Wargames are based upon real events and attempt to represent a reasonable approximation of the actual forces, terrain, and other material factors faced by the actual participants. A hexagon overlay is placed on the map to assist in force placement and movement calculations. The map displays terrain features that affect movement and combat resolution. Counters represent the force size and their strength.
Drive on Metz play-aid
example of wargames rules:
Terrain effect on movement (TEM):
road 1 move point, clear 2 move points, rough 3 move points, forest 4 move points, river all points
Terrain effect on combat (TEC):
rough shift index -1, town shift index -2, forest shift index -2, across river shift index -3
Combat odds (CRT): index = attacker strength - defender strength - TEC
CRT table when rolling the die for combat results
| index (odds) | |||||||
| 0 | 1 | 2 | 3 | 4 | 5 | ||
| die:1 | DR | DR | DR | DE | DE | DE | |
| die:2 | NR | DR | DR | DR | DE | DE | |
| die:3 | NR | NR | NR | DR | DR | DE | |
| die:4 | AR | NR | NR | DR | DR | DR | |
| die:5 | AR | AR | NR | NR | DR | DR | |
| die:6 | AR | AR | AR | NR | DR | DR | |
The principles of War: Carl von Clausewitz
Wargames use a comprehensive theory of combat, Clausewitz's Law of Numbers, which is based upon the relative numerical
powers of two opponents in which combat power for each was calculated as:
P = N * Q * V
N represents the number of troops in the force, which are the counters.
Q is the fighting quality of the troops, which is the attacking and defending strength values.
V is the variable factors reflecting the combat circumstances, such as the terrain effects.
In the map above, the counters represent the force size (N) and the unit's stength (Q).
Terrain is the variable that affects the unit's movement (TEM) and it's combat effectiveness (TEC) (V).