosellsallthemajornewreleases.
MODELFIGUREMANUFACTURERS
Therearemanymanufacturersofhighqualitywargamesfigurescurrentlytrading.Readersarestronglyadvisedtofollowupanyadvertisementsinwargamesjournals,orbetterstillinspectanyrelevanttrader’swaresatalocalwargamesshow.Thecompanieslistedbelowdohoweverprovideagoodstartingpointforanybuddingwargamer:
Baccus6mmLtd,UnitC,GrahamHouse,BardwellRoad,Sheffield,538AS.
Tel:01142724491
Web:www.baccus6mm.com
As the name suggests, Baccus only make 6mm figures, the quality of which isoutstanding. They also produce an innovative set of wargames rules for the Franco-PrussianWar.
EssexMiniatures,Unit 1, ShannonCentre, Shannon Square, ThamesEstuary IndustrialEstate,CanveyIsland,Essex,SS80PE.
Tel:01268682309
Web:www.essexminiatures.co.uk.
Essexsupplyalargerangeof15mmand25mmfiguresfromallperiods,togetherwithavariety of wargaming accessories, including terrain. They also have an in-house figurepaintingservice.
FoundryMiniaturesLtd.,24–34St.MarksStreet,Nottingham,NG31DE.
Tel:01158413000
Web:www.wargamesfoundry.com.
Probably the largest figure company in the business, Foundry only produce 28mmminiatures. They do however have a very wide range, and the quality is outstanding.Unfortunately,theyaremoreexpensivethanothermanufacturers.
GamesWorkshop,WillowRoad,Lenton,Nottingham,NG72WS
Tel:01159140000
Web:www.games-workshop.co.uk
This phenomenally successful company has many shops in the United Kingdom andworldwide.Itdealsexclusivelyin28mmfantasyandsciencefictionfigures,butsomeofthese can be used in historical wargames (most notably the ‘Empire’ range for theWarhammerfantasygame,whichcanbeusedinPikeandShotencounters).Readersarestronglyadvisedtovisittheirneareststoreandlookatwhatisavailable–thosewhowishtoplayfantasyorsciencefictionwargamescanbenefitfrompurchasingtheWarhammerand Warhammer 40000 rulebooks, and from reading Games Workshop’s monthlymagazineWhiteDwarf.Potentialcustomersshouldhoweverbeawarethatthiscompany’sproductsmaybeofoutstandingquality,butareextremelyexpensive.
IrregularMiniatures,41LesleyAvenue,York,YO104JR.
Tel:01904671101.
Web:www.irregularminiatures.co.uk.
Thiscompanyproducesanincrediblywiderangeofcompetitivelypricedfiguresin2,6,10,15,20,28,42and54mmsizes.
OldGloryCorporation,InstituteHouse,NewKyo,Stanley,CountyDurham,DH97TJ.
Tel:01207283332
Web:www.oldgloryuk.com.
OldGlorydoproduceawiderangeof15mmand25mmfigures,butaremostfamousformanufacturing the largest selection of 10mmminiatures currently available. They havealsointroducedaselectionof40mmfigures.
SpencerSmithMiniatures,TheOldRectory,Wortham,Diss,Norfolk,IP221SL.
Tel:01379650021
Web:www.spencersmithminiatures.co.uk
Thisvenerablecompanywasoneofthegreatpioneersofwargaming,anditsverycheapifslightlybasic30mmhorseandmusketfiguresarestillavailabletoday.SpencerSmithalsodistributethefamousWillieandTradition30mmranges.
Warlord Games, T04/10 Technology Wing, The Howitt Building, Lenton Boulevard,Nottingham,NG72BY
Tel:01159784202
Web:www.warlordgames.com
Thisnewcompanyproducesagrowingrangeof28mmminiatures,bothinmetalandhardplastic.They are also notable for publishing four very popularwargames rulesets:HailCaesar(ancientperiod);Pike&Shotte(self-defined);BlackPowder(HorseandMusket);andBoltAction(SecondWorldWar).
WarriorMiniatures,14TivertonAvenue,Glasgow,G329NX
Tel:01417783426
Web:www.warriorminiatures.com
Thisfirmproducesawiderangeof15mmand25mmfigures,allofwhichareextremelycheap.
PLASTICFIGURESTOCKISTS
Readers are strongly advised to visit their local toy or model shop in order to accessplastic figures. The following dealers are however guaranteed to fill in any gaps: bothoffereverynewfigureavailablein1:76,1:72and1:32scalesoftplasticfigures,aswellas28mmhardplasticminiatures;Harfieldsdo in addition sell a large selectionof second-handstock.
F&SScaleModels,227DroylsdenRoad,Audenshaw,Manchester,M345ZT
Tel:01613703235
Web:www.fandsscalemodels.co.uk
Harfields Military Figure Specialists, 32 St. Winifreds Road, Biggin Hill, Westerham,Kent,TN163HP.
Tel:01959576269
Web:www.harfields.com
PAINTEDFIGURESTOCKISTS
HindsFiguresLtd.,99BirchoverWay,Allestree,Derby,DE222QH
Tel:01332559025
Web:www.hindsfiguresltd.com
Thisdealerhasavaststockofpaintedsecond-handfiguresinallsizes,butespeciallyin15mmand25mm.
WARGAMESTERRAINMANUFACTURERS
MagisterMilitum,Unit4,TheBusinessCentre,MorgansValeRoad,Redlynch,Salisbury,SP52HA.
Tel:01725510110
Web:www.magistermilitum.com
Avastselectionofsceneryisavailable,bothpre-paintedandunpainted.