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FirstpublishedinGreatBritainin2014byPen&SwordMilitary

animprintofPen&SwordBooksLtd

47ChurchStreetBarnsley

SouthYorkshireS702AS

Copyright©NeilThomas2014

ISBN9781473822900

eISBN:9781473841468

TherightofNeilThomastobeidentifiedastheAuthorofthisWorkhasbeenassertedbyhiminaccordancewiththeCopyright,DesignsandPatentsAct1988.

ACIPcataloguerecordforthisbookisavailablefromtheBritishLibrary

Allrightsreserved.Nopartofthisbookmaybereproducedortransmittedinanyformorbyanymeans,electronicormechanicalincludingphotocopying,recordingorbyanyinformationstorageandretrievalsystem,withoutpermission

fromthePublisherinwriting.

TypesetinEhrhardtbyMacStyleLtd,Bridlington,EastYorkshire

PrintedandboundintheUKbyCPIGroup(UK)Ltd,Croydon,CRO4YY

Pen&SwordBooksLtdincorporatestheimprintsofPen&SwordArchaeology,Atlas,Aviation,Battleground,Discovery,FamilyHistory,History,Maritime,Military,Naval,Politics,Railways,Select,Transport,TrueCrime,and

Fiction,FrontlineBooks,LeoCooper,PraetorianPress,SeaforthPublishingandWharncliffe.

ForacompletelistofPen&SwordtitlespleasecontactPEN&SWORDBOOKSLIMITED

47ChurchStreet,Barnsley,SouthYorkshire,S702AS,EnglandE-mail:[email protected]:www.pen-and-sword.co.uk

ContentsAcknowledgements

KeytoSymbols

Chapter1ThePracticalWargame

Chapter2AncientWargaming

Chapter3AncientWargamesRules

Chapter4DarkAgeWargaming

Chapter5DarkAgeWargamesRules

Chapter6MedievalWargaming

Chapter7MedievalWargamesRules

Chapter8PikeandShotWargaming

Chapter9PikeandShotWargamesRules

Chapter10HorseandMusketWargaming

Chapter11HorseandMusketWargamesRules

Chapter12RifleandSabreWargaming

Chapter13RifleandSabreWargamesRules

Chapter14AmericanCivilWarWargaming

Chapter15AmericanCivilWarWargamesRules

Chapter16MachineAgeWargaming

Chapter17MachineAgeWargamesRules

Chapter18SecondWorldWarWargaming

Chapter19SecondWorldWarWargamesRules

Chapter20WargameScenarios

Chapter21WargameCampaigns

Chapter22SoloWargaming

AppendixIBackgroundReading

AppendixIIUsefulAddresses

AcknowledgementsIwould like to thankmy father,KayeThomas, for typing themanuscript of this book.Also to everyone at Pen & Sword Books, especially my commissioning editor, PhilipSidnell,whoseenthusiasmandinputhaveprovedinvaluable.

KeytoSymbolsThemapsinthisbookmakeuseofthefollowingsymbols:

Chapter1

ThePracticalWargameApracticalwargameisonethateveryonecanplay.Onewouldhavethoughtthatthiswastrue of all games by definition: for if somebody can play a particular wargame, it isnecessarily practicable. Feasibility is not however synonymous with accessibility, formanywargames invariably fail to account for constraints of timeor space.This can beseen with reference to the wargaming ideal: a table measuring 8’ x 5’, and featuringhundreds of beautifully painted 28mm metal wargames figures. Such games lookmagnificent,andareatributetowhatcanbeachievedafteryearsofeffortspentamassingandpaintingahugecollectionofwargamingmaterial.Theycannothoweverbedescribedaspracticalforeverybody:massivefinancialexpenseisrequired(atthetimeofwriting,asingle28mmunpaintedmetal infantry figurinecosts justover£1);paintinghundredsoffigurestakesavastamountoftime;andlogisticscanmakesuchgamesimpossible.Foran8’ x 5’ table needs a huge amount of space – this is not a problem if the gamer has adedicatedwargames room at his or her disposal, butmost playerswho live in averagesizedhouseswouldbe forced tohave temporary recourse to the living roomfloor.Thiscancreateawholemyriadofdifficulties:thegamecannotbeleftsetupovernight,foritwould get in everybody else’s way; other family members may well be watchingtelevision,aseriousbarriertoconcentration;andpetscanwreakhavocastheyeitherwalkoverthebattlefield,orplaywiththefiguresintheirownsomewhatidiosyncraticway!

It shouldbe apparent that although largewargames represent the ideal towhichallhobbyists should aspire, many lack the time, space or budget to make such enticingprojectsrealizable.Yetmanyarticlesinwargamesmagazinesassumethatsuchenterprisesare not only achievable, but commonplace – some recent pieces have for instanceprovidedforwhattheirwritersmaintainaresmallwargames,involvingabout200figuresper side fighting over a 6’ x 4’ table. These do not strike me as being especiallydiminutive.Apracticalwargameonthecontraryrequiresagenuinelysmalltabletop(3’x3’);appropriatelysizedarmies(nomorethan100figuresperside);andgamesthatcanbecompletedinaboutanhour,allowingforcontestsintheeveningafterschoolorwork.

Thisbook isdevoted topracticalwargaming. Itoffersappropriatesetsof rules,andthirtydifferent typesofbattlescenarios forsmall tablesandsmallarmies.The rulesaresimple, therebyencouraging easeofunderstandingand rapidplay. I have includedninesetscoveringallthemajorperiods.Readersshouldalwaysbearinmindthatsimplerulesarenotnecessarilyunrealistic,whichalltoocommonmisconceptionhasresultedinsomemonstrously turgid and hideously complex rulebooks being produced in the name ofrealism. Simplicity is at least guaranteed to produce enjoyment; and I have providedintroductory chapters to each of my rulesets, explaining my design parameters. This

allows readers to appreciate why the rules were designed as they were, and moreimportantlyformacritiqueof theirefficacy.Thelatteractivitywillhopefullyleadtoallreaders deciding to write their own rules: for designing your own wargame is a morerewardingactivity thananyother;youinstantlybecomea truemilitaryhistorian,havingresearchedparticular conflicts and simulated them through themediumof awargame–playingyourveryownmilitarysimulationwillalwaysbemuchmoreenjoyablethanusingsomeoneelse’srules,nomatterhoweminenttheirauthormaybe.

Thebattlescenariosincludedaftertherulesetsallowforavarietyofencounters,allofwhichcanbefoughtusinganyoftherulesincluded.Theyareintendedtoshowthattherearemanymoretypesofwargamethanthebasiccompetitiveencounter,whentwoarmiesfaceeachotheroveranessentiallyopenbattlefield,withnocontextprovidedandwiththesole aim of eliminating as many enemy units as possible. Such battles can be mostenjoyable,butare ratherbasic;morevarietyeventuallybecomesessential,andcertainlyprovidesforamorechallenging(andhencerewarding)wargame.

Havingabookwhich includesadviceonproducingapracticalwargameisonly thefirst step, however. The next problem lies in gathering armies and constructing awargamesbattlefield.Experiencedwargamerswillalreadyhaveboththesethings,andareprobablyadvised toskip therestof thischapterandproceed to thenext.Beginnerswillhoweverbydefinitionlackbothfiguresandabattlefield:therestofthischaptersuggestswaysofacquiringboth.

Thefirst thingtodoischooseaperiodfromthenineIhaveprovidedrulesfor.Allninearefascinating;thereadershouldstartcollectingarmiesfromtheepochwhichfireshis or her imagination themost.Having done so, the next step is to acquirewargamesarmies.Thisstepisgreatlyfacilitatedbyvisitinganylargenewsagentandbuyingcopiesof the latestwargamingmagazines.Thesearealwaysgood sourcesofpostalorwebsiteaddressesoffiguremanufacturers,quiteapartfromtheinsightsprovidedin therangeofarticles published. There is however a problem in the sheer variety of model soldiersavailable. The most common sizes are 28mm and 15mm, but you can also findmanufacturersof54mm,42mm,20mm,10mm,6mmandeven2mmminiatures.Allthesefigureshavetheirmeritsandtheiradvocates;butitisfairtosaythatanopponentismostlikelytobefoundifstickingto28mmor15mmminiatures.Iffurtheradviceisrequired,itcan always be found at awargames show or a local club (details of both can often befound in the wargame magazines), where experienced wargamers are always ready,willingandabletohelpbeginnersintothehobby.

Analternativesolutionistovisitalocaltoyormodelshopandlookforthe1:72scaleplasticfiguresmadebyAirfixandothermanufacturers.Thesehavemanyadvantagesovertheirmetalrivals.Firstly,theyareextremelycheap:aboxof50figurescanbeboughtforabout£5.Theyaremoreoverexceptionally light in termsofweight; anentirearmycaneasily be taken to a friend’s house or flat for a wargame. Thirdly, plastic figures are

designedtoaconstantscaleof1:72(thatistosay,increasingthesizeoftheminiaturebyafactorof72wouldresultinafigureastallandasbigasanaveragehumanbeing).Thisisincontrasttometalfigures,whosenominal28mmsizeisjustthat:theycanbeanythingfrom27–33mm– something to consider very carefully if orderingminiatures from twodifferentmanufacturers.Plasticfigures,beingdesignedtoaconstantscale,areabsolutelyinterchangeable,sothatanarmycouldconsistofminiaturesfromavarietyofcompanies,and still look right. Finally, 1:72 scale figures mix very well with model railwayaccessories,allowingthewargameraccesstoterrainfeaturesofexceptionalquality,giventhat toy train enthusiasts insist upon the highest standards of aesthetic beauty in theirscenery.

Havingacquiredsomewargamefigures,thenextstepistopaintthem.Thiscanbeaverydauntingprospect: thesightofbeautifullypaintedfigures inwargamingmagazinescan engender serious concerns that one’s own efforts will always be pitifully andembarrassinglyinadequate–andthatitisbetternevertopickupapaintbrush,andgiveupthehobbyindespair.Thiswouldbeanunfortunatereaction;foralternativestoexquisitepaintingdoexist,andareviable.

The first and almost sacrilegious option is not to use any figures at all. One caninsteadusepiecesofcardtorepresentthedifferentarmies.Thecardcansimplybepaintedred or blue to depict the contestants, and have unit symbols marked on them. This isundoubtedlyadrasticstep,andwouldscarcelybedescribedasaestheticallypleasing–butitdoesallowanyonetoplayawargameveryquickly,andwithminimumexpense.

Thenextalternativeisalmostasshocking,andthisistoleavethefiguresunpainted.This is onlypossiblewith1:72plastic figures,whichoften featuredifferent colours fordifferent armies. It is, for example, common to see SecondWorldWarBritish infantryrenderedinakhaki-colouredplastic,with theirGermanrivalsfeaturedinanappropriateshadeofgrey.Similarly,AmericanCivilWarfiguresseeUnion troopsoftendepicted inthe correct shade of dark blue, and Confederates accurately rendered in grey – and ifcavalryhorseshavechestnutcolouredplastic,theresultscanlookmosteffective,andanaestheticallyreasonablewargamecantakeplace.

Athirdoptionistoquiteliterallycallintheprofessionals,sincewargamemagazinesalwaysfeatureadvertisementsfromfigurepainterswillingtopaintotherpeople’sfigures.Theresultwillusuallylookexquisite,forthepaintersinquestionhaveenoughofatrackrecord to make a reasonable income from their work. These services can however beratherexpensive,whichcanpresentasignificantbarriertoanyoneonanythingotherthanahighbudget.

Alltheaboveoptionsnotwithstanding,thevastmajorityofwargamerswillultimatelyfeelsomedegreeofcompulsiontopainttheirfigures.Whentakingupthechallenge,itisvital to consider that you only have yourself to please – you can derive just as muchpleasure from a basic paint job as one involving technically sophisticatedwork.When

producingarmiesforthefirsttime,simplicityisthekey,asBruceQuarriepointedoutinhisclassicbook,NapoleonicWargaming:

‘Butdo,pleasedo,makesomeeffort topaint them.Even ifyourhand isn’tassteadyasyouwouldlike,itisn’ttoomuchtoaskofanybodyablackshako(hat),redorblue jacket,andgreyorwhite trousers,withperhapsa touchofpinkforface andhands, andblack shoes andmusket – is it? If painted in batchesof adozenorsoata time,doingall thehats first, thenall the jackets,andsoon, itdoesnot take long,and theresult in termsof tabletopappearancewell justifiestheslighteffort.’

Quarrie,Bruce,NapoleonicWargaming(PatrickStephens,1974)(p.6).

Simplepaintworksuchasthiscanbeachievedquiteeasily.Thefirststepistopreparethefigures.Thisisasimpleprocesswithmetalfigures,forallthatisneededistotrimoffanyunwanted bits of surplus rawmaterial, and attach the figures on a piece of cardwith atemporaryadhesivesuchasblu-tack.Theyarenowreadyforpainting.Thereisaslightlydifferentapproachwithplasticfigures,dependingonthematerialofwhichtheyaremade.Whendealingwiththenowwidelyavailable‘hard’plasticpolystyrenefigures,thesehavefirsttobeassembledusinganappropriateglue,thenmountedonbasesforpaintinginthesamewayasmetalfigures.Theapproachwith‘soft’plasticpolythenefiguresoftheAirfixtype is rather different. These have a parting agent attached to them during themanufacturing process, designed to prevent the plastic from sticking to its mould.Unfortunately, its presence also prevents paint from sticking to the figure! Polythenefigures must accordingly be scrubbed thoroughly in a bowl of water with washing upliquid, before painting. Thiswill remove enough of the parting agent to allow paint toadhere to theminiatures.Following this, all sprueattachments shouldbe removed fromthefigures,apartfromtheonefixingthebaseofeachminiature.Thisservestomountallfiguressecurely,sothattheydonothavetobetouchedduringthepaintingprocess.

Once the preparation has been completed, painting can occur. The first step is toundercoat several figures (anything between 8 and 24 should suffice) by providing aliberalcoveringofblackpaintandleavingovernighttodry.Thisundercoatallowsnaturalshading for the miniatures, and also means that any areas missed during the paintingprocesswillnotstandouttoomuch–itsimplylookslikenaturalshadow.Whenpaintingbegins, an assembly line process can be adopted. Let us assume that the buddingwargamerhasacquiredsomeBritishNapoleonicinfantryoftheWaterloocampaign,andhasprepared12figuresreadyforpaintingbygivingthemablackundercoat.Thenextstepis topaintall the jackets in red.Once the last figurehashad its jacketpainted, the firstminiatureshouldbedryenoughtopaintthetrousersingrey.Thisisfollowedbythehandsand face (flesh or pink paint), and finally the base (green). The black undercoat canlegitimately suffice for theother parts of the figure, coveringmuskets, shoes, backpackandheadwear.Variantsonthis themewillcoverallperiods;forexample,cavalryhorses

canbepaintedchestnutbrown,andarmourrenderedinsilver.

Following the painting process, metal and hard plastic figures can bemounted ontheirbases(cardorplasticpaintedgreen)readyforaction.Softplasticfiguresdohoweverneedacoatofvarnish,topreventthepaintfromfallingoff.Thisprocessisachievedusingamixture of non-toxicPVAglue andwater – andwhile on the subject of toxicity, it isdefinitelybesttousewater-basedacrylicpaintsonfigures;theenamelalternativeismostunsatisfactory,relyingasitdoesonsomerathertoxicliquidssuchasturpentinetothinthepaint. Acrylic paints are thinned using water, which is clearly a much safer option allround.

Theresultofthispaintingprocessmayappearcrude,butisfunctional:armiescanbepaintedandreadyfortabletopactionveryquickly–andhavingcompletedtwoarmiesyoucan always acquiremore.By this stage, it is possible that youmaywish to experimentwith more advanced painting techniques; advice on these can be found in wargamingmagazines and commercially produced painting guides. Those who wish to buy hardplastic figures fromGamesWorkshop stores (theBretonnia andEmpire ranges providesuitableminiaturesfortheMedievalorPikeandShotperiods),willfindenthusiasticandknowledgeablestaffeagertogiveadviceonpaintingtechniquestoo.

Havingacquiredapairofwargamearmies,thefinalstepistoobtainsometerrainforthe troops to fightover.Thereare twoprincipal tabletopoptions.The first is todrapeagreen cloth over a suitable table; the second is to buy an appropriate piece (3’ x 3’) ofhardboard or chipboard from a suitable hardware store, and paint it with the requisiteshadeofgreenemulsion.Thenextstepistofashionthenecessaryterrainfeatures,whichinthecontextofthisbookmeanshills,rivers,lakes,roads,woods,marshesandtowns.Byfar the best approach is to buy the scenery you need from retail outlets such asmodelrailway suppliers, model shops, or Games Workshop stores. Those without a readilyaccessibleretailoutletcanconsultwargamesormodelrailwaymagazinestofindsuitablesuppliers.Commerciallyavailableterrainwillalwayslookgood,andalsoinvolveminimaleffortonthepartofthepurchaser.

