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Saturday, November 2, 2019

Introduction to Miniature Wargame Rules


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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