map
Next Phase
game
hexagon
terrain
counter
prompt

 

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)
 012345
die:1 DRDRDRDEDEDE
die:2 NRDRDRDRDEDE
die:3 NRNRNRDRDRDE
die:4 ARNRNRDRDRDR
die:5 ARARNRNRDRDR
die:6 ARARARNRDRDR

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).