Itishoweverpossibletomakeyourownterrain,andtodosoverycheaply.Hillscanbe fashioned simply by draping a green cloth over a pile of books, for example.Alternativescantaketheformofplacingseverallayersofcardontopofeachother,andpaintingthetoplayergreen;orbuyingsomethickpolystyrenefromanappropriateDIYorhardware store, cutting it to the requisite shape, and painting it to the desired colour.Rivers can take the formof anoldpair of jeans cut as desired; or bypainting card thecorrect shadeofblue (anapproach thatalsoworks ratherwellwith lakes). Indeed,cardcan be pressed into service withmost types of terrain: roads can use unpainted strips;townscanbeproducedfrombuildingsmadeofcardandpaintedasdesired;andmarshescanhaveacardbasepaintedgreen,andhavingtuftsofcarpetingofanappropriatelightbrownshade(usuallyobtainablefromsuitableretailersassamples)blu-tackedontop.So

faraswoodsareconcerned,Iwouldstronglyadviseanyonetobuyreadymadetrees;itishoweverpossibletoproducesomebasicforestrybyusingtwigsorcocktailsticksattachedto a plasticine or blu-tackbase (paintedgreen) and attaching sponges (available fromachemist)ontheendofthetwigortoothpickandpaintthemgreen.

Havingacquiredbothfiguresandterrain,thenextstepforthepracticalwargameristohaveasetofplayablerules.Thenexteighteenchapterscoverallninemajorperiods–readersareencouragedtofindtheonethatsuitsthem,andgiveitatry!

Chapter2

AncientWargamingAny budding Ancient wargame designer instantly hits a snag when contemplating theperiodinquestion–specifically,justhowwideatimespanshouldhisorherrulescover.Mostrulesetsdoforexampleattempttoencapsulatewarfarefrom3000BCtoAD1500;whilst feasible, the resultant rulebooks tend to have broad generalizations, somewhatunwieldymechanics, andoccasionally extremecomplexity. I have accordingly focusseduponashortertimespanfortherulesetprintedinthenextchapter,allowingasitdoesforeverysimpleandhenceaccessiblegamingmechanics.Mychosenperiodis500BCtoAD100,whichencapsulatesthezenithoftheClassicalAge.ItcoversbothGreeceandRome,andincludessuchinspiringhistoricalfiguresasAlexandertheGreat,Hannibal,andJuliusCaesar.

TheClassicalperiodwasnotedforseeingthedeclineandfallofapurelyaristocraticculture,bothinpoliticalandmilitaryterms.ForourepochbeganwiththedominanceoftheAchaemenidPersian empire,whose governance and operationwas focussed upon amilitary aristocracy. This manned the ranks of the cavalry, which would deal with itsrivalryby indulging inskirmishingwith javelinsatpointblankrange,andduellingwithindividualopponentsusingswords.Cavalrychargesonthemedievalmodelwererare,dueprimarilytothelackofstirrupsandhencelimitedstabilityinthecolossalimpactresultingwhen thechargemet theenemy.ThePersianhorsemenwereablysupportedbyarchers,whosevolleysofarrowswouldeasilyaccountfortheill-equippedleviesformingtheranksofthePersians’Asiaticenemies.

The Achaemenid imperial model was however challenged by the Greeks, whosemilitary culture developed according to the very different political structure of the citystate. These small entities spent a lot of their time fighting each other, which led to apassionatebeliefinthevirtuesofindependence.Thisinturnsawasuccessfulchallengetothedominanceofanarrowaristocraticelite, following the riseofasubstantialgroupofprosperous farmers. The latter could not afford to equip themselves as horsemen, butinstead developed the concept of the citizen army by becoming heavy infantrymen, orhoplites.Theywerewellarmoured,carriedalargeshieldorhoplon(hencethederivationof‘hoplite’),andalongthrustingspear.Theycreatedformidableunitsofdeepformations,which became known as phalanxes; other troops such as skirmishers (equipped withjavelins) and cavalry constituted a very small part of any Greek army, usually beingassignedthetaskofprotectingitsflanks.

TheGreek army provided themodel for all successful classical rivals. The precisesignificanceofthesubordinatearmsdifferedineachhowever,asdidtheexactvarietyofheavyinfantry.ThusitwasthatbarbarianCelticarmiesspecializedinfootsoldierywhich

operatedinlooseformationswhichmovedrapidly,andcouldlaunchaferociouscharge;they did however lack armoured protection, rendering them vulnerable in a sustainedclash. Roman armies conversely operated in close order formation and were heavilyarmoured;buttheirequipmentofaheavyshort-rangedjavelinandashortthrustingswordknownasthegladius,madetheirarmymuchmoreflexiblethantheGreekphalanx.

Allthiscanbereflectedinanysimplewargame,andIhavedonesobyallowingfourmajortrooptypestoplayaroleonthewargamestable.

1.INFANTRY

Thisclasscoversallheavyinfantrymen,andalwaysmakesupatleastfiftypercentofanywargames army. They operate in close order formation, resulting in them being ratherslow.Theyarehoweververywellarmouredandshielded,andextremelypotentinhand-to-handcombat.

2.ARCHERS

ThesetroopsarebaseduponthePersianmodel.TheymoveincloseorderatthespeedofInfantry,butrelyupontheirbowsforimpactonthebattlefield.Thismakesthemeffectiveatadistance,butquitevulnerableinhand-to-handcombat,especiallygiventheirlackofheavyarmour.

3.SKIRMISHERS

Thesemenoperatedinopenorderandwereunarmoured.Thisallowsthemtomoverathermore quickly than Infantry or Archers, and also enables them to operate effectively indense terrain such as woods. They relied upon the nuisance value of skirmishing at adistancewithjavelins;theirlackofprotectionanddispersalformationrendersthemveryvulnerableinhand-to-handcombat.

4.CAVALRY

Mountedtroopsmovedrapidly,allowingthemtooutflankmoresedentaryfoes.Theywerequitewell armoured, but the lack of protection for their horsesmeans thatCavalry areeffectivelyonlyasdurableasArchersinthewargame.Horsemenrelieduponskirmishingatpointblankrangewithjavelins,andindividualduelswithswordsasmentionedearlier.Thismeansthat theyareaboutaseffectiveasArchers inhand-to-handcombat,but lackanylongrangemissilecapability.

Thisreductionofcombatcategoriestojustfourtypesinevitablyrulesoutsometroopvarietiessuchashorsearchers,scythedchariotsandelephants;itdoeshowevergivesomeapproximationofancientbattlefieldactivity,andallows for interestingchallenges in thecoordinationofdisparatetrooptypes.Ihavesimplifiedthedepictionofunitsbykeeping

precise stipulations to a minimum; wargamers simply have to deploy each unit on afrontage of 4–6 inches. In particular, there is absolutely no prescription of how manyfiguresshouldconstituteagivenunit–thewargamershouldsimplyrelyuponwhatlooksright, according to the size of the figures in his or her collection. This serves to avoidpedanticandunnecessaryedictsconcerningunitfrontage,andpreciselyhowmanyfiguresshouldbecrammedontoeachbase.

Thegamereliesupontheuseofalternateturns,withoneplayermoving,shootingandengaging in close combat, followed by the second player.This is farmoremanageablethan theoptionofhavingbothplayersact simultaneously,and is somewhatsurprisinglymore realistic. For it is only superficially true that armies in historical battles actedsimultaneously:whatgenerallyhappenedwas thatone sidewouldact, and itsopponentreact–andthisprocesscanbereflectedquiteaccuratelywithalternateturns.

Movementisdepictedaccordingtoasimplemodel,wherebyrapidityisreflectedbyfastermovementratesratherthan,forexample,allowingsomeunitstoturnmorerapidlythan others. Turning is instead depicted in a simplemanner, by pivoting units on theircentralpoint.Thisavoidsthecomplexityofwheelingmanoeuvres,wherewargamershaveto preciselymeasure themovement distanceof a unit’s outer corner.Thedifficulties ofturningareinsteadprovidedforbyonlyallowingevolutionsatthestartand/ortheendofaunit’s move, but not during it. This reproduces the historical effects, but makes thetabletopprocessmucheasier.Theeffectsofterrainarealsodealtwithinastraightforwardmanner;sothatonlycertaintypesofunitmayenteraparticulartypeofdifficult terrain,but that these do not have their movement restricted after entry. This avoids theunfortunatesituationof(forexample)allowingallunits toenterwoods,butgivingeachdifferenttypespecificmovementpenalties–aresultthatarousesallkindsofconfusionintheheatofawargamesbattle.Myrulesinsteadonlyallowskirmisherstoenterwoods,andnotsufferanymovementpenalty insodoing.This ismucheasier toremember thantheconvolutedanddistinctlyunrealisticalternative–nosensiblecommanderwouldeverhavecontemplated sending a hoplite phalanx into a wood, which is why I don’t allow anywargamertodoanythingsodafteither.

Mostof the effectsof terrain arepredictable, but twodo require someexplanation.Thelackofmovementrestrictionsuponunitsenteringtowns,andthelimitedfieldoffireenjoyedbytheiroccupants,appearparticularlystrange,forexample.Thisishoweverdueto the fact that ‘towns’ are in reality no more than tiny hamlets (conurbations seldomplayedanyroleintheaverageancientbattle),whichcanprovideadegreeofcovertounitsin thevicinity,butneitherhindermovementnoroffer the360° fieldof fire that amoresubstantialstrongpointwouldprovide.Theeffectsofroadsalsorequiresomeexplanation.Thesewereusuallydirt tracks, andwereonlyusable if theunit operated in amarchingcolumn. This formation was scarcely suitable for entering combat; which is why unitsonlyenjoyamovementbonusforroadtravel,iftheyarenotchargingtheenemy.

Skirmishers were noted for moving quite rapidly, and may also take advantage oftheir dispersed formation in order to pass through other units of all types – this is notsomethingthatcloseorderunitscouldachieve,whichiswhysuchinterpenetrationisonlypossibleforSkirmishers.WhatmayappearsurprisingisthatSkirmishersarenotpermittedtocombinemovementwithshooting–especiallysincetheyspecializedinapproachingtheenemy, discharging their javelins, and then retiring to their original position. I havecovered this inaslightlydifferentbutsimplerway,bypreventingmovingandshooting,but by increasing the firing range of theSkirmishers’ javelins to equal that ofArchers’bows:theprocessmayappearodd;theeffectisaccurate.

My combat ruleswork on the principle of having units acquire hits throughout thegame, to be eliminated after garnering 15. They retain their full fighting ability untildestroyed;thisreflectsamodelwherebyrealcasualtiesareatafairlylowlevel,butthatthesustainedexperienceofcombatwillsteadilydegradeaunit’smorale,atwhichpointitrouts.This isbothsimpleandhistoricallyaccurate:mostcasualties inanyancientbattle(andthoseofmostotherperiodstoo)wereinflictedwhentheenemyfled,ratherthantheinitial clash of arms. Essentially, loss of morale is reflected in elimination, rather thanhavingtomakefrequentchecksonaunit’sstatus,whichtendstobeafeatureofcomplexwargamesrules.

Hitsareinflictedbyhavingtheattackingunitrolladie:theincreasedcompetenceofInfantryisreflectedbyallowingthemtoadd2totheircombatscores,whereasthelimitedperformance of Skirmishers is depicted by a die roll reduction of 2. Casualties can bereduced if the defending unit enjoys a terrain advantage, be that in the form of cover;occupyinghigherground;ordefendingarivercrossing(thelattertwocontingenciesonlyapply in hand-tohand combat: standing on a hilltop has little effect if being shot at!).Defending Infantry units enjoy protection conferred by armour, which allows them tosuffercasualtiesatareducedratetoo.

Playersshouldnotethathand-to-handcombatisonesided:youonlyinflictcasualtiesinyourownturn.Thismayappearstrange,giventhatreallifemêléesweresimultaneous.I resorted to it because of simplicity; it prevents players losing track of turns, but alsoeffectivelyrewardstakingtheinitiativebychargingtheenemy–itwillallowyoutostrikethe first blow, and gain an advantage in so doing.Rewarding positive play is always agoodthing,andservestopreventinerttactics,whichinturnavoidsatediouswargame.

Hand-to-handcombatisalwaysafighttothefinish;rapidunitscanchoosethetimeandplaceofengagement,butshouldalwaysbeverycarefulonly tocommit themselveswhensureofanadvantage.Thiscanbestbeachievedbymanoeuvringaroundtheflankofan enemy unit, which results in doubling the number of hits inflicted on the victim.However,ifaunitofSkirmishersiscarelessenoughtogetcaughtinafrontalengagementwithanenemyInfantryunit,itisguaranteedtosuffer.Thisisabsolutelyasitshouldbe;carelessnesswasalwaysfatalontherealbattlefield,andtheconsequencesmustbeequally

sanguinaryonitswargamingequivalent!

Chapter3

AncientWargamesRulesUNITTYPES

ThisgamefeaturestheunittypesofInfantry,Archers,Skirmishers,andCavalry,eachofwhichoccupiesafrontageofbetween4and6inches.Anysizeorscaleoffiguremaybeused;wargamersshoulddecideforthemselveshowmanyfiguresconstituteagivenunit.

SEQUENCEOFPLAY

Each complete turn comprises two player turns. Each wargamer follows the sequencelistedbelowinhisorherplayerturn:

1. Movement

2. Shooting

3. Hand-to-HandCombat

4. EliminatingUnits

1.MOVEMENT

MovementAllowances. Unitsmaymove up to the distances listed below during theirturn:

UnitType MovementDistanceInfantryandArchers 6”Skirmishers 9”Cavalry 12”

Turning.Unitsturnbypivotingontheircentralpoint.Theymaydosoatthestartand/ortheendoftheirmove.

Terrain.Unitsareaffectedbyterrainasfollows:

i. Woods.OnlySkirmishersmayenter.

ii. Towns.Thesedonotrestrictthemovementofanyunit.

iii. MarshlandandLakes.Theseareimpassabletoallunits.

iv. Rivers.Thesemayonlybecrossedviabridgesorfords.v. Roads.Unitsmovingbyroadincreasetheirmovementdistanceby3”iftheirentire

moveisspentontheroad.Thisbonusmaynotbereceivedifcharging.

MovingandShooting.Unitsmaynotshootiftheyhavemovedduringthesameturn.

Interpenetration.OnlySkirmishersmaypassthroughotherunits(andviceversa).

ChargeMoves.Chargesare resolvedbymoving theattackingunit intocontactwith itstarget.Theyaresubjecttothefollowingrestrictions:

i. Turning.Achargingunitmayturnonce,atthestartofitsmove.Thisevolutionmaynotexceed45º.

ii. LimitedEngagement.Onlyoneattackingunitmaycontacteach faceof the target(thesebeingFront,LeftFlank,RightFlank,andRear).

iii. Fighting.CombatisresolvedduringtheHand-to-HandCombatphase.

2.SHOOTING

OnlyArchersandSkirmishersmayshoot,theprocedureforwhichisasfollows:

AdjudgeFieldofFire.Unitsmayonlyshootatasingletargetwithin45ºoftheirfrontalfacing.

MeasureRange.ArchersandSkirmishershavearangeof12”.

AssessCasualties.Unitsrolladiewhenshooting.Archersusetheunmodifiedscore;theresult for Skirmishers is reduced by 2. The score gives the number of hits the targetacquires,whichismodifiedbythefollowing:

i. Cover.Units inwoodsor townsonlysufferhalf theregisterednumberofhits(anyfractionsareroundedinfavouroftheunitshooting).

ii. Armour. Infantry units acquire half the number of mandated hits (any fractionsshouldberoundedinfavouroftheunitshooting).

3.HAND-TO-HANDCOMBAT

TheprocedureforHand-to-HandCombatisasfollows:

OneSidedCombat.Unitsonlyinflictcasualtiesduringtheirownplayerturn.

Assess Casualties. Units roll a die. Cavalry and Archers use the unmodified score;Infantryadd2totheresult;andSkirmisherssubtract2.Theresultgivesthenumberofhitsthetargetacquires,whichismodifiedasfollows:

i. Terrain Advantage. Defenders in woods, towns, on a hill, or holding a rivercrossing, only suffer half the indicated number of hits (fractions are rounded infavouroftheattackingunit).

ii. Armour. Infantry units acquire half the number of mandated hits (rounding anyfractionsinfavouroftheattackingunit).

iii. FlankorRearAttacks.Units engaging the enemy flankor rear inflict double theregisterednumberofcasualties.

MovementWithinCombat.Hand-to-HandCombatonlyconcludeswiththeelimination

ofoneofthecontestingsides.Unitsmayhoweverturntofaceanattackupontheirflankorrear,butonlyiftheyarenotsimultaneouslybeingengagedfrontally.

4.ELIMINATINGUNITS

Unitsareeliminatedupontheacquisitionof15hits.

Chapter4

DarkAgeWargamingWargame designers who focus upon the Middle Ages have similar problems to thoseconfronting Ancient period gamers – specifically the huge breadth of an epoch lastingfrom the fall of Rome in the fifth century AD to the rise of firearms in the fifteenth.Breaking theMedievalperiod into two sub-sections, eachcovering themore interestingaspects of the epoch, is the best way to proceed. The first of these is the Dark Ages,coveringWesternEuropefrom600to1000.

The Dark Ages was defined by the fall of theWestern Roman Empire. This wascausedby irresistiblepressure frombarbarian tribes,which lackedpoliticalandmilitarysophistication,butwhosehugenumberswereenoughtooverwhelmtheRomanEmpire–for,astheSovietdictatorJosephStalinonceputit,‘quantityhasaqualityallofitsown’.

Thenewbarbariankingdomssufferedsomethingofaninferioritycomplexinrelationtothecivilizationtheyhadconquered;aculturerelyingupontribalsolidarityandaheroicculture based around a chieftain’s warband, certainly could not compete with theintellectual and military glories of the Roman Empire. The new regimes did howeverembraceChristianity;andtheRomanCatholicChurchprovidedbothalinkwiththepast,anda sourceofmuch-neededunity.ForChristianityprovided someessential social andpoliticalbondingagents: it insisted that thepoor should respect their lordsandmasters;andalsothattherulingnobilityshouldfeelcompassionfor,andmoreimportantlyprotect,thepoor.

