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 sizemap sizeterrain
Army, Corps
25,000-40,000 men
50km per hexagonforest, city, fortification, river, railroad
Brigade, Regiment
2000-5000 men
4km per hexagonforest, rough, city, river, road
Platoon
50-100 men
5-10 vehicles
250 meters per hexagonroad, town, woods, road, stream, swamp, pond, slope, hill
American Civil War
unit sizemap sizeterrain
Brigade
600-3000 men
350 yards per hexagonroad, town, woods, orchard, road, trail, stream, slope, hill
Regiment
1000-1500 men
160 yards per hexagonroad, town, woods, orchard, cornfield, cemetery, road, trail, stream, level1, level2, level3, level4
Napoleonic Wars
unit sizemap sizeterrain
Corps
20,000 men
2km per hexagonforest, road, river, ford, bridge, rough, swamp, fortified, town
Divsion
4000-6000 men
300 meters per hexagonforest, town, river, road
Ancient Wars
unit sizemap sizeterrain
Regiment
1000-4000 men
150 yards per hexagonroad, 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.