Introduction
These
are the definitive rules for Classic HO Historical Miniature Wargaming, in all
times, in all places. Classic HO
Historical Miniature Wargaming used HO - 1/87 scale vehicles with 1/72nd
scale, 20mm figures. These rules are the
result of my over 50 years’ experience in miniature wargaming. They are designed as a complete unit each
chapter is interrelated.
Game Theory
Human
beings have remained relatively constant, biologically, for all of recorded
history. The ability of the average
person to see, hear and move has not improved much in the history of
warfare. Technology has allowed people
to see farther, hear better, and move faster.
These technological advancements have been one of the key factors
driving tactics. Successful tactics seek
to optimize the ability of weapons to destroy the enemy.
The
mind of the commander is not simulated on the game table. Each player acts as a unit commander, and
brings his own mind to the game. In all
times the commander must use the given troops and technology to accomplish the
mission.
Scale
These
rules are designed for one model figure to represent one real soldier. This one to one ratio is used for all
equipment, land, sea and air. One player
can easily control 50 troops and five tanks.
Experienced players can control many more. Game size is limited only by space, time and
the quantity of materials available.
These
rules are written for Minitank size models, 1/87 to 1/72 scales. To compensate for the distortion caused by
figures that are larger than the ground scale, the ground scale is expanded at
short ranges and contracted at long ranges.
The ground scale at short range is one inch equals ten meters for the
first ten inches, or 100 meters. Each of
the next five inches equals 30 meters apiece, up to 250 meters. After 250 meters the ground scale is 1 inch
equals 50 meters.
MEASUREMENT
Range in meters
10 50 100 250 500 750 1000 1250 1500 1725 2000
Actual
inches
1” 5” 10” 15” 20” 25” 30” 35” 40” 45” 50”
Distances
are written in meters. Yards and meters
are averaged together and used inter-changeably. Use the scale shown to convert a distance in
meters to the scale shown on the measurement table. Distances shown in inches are real world
inches.
Scenario
A referee or Bunkermeister will set up
the game. He may be a player, or he may
be impartial. This is up to the
group. Usually the game will have two
sides with one or more players each, and an impartial Bunkermeister. Any changes to the rules or special rules must
be explained at the beginning of the game.
The
Bunkermeister will hold a general briefing with both sides to tell them the
overall situation, time period, terrain.
Then each side will be briefed separately on those facts that apply only
to them that the other side may not know.
Each side will be briefed on the situation, as they perceive it to
be. This may not be the way things
really are. The defenders of the Alamo thought help was on the way during the siege. The Bunkermeister before the start of the game
will write down the true facts.
Missions
Each side
is assigned a mission by the Bunkermeister.
This can be as simple as both sides march onto the playing area and
destroy the enemy. Missions can also be
much more complex and can enable smaller forces to win a victory over a larger
force. The mission of the Texans at the
Alamo was the delay the advance of Santa
Ana and his army long enough to allow Sam Houston to form an
army. The defenders of the Alamo accomplished their mission and won a victory even
though they were all killed.
The
game is divided into Strategic and Tactical turns. Strategic turns are used when combat units
are out of contact with one another.
Strategic turns are conducted as map movement. Tactical turns occur when two opposing units
make contact on the Strategic map.
Tactical
turns are done using miniatures. Each
Tactical turn is composed of several phases.
All activity within each phase is usually considered as
simultaneous. Each Tactical turn counts
as one hour in the Strategic game. Each
Strategic turn counts as one day.
Strategic Turns
Strategic
turns are best used to cover large distances or long periods of time. Units are moved on the map using the largest
possible size units. Battalions are the
smallest size units that frequently operate independently. Make small counters to fit the size of the
map you are using. One of the best ways
is to use a board game for the strategic turns and fight the combat in
miniature. Board game counters can be
used on your own maps. Your own maps can
be drawn to reflect the nature of the terrain and buildings you have available
to you.
A
strategic turn can last one hour or one day.
The Bunkermeister will inform the players of the time interval and
determine the distance units will move.
Movement is dependant on unit type and terrain. A truck company going forty miles per hour,
driving round the clock, might move several hundred miles in a day. A foot infantry battalion in one day might
only move 20 miles in rough terrain, much less in jungle or mountains.
Modifiers and Dice
No
matter how many modifiers apply; the best chance to hit a target is 95%. Once all the modifications are applied if the
chance to hit is 0% then the shooter has missed. The game requires two special dice. One is a six sided die with one each of the
numbers 1 through 6 and an arrow displayed on each side. The numbers on the six sided die are primarily
used to determine hit location. The
arrow is used to generate directions. The
second die is twenty sided. It is
numbered 5, 10, 15, 20, 25, 30, 35, 40, 45, 50, 55, 60, 65, 70, 75, 80, 85, 90,
95, and 00. The 00 is a stand in for
100. This die is used to generate a
percentage chance to hit a target. Roll
both dice each time that dice have to be rolled.
In
the rule set the six sided die is noted as D^6 and the twenty sided die is
noted as D%5.
Sequence of Play
I.
Detection of aircraft and ships
II.
Movement of all surface forces
III.
Air movement and combat in three
phases
a. Air
to air combat
b. Anti-aircraft
artillery fire
c. Aircraft
ground attack
IV.
Artillery indirect fire
a. Counter
battery fire
b. Observed
indirect fire
c. Map
fire
V.
Special fire
a. Challenge
fire
b. Ambush
fire
c. Ambush
close combat
d. Sniper
fire
VI. Infantry weapons fire/ATGM launch
VII. Direct fire weapons/ATGM impact at 1250m
VIII. Morale
XI.
Repair and re-supply
X. Artillery indirect spotting rounds
impact
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