These twin obligations fitted the existing economic and political conditions ratherwell.TheabsenceoftheRomanmonetarysystemmeantthatpowerwasbaseduponthecontroloflandbygroupsofwarlordsandtheirretinues;themostpowerfulofthesemenbecame kings,who controlled their realms on the basis of interlocking obligations: thepoorrespectedtheirmasters,andthenoblesprotectedthepoor.Allhadadutytoworshipthe Christian God. This system of interlocking social obligations on the basis of realestate,becameknownasfeudalism.

TheWesternEuropeanmilitarysystemshadtwodifferentapproaches,bothofwhichwerebasedaroundtheconceptofthenoble’sretinue.TheFrankishkingdomsinwhatisnowFranceandGermanydevelopedcavalryforces,buttheEnglishAnglo-Saxonsrelieduponanobilitythatrodetothebattlefieldonhorseback,butfoughtonfootoncetheygotthere.IhavechosentofocusuponbattlesinBritain,thekingdomsofwhichlargelyreliedupon groups of infantry equippedwith long spears and shields, and operating in closeformation. These so-called ‘shieldwalls’ were not especially well drilled, but hadtremendousendurance.

ThemajorthreattotheSaxonkingdoms(andthoseofthePictsandScotswhofoughtin a similar style), came from Scandinavian Viking invaders, who tended to rely uponinfantryfightinginslightlylooserformationsthantheirfoes.ThesemovedmorerapidlythantheirSaxonopponents,andtheirimpetuouschargeshadatremendousshockeffect.

Mywargames rules for theDarkAges can use the basic principles of theAncientrulesdescribedintheprecedingtwochapters.Therearehoweversomedifferencesinthetrooptypesselected,andinparticularhowtheyoperate,whicharestatedbelow:

1.INFANTRY

This category covers all foot units equipped with long spears and shields. They areassumedtooperateincloseorderformation,andbearsomeresemblancetotheirAncientpredecessors.Theydo for examplehave a tabletopmovement allowanceof 6”, and thetightly packed shieldwall is assumed to give similar protection to armour in Classicaltimes.TheDarkAge infantryman’s lackof training is simulatedbymakinghis combatstrikepowerratherlessthanhisAncientforebear.

2.WARBAND

This class covers impetuous troops such as Vikings. Their loose order is depicted byallowing them amovement allowance of 9”, and the power of their impetuous chargesreflectedbyallowing them toenjoyabonusonallcombatdice rolls.Theydohoweverenjoy rather less protection than the stolid shieldwall infantry, and therefore suffercasualtiesatthenormalrateofunarmouredtroops.

3.SKIRMISHERS

Sometroops,usuallyadolescentsorpeasants,wereequippedwithjavelinsandorderedtoskirmish at a distance, avoiding hand-to-hand combatwherever possible.TheybehavedexactlyliketheirAncientequivalents,andaretreatedaccordingly.

4.CAVALRY

The extent towhich armies inBritain used cavalry in theDarkAges has given rise tomuch animated historical debate, and will doubtless continue to do so. It is generallysurmised that armies of the lowland indigenous Britons used a good many units ofhorsemen,whichreducedmarkedlyastheSaxonspushedthembackintoWales.ThePictsand Scots are believed to have had some mounted warriors, whereas it is generallysurmised that the Saxons and Vikings only used horses to convey their nobles to thebattlefield, rather thanfightupon it. Ihaveassumed thatcavalryunitswerepresent,butthat theydid not performespecially effectively.They can as a result be treated as theirancientpredecessors.

ThearmiescreatedbytheserulesreflectBritishmilitaryactivity,wherebyacoreofInfantry units are supplemented by Warband (reflecting a contingent of Vikingmercenaries), Skirmisher and Cavalry units. Readers with a desire to depict Vikinginvaders,asopposedtothosewhohadsettledoveralongperiod,couldeasilychangethearmycompositions(outlinedinChapter20)byswappingtheInfantryunitsgeneratedonthe troop selection table withWarbands; Frankish armies can similarly be depicted byswapping Infantry unitswithCavalry. It could also be argued that the horsemen of theEmperorsCharlemagne andOtto deserve a combat bonus to reflect their shock impact:theycouldforexampleadd2toallcombatdierolls,whereasFrankishWarbandscanbeassumed tobe ill-trained rabblewho lose theirextraattackingpower.Wargamersareasalwaysencouragedtodepicttheirfavouritetrooptypesinanappropriateway.

Chapter5

DarkAgeWargamesRulesUNITTYPES

ThisgamefeaturestheunittypesofInfantry,Warband,Skirmishers,andCavalry,eachofwhichoccupiesafrontageofbetween4and6inches.Anysizeorscaleoffiguremaybeused;wargamersshoulddecideforthemselveshowmanyfiguresconstituteagivenunit.

SEQUENCEOFPLAY

Each complete turn comprises two player turns. Each wargamer follows the sequencelistedbelowinhisorherplayerturn:

1. Movement

2. Shooting

3. Hand-to-HandCombat

4. EliminatingUnits

1.MOVEMENT

MovementAllowances. Unitsmaymove up to the distances listed below during theirturn:

UnitType MovementDistanceInfantry 6”SkirmishersandWarband 9”Cavalry 12”

Turning.Unitsturnbypivotingontheircentralpoint.Theymaydosoatthestartand/ortheendoftheirmove.

Terrain.Unitsareaffectedbyterrainasfollows:

i. Woods.OnlySkirmishersmayenter.

ii. Towns.Thesedonotrestrictthemovementofanyunit.

iii. MarshlandandLakes.Theseareimpassabletoallunits.

iv. Rivers.Thesemayonlybecrossedviabridgesorfords.v. Roads.Unitsmovingbyroadincreasetheirmovementdistanceby3”iftheirentire

moveisspentontheroad.Thisbonusmaynotbereceivedifcharging.

MovingandShooting.Unitsmaynotshootiftheyhavemovedduringthesameturn.

Interpenetration.OnlySkirmishersmaypassthroughotherunits(andviceversa).

ChargeMoves.Chargesare resolvedbymoving theattackingunit intocontactwith itstarget.Theyaresubjecttothefollowingrestrictions:

i. Turning.Achargingunitmayturnonce,atthestartofitsmove.Thisevolutionmaynotexceed45º.

ii. LimitedEngagement.Onlyoneattackingunitmaycontacteach faceof the target(thesebeingFront,LeftFlank,RightFlank,andRear).

iii. Fighting.CombatisresolvedduringtheHand-to-HandCombatphase.

2.SHOOTING

OnlySkirmishersmayshoot,theprocedureforwhichisasfollows:

AdjudgeFieldofFire.Unitsmayonlyshootatasingletargetwithin45ºoftheirfrontalfacing.

MeasureRange.ArchersandSkirmishershavearangeof12”.

AssessCasualties.Skirmishersrolladiewhenshooting,andreducetheresultby2.Thescoregivesthenumberofhitsthetargetacquires,whichismodifiedbythefollowing:

i. Cover.Units inwoodsor townsonlysufferhalf theregisterednumberofhits(anyfractionsareroundedinfavouroftheunitshooting).

ii. Shieldwall. Infantry units acquire half the number ofmandated hits (any fractionsshouldberoundedinfavouroftheunitshooting).

3.HAND-TO-HANDCOMBAT

TheprocedureforHand-to-HandCombatisasfollows:

OneSidedCombat.Unitsonlyinflictcasualtiesduringtheirownplayerturn.

Assess Casualties. Units roll a die. Cavalry and Infantry use the unmodified score;Warbandsadd2totheresult;andSkirmisherssubtract2.Theresultgivesthenumberofhitsthetargetacquires,whichismodifiedasfollows:

i. Terrain Advantage. Defenders in woods, towns, on a hill, or holding a rivercrossing, only suffer half the indicated number of hits (fractions are rounded infavouroftheattackingunit).

ii. Shieldwall. Infantry units acquire half the number ofmandatedhits (rounding anyfractionsinfavouroftheattackingunit).

iii. FlankorRearAttacks.Units engaging the enemy flankor rear inflict double theregisterednumberofcasualties.

MovementWithinCombat.Hand-to-HandCombatonlyconcludeswiththeeliminationofoneofthecontestingsides.Unitsmayhoweverturntofaceanattackupontheirflank

orrear,butonlyiftheyarenotsimultaneouslybeingengagedfrontally.

4.ELIMINATINGUNITS

Unitsareeliminatedupontheacquisitionof15hits.

Chapter6

MedievalWargamingThe Medieval period covers the zenith of feudalism from 1100 to 1300, and morespecificallytheageofchivalry.Thelatterconceptstemmedfromtheincreasingstatusandbattlefielddominanceofthemountednobility,facilitatedasitwasbythedevelopmentofhorsemenwhowerebothheavilyarmouredandequippedwithlances–theshockimpactof aMedieval cavalry charge, greatly enhanced by the development of stirrups (whichappearedduringtheeighthcentury),wasfrequentlydecisiveonthebattlefield.

Thedominanceofthemountednobilitywassuchthattheirpositionwasenshrinedinsociety.TheMedievalworldbecamedividedintothreeestates,eachofwhichhadavitalfunction.Thusitwasthattheclergyformedthefirstestate,whichprovidedforsociety’sspiritual and cultural needs; the knights and their armed retainers formed the secondestate, which upheld justice; and the labourers formed the third estate, which providedeconomicsupportforthewhole.Theknightsthereforehadeveryreasontoseethemselvesas the rightful secular rulers, since they protected Christian civilization: this self-perceptionwasevensupportedbyliteraryworksofthetime,suchastheArthurianlegendsandthetalesofEmperorCharlemagneandhispaladins.

Withsocietalvaluesandliteraryworkssupportinghisposition,theroleoftheknightbecame almost ritualized, as was demonstrated by the growth of the tournament. Thisopulentdisplayofjoustingbecameimmenselypopularfromthetwelfthcenturyonwards,and the most successful participants even had their achievements celebrated inbiographical works. The combination of genuine martial achievements, literaryglorification,andthespectacleofthetournamentduelledtothedevelopmentofacodeofchivalry, and a general belief that themounted knight’s position inwarfare and societyalikewasunassailable.

Therewas however a realization that infantry had its uses on the battlefield. Theycould for example provide a rallying point behindwhich cavalry could recover after asuccession of exhausting charges; the foot soldiery could also stand and hold strategicterrainsuchasprominenthills.Unfortunately, thepreeminenceof theknightmeant thatinfantry tended to be undrilled and rather unwilling levies, who were hastily equippedwithspearsandshieldsandinstructedtostandfirmonthebattlefield–aninjunctionthatwas not always followed; for such troopsmay have had reasonable striking power, butcould scarcely be expected to possess the esprit de corps that would have guaranteedenduranceatthetimeofultimatetrial.

Twocrucialdevelopmentsenhancedthecombatpowerofinfantry.Thefirstoccurredwhentheknightsthemselvesdismountedandfoughtonfoot.Thenobilitydoubtlesssaw

this as rather humiliating, but the combination of heavy armour and martial prideimproved cohesion immensely, and turned the dismounted knight into a doughty andreliablecomponentoftheinfantrycontingent.Thesecondvitaldevelopmentwastheriseofthecrossbow,aweaponthathadbeenaroundforsometime,butwhichwasperfectedduring theMiddleAges.Archerswere pretty feeble in hand-to-hand combat, given thelackofspears,shieldandanythingotherthanlightarmour,butthemechanicalpowerofthe crossbow meant that enemy troops were now very vulnerable to missilery – onlydismountedknightshadenoughprotectiontowithstandthepowerofacrossbowbolt.Thenobilityweresoappalledbythethreatnowposedbymerecommonersthattheyeventriedto implement a legal sanction against the new weapon. Thus it was that the SecondLateran Conference of 1139 banned the use of the crossbow against Christian foes(Muslims,beinginfidels,werenotsofortunate).Thisinjunctionmetwiththesamelevelof success as most legal attempts to ban the use of particular weapons – it was soonbreached,andbecamenomorethanarathermeaninglesscuriosity.

The rules that follow are based upon the Ancient wargaming set in their generalprinciples,butusefourdifferenttrooptypes,whichareconsideredbelow.

1.KNIGHTS

Mounted chivalry are the most numerous type of unit featured here, reflecting theirdominance in theMedievalbattlefield.Theymoveasrapidlyascavalryunits, reflectingtheirimpetuosity;thelattertraitalsoexplainstheirgreatpotencyinhand-to-handcombat,enjoyingastheydoanadditionof2toeverydieroll.Theirrashbehaviourdidhoweverinducealackofcohesion,whichiswhyknightsdonotenjoyanybenefitsfortheirarmourprotection – also explained by the fact that the horseswere not protected as heavily astheirriders.

2.ARCHERS

These are assumed to operate in close order and be equipped with crossbows. Theyaccordingly have a minimal capacity for hand-to-hand combat, lacking as they do aneffective mêlée weapon or much in the way of armoured protection – resulting in areduction of 2 to all hand-to-hand combat dice rolls. The crossbow is conversely anexceptionallyeffectivemissileweapon,whichiswhydicerollsareincreasedby2whenthearchersarefiring.

3.MEN-AT-ARMS

Theseareheavilyarmoureddismountedknightsequippedwithspearsandshields.Theirchargeslacktheshockimpactenjoyedbynoblecavalry,whichiswhytheydonotenjoyacombat bonus. Their armour does however confer a good deal of protection and henceendurance,whichiswhytheyonlysuffercasualtiesathalfthenormalrate.

4.LEVIES

Theseratherunenthusiasticinfantryareequippedwithspearsandshields,butlittleinthewayofarmour.TheystrikeaseffectivelyasunitsofMen-at-Arms,butlacktheprotectionbonusreceivedbythelatter.

AglanceattheruleswillrevealthatMedievaltroopscanberatherinflexible.Theydoforinstancelackanycapacityforenteringwoods,andmayneverpassthrougheachother.Thisisintendedtoreflecttheundisciplinedanduntrainednatureofmanyunits.Thisdoesnotinanywaydiminishthefascinationofthisperiod;itdoesinsteadprovideagreattestofanywargamer’sability–andthosewithaninclinationtodeveloptheirfigurepaintingskills, should note that noble heraldry can look very striking when rendered by giftedbrushwork.

Chapter7

MedievalWargamesRulesUNITTYPES

ThisgamefeaturestheunittypesofKnights,Archers,Men-at-Arms,andLevies,eachofwhichoccupiesafrontageofbetween4and6inches.Anysizeorscaleoffiguremaybeused;wargamersshoulddecideforthemselveshowmanyfiguresconstituteagivenunit.

SEQUENCEOFPLAY

Each complete turn comprises two player turns. Each wargamer follows the sequencelistedbelowinhisorherplayerturn:

1. Movement

2. Shooting

3. Hand-to-HandCombat

4. EliminatingUnits

1.MOVEMENT

MovementAllowances. Unitsmaymove up to the distances listed below during theirturn:

UnitType MovementDistanceInfantry 6”SkirmishersandWarband 9”Cavalry 12”

Turning.Unitsturnbypivotingontheircentralpoint.Theymaydosoatthestartand/ortheendoftheirmove.

Terrain.Unitsareaffectedbyterrainasfollows:

i. Woods.Theseareimpassabletoallunits.

ii. Towns.Thesedonotrestrictthemovementofanyunit.

iii. MarshlandandLakes.Theseareimpassabletoallunits.

iv. Rivers.Thesemayonlybecrossedviabridgesorfords.v. Roads.Unitsmovingbyroadincreasetheirmovementdistanceby3”iftheirentire

moveisspentontheroad.Thisbonusmaynotbereceivedifcharging.

MovingandShooting.Unitsmaynotshootiftheyhavemovedduringthesameturn.

Interpenetration.Unitsmayneverpassthrougheachother.

ChargeMoves.Chargesare resolvedbymoving theattackingunit intocontactwith itstarget.Theyaresubjecttothefollowingrestrictions:

i. Turning.Achargingunitmayturnonce,atthestartofitsmove.Thisevolutionmaynotexceed45º.

ii. LimitedEngagement.Onlyoneattackingunitmaycontacteach faceof the target(thesebeingFront,LeftFlank,RightFlank,andRear).

iii. Fighting.CombatisresolvedduringtheHand-to-HandCombatphase.

2.SHOOTING

OnlyArchersmayshoot,theprocedureforwhichisasfollows:

AdjudgeFieldofFire.Unitsmayonlyshootatasingletargetwithin45ºoftheirfrontalfacing.

MeasureRange.Archershavearangeof12”.

AssessCasualties.Archers rolladiewhenshooting,andadd2 to the result.Thescoregivesthenumberofhitsthetargetacquires,whichismodifiedbythefollowing:

i. Cover.Units inwoodsor townsonlysufferhalf theregisterednumberofhits(anyfractionsareroundedinfavouroftheunitshooting).

ii. Armour. Men-at-Arms acquire half the number of mandated hits (any fractionsshouldberoundedinfavouroftheunitshooting).

3.HAND-TO-HANDCOMBAT

TheprocedureforHand-to-HandCombatisasfollows:

OneSidedCombat.Unitsonlyinflictcasualtiesduringtheirownplayerturn.

