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Friday, January 29, 2010

Wargame Rules Movement

One player from each side must roll one six sided die at the start of the movement phase. The player with the highest number will move first during the movement phase for that turn. A die roll will be made in this way for each turn.

Players may move all items but may not change their movement after they take their hand off of the vehicle or soldier. Movement may not be saved for use in later turns. The side that moves first designates the firing second. The side that moves second designates fire first.

Infantrymen crawl 10m, walk 50m and run 100m per turn. Horses walk 50m, trot 100m and run 250m. Dogs crawl 10m, walk 50m and run 250m. Pronghorn run 1000m, cheetah runs 1250m.

Vehicles move at a rate of one inch for every two miles per hour plus three inches. A real tank with a speed of 30 mph would move 18 inches per turn. This movement rate applies to all types of vehicles including aircraft and ships.

Vehicles that move should have a small puff of cotton placed at the rear of the vehicle to indicate that it moved. Vehicles that moved cross-country on dry soil shall have a big puff of brown cotton placed behind them to simulate the dust cloud raised by the vehicle.

Wednesday, January 27, 2010

Game Scale

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 Actual inches
10 - 1” 50 - 5” 100 - 10” 250 - 15” 500 - 20” 750 - 25” 1000 - 30” 1250 - 35”
1500 - 40" 1750 - 45"

Distances are written in meters. Yards and meters are averaged together and used inter-changeably. A distance shown in meters should be converted to the scale shown on the measurement table. Distances shown in inches are real world inches.

Tuesday, January 26, 2010

Role Playing

Role Playing Game

Each player selects a figure to represent him on the Wargame table. This figure cannot be killed, all results that would have resulted in death are litter case injury. Hits that results in a “litter case” injury are walking wounded, and walking wounded results in a minor flesh would that does not stop them. The player figure is always considered at three levels of elite against any other opponent, and therefore gets first shot at enemies and takes return fire only from survivors.

One way to make a wargame more interesting is to introduce a personalized element to the game. As the commander of your side, you will want your figure to be at the main headquarters for your side. Just having a figure on the table that represents you, even if he is in the back and safe someplace will cause the player to be more careful.

Having your own figure on the board at the WWII era corps headquarters is a pretty safe to be located. Having your figure as the leader of a squad of twelve men on patrol places you at much greater risk. Players who have their figure killed could be out of the game or at least out until the medics can make them all better.

Monday, January 25, 2010

Morale Rules

VIII. MORALE

Morale is based on three factors: training, fighting spirit, and experience. The Combat! Charts are set up to depict units that are Regular, Average and Veteran. Units that are better than that in any category fire with a DM of 5% better. Units that are the worst in any category fire at -10%.

MORALE EFFECTS
Training
Elite +5%
Regular
Militia -10%

Fighting Spirit
Victorious +5%
Average
Weary -10%

Experience
Hardened +5%
Veteran
Green -10%

Effects are cumulative. Units that are highly elite will fire at an even great percentage chance to hit that just 5%. Marines are elite and fire at +5%. Marine Paratroopers are double elite and fire at +10%. Units that are +15% or higher fire first and the casualties are removed before return fire is permitted.