Wargame Design
Wargames are a simulation of a military conflict. A scenario is designed and played in sequenced turns (called Game-Turns) during which Players move their units on the wargame map and engage in combat. While maneuvering and engaging in combat, they frequently try to achieve certain geographic and military objectives on the map.
Game Equipment
A wargame map represents the terrain on which the battle is fought. The different terrain features affect movement and combat. A hexagonal grid is superimposed over this terrain to regulate movement, range, and the position of the playing pieces.
Two differently colored sets of playing pieces, know as units, are supplied. The Players are assigned units to represent the opposing armies in each scenario. The playing pieces are distinguished by the type, strength, and mobility, as represented by the numbers on the face of the counter.
Various game charts are supplied. The Combat Results Table is used to show the effects of combat attacks. A turn record is used to keep track of the elapsed time. The Terrain Effects Chart shows the effects of the various terrain on movement and combat.
Game Scale
The game scale will determine the size of the combat units and the size of the wargame map.
Game Scales:
| World War I and World War II | ||
| unit size | map size | terrain |
| Army, Corps 25,000-40,000 men | 50km per hexagon | forest, city, fortification, river, railroad |
| Brigade, Regiment 2000-5000 men | 4km per hexagon | forest, rough, city, river, road |
| Platoon 50-100 men 5-10 vehicles | 250 meters per hexagon | road, town, woods, road, stream, swamp, pond, slope, hill |
| American Civil War | ||
| unit size | map size | terrain |
| Brigade 600-3000 men | 350 yards per hexagon | road, town, woods, orchard, road, trail, stream, slope, hill |
| Regiment 1000-1500 men | 160 yards per hexagon | road, town, woods, orchard, cornfield, cemetery, road, trail, stream, level1, level2, level3, level4 |
| Napoleonic Wars | ||
| unit size | map size | terrain |
| Corps 20,000 men | 2km per hexagon | forest, road, river, ford, bridge, rough, swamp, fortified, town |
| Divsion 4000-6000 men | 300 meters per hexagon | forest, town, river, road |
| Ancient Wars | ||
| unit size | map size | terrain |
| Regiment 1000-4000 men | 150 yards per hexagon | road, town, woods, road, stream, ford, bridge, slope, hill |
Game Rules
The players take turns moving their units and making attacks. The order in which they take these actions is described in this sequence of play outline. One completion of the sequence of play is called a game turn. Each game turn consists of two Player Turns.
Movement of Units
Each unit has a movement allowance number printed on it which represents the basic number of hexes it may move in a single movement phase. Each player moves only his own units during the movement phase of his Player Turn, as outlined in the sequence of play.
Combat
An "attack" consists of the comparison of the strength of a specific attacking force with that of a specific defending force resolved by the throw of the die in connection with a Combat Results Table. The results may affect either the attacker or the defender.
Reinforcements
In addition to the force with which they start the game, both players receive units during the movement phases of specified game turns.