AssessCasualties.Units roll adie.Men-at-ArmsandLeviesuse theunmodified score;Knightsadd2totheresult;andArcherssubtract2.Theresultgivesthenumberofhitsthetargetacquires,whichismodifiedasfollows:

i. Terrain Advantage. Defenders in woods, towns, on a hill, or holding a rivercrossing, only suffer half the indicated number of hits (fractions are rounded infavouroftheattackingunit).

ii. Armour.Men-at-Armsunitsacquirehalfthenumberofmandatedhits(roundinganyfractionsinfavouroftheattackingunit).

iii. FlankorRearAttacks.Units engaging the enemy flankor rear inflict double theregisterednumberofcasualties.

MovementWithinCombat.Hand-to-HandCombatonlyconcludeswiththeeliminationofoneofthecontestingsides.Unitsmayhoweverturntofaceanattackupontheirflank

orrear,butonlyiftheyarenotsimultaneouslybeingengagedfrontally.

4.ELIMINATINGUNITS

Unitsareeliminatedupontheacquisitionof15hits.

Chapter8

PikeandShotWargamingThe pike and shot period is named after the principal weaponry of infantry units, andcovers the age ofRenaissancemonarchy (1450–1650). The concept of theRenaissancewasoriginally a cultural term referring to theEuropean rediscoveryof ancient classicallearning during the later fifteenth century; its political expression saw the assertion ofmonarchicalpoweroverthatofthenobility.

The eclipse of the feudal aristocracy was made possible by gunpowder, andspecificallythedevelopmentofcannon.Forthemedievalperiodhadseenthenobilityandtheircavalryretinuesdominatethelocalcountrysidefromtheircastles,andowingonlyalooseallegiancetothemonarch,theirtitularoverlord.Allthischangedwiththeadventofartillery, for two reasons: firstly, because only the king had enoughmoney to afford asubstantialcollectionofordnance;andsecondly,becausethenewcannonhadthepowertodestroyanyexistingcastle.Asaresult,thegunpowderrevolutionledtothedevelopmentofRenaissancemonarchy,withthegrowthofstatepower.

Ithastobesaidthatthenewmonarchieswerenotespeciallyefficient.Theymayhavebeenabletodominatetheirnobilityphysically,butstillneededthearistocracytostaffthenewgovernment.Asomewhatunwieldybureaucratic structurewas thereforedeveloped,running on the basis of royal patronage. Salaries were not especially high, but themonopolistic nature of offices led to much opportunity for corruption – bribery wasrampant.

The military consequence of all this was an inability to finance a permanentcentralizedarmy.Thenobilitycould stillbe reliedupon to someextent,butmost statesrecruitedmercenarycompaniesonanadhocbasisasrequired.Thesewouldserveforthedurationofacampaign,oruntiltheiremployerfailedtopaytheirsalaries–atwhichpointthey deserted the colours, and plundered the countryside. Not that inefficiency madewarfare any less prevalent; the development of religious strife following the ProtestantReformationmadeconflictbothcommonandexceptionallybrutal.

Gunpowder weaponry played a particularly significant role on the Renaissancebattlefield.Artillerywas rather immobile,butmadeacontributionwithapreliminary ifsomewhatineffectivebombardmentoftheenemyline(itsoveralllackofimpactexplainswhyunitsofordnancedonotfeatureinmywargamesrules).Infantryfirearmsweremuchmore significant; the armour piercing ability of these handguns, later referred to asarquebuses and muskets, made cavalry charges especially perilous, and could causeextremedisorderinallunitsduebothtothephysicaleffect,andthepsychologicalimpactoftheirloudnoise.

Thenewfirearmsdidhoweverhavetwosignificantdrawbacks.Thefirstofthesewasthetimetakentoreload,foreventhemostefficientinfantryhandguncouldonlyfireoneshotaminute.Unitsaccordinglydeployedindeepformations,withthefrontrankfiring,thenmoving to the rear inorder to reload.By the timeevery rankhad fired, the initialfrontrankwouldbereadytoshootagain.Theseconddrawbacklayinthelimitedamountsof ammunition carried; early cartridgeswere quite bulky, andmost troops only carriedtwelve. The combined effect of these limitations meant that the musketeers had to beprotectedby a contingent of pikemen, fromwhichphenomenon thewargaming termof‘PikeandShot’derived.

Some cavalry units also began to use firearms, following the development of theextremelyportablepistol(largehandgunscouldnotbeusedwithanyeffectonhorseback).Eachmancarrieduptofouroftheseweapons,andtheinfantrytacticofhavingonerankfireatatime,thenretiringtoreload,wasembracedbymountedtroopstoo.Itallmadefora somewhat sedate method of attack; this could however be more effective than aheadlongchargeintoanunbrokenhedgeofpikemen.

More traditional troop types still existed; I have chosen to depict Pike and Shotwarfare by following the precedent ofmyAncient wargames rules, and including fourdistinctvarietiesofunit.

1.INFANTRY

This class covers those units equippedwith a combination of pikemen andmusketeers.The proportion of each type varied, although the number of musketeers increasedmarkedlybytheendoftheperiod.Wargamersshouldusetheirdiscretionastohowtheirunitsareconstituted;eachtypeshouldvarybetween⅓and⅔oftheunit.Infantryalwaysmovedratherslowly,thankstotheunwieldynatureofpikesofupto24’inlength.Theirmusketrywashoweverquiteeffective,at leastuntil theammunitionranout:unitscouldthen engage the enemy in hand-to-hand combat, which could often prove to be ratherprotracted. The pikes were vital in such close quarter contact, and proved especiallyeffective against enemy cavalry – horses were understandably unwilling to throwthemselvesagainstahedgeofpikes.

2.SWORDSMEN

This category includes all foot soldiers equippedwith swords or axes.They sometimescarriedmusketsaswell,whichwerealwaysdischargedatshortrangepriortochargingtheenemy;thiscanasaresultbeevaluatedaspartofhand-to-handcombatinthewargame.The absence of pikesmade these unitsmoremobile than Infantry, and shortweaponryallowed Swordsmen to inflict fearful execution after the initial impact with pikemen.Conversely,theabsenceofsustainedfirearmscapabilityandlongmêléeweaponsrenderedthemvulnerabletoacavalrycharge.Swordsmendidnothabituallyfeatureinallarmiesof

theperiod,butplayedasignificantroleinIberian,Celtic,andEasternEuropeanwarfare.

3.REITERS

ThisclassisnamedaftertheGermanmercenaryhorsemenwhoeffectivelydefinedit,byvirtue of their prominence on many battlefields. These men could be described aspistoleers: they trotted up to enemy formations and discharged their small firearms onerankatatime,continuingtodosountiltheirammunitionranout.Theywouldthenengageinhand-to-handcombat,butalwaysatarathersedatepace–theyreliedupondisciplineand control rather than a headlong charge. This tended to make their shooting quiteeffective,butresultedinalackofimpetusanddiminishedimpactinhand-to-handcombat.

4.CAVALRY

The old nobility still believed in the efficacy of shock action, and continued to equipthemselveswith lances and heavy armour. These horsemenwere known as gendarmes,andfeaturedinmostsixteenthcenturyarmies(theirseventeenthcenturyequivalentshadlessarmourandreplacedlanceswithswords,butstillrelieduponthesametactics).Theymovedwithsomerapidity,andwereextremelyeffectiveinhand-to-handcombatagainstSwordsmenandReiters.Theywerehowevervulnerable to firearms(whichcouldpiercetheirarmour),andInfantryequippedwithpikes,theunyieldingnatureofwhichtendedtofrightenthehorses.

TherulesforPikeandShotwargamesarequitesimilartothosefortheancientperiod,sincethebroadprinciplesareidentical–hand-to-handcombatwasdecisiveinbothcases.I have therefore avoided unnecessary repetition of identical concepts in the followingdiscussionoftheideasbehindmyrules;readerscanreferbacktoChapter2ifanyfurtherexplanationisrequired.

Movement is resolved in a similar way to the ancient rules, the chief differencesconcerningtheeffectofwoodsandtownsuponmovement.Inthecaseoftheformer,onlySwordsmenmayenterforestedareas,giventhatInfantryunitscouldnevernegotiatetheirlongpikesthroughthebranches.Sofarastownswereconcerned,thesewerenowvillagesrather than the hamlets of ancient times; different restrictions must apply as a result.Accordingly,ReitersandCavalrymayneitherhaltwithinatownnoroccupyit:thegreaternumberofbuildingswouldsimplynotallowhorsementofightwithoutdismounting.

The increased importanceof firearms in thePikeandShot erameans that shootinghastobetreatedinadifferentmannerfromtheancientperiod.IthereforeallowInfantryandReiterstofireaftertheymove.Thisisbecausetheyreallydidjustthat,aseachrankfired and another advanced to take its place. More importantly, allowing firing aftermovement enables firearms to affect enemy units before the lattermay charge. This isbecause all troops suffered casualties from firearms before charging, no matter howrapidlythevictimwasabletomove:thismustbereflectedinanywargame.

I have given all firearms a range of 12”.This seems extremely odd, since InfantrymusketsgreatlyoutrangedtheReiters’pistols.Theruledoeshoweverreflectthesituationon the battlefield, where the Reiters would send individual ranks forward with somerapidity,dischargetheirpistolsandthenwithdraw.

Firing is very effective for as long as Infantry and Reiter units maintain theirammunition supply. The limited nature of the latter must be depicted in the wargamehowever,andiscoveredbyhavingeachunitthrowadiewheneveritfires;theammunitionrunsoutonascoreof1or2.Thismeansthataunithasa⅓choiceoflosingitsshootingcapacityeachtimeitfires–fromthispointonwards,InfantryandReiterscanonlyharmtheenemybyengaginginhandto-handcombat.IalsodonotallowInfantryorReiterstochargeenemyunitsuntiltheirammunitionhasbeenexpended.Thisaccuratelyreflectsthehistoricalsituation,whenunitsequippedwithfirearmsshotattheirpotentialvictimsinanattempttoinducedisorder,andonlychargingaftertheycouldnolongerfire.

Hand-to-handcombatwasverysimilartotheancientperiod,inthattheengagementstendedtobeprotractedaffairswhichendedwiththeeliminationofoneoftheantagonists.Therulesarethereforeverysimilartomyancientwargame;thestrengthsandweaknessesofdifferentunits are reflectedbymodifying their combateffectivenessaccording to thenatureoftheopposingunit,ortheterraininwhichitislocated.

Chapter9

PikeandShotWargamesRulesUNITTYPES

Thisgamefeatures theunit typesof Infantry,Swordsmen,Reiters,andCavalry,eachofwhichoccupiesafrontageofbetween4and6inches.Anysizeorscaleoffiguremaybeused;wargamersshoulddecideforthemselveshowmanyfiguresconstituteagivenunit.

SEQUENCEOFPLAY

Each complete turn comprises two player turns. Each wargamer follows the sequencelistedbelowinhisorherplayerturn:

1. Movement

2. Shooting

3. Hand-to-HandCombat

4. EliminatingUnits

1.MOVEMENT

MovementAllowances. Unitsmaymove up to the distances listed below during theirturn:

UnitType MovementDistanceInfantry 6”Swordsmen 8”Reiters 8”Cavalry 12”

Turning.Unitsturnbypivotingontheircentralpoint.Theymaydosoatthestartand/ortheendoftheirmove.

Terrain.Unitsareaffectedbyterrainasfollows:

i. Woods.OnlySwordsmenmayenter.

ii. Towns.CavalryandReitersmaynotendtheirmovesinatown.

iii. MarshlandandLakes.Theseareimpassabletoallunits.

iv. Rivers.Thesemayonlybecrossedviabridgesorfords.v. Roads.Unitsmovingbyroadincreasetheirmovementdistanceby3”iftheirentire

moveisspentontheroad.Thisbonusmaynotbereceivedifcharging.

MovingandShooting.InfantryandReitersmayshootattheendoftheirmove.

Interpenetration.Unitsmayneverpassthrougheachother.

ChargeMoves.Chargesare resolvedbymoving theattackingunit intocontactwith itstarget.Theyaresubjecttothefollowingrestrictions:

i. Ammunition.InfantryandReitersmayonlychargeiftheyareoutofammunition.

ii. Turning.Achargingunitmayturnonce,atthestartofitsmove.Thisevolutionmaynotexceed45º.

iii. LimitedEngagement.Onlyoneattackingunitmaycontacteach faceof the target(thesebeingFront,LeftFlank,RightFlank,andRear).

iv. Fighting.CombatisresolvedduringtheHand-to-HandCombatphase.

2.SHOOTING

OnlyInfantryandReitersmayshoot,theprocedureforwhichisasfollows:

AdjudgeFieldofFire.Unitsmayonlyshootatasingletargetwithin45ºoftheirfrontalfacing.

MeasureRange.InfantryandReitershavearangeof12”.

AssessCasualties.Unitsrolladiewhenshooting.Theresultgivesthenumberofhitsthetargetacquires,whichismodifiedbythefollowing:

i. Cover.Units inwoodsor townsonlysufferhalf theregisterednumberofhits(anyfractionsareroundedinfavouroftheunitshooting).

CheckAmmunition.Unitsrollaseconddiewhenevertheyfire.Ifthisscoresa1or2,theunithasrunoutofammunition,andmaynotfirefortheremainderofthegame.

3.HAND-TO-HANDCOMBAT

TheprocedureforHand-to-HandCombatisasfollows:

OneSidedCombat.Unitsonlyinflictcasualtiesduringtheirownplayerturn.

Assess Casualties. Units roll a die. Infantry and Reiters use the unmodified score;SwordsmenandCavalryadd2totheresult.Thefinalscoregivesthenumberofhitsthetargetacquires,whichismodifiedasfollows:

i. CavalryandReiters.Theseunits only inflict half thenumberof registeredhits ifattackingInfantry(roundinganyfractionsinfavouroftheattackingunit).

ii. Swordsmen.Theseunitsonly inflicthalf thenumberof registeredhits ifattackingCavalryorReiters(roundinganyfractionsinfavouroftheattackingunit).

iii. Terrain Advantage. Defenders in woods, towns, on a hill, or defending a rivercrossing, only suffer half the indicated number of hits (rounding any fractions infavouroftheattacker).

iv. FlankorRearAttacks.Units engaging the enemy flankor rear inflict double the

registerednumberofcasualties.

MovementWithinCombat.Hand-to-HandCombatonlyconcludeswiththeeliminationofoneofthecontestingsides.Unitsmayhoweverturntofaceanattackupontheirflankorrear,butonlyiftheyarenotsimultaneouslybeingengagedfrontally.

4.ELIMINATINGUNITS

Unitsareeliminatedupontheacquisitionof15hits.

Chapter10

HorseandMusketWargamingTheHorseandMusketperiodcoversEuropeanwarfarefrom1700–1860.Itscharacteristicfeatures were the development of regular, disciplined armies; much more potent andflexibleinfantry;thegrowthofbattlefieldartillery;andtherevivalofcavalrycharges.

These military developments stemmed from the disintegration of Renaissancemonarchies.Thesewerenoted for their inefficiencyandconfessional strife (seeChapter8), thenadirofwhichbecameapparentduring theThirtyYearsWar (1618–1648).ThisprotractedstrugglebetweenProtestantandCatholicstatessawmostcountriesrunoutofmoney,leadingtomercenaryarmiesbecomingunpaid–andravagingeverysquareinchofGermany as a result. This appalling cataclysm understandably led to the desire forsomething better, andmany states gratefully seized upon the opportunities provided byworldtradetoincreasetheirrevenue,whichinturnledtomoreprosperousgovernments.Economicgainswere reinforcedbypolitical trends in turn; the ageof ecstatic religiousenthusiasmhadseensuchappallingconsequencesastopromoteaverydifferentoutlook:thenewageof reason reliedupon reflectionandmoderation rather than thepassionsoffanaticism.ItcouldbearguedthattheFrenchRevolutionandtheNapoleonicwarssawarevivaloftheageofexcess;butEuropeasawholedidtendtoprizethedevelopmentofthemindoverthepurityofthesoul.

Militaryinnovationscoincidedwiththesepoliticaldevelopments.Theincreasedstaterevenuesresultedintherecruitmentofpermanentarmies,whosedisciplinednaturegreatlyincreased their potency. Thiswas especially true of infantry units,which becamemoremobile and effective thanks to sustained training. They also benefited from two newinnovations. The first of thesewas the flintlockmusket,which could allow an averagesoldier to fire one shot every thirty seconds – fully twice as often as its matchlockpredecessor.Thecartridgesof thenewweaponwerealsomuchmorecompact,allowingeachmantocarryuptosixty;hisrenaissancecounterpartcouldmanagejusttwelve.Thisincreased firepower provided a significant deterrent effect against those enemy unitsplanningtochargetheinfantry,whichconsequencewassupportedbytheinventionofthebayonet in the second half of the seventeenth century. The combination of increasedfirepower and a hedge of cold steel often served to prevent an enemy charge. Thisrendered pikemen redundant, allowing for more rapid movement as well as increasedfirepower.

The Enlightenment also saw the development of a new type of infantryman: theSkirmisher.Unitsoftheseoperatedindispersedformation,relyingonrapidmovementtokeep themoutofharm’sway.TheiropenorderarrayallowedSkirmishers tooperate inheavily wooded terrain, unlike their close order counterparts. This new breed of light

infantryplayedasubordinatebutstilleffectiveroleonthebattlefield:itsmobilitygaveitagreatnuisancevalue.

Thedevelopmentofpowerfulstatessawartillerytransformedbeyondallrecognition.Gunnersbecamemuchmoreeffectivelytrainedunderregularregimentation,whichplacedthem in a good position to take advantage of the new ordnance that was becomingavailable.ThegunswerenowmuchlighterandhencemoremobilethantheirRenaissancepredecessors,allowingthemtoperformeffectivelyonthebattlefield.Mostartillerypiecesfiredtwotypesofammunition:solidballswouldploughthroughseveralenemyranksatlongrange;canisterammunitionwouldbe resorted toatcloseproximity– thismodeofdestructiontooktheformofpackingseveralmusketballs ina thincanister,whichburstwhen thegunwas fired, spreading theballs in an effect similar to amodern shotgun. Ihavenotdistinguishedbetweenthetwotypesofammunitioninmyrules,buthaveinsteadcalculatedanaverageeffectivenessforpurposesofsimplicity.

Cavalrywasabletoreverttoitsshockroleduringthehorseandmusketperiod.Thiswas firstly because the pistol was hopelessly outclassed by the new flintlock muskets,renderingafirearmsduelsomewhatperilous;andsecondlybecause the lackofpikemengavecavalryagreaterchanceofsuccessagainstinfantry,despitethedeterrenteffectofthebayonet.Horsemenmade fulluseof theirmobilityduring theeighteenthandnineteenthcenturies – the aim was always to manoeuvre around the enemy, in order to launch adevastatingattackupontheflankorrear.

Myhorseandmusketruleshavecontinuedthepracticeofhavingfourdifferenttroopclassifications,whicharelistedbelow:

1.INFANTRY

This category covers all close order foot soldiers equippedwithmuskets and bayonets.Theyrelyupontheirmusketstodamagetheenemy;itwasalwaystheoreticallyintendedthat infantry charge enemy units at bayonet point, but most battles degenerated intomurderouscloserangefirefights. IaccordinglydonotallowInfantryunits tocharge theenemyinthesewargamesrules.

2.SKIRMISHERS

This class encompasses light infantry operating in dispersed formation. Units ofSkirmishers are only half the size of close order foot, and their musketry iscorrespondingly less effective. Their dispersed formation does however result in rapidmovement,andtheabilitytooperateinthesortofdifficultterrainthatothertroopscannotnegotiate.

3.ARTILLERY

This covers batteries of ordnance.Artillery has amuch longer range than Infantry (48”compared to12”); its fire is lesseffective thancloseorder foot,butaspotentas thatofSkirmishers.Gunbatteriesarenotverymobile: theyonlymoveatthespeedofInfantry,and may not occupy towns, given that houses obstructed the access of guns andammunitionholders.

4.CAVALRY

Thisclassdescribeshorsemenoperatingincloseorder.Cavalryreliesentirelyuponhand-to-handcombatforitseffect,andmovesmorerapidlythananyothercategoryoftroops.

ThebroadprinciplesoftheserulesaredescribedinChapter2; theremainderofthischapter discusses how the specific features of horse and musket warfare are depictedtherein.

ThemovementstipulationsdepictthemobilityofSkirmishersbypreventingallothertroop types from entering woods; they also allow Skirmishers to move through otherfriendlyunits(andviceversa).Thismeansthatlightinfantryaremosteffective,allowingthem to snipe at the enemy from the cover of awood; or advancing ahead of friendlyInfantry,toengagetheenemybeforethemainbodyofthearmyarrives.

Townsarenowtreatedassuch–theyarenolongervillagesorhamlets.Thisallowstheiroccupantstoenjoyafieldoffireof360º,creatingthesortofstrongpointsthatplayedasignificantpartinmajorbattlesofthehorseandmusketperiod.

The rules for shooting are straightforward,with Infantry enjoying a greater impactthanArtilleryorSkirmishersasalreadydiscussed.Therangeof12”formusketryisquitelong,but theeffect isaccurate: it allows for footunits toengageenemyCavalrybeforehand-to-hand combat occurs, avoiding the need for allowing the extra complication ofhavingdefendingtroopsstrikebackinamêlée.

Hand-to-hand combat is simplified by only allowingCavalry to charge the enemy.This provides a broadly accurate reflection of historical practice (Infantry would onlycharge an enemy that was on the verge of running away – a situation covered byeliminating the afflicted unit in the rules). I have also simplified handto- handengagementsbyonlyallowingasinglecavalryunittochargeagivenenemy.Thisreflectstheoverallnatureofhorseandmusketwarfare–chargeswerebriefaffairs,without theprotractedmultiple engagements of preceding centuries. Trying to launch a plurality ofunits against a singleenemywouldonlyhave resulted inextremeconfusion rather thanenhancedeffectiveness,whichiswhysuchunseemlypile-upsdonotfeatureintheserules.

Cavalry charges can be very potent, once enemy musketry is endured, with flankchargesbeingespeciallydeadly–aswasthecasehistorically.Attacksuphilloracrossariver do however have rather less effect, as is the case when cavalry engage otherhorsemen; this is because horses tended to shy away from each other if an impactwas

imminentontheeighteenth-andnineteenth-centurybattlefield.Acavalrychargeismoreeffective against other units, because the historical defenders tended to flinch fromattackinghorsemenoncethelatterhadenduredmusketryandcompletedtheircharge.Inessence, the effect of any hand-to-hand combat depends entirely upon whichever sideshowedgreaterresolution.

Hand-to-handcombatalwaysendsafteroneassault,withtheretreatoftheattackingCavalry.Thisdepictsboth the shortdurationof suchengagementsduring thehorseandmusketperiod,andthetendencyofCavalrytoberepulsediffailingtodestroytheirfoe.

The horse andmusket rules include an optional contingency for the use of squareformation.ThiswasoftenadoptedbyInfantryunitsinNapoleonictimesinordertorepelenemy horsemen; for a hedge of bayonets facing all directions, and backed up bymusketryatpointblankrange,wouldserve todeteranycavalrycharge.Forwargamingpurposes, squares are immobile (only the most disciplined of units could retain theformationwhilstmoving), andmaynot fire (anymusketrywas reserved for shootingathorsemenwhocameincloseproximity);theyarehoweverimmunefromenemyCavalryunits.Useoftheruleforsquaresallowsforcombinedarmstactics:CavalrycanapproachtheflankofanenemyInfantryunit,effectivelyforcingthelatterintosquareformation;thelattercan thenbeassailedby fire fromfriendly Infantry,SkirmishersandArtillery.Onemust restate that squares were primarily a feature of Napoleonic warfare, and thatwargamerspreferringanEnlightenmentbackdropfortheirencountersshouldnotusethisrule;also,likeanyoptionalrule,itshouldonlyplayapartinagameifbothplayersagree.

Chapter11

HorseandMusketWargamesRulesUNITTYPES

ThisgamefeaturestheunittypesofInfantry,Cavalry,Skirmishers,andArtillery.Thefirstthreeoccupyafrontageof4–6inches,whereasordnanceisdeployedoverawidthof2–3inches.Anysizeorscaleoffiguremaybeused;wargamersshoulddecideforthemselveshowmanyfiguresconstituteagivenunit.

SEQUENCEOFPLAY

Each complete turn comprises two player turns. Each wargamer follows the sequencelistedbelowinhisorherplayerturn:

1. Movement

2. Shooting

3. Hand-to-HandCombat

4. EliminatingUnits

1.MOVEMENT

MovementAllowances. Unitsmaymove up to the distances listed below during theirturn:

UnitType MovementDistanceInfantryandArtillery 6”Skirmishers 9”Cavalry 12”

Turning.Unitsturnbypivotingontheircentralpoint.Theymaydosoatthestartand/ortheendoftheirmove.

Terrain.Unitsareaffectedbyterrainasfollows:

i. Woods.OnlySkirmishersmayenter.

ii. Towns.OnlyInfantryandSkirmishersmayendtheirmoveinatown.

iii. MarshlandandLakes.Theseareimpassabletoallunits.

iv. Rivers.Thesemayonlybecrossedviabridgesandfords.v. Roads.Unitsmovingbyroad increase theirmovementdistanceby3” iftheirentire

moveisspentontheroad.Thisbonusmaynotbereceivedifcharging.

MovingandShooting.Unitsmaynotshootiftheyhavemovedduringthesameturn.

Interpenetration.OnlySkirmishersmaypassthroughotherunits(andviceversa).

ChargeMoves. Cavalry are the only unit type that may enter Hand-to-Hand Combat.Chargesareresolvedbymovingtheattackingunitintocontactwiththeirvictim.Theyaresubjecttothefollowingrestrictions:

i. Turning. A charging Cavalry unit may turn once, at the start of its move. Thisevolutionmaynotexceed45º.

ii. Limited Engagement. Only one attacking unit may engage any given defendingunit.

iii. Fighting.CombatisresolvedduringtheHand-to-HandCombatphase.

2.SHOOTING

Theprocedure forShooting isas follows(note thatcavalryunitsdonotshoot;allotherunitscan).

AdjudgeFieldofFire.Unitsmayonlyshootatasingletargetwithin45ºoftheirfrontalfacing,exceptfor:

i. Units inTowns.Thesehavea fieldof fireof360º, andmay therefore engageanysingletargetinanydirection.

MeasureRange. InfantryandSkirmishershavea rangeof12”;Artilleryhasa rangeof48”.

AssessCasualties.Unitsrolladiewhenshooting.Infantryusetheunmodifiedscore;theresultforSkirmishersandArtilleryisreducedby2.Thefinalscoregivesthenumberofhitsthetargetacquires,whichismodifiedbythefollowing:

i. Cover.Units inwoodsor townsonlysufferhalf theregisterednumberofhits(anyfractionsareroundedinfavouroftheunitshooting).

3.HAND-TO-HANDCOMBAT

TheprocedureforHand-to-HandCombatisasfollows:

OneSidedCombat.Onlytheattackingunitinflictscasualties.

AssessCasualties. The attacking cavalry unit rolls a die and adds 2 to the result; thisdenotesthenumberofhitsacquiredbythedefender,whicharemodifiedbythefollowing:

i. Terrain. If the defending unit occupies a hilltop, it only suffers half the indicatednumberofhits(roundinganyfractionsinfavouroftheattacker).

ii. CavalryTargets.DefendingCavalryunitsonlyacquirehalftheregisterednumberofhits(roundingfractionsinfavouroftheattacker).

iii. FlankorRearAttacks.Unitsengagedintheirflankorrearsufferdoublethenormalamountofhits.

Retreat.Iffailingtodestroytheenemy,attackingCavalryunitsretreat6”afterthecombatisresolved,endingthemovefacingtheirerstwhiletarget.

4.ELIMINATINGUNITS

Unitsareeliminatedupontheacquisitionof15hits.

5.SQUAREFORMATION(OPTIONALRULE)

InfantryunitsmaymovetoorfromSquareformationatthestartofthemovementphase.Theformationhasthefollowingeffects:

i. NoMovement.UnitsinSquaremaynotmove.

ii. NoShooting.UnitsinSquaremaynotshoot.

iii. ProtectionfromCavalry.EnemyCavalryunitsmaynotchargeanInfantryunit inSquareformation.

Chapter12

RifleandSabreWargamingThis period covers European warfare from 1860–1900, when troops still operatedaccording to the tactical precepts of theHorse andMusket age, butwhose capabilitieswereradicallyalteredbytheadventofrifledweapons.

Both warfare and politics saw seismic change thanks to the advent ofindustrialization.The increasingmechanizationof theeconomysaw thedevelopmentofan organized working class with its own socialist political agenda – and consequentchallengeto traditionalaristocraticauthority.Theoldorderdidhowevercometorealizethat although theworkersmay not have liked the nobility overmuch, theywere highlypatriotic: this penchant for uniting around the flag led to previously radical nationalistsentimentsbecominghighlyconservative.ThusitwasthatthePrussianmonarchyledthecause ofGerman unification, leading to the unlikely spectacle of the previously restivesocialistsandliberalsacquiescinginthecontinuedpoliticaldominanceoftheoldJunkeraristocracy.Suchtrendswereexacerbatedbytheincreasedmilitarizationofsociety–andthedevelopmentof railwaysallowed for the rapid transportationof largearmies,whichledtothegrowthofconscription.

Newtechnologyalsoledtomajorchangesonthebattlefield.Thiswasespeciallytrueofinfantryfirearmsandartilleryordnance,bothofwhichenjoyedthebenefitsofeffectiverifledbarrelsandloadingviathebreech,ratherthanthemuzzle.Thesenewdevelopmentsmeant thatallgunscouldnowfiremuchmorerapidly,andwithmuchgreateraccuracy,than the old muzzle loading smoothbore weapons of the Horse and Musket period.Infantry were now in a position to dominate the battlefield, with artillery becomingincreasinglymoresignificanttoo.

Cavalrywasespeciallybadlyaffectedbythenewrifledweaponry.Horsemenbecamevulnerable andmarginalized; always a conservative arm, the cavalry remained loyal totheirsabres,tryingtoclingtotheillusionthattraditionalshockactionstillhadaplaceonthebattlefield.Theyconsequentlyrefusedtoadoptthenewfirearmsthemselves,andtriedinsteadtolauncholdfashionedcharges–mostofwhichweredoomedtofailure,withthevery occasional exception which only encouraged cavalry to cling to their dangerousillusions.Theriflewasnowdominant;thesabrestillprominent,butobsolescent.

Sofaraswargamesrulesareconcerned,theRifleandSabreperiodcanbetreatedasessentiallythesameastheHorseandMusket,withallowancesbeingmadeforthegreaterpotencyofrifledweaponry.Thetrooptypesareforexampleidentical,asisthewaytheyoperateonthebattlefield.Thechangeslieinrespectivecombatabilities:Infantry,Artilleryand Skirmishers all fire with greater effect than their Horse and Musket counterparts;

Cavalry conversely functions less effectively. This is the easiest way of reflecting therelative impotence of horsemen: an alternative approach is tomake their chargesmorepotentthantherulesallow,buttorenderCavalryunitscorrespondinglymorevulnerabletofirebysufferinggreater losses thanother troopswhenshotat.Thenewrulesno longerhalvethecombatresultofCavalrywhenengagingotherhorsemen–thishasalreadybeenaccountedforbythereducedcombateffectaccruingtoCavalrycombatingeneral.

AfinalchangefromtheHorseandMusketrulesistheabolitionoftheoptionalrulefor Infantry in square formation. This may have been necessary in the age of thesmoothboremusket,butwas thoroughlyredundantwith theadventof thebreechloadingrifle–theextraamountof leadflyingaroundwoulddeterhorsesalmostasmuchas thesquare, and allow the Infantry to functionmuchmore effectively than theywouldhavedoneinthattightlypackedandimmobileformation.

Chapter13

RifleandSabreWargamesRulesUNITTYPES

ThisgamefeaturestheunittypesofInfantry,Cavalry,Skirmishers,andArtillery.Thefirstthreeoccupyafrontageof4–6inches,whereasordnanceisdeployedoverawidthof2–3inches.Anysizeorscaleoffiguremaybeused;wargamersshoulddecideforthemselveshowmanyfiguresconstituteagivenunit.

SEQUENCEOFPLAY

Each complete turn comprises two player turns. Each wargamer follows the sequencelistedbelowinhisorherplayerturn:

1. Movement

2. Shooting

3. Hand-to-HandCombat4. EliminatingUnits

1.MOVEMENT

MovementAllowances. Unitsmaymove up to the distances listed below during theirturn:

UnitType MovementDistanceInfantryandArtillery 6”Skirmishers 9”Cavalry 12”

Turning.Unitsturnbypivotingontheircentralpoint.Theymaydosoatthestartand/ortheendoftheirmove.

Terrain.Unitsareaffectedbyterrainasfollows:

i. Woods.OnlySkirmishersmayenter.

ii. Towns.OnlyInfantryandSkirmishersmayendtheirmoveinatown.

iii. MarshlandandLakes.Theseareimpassabletoallunits.

iv. Rivers.Thesemayonlybecrossedviabridgesandfords.

v. Roads.Unitsmovingbyroadincreasetheirmovementdistanceby3”iftheirentiremoveisspentontheroad.Thisbonusmaynotbereceivedifcharging.

MovingandShooting.Unitsmaynotshootiftheyhavemovedduringthesameturn.

Interpenetration.OnlySkirmishersmaypassthroughotherunits(andviceversa).

ChargeMoves. Cavalry are the only unit type that may enter Hand-to-Hand Combat.Chargesareresolvedbymovingtheattackingunitintocontactwiththeirvictim.Theyaresubjecttothefollowingrestrictions:

i. Turning. A charging Cavalry unit may turn once, at the start of its move. Thisevolutionmaynotexceed45º.

ii. Limited Engagement. Only one attacking unit may engage any given defendingunit.

iii. Fighting.CombatisresolvedduringtheHand-to-HandCombatphase.

2.SHOOTING

Theprocedure forShooting isas follows(note thatcavalryunitsdonotshoot;allotherunitscan).

AdjudgeFieldofFire.Unitsmayonlyshootatasingleunitwithin45ºof their frontalfacing,exceptfor:

i. Units inTowns.Thesehavea fieldof fireof360º, andmay therefore engageanysingletargetinanydirection.

MeasureRange. InfantryandSkirmishershavea rangeof12”;Artilleryhasa rangeof48”.

Assess Casualties. Units roll a die when shooting. Artillery and Skirmishers use theunmodifiedscore;Infantryadd2totheresult.Thefinalscoregivesthenumberofhitsthetargetrequires,whichismodifiedbythefollowing:

i. Cover.Units inwoodsor townsonlysufferhalf theregisterednumberofhits(anyfractionsareroundedinfavouroftheunitshooting).

3.HAND-TO-HANDCOMBAT

TheprocedureforHand-to-HandCombatisasfollows:

OneSidedCombat.Onlytheattackingunitinflictscasualties.

AssessCasualties.Theattackingcavalryunitrollsadie;thisdenotesthenumberofhitsacquiredbythedefender,whicharemodifiedbythefollowing:

i. Terrain. If the defending unit occupies a hilltop, it only suffers half the indicatednumberofhits(roundinganyfractionsinfavouroftheattacker).

ii. FlankorRearAttacks.Unitsengagedintheirflankorrearsufferdoublethenormalamountofhits.

Retreat.Iffailingtodestroytheenemy,attackingCavalryunitsretreat6”afterthecombatisresolved,endingthemovefacingtheirerstwhiletarget.

4.ELIMINATINGUNITS

Unitsareeliminatedupontheacquisitionof15hits.

Chapter14

AmericanCivilWarWargamingThe American Civil War (1861–1865) has always been understandably popular withwargamersintheUnitedStates,buthasalsoarousedmuchinterestelsewhereowingtoitsinherent fascination for themilitaryhistorian.This isbecause it canbe seenas the firstmodernwar: the significance ofmassmobilization of the citizenry, and the primacy offirepoweronthebattlefield,anticipatedtheworldwarsofthetwentiethcentury.

TheAmericanCivilWarwasfoughtovertheissueoftherightsofindividualstates,and stemmed from the very different nature of the northern and southern parts of theUnitedStates.Muchofthenorthwasindustrialized,andrelieduponafluideconomywiththe freemovementof labour; the southwasbycontrast agrarian,witha staticeconomyandastratifiedsociety–includingtheinstitutionofslavery.Thisledtogreattensionwiththenorth,whichwasexacerbatedastheUnitedStatesexpandedwestwards,withthesouthbeing terrified that new states would reject slavery, eventually leading to the southernstatesbeingoutvotedinCongress.Theperceptionthat theirwayoflifewasunderminedledtothesouthernstatesattemptingtosecedefromtheUnion,andwarwiththenorththatwasdeterminednottoletthathappen.TheconflictendedwiththecompletedefeatoftheSouthernConfederacy;andtheforciblere-integrationofallstateswithintheUnion.

Themilitaryproblemscreatedatthestartoftheconflictwereformidable.Americanshadalwaysbelievedthatlargearmiesposedanintrinsicthreattotraditionalliberties.Theregulararmywasaccordinglysmall;acitizenmilitiawassupposedtoriseupanddefendthe nation in the event of an existential crisis. This view may have had splendidideologicalpurityandliberalmoralrectitude,butresultedinsignificantproblemsduringtheAmericanCivilWar,when large numbers of untrainedmen had to be enlisted veryquickly.Theexistingofficercorpsfounditselfingreatdemandfrombothsides,butthistoocreatedproblems:menwhohadpreviouslycommandedahundredmenweretold toleadtenthousand.Thishadsomeratherunanticipatedresults,assomepreviouslybrilliantofficerswere foundwanting (such as theUnionGeneralMcClellan); othermenwith adistinctly mediocre record proved to be inspired commanders at the highest level (theUnionGeneralGrantbeingthemostnotableexample).

Themassesofuntrainedmenbehavedratherunpredictablyonthebattlefield,astheyinevitablyprovedincapableoffollowingthecomplexmanoeuvresprescribedinexistingdrillbooks. The result was that units adopted a rather loose formation, with theirundisciplinednatureleadingtoaninabilitytoengagetheenemyinhand-to-handcombat.Bothinfantryandcavalryunitswouldinsteadindulgeinlengthyfirefightswiththeenemy.

Thetrendtowardsshootingrather thanmêléewasencouragedbynewweaponry,as

muzzle loading rifles had taken over from the old smoothbore muskets. Rifled barrelsallowedmuchgreateraccuracyaswellasalongereffectiverange;theinventionofanewtypeofbulletnowmeantthatriflescouldbereloadedasquicklyastheoldweaponswithsmooth barrels. There has been a great deal of debate over whether new weaponry orundisciplined troops was responsible for the primacy of the firefight; the trend washoweverincontestable,andmywargamerulesreflectit:musketryandartilleryisdecisive,andhand-tohandcombatbanned.

My rules provide for four different troop types, the characteristics of which areoutlinedbelow:

1.INFANTRY

TheeffectsoflooseorderformationsaretheprimeconsiderationsthatmustbeaccountedforwithfootsoldiersintheAmericanCivilWar.IthereforeallowInfantryunitstoenterwoods,butbanthemfromengaginginhand-to-handcombat.

2.ZOUAVES

AllInfantryunitsmayhavebeencreatedequally,butsomeprovedtobedecidedlymoreequal than others. ‘Zouaves’ is a convenient generic term covering all élite infantry:ZouaveunitswerethemselvesmodelleduponEuropeanregimentsofthatdesignation,andadoptedtheratherflamboyantdressthatwascharacteristicofthebreed.IthastobesaidthatnotallZouaveunitsperformedespeciallywell(althoughmanydid);theydidhoweverseethemselvesasbeinganélite,andtheirpresencedoesallowwargamerstodistinguishthem by virtue of their distinctive apparel. Less romantic if more historically accuratewargamersmaysimplydressallfootsoldiersinsimilarratherdrabuniforms,andclassifyindividualunitsas‘Zouaves’(or‘EliteInfantry’ifheorsheprefers).

Zouave units may not enter hand-to-hand combat, but domovemore rapidly thanInfantry.Theirmusketryisalsomoreeffective,asbefittingtheirmorecapablebattlefieldperformance.

3.ARTILLERY

TheoveralleffectofArtillerywasroughlythesame,irrespectiveofwhetherornotitwasequipped with smoothbore or rifled ordnance (the former was still more popular andprevalentonthebattlefield).ArtilleryunitshadasimilareffecttotheirHorseandMusketpredecessors,andaretreatedaccordinglyintheserules.

4.CAVALRY

Cavalry units showed a distinct inability to charge during the American Civil War,resulting in their effectively being treated as extremely mobile Infantry (although

incapable ofmoving inwoods or occupying towns, owing to the inability of horses tooperateinsuchobstructiveterrain).CavalrymusketryishoweverlesseffectivethanthatofInfantry,reflectingthefactthatmountedunitsweresmallerthanthoseonfoot,andthatsome men had to hold the horses of those who dismounted to fire. Cavalry troopersinvariably got off their horses to shoot: firing from horseback was never a practicalproposition,giventhatananimalcouldscarcelybedescribedasastablefiringplatform.

ThebestwayofdepictingtheAmericanCivilWarisbyeffectivelyusingmyHorseandMusketwargamesrules,butbybanninghand-to-handcombat,andallowingCavalrytoshoot.Otherspecialconsiderationsarecoveredbelow.

The effects of loose formation have already been mentioned, in that Infantry andZouave units may move through woods. It could also be argued that loose formationwould allow interpenetration, so that unitsmaypass through each other – especially ascontemporary drillbooks provided for it, and it was attempted on the battlefield. It didhowever result in extreme disorder in practice, which is why I do not allowinterpenetrationintheserules.

Theeffectsoffiringhavealreadybeendiscussed.TherulesallowZouavestoshootmoreeffectivelythanInfantry,withArtilleryandCavalryconverselybeinglesspotent–albeitthatordnanceenjoysthebenefitofamuchlongerrange.Therangeforalltypesofmusketry is designed to be that at which firing took effect, rather than the absolutemaximum.

Chapter15

AmericanCivilWarWargamesRulesUNITTYPES

This game features the unit types of Infantry,Zouaves,Cavalry, andArtillery.The firstthreeoccupyafrontageof4–6inches,whereasordnanceisdeployedoverawidthof2–3inches.Anysizeorscaleoffiguremaybeused;wargamersshoulddecideforthemselveshowmanyfiguresconstituteagivenunit.

SEQUENCEOFPLAY

Each complete turn comprises two player turns. Each wargamer follows the sequencelistedbelowinhisorherplayerturn:

1. Movement

2. Shooting

3. EliminatingUnits

1.MOVEMENT

MovementAllowances. Unitsmaymove up to the distances listed below during theirturn:

UnitType MovementDistanceInfantryandArtillery 6”Zouaves 9”Cavalry 12”

Turning.Unitsturnbypivotingontheircentralpoint.Theymaydosoatthestartand/ortheendoftheirmove.

Terrain.Unitsareaffectedbyterrainasfollows:

i. Woods.OnlyInfantryandZouavesmayenter.ii. Towns.OnlyInfantryandZouavesmayendtheirmoveinatown.

iii. MarshlandandLakes.Theseareimpassabletoallunits.

iv. Rivers.Thesemayonlybecrossedviabridgesorfords.

v. Roads.Unitsmovingbyroadincreasetheirmovementdistanceby3”iftheirentiremoveisspentontheroad.

MovingandShooting.Unitsmaynotshootiftheyhavemovedduringthesameturn.

Interpenetration.Unitsmaynotpassthrougheachother.

2.SHOOTING

Theprocedureforshootingisasfollows:

AdjudgeFieldofFire.Unitsmayonlyshootatasingletargetwithin45ºoftheirfrontalfacing,exceptfor:

i. Units inTowns.Thesehavea fieldof fireof360º, andmay therefore engageanysingletargetinanydirection.

MeasureRange.Infantry,ZouavesandCavalryhavearangeof12”;Artilleryhasarangeof48”.

AssessCasualties.Unitsrolladiewhenshooting.Infantryusestheunmodifiedscore;therollforZouavesisincreasedby2;andtheresultforCavalryandArtilleryisreducedby2.The final score gives the number of hits the target acquires, which ismodified by thefollowing:

i. Cover. Units in woods or towns only suffer half the registered number of hits(fractionsareroundedinfavouroftheunitshooting).

3.ELIMINATINGUNITS

Unitsareeliminatedupontheacquisitionof15hits.

Chapter16

MachineAgeWargamingThe ‘Machine Age’ is a term I coined to cover warfare during 1900–1939, when anindustrialized form of military activity based upon weapons technology, became evenmoresignificantthantheprecedingepochofRifleandSabre.

The influenceof industrialization led to aprofound, indeed symbiotic linkbetweenwarfareandpolitics.OttovonBismarck’ssuccessinforgingGermanunityonthebackofPrussian military triumph, led to the singularly dangerous belief that warfare was theanswer to all social problems. European conservatives thought that socialist tendencieswould always be neutralized if the future of the nation was held to be at stake – ananalysis that proved to be vindicated at the outbreak of the FirstWorldWar, when allclassesofsocietyprovedtobedistinctlybellicose.

TheGreatWar should have provided a cautionary lesson for political advocates ofhomicide on a continental scale: the conflict saw the defeat and disintegration of threegreat European monarchies – Germany, the Hapsburg Empire, and Russia. Massideologies of a decidedly authoritarian stampdid however fill the void, in the shape offascismandNazismontheright,andcommunismontheleft.Thesesoonacquiredallthemilitarizedqualitiesandrhetoricoftheoldregimes,andtheconflictengenderedbytheirbellicoseoutlookledultimatelytothecataclysmoftheSecondWorldWar.

AnysetofwargamesrulesfortheMachineAgemusttakeaccountofthedevastatingeffectsoffirepower,whichsawthedefinitiveendofhand-to-handcombat.Theseeffectswere similar to those of the American Civil War, for all that the latter’s recourse tofirepowerowedmoretotheindisciplineofitsparticipants,ratherthantheexcellenceofitsweaponry.Suchdifferencesareofgreatinteresttothemilitaryhistorian,butofperipheralsignificance to the wargame designer: what matters is the fact that the practicalconsequenceswerethesame;theAmericanCivilWarrulescanthereforeactasatemplatefor any wargaming rendition of the Machine Age. The latter was characterized byrapidfiringmagazinerifles,powerfulartillery,andtheterrifyinglypotentmachinegun.Allthisproducedatendencyforalltroopstoeffectivelyadoptskirmishorder,inthehopethatdispersal would reduce casualties. As with all my other rulesets for this book, I havechosentodepictfourcommontrooptypesintheMachineAgewargame.

1.INFANTRY

These had exactly the same battlefield effects as their predecessors from theAmericanCivil War. They were equipped with deadly magazine rifles, and adopted dispersedformationinordertoreducetheeffectsofenemyfire.

2.HEAVYINFANTRY

TheseunitsrepresentInfantrywithsignificantsupportfromattachedmachineguns.Thisisthebestwaytoreflecttheeffectsofthelatter;theywerepresentinmostunits,buttherewereneverquiteenoughtogoround:itdoesaccordinglymakemoresensetoprovideanenhancedcombatcapabilitytothosefewunitswhoengagedtheservicesofalargerthanaveragemachinegunallocation.Inwargameterms,theyenjoyabonustoallcombatdicerolls.

3.ARTILLERY

Thiscategorycovers light fieldgunsof75mmcalibre, engaging indirect fire atvisibletargets.Theycanbe treated ashaving the same range asAmericanCivilWarordnance(theycouldfirefurther,buttheircrewwouldbeunabletoseetheirtargetsattheselongerranges), but their greater potency means that their combat dice rolling is no longerpenalized.

4.CAVALRY

HorsemenstillhadaroleonthebattlefieldsoftheMachineAge,albeitsolelyasmountedinfantry equipped with rifles – the days of cavalry charges were well and truly over.MountedtroopsgenerallyoperatedinsmallerunitsthanInfantry;this,combinedwiththefactthatsomemenhadtoholdthehorseswhentherestwereshooting,meansthatCavalryfire is rather lesseffective than thatof Infantry. Itcan thereforebe treatedexactlyas itsAmerican Civil War predecessor, and suffers a reduction in all combat dice rollsaccordingly.

SomeofyoumaywonderwhyIhavenotincludedtankunitsinthiswargame.Thisismainly because although present, armour was still generally uncommon – albeitspectacularly unwelcome for anyone on the receiving end. Wargamers who absolutelycannotresistincludingtanksintheirgamesmightliketotrythefollowingrules:armourhasamovementallowanceof9”;ithasafiringrangeof12”andadds2toallcombatdicerolls; it also only suffers half casualties when fired upon, thanks to its armouredprotection.

One significant change from the American Civil War rules lies in depicting thetwentiethcenturytendencyfortroopstodigtrenches,andforenemyheavyartillerytotryto blow them apart. This is simulated by having optional rules for entrenchments andbarrages, whereby one side operates a defensive posture by having all troops in openterraindigentrenchments,whichhavethesameeffectasbeingundercover.Theattackerdoes however enjoy the benefits of a preliminary barrage from heavy ordnance (theseweaponshavesucha longrange that theyarealwaysdeployedoff the table;nomodelsneed be provided to depict them). The barrage affects 1–3 units, with each victim

automatically suffering 1–6 hits. This variability reflects the unpredictability of theartillerybarrage:itcouldpotentiallydecideabattlepriortotheassault;itcouldconverselybe so ineffective as to leave the defenders almost entirely intact (aswas the casemostnotoriously with the Battle of the Somme in 1916). The rule for entrenchments andbarragescanaddagooddealofperiodflairtoMachineAgewargamingbut,asisthecasewithanyoptionalrule,shouldonlybeusedifbothplayersagree.

Chapter17

MachineAgeWargamesRulesUNITTYPES

ThisgamefeaturestheunittypesofInfantry,HeavyInfantry,Cavalry,andArtillery.Thefirstthreeoccupyafrontageof4–6inches,whereasordnanceisdeployedoverawidthof2–3 inches. Any size or scale of figure may be used; wargamers should decide forthemselveshowmanyfiguresconstituteagivenunit.

SEQUENCEOFPLAY

Each complete turn comprises two player turns. Each wargamer follows the sequencelistedbelowinhisorherplayerturn:

1. Movement

2. Shooting

3. EliminatingUnits

1.MOVEMENT

MovementAllowances. Unitsmaymove up to the distances listed below during theirturn:

UnitType MovementDistanceInfantry,HeavyInfantryandArtillery 6”

Cavalry 12”

Turning.Unitsturnbypivotingontheircentralpoint.Theymaydosoatthestartand/ortheendoftheirmove.

Terrain.Unitsareaffectedbyterrainasfollows:

i. Woods.OnlyInfantryandHeavyInfantrymayenter.

ii. Towns.OnlyInfantryandHeavyInfantrymayendtheirmoveinatown.

iii. MarshlandandLakes.Theseareimpassabletoallunits.

iv. Rivers.Thesemayonlybecrossedviabridgesorfords.v. Roads.Unitsmovingbyroadincreasetheirmovementdistanceby3”iftheirentire

moveisspentontheroad.

MovingandShooting.Unitsmaynotshootiftheyhavemovedduringthesameturn.

Interpenetration.Unitsmaynotpassthrougheachother.

2.SHOOTING

Theprocedureforshootingisasfollows:

AdjudgeFieldofFire.Unitsmayonlyshootatasingletargetwithin45ºoftheirfrontalfacing,exceptfor:

i. Units inTowns.Thesehavea fieldof fireof360º, andmay therefore engageanysingletargetinanydirection.

MeasureRange.Infantry,HeavyInfantryandCavalryhavearangeof12”;Artilleryhasarangeof48”.

Assess Casualties. Units roll a die when shooting. Infantry and Artillery use theunmodifiedscore;therollforHeavyInfantryisincreasedby2;andtheresultforCavalryis reduced by 2. The final score gives the number of hits the target acquires,which ismodifiedbythefollowing:

i. Cover. Units in woods or towns only suffer half the registered number of hits(fractionsareroundedinfavouroftheunitshooting).

3.ELIMINATINGUNITS

Unitsareeliminatedupontheacquisitionof15hits.

4.ENTRENCHMENTSANDBARRAGES(OPTIONALRULE)

Theprocedurefortheseisasfollows:

DetermineStatus.Bothplayersrolladie,withthewinnerdecidingwhethertoattackordefend.

DefenderEntrenches. All defending units in the open are entrenched. These units aretreatedasbeingundercover.

AttackerFiresBarrage.Theattackertargets1–3unitsbeforethestartofthegame(rolladieandhalvetheresult,roundingupanyfractions).Rolladieforeachunittargeted;thevictimimmediatelyacquirestheindicatednumberofhits.

Chapter18

SecondWorldWarWargamingThe SecondWorldWar (1939–1945) has always exerted a compelling fascination overmany wargamers, given that the unsuccessful attempts by Nazi Germany and ImperialJapan tosubjugate their respectivecontinents,gaverise tosomeof themostmemorablecampaignsinthehistoryofconflict.

Thechiefcharacteristicoftwentiethcenturywarfarewasthesheerdestructivepowerof the weaponry involved. The infantry were now equipped with rapid firingbreechloading rifles, with machine guns providing even more potent support. Thisrenderedtheoldmassformationsobsolete:menonfootcouldonlysurvivebyoperatingindispersed array, going to ground whenever they were shot at. Artillery presented anespeciallypotent threat tomost troops; itsburstinghighexplosive shellswere infinitelymoredangerousthanthecannonballsoftheHorseandMusketperiod.

TheSecondWorldWarwasalsonotedforthegreatermobilityofthetroopsthankstothe internal combustion engine. Artillery and anti-tank guns were frequently drawn byvehiclesratherthanhorses;someinfantrywentintobattleinarmouredpersonnelcarriers;andtanksplayedaverysignificantifnotnecessarilydominantroleonthebattlefield.

Any set of wargames rules must reflect the wide range of destructive weaponryinvolved in theSecondWorldWar, aswell as thegreatermobility of all troops. I haveselectedfourmainvarietiesofunit,aswithmypreviousrules;Ihavehoweverdepartedfrommyusualpracticebyrecommendingaparticularscaleoffigures.Thisisbecausethesuggested 1:72 (or 1:76) scale plastic infantry guns and tanks are available from highstreet toy and model shops. The scale is also compatible with model railway scenery,allowingforthepurchaseofterrainfromthesamesources.Thefourtrooptypesusedinmywargamearedescribedbelow:

1.INFANTRY

Thedispersedformationoffootsoldieryallowsforeasyaccess towoodsandtowns.Itscombat performance is generally adequate, except against tanks. Infantry units(representingaroundfortyreal lifesoldiers),wereequippedwithsomelightanti-armourweaponrysuchasbazookasorsmallanti-tankguns,butarmouredvehiclesweregenerallyunderlimitedthreatfrommenonfoot,exceptintheconfinedspacesofurbanareas–here,infantrycouldgettopointblankrangeandinflictseriousdamage.

2.MORTARS

This is a generic term covering not only 81mmmortars, but also 75mm light artillery

pieces–heavierweaponshadsuchalongrangethattheycouldneverrealisticallyappearonasmallwargamestable;theywouldnotbedeployedatthelowlevelactionsdepictedinmyscenarios.Mortarswouldgenerallybelocatedatsomedistancefromtheaction,firingat targets that they could not themselves see, butwhichwould be observed by friendlyunits in radio contact with the mortar unit. Their effectiveness was most pronouncedagainstinfantry;highexplosiveshellscouldnothoweverpiercethearmouroftanks,apartfromwhenadirecthithappenedtostrikeluckyandcontactanespeciallyvulnerablepartofthevehicle.Mortarunitsrepresentaboutthreeweaponsandtheircrew.

3.ANTI-TANKGUNS

Theseveryspecificweaponsaredeadlyagainsttanks,butratherineffectiveagainstotherunits.Thisisbecausetheyshotdirectlyattheirtargets,ratherthanatahightrajectoryandhaving shells land on top of any victims. Direct fire was always less potent than aplungingshellwhendirectedagainstpersonnelorartillery;anti-tankgunsweremoreoveronlysuppliedwithalimitednumberofhighexplosiveshells–theirchiefpurposewastoengage and destroy enemy tanks.Anti-tank gunmodels represent about three guns andtheircrews,alongwiththeirtowingvehicles(thelimitedtablespacedoesnotallowforthedepictionofthelatterinphysicalform).

4.TANKS

It is all too common for tanks to enjoy toomuch prominence and effectiveness on thewargames table; their eye-catching nature can seduce rules designers somuch, that anappreciation of their true performance is often lacking. Armoured units performrespectablyratherthanbrilliantlyagainstmostunitsinmyrules;theyarehoweverdeadlywhen fighting enemy tanks (armoured engagements were historically very short andexceptionallydestructive).Thisreflectsthefact thattankgunswereessentiallyanti-tankweaponryinaturret,withsimilarstrengthsandweaknessesthatapplytounitsofanti-tankguns;tankswerehoweveralsoequippedwithmachineguns,whichiswhytheyaremoreeffectiveagainstenemypersonneltargetsthanisthecasewithanti-tankguns.Tankunitsrepresentaboutthreevehicles.

The fluidity of movement and dispersed formation is provided for by allowinginterpenetration,withallunitsbeingabletomovethrougheachother.Infantryisrewardeddespite its being much slower than some units, by virtue of its capacity to operate indifficultterrainsuchaswoodsandtowns.

Specificrulesforobservingtargetsareanewfeatureofthisset.Theseareprimarilyintended to allow other units to locate targets for friendly mortars, which can then bedeployedoutofharm’sway.Theobservationrangeisthesameasthatofmostweapons(12”),allowingforeasymemorization.

Sofarasshootingisconcerned,dispersedformationsallowallunitstoenjoya360º

fieldoffire.Rangesareshort:thatformortarsis48”,butotherunitsarerestrictedto12”–thisaccountsforthelimitedvisibilityofsometargets,butalsothattheeffectiverangeofweaponryisnotalwaysanywherenearitstheoreticalmaximum.Thevaryingcapabilitiesoftrooptypesagainstdifferenttargets,iscoveredandeffectivelyexplainedinthetableforcasualtyassessment;onecaninstantlyseewhichunitsaremosteffectiveagainstparticulartargets,anddeploythemaccordinglyonthewargamesbattlefield.

Casualties can be reduced by deploying vulnerable units in appropriate terrain, asseenby infantry inwoodsor towns. It is readilyunderstandablewhybeingundercoverwould diminish losses, but is less ostensibly apparent why tanks should derive similarbenefits when positioned on hilltops. This does however reflect the situation when anarmoured unit would be deployed behind the crest of a hill, with only the tank turretspresenting a target. This so-called ‘hull down’ position allowed armour to engage theenemywithfulleffect,butonlysufferlimitedcasualtiesinreturn.

Chapter19

SecondWorldWarWargamesRulesUNITTYPES

Thisgameisdesignedfor1:72or1:76plasticfiguresandmodels,whichcomprisetheunittypes of Infantry (deployed with 8 figures on a base of 4–6 inches width),Mortars (aweaponwith2crewonabase2–3incheswide),Anti-TankGuns(asinglepiecewith2crew;abaseisunnecessary),andTanks(asinglemodel).

SEQUENCEOFPLAY

Each complete turn comprises two player turns. Each wargamer follows the sequencelistedbelowinhisorherplayerturn:

1. Movement

2. Observation

3. Shooting4. EliminatingUnits

1.MOVEMENT

MovementAllowances. Unitsmaymove up to the distances listed below during theirturn:

UnitType MovementDistanceInfantryandMortars 6”Anti-TankGuns 8”Tanks 12”

Turning.Units turnbypivotingon theircentralpoint.Theymaydosoasoftenas theylikeduringtheirmove.

Terrain.Unitsareaffectedbyterrainasfollows:

i. Woods.OnlyInfantrymayenter.

ii. Towns.OnlyInfantrymayenditsmovewithinatown.

iii. MarshlandandLakes.Theseareimpassabletoallunits.

iv. Rivers.Thesemayonlybecrossedviabridgesandfords.

v. Roads.Unitsmovingbyroadincreasetheirmovementdistanceby3”iftheirentiremoveisspentontheroad.

MovingandShooting.Unitsmaynotshootiftheyhavemovedduringthesameturn.

Interpenetration.Friendlyunitsmaypassthrougheachotherfreely.

2.OBSERVATION

Unitsmayonlyshootatunitstheycansee(withoneexception:seerule(2c)below).Thefollowingrulesoutlinewhocanseewhom:

ObservationRanges.Unitsmayonlybeobserveduptoarangeof12”.

Line of Sight. Target observation is blocked by hills, woods, towns, and other enemyunits.

IndirectFire.Mortarsmayshootattargetstheycannotsee.Thevictimmusthoweverbeobservedbyanotherfriendlyunit.

3.SHOOTING

Unitshaveafieldoffireof360º.Theprocedureforshootingisasfollows:

MeasureRange.Infantry,Anti-TankGunsandTankshavearangeof12”;Mortarshavearangeof48.”

Assess Casualties. Units roll a die when shooting, the score of which is modifiedaccordingtothetablebelow:

Theresultindicatesthenumberofhitsthetargetsuffers,unlessitbenefitsfromanyofthefollowing:

i. Cover. Infantry inwoodsor townsonly acquirehalf the registerednumberof hits(fractionsarealwaysroundedinfavouroftheunitshooting).

ii. Hilltops.ATankunitdeployedonahilltoponly suffershalf the indicated levelofhits(fractionsareroundedupinfavouroftheunitshooting).

4.ELIMINATINGUNITS

Unitsareeliminatedupontheacquisitionof15hits.

Chapter20

WargameScenariosThere is a paradox at the heart ofwargaming, in thatmany players are absolutely andrightlyfascinatedbyfindingtherightsetofrules,butpayfarlessattentiontothetypeofbattle(orscenario)whichtheyplay.Alltoomanywargamerswillacquiremanydifferentrulebooks,examineallfacetsoftheircontents,andhaveverydefiniteopinionsupontheirveracity–andconfinetheirscenariotothetraditionalpitchedbattle.Thisinvolvesarathercontrived encounter featuring armies intended to be absolutely balanced fightingover awargames battlefieldwhose terrain favours neither side. This sort of encountermay beidealforawargamingcompetition,butsoonbecomesrathersterile.Moreimportantly,thepitchedbattlescenarioisintrinsicallyimplausible,giventhatthewholepointofhistoricalgeneralshipwastoforcetheenemytofightatadisadvantage,ratherthantoriskone’sallonanequalengagement.

The key to any rewarding wargame is therefore an imaginative scenario. I haveaccordinglyincludedthirtydifferentgamesinthischapter,whichcanbefoughtusinganyoftherulesetsincludedinthisbook.Allaredesignedtobefoughtonsmalltablesof3’x3’,allowingforaccessibleencountersinallhouseholds;eachcanbeplayedinonehour.Maps are provided with each scenario in order to facilitate their re-creation on thetabletop:eachsquareonthemaprepresentsanareaof12”x12”.

Each scenario has the same format. Most of the commentary provides essentialinformation(suchastroopdeployment,reinforcementschedules,specialrulesandvictoryconditions).Eachencounteralsoincludesadescriptionofthesituationalcontext,allowingawider backdrop to the game: this allows players to see that the scenario has awiderstrategicpurpose,addingcharactertoeachencounter.

Thesizesofeacharmyarethesameinnineteenofthethirtyscenarios,butvarietyisalwaysprovidedbyvaryingthecompositionofeach.Generals invariablyhadtooperatewiththetroopstheywereallocated,ratherthanthosewithwhichtheywouldnecessarilyprefertoact.Thisdoubtlessregrettableifhistoricallyaccuratefactisaccountedforbythefollowing mechanism: players must roll a die and consult the relevant table below toascertain the composition of his or her army (if identical armies are generated, playersshouldre-rolltheirdiceuntildistinctforcesarecreated):

Table1:ArmiesWith6Units

Table2:ArmiesWith4Units

Table3:ArmiesWith3Units

Thefinalpartofeachscenariodescribesitsinspiration.Thisisavitalpartofanygame,forallwritersshouldalwaysacknowledgetheirsources.Myscenariosareusuallyderivedeitherfromgreathistoricalbattles,orgamesdevisedbyeminentwargameswriters.Ihaveinvariablychangedandabbreviated theoriginalscenarios toallowthere-creationof theessentialsituationonthewargametable.Ihaveincludedalistoffurtherreading,foranyplayerwhowishestofindoutmoreaboutmysources.

SCENARIO1:PITCHEDBATTLE(1)

SITUATION

Twoarmiesarefacinguptoeachotheroverasymmetricalbattlefield.

ARMYSIZES

Botharmieshave6units.

DEPLOYMENT

1.TheRedarmydeploysfirst,within6”ofthenortherntableedge.

2.TheBluearmydeployssecond,within6”ofthesoutherntableedge.

REINFORCEMENTS

Therearenoreinforcementsinthisscenario.

SPECIALRULES

Nospecialrulesapplytothisscenario.

GAMELENGTHANDTURNORDER

Thisscenariolasts15gameturns.TheRedplayergoesfirstineachturn.

VICTORYCONDITIONS

Thearmywhicheliminatesthegreatestnumberofenemyunitsisthevictor.

INSPIRATION

Thesituation for this scenariowasprovidedby theBattleofCeresole (1544),when theFrencharmydefeatedtheforcesoftheHolyRomanEmpire.Ithastobesaidthattotallysymmetrical battlefields like this are most uncommon in periods after Ancient times(whenbattlesfrequentlyoccurredonflatplains).Theyarehoweverrathermoreprevalentinwargames tournaments:most competitive encounters are predicated on the notion ofcontrived equality both in terms of army composition and topographical layout. Suchencounterscanbeveryenjoyable,butcouldbesaidtolackvariety.

FURTHERREADING

ThefollowingbooksprovidefineaccountsoftheBattleofCeresole:

Featherstone,Donald,Wargaming:Pike-and-Shot(DavidandCharles,1977)(pp.39–46).

Oman,SirCharles,AHistoryoftheArtofWarintheSixteenthCentury(GreenhillBooks,1987;originally1937)(pp229–243).

SCENARIO2:PITCHEDBATTLE(2)

SITUATION

Two armies are arrayed for battle. Both are aiming to secure the strategically vitalobjectivesofthehillandthecrossroads.

ARMYSIZES

Botharmieshave6units.

DEPLOYMENT

1.TheRedarmydeploysfirst,within6”ofthenortherntableedge.

2.TheBluearmydeployssecond,within6”ofthesoutherntableedge.

REINFORCEMENTS

Therearenoreinforcementsinthisscenario.

SPECIALRULES

Nospecialrulesapplytothisscenario.

GAMELENGTHANDTURNORDER

Thisscenariolasts15gameturns.TheRedplayergoesfirstineachturn.

VICTORYCONDITIONS

Victoryissecuredbycontrollingboththehillandthecrossroadsattheendofthegame.

INSPIRATION

Thisscenariorepresentsavariationof theprecedinggame.In thisversionof theclassicpitchedbattle, thegoal isnot simply todestroy the enemy,but is instead to secure twovitalpiecesofterrain.Thisconceptdoesnotderivefromanyspecifichistoricalencounter,buthasinsteadbeeninspiredbyexamplesfromclassicwargamesbooks.

FURTHERREADING

Thefollowingwargamesbookscontainseminalencountersofthisscenariotype:

Grant,Charles,TheAncientWarGame(AandCBlack,1974)(pp.51–59).

Young,Brig.PandLt.Col.J.P.Lawford,Charge!(AthenaBooks,1986;originally1967)(pp.29–39).

SCENARIO3:CONTROLTHERIVER

SITUATION

TheRed andBlue armies represent portions ofmuch larger forces. Their commandinggenerals have ordered them to seize two strategic river crossings, as a base for futureoperations.

ARMYSIZES

Botharmieshave6units.

DEPLOYMENT

Thearmiesarenotdeployedonthetableatthestartofthescenario.

REINFORCEMENTS

Turn1:(a)TheRedarmyarrivesanywhereonthenortherntableedge.

(b)TheBluearmyappearsanywhereonthesoutherntableedge.

SPECIALRULES

Nospecialrulesapplytothisscenario.

GAMELENGTHANDTURNORDER

Thisscenariolasts15gameturns.TheRedplayergoesfirstineachturn.

VICTORYCONDITIONS

Victoryissecuredbycontrollingbothfordsattheendofthegame.

INSPIRATION

Thisgameisnotinspiredbyanyspecificeventorpreviouslypublishedwargamescenario,but owes a great deal to traditionalwargames,where the control of rivers provides thefocusforaninterestinggame.Ialsowantedtheplayers toconsider themselvesasbeingpartofalargerarmy–thisparticularengagementmaybeonlyaminoraffair,butsuccessin securing the river crossings would give the overall army commander a crucialadvantageinanycampaign.

SCENARIO4:TAKETHEHIGHGROUND

SITUATION

AnisolatedportionoftheRedarmyoccupiesastrategichill.TheBluegeneralhasnotedthis,andhassetouttoseizethehilltopbeforeenemyreinforcementsarrive.

ARMYSIZES

Botharmieshave6units.

DEPLOYMENT

TheRedarmydeploys2unitsonthehill,facingsouth.NoBlueunitsaredeployedatthestartofthisscenario.

REINFORCEMENTS

Turn1:TheBluearmyarrivesonthesoutherntableedge.

Turn2:4Redunitsarriveonthenortherntableedge,eitheronoreastoftheroad.

SPECIALRULES

Nospecialrulesapplytothisscenario.

GAMELENGTHANDTURNORDER

Thisscenariolasts15gameturns.TheRedplayergoesfirstineachturn.

VICTORYCONDITIONS

Thearmyinexclusiveoccupationofthehillattheendofthegameisvictorious.

INSPIRATION

This gamederives fromoneof themany superb scenarios contained in the outstandingbookreferredtobelow.Ihavemodifiedtheterraintoaccountfortheparticularconditionsandlimitationsofasmallwargamestable,butthecoreconceptremainsintact–anarmyattemptingtoseizeavitalobjectivebeforeenemyreinforcementsarrive.

FURTHERREADING

Theoriginalinspirationforthisgamecanbefoundinthefollowingbook:

Grant,CharlesStewart,ScenariosforWargames (WargamesResearchGroup,1981)(pp.40–41).

SCENARIO5:BRIDGEHEAD

SITUATION

TheBluearmyhasdiscoveredarivercrossinginRedterritory,andisaimingtosecureit.TheRedgeneralisfranticallyattemptingtomobilizeeveryavailableunit,inordertostoptheenemybridgeheadfrombeingformed.

ARMYSIZES

Botharmieshave6units.

DEPLOYMENT

TheBluearmydeploys1unitnorthoftheriver,within6”ofthebridge.NoRedunitsaredeployedatthestartofthisscenario.

REINFORCEMENTS

Turn1:(a)Redarmy:2units(seeSpecialRulesfordeployment).

Turn2:(a)Bluearmy:1unitfromPointD.

Turn3:(a)Redarmy:2units(seeSpecialRulesfordeployment).

(b)Bluearmy:1unitfromPointD.

Turn4:(a)Bluearmy:1unitfromPointD.

Turn5:(a)Redarmy:2units(seeSpecialRulesfordeployment).

(b)Bluearmy:1unitfromPointD.

Turn6:(a)Bluearmy:1unitfromPointD.

SPECIALRULES

1.RedReinforcements.TheRedplayerrollsadietodeterminethearrivalpointofeachgroupof reinforcements.On a roll of 1–2 they appear atPointA; a roll of 3–4 seesthemarriveatPointB;andascoreof5–6resultsintheirmaterializingatPointC.

GAMELENGTHANDTURNORDER

Thisscenariolasts15gameturns.TheRedplayergoesfirstineachturn.

VICTORYCONDITIONS

Victoryisachievedbytherebeingnoenemyunitsonthenorthbankoftheriver,within12”ofthebridge.

INSPIRATION

This game was derived from another of Charles Stewart Grant’s splendid scenarios. Iespeciallywanted toexplore the ideaofbotharmiesarrivingpiecemeal,with theadded

complication of a disorganized Red defence, as the Red general responds to theunwelcomesurpriseoftheBlueincursion.

FURTHERREADING

Theinspirationforthisgamecanbefoundinthefollowingbook:

Grant,CharlesStewart,Scenarios forWargames (WargamesResearchGroup, 1981)(pp.46–47).

SCENARIO6:FLANKATTACK(1)

SITUATION

TheBluegeneralhasorderedhisarmytoburst throughasmallRedblockingforceandseizetheenemysupplybase.Unfortunatelyfor theBluearmy,theRedgeneralhasseenwhatisafoot,andispoisedtolaunchhisarmyagainsttheBlueflank.

ARMYSIZES

Botharmieshave6units.

DEPLOYMENT

1.Redarmy:(a)2unitsinZone1,facingsouth.

(b)4unitswithin12”oftheeasterntableedge,facingwest.

2.Bluearmy:inZone2,facingnorth.

REINFORCEMENTS

Therearenoreinforcementsinthisscenario.

SPECIALRULES

1.Exitingthetable.UnitsoftheBluearmymayexitthetableviatheroadonthenortherntableedge.

GAMELENGTHANDTURNORDER

Thisscenariolasts15gameturns.TheBlueplayergoesfirstineachturn.

VICTORYCONDITIONS

TheBluearmywinsbyhaving3unitsexitthetablebytheendofthegame.FailuretodosoresultsinaRedvictory.

INSPIRATION

This game is derived from the Battle of Salamanca (1812), which saw the Duke ofWellington’sAnglo-PortuguesearmyturnthetablesonaFrenchmoveagainsttheDuke’slineofcommunications.ThisscenarioseesWellington’sarmy(Red)seeking to re-enacttheachievement.Playersshouldnote that theBluearmystillhas the initiative,which iswhy they have the first turn; the Red outflankingmovemust be launched quickly anddecisivelyinordertopreventexcessivepressureagainstthecontingentinZone1.

FURTHERREADING

AccountsoftheBattleofSalamancacanbefoundinthefollowingworks:

Lipscombe,Col.Nick,ThePeninsularWarAtlas(Osprey,2010)(pp.256–273).

Weller, Jac,Wellington in the Peninsula, 1808–1814 (Greenhill Books 1992; originally1962)(pp206–230).

SCENARIO7:FLANKATTACK(2)

SITUATION

The Red army is deployed on a dominant hill, expecting an attack from the south.Unfortunately for the Red general, his Blue counterpart has taken advantage of someconcealedground,andsent thebulkofhisarmyonamarcharoundtheRedforce’s leftflank.

ARMYSIZES

Botharmieshave6units.

DEPLOYMENT

1.Redarmy:deploysonthelargehill,facingsouth.

2.Bluearmy:(a)2unitsonthesmallhill,facingnorth.

(b)4unitsinZone1,facingwest.

REINFORCEMENTS

Therearenoreinforcementsinthisscenario.

SPECIALRULES

Nospecialrulesapplytothisscenario.

GAMELENGTHANDTURNORDER

Thisscenariolasts15gameturns.TheBlueplayergoesfirstineachturn.

VICTORYCONDITIONS

TheBlueplayersecuresvictorybybeinginexclusiveoccupationof the largehillat theendofthegame.FailuretodosoconstitutesaRedwin.

INSPIRATION

ThisgamewasinspiredbyanotherofCharlesGrant’ssplendidscenarios,whichwasitselfbased uponKing Frederick the Great of Prussia’smasterlymanoeuvre at the Battle ofLeuthen(1757),whichtookhisAustrianenemiesbycompletesurpriseandledtooneofthegreatestvictoriesinmilitaryhistory.

This scenario differs slightly in character from the preceding game. That saw theoutflanked playerwith significant attacking obligations; this scenario sees the defenderwithnoothertaskthanmeresurvival.

FURTHERREADING

Theinspirationforthisscenariocanbefoundinthefollowingbook:

Grant, Charles Stewart, Scenarios for Wargames (Wargames Research Group, 1981)(pp.34–35).

ReaderswhowishtodiscovertheeventsoftheBattleofLeuthenwillfindfineaccountsinthesebooks:

Fuller,Maj. Gen. J. F. C.TheDecisive Battles of theWesternWorld (Volume 2) (SPABooks,1994;originally1954)(pp.207–215).

Grant,CharlesS,withCharlieandNatashaGrant,WargaminginHistoryVolume4 (KenTrotman,2011)(pp.87–101).

SCENARIO8:MÊLÉE

SITUATION

TheBluegeneralhasorderedasurpriseattackuponastrategichilltop,withanadditionalforceorderedtosupporttheassault.TheRedgeneralhasseenwhatisafoot,andhassentforreinforcementstoholdhisposition.

ARMYSIZES

Botharmieshave6units.

DEPLOYMENT

TheRedarmyhas2unitsonthehill,facingsouth.NoBlueunitsaredeployedatthestartofthisscenario.

REINFORCEMENTS

Turn1:(a)Bluearmy:3unitsfromthesoutherntableedge,viatheroad.

Turn3:(a)Redarmy:2unitsfromthenorthernedge,viatheroad.

Turn4:(a)Bluearmy:3unitsfromthesoutherntableedge,viatheroad.

Turn6:(a)Redarmy:2unitsfromthewesterntableedge,northofthehill.

SPECIALRULES1.SingularObjective.TheBluearmyhasbeenorderedtosecurethehill,andnothingelse.Asaconsequence,noBlueunitmaymovewithin6”ofthenortherntableedge.

GAMELENGTHANDTURNORDER

Thisscenariolasts15gameturns.TheRedplayergoesfirstineachturn.

VICTORYCONDITIONS

Victoryissecuredbybeinginexclusiveoccupationofthehillattheendofthegame.

INSPIRATION

ThisgamewasderivedfromtheBattleofLundy’sLane(1814),ormoreprecisely,fromasuperbbookofwargamescenariosbyStuartAsquithdevotedtodepictingtheWarof1812(betweenBritainandAmerica)onthetabletop.Theideaofaconfusedengagementarounda prominent objective invariably gives rise to exciting wargames, which is why it isincludedhere.

FURTHERREADING

Anaccountof,andwargamescenariofor,theBattleofLundy’sLanecanbefoundinthefollowingbook:

Asquith,Stuart,ScenariosfortheWarof1812(PartizanPress,2010)(pp.67–71).

SCENARIO9:DOUBLEDELAYINGACTION

SITUATION

TheBlueandRedsupremecommandersareoccupiedinadecisivebattlefivemilesnorthof our engagement. Both our generals have been ordered to reinforce their superiors’armies, with the Blue general also expected to seize the town as a base for futureoperations.

ARMYSIZES

Botharmieshave6units.

DEPLOYMENT

TheentireRedarmyispositionedanywherenorthoftheriver.NoBlueunitsaredeployedatthestartofthisscenario.

REINFORCEMENTS

Turn1:(a)Bluearmy:all6unitsappearfromthesoutherntableedge.

SPECIALRULES

1.ExitingtheTable.Botharmiesmayleavethetableviatheroadonthenorthernedge.

2.MandatoryExits.TheRedarmymustwithdraw1unitbytheendofTurns4,8,and12(makingatotalof3unitsexitingthetable).

3.DefensivePosture.TheRedarmymaynevermovesouthoftheriver.

GAMELENGTHANDTURNORDER

Thisscenariolasts15gameturns.TheBlueplayergoesfirstineachturn.

VICTORYCONDITIONS

TheBlueplayerwinsifeitherofthefollowingapply:

(a)TheRedarmyfailstowithdrawunitsasmandatedbyspecialrulenumber2.

(b)TheBluearmycontrols the townandexits2units from the tableby theendof thegame.

INSPIRATION

This fascinating problem of a double delaying action occurred at the Battle ofWavre,fought on the same day as the Battle of Waterloo (1815). The French commander atWavre,Marshal Grouchy,was ordered to prevent the Prussians underMarshal Blücherfromreinforcing theDukeofWellington.Grouchy’s failuredoesnotmake the situationanylessinterestingasawargamescenario.

FURTHERREADING

WavreisoftenneglectedinaccountsoftheWaterloocampaign,butoneshiningexceptiontothisunfortunateomissioncanbefoundinthefollowingbook:

Hofschrőer,Peter,1815 theWaterlooCampaign:TheGermanVictory (GreenhillBooks,1999)(pp.154–172).

AninterestingattemptatadoptingtheBattleofWavretoawargamesscenariosetintheeighteenthcenturycanbefoundin:

Grant,CharlesS,TheWolfenbüttelWar(PartizanPress,2012)(pp.42–52).

SCENARIO10:LATEARRIVALSSITUATION

AportionoftheBluearmyismakingastandagainsttheadvancingRedforce.TheBluegeneralhopesthatreinforcementswillarriveintimetorepeltheenemy.

ARMYSIZES

Botharmieshave6units.

DEPLOYMENT

TheBluearmydeploys2unitswithin24”ofthesoutherntableedgeand/orinthewood.NoRedunitsaredeployedatthestartofthegame.

REINFORCEMENTS

Turn1:(a)Redarmy:all6unitsenterviatheroadonthenortherntableedge.

Turn5:(a)Bluearmy:2unitsarrivefromthesoutherntableedge.

Turn10:(a)Bluearmy:2unitsarrivefromthesoutherntableedge.

SPECIALRULES

1.Mountainousterrain.Thehillisimpassable.

GAMELENGTHANDTURNORDER

Thisscenariolasts15gameturns.TheRedplayergoesfirstineachturn.

VICTORYCONDITIONS

Victoryissecuredbyoccupyingthetownattheendofthegame.

INSPIRATION

TheterrainforthisgamewaslooselyinspiredbythatoftheBattleofGitschin(1866);therestof the scenarioconceptbears little relation to thatengagement. Iwanted toexplorewhat would happen if an attacking force had to penetrate a bottleneck to secure itsobjective–andifthedefender’sforcesonlyarrivedinapiecemealmanner.

FURTHERREADING

AccountsoftheBattleofGitschincanbefoundin:

Barry,Quintin,TheRoadtoKöniggrätz(Helion,2010)(pp.267–289).

Craig,GordonA,TheBattleofKöniggrätz(WeidenfeldandNicolson,1965)(pp.87–91).

AwargamescenarioforGitschiniscoveredby:

Weigle,Bruce,1866(MedievalMiscellanea,2010)(pp.57–59).

SCENARIO11:SURPRISEATTACK

SITUATION

TheBluegeneralhaslaunchedasurpriseattack,withtheintentionofcapturingastrategiccrossroads.

ARMYSIZES

Botharmieshave6units.

DEPLOYMENT

TheRedarmydeploys2unitsinZone1,facingsouth.NoBlueunitsaredeployedatthestartofthisgame.

REINFORCEMENTS

Turn1:(a)Bluearmy:all6unitsarriveviatheroadonthesoutherntableedge.

Turn3:(a)Redarmy:2unitsviatheroadonthenortherntableedge.

Turn9:(a)Redarmy:2unitsviatheroadonthewesterntableedge.

SPECIALRULES

1.Confusion.Theinitialencounterisassumedtobeunexpected,withneithersideawareoftheother’spreciselocationorstrength.Accordingly,nochargesmaybedeclaredonTurn1.

GAMELENGTHANDTURNORDER

Thisscenariolasts15gameturns.TheBlueplayergoesfirstineachturn.

VICTORYCONDITIONS

Thesideoccupyingthecrossroadsattheendofthegameisthevictor.

INSPIRATION

ThisgameisderivedfromtheBattleofQuatreBras(1815),foughtduringtheWaterloocampaign. The real engagement was a closely contested and bitter struggle betweenMarshalNey’sFrench(theBluearmy)andtheDukeofWellington’sAnglo-Alliedforces(the Red army) – the tabletop encounter should provemost exciting, as the Red armydesperatelytriestomaintainitsposition.

FURTHERREADING

The books listed below provide fine accounts of Quatre Bras. The first title goes intopositivelymicroscopicdetailfromstarttofinish,whichiswhynospecificpagereferencesaregiven;thesecondbookoffersaconciseaccount:

Robinson,Mike,The Battle ofQuatre Bras 1815 (TheHistory Press, 2009).Uffindell,Andrew,TheEagle’slastTriumph(GreenhillBooks,2006)(pp.121–152).

AnadaptationofQuatreBrasasaneighteenthcenturywargamesscenariocanbefoundin:

Grant,CharlesS,TheWolfenbüttelWar(PartizanPress,2012)(pp.28–38).

SCENARIO12:ANUNFORTUNATEOVERSIGHT

SITUATION

TheRedgeneralhasbeenorderedtoholdastrategicbridge.Hehashoweverneglectedtopatroltheentireriver,andisthereforeunawareoftheexistenceoftheford.TheBluearmyispoisedtoexploitthisoversight.

ARMYSIZES

Botharmieshave6units.

DEPLOYMENT

1.TheRedarmydeploys first.Allunitsarearrayednorthof the river,within12”of thetown.

2.TheBluearmydeployssecond,anywheresouthoftheriver.Allunitsaredeployed.

REINFORCEMENTS

Therearenoreinforcementsinthisscenario.

SPECIALRULES

1.Scouting. TheBlue player is assumed to be engaged in patrolling.As a result,BlueunitsmaynotfireonTurn1.

GAMELENGTHANDTURNORDER

Thisscenariolasts15gameturns.TheBlueplayergoesfirstineachturn.

VICTORYCONDITIONS

Victoryissecuredbybeinginexclusiveoccupationofthehillattheendofthegame.

INSPIRATION

This game was derived from another classic scenario from Charles Stewart Grant –although anyone who refers to the original will note some rather extensive terrainmodifications.Thespecial ruleallowstheotherwisedocileRedarmyachance to inflictcasualtiesbeforetheBlueforcescrosstheriverinstrength.

FURTHERREADING

Thisscenariowasadaptedfromoneofmanyinthefollowingbook:

Grant, Charles Stewart, Scenarios for Wargames (Wargames Research Group, 1981)(pp.16–17).

SCENARIO13:ESCAPESITUATION

TheBluearmyis returninghomeafter raidingRedterritory. Its journey isblockedbyanumberofRedunits.

ARMYSIZES

Botharmieshave6units.

DEPLOYMENT

TheRedarmydeploys1unitinZone1,facingnorth.NoBlueunitsaredeployedatthestartofthisscenario.

REINFORCEMENTS

Turn1:(a)Bluearmy:all6unitsappearviatheroadonthenortherntableedge.

Turn2:(a)Redarmy:2unitsappearonthehill.

Turn4:(a)Redarmy:2unitsarrivefromthewesterntableedge,northofthewood.

Turn6:(a)Redarmy:1unitappearsfromthesoutherntableedge.

SPECIALRULES

1.ExitingtheTable.OnlyBlueunitsmayexit the table.Theymayonlydo sovia theroadonthesoutherntableedge.

GAMELENGTHANDTURNORDER

Thisscenariolasts15gameturns.TheBlueplayergoesfirstineachturn.

VICTORYCONDITIONS

The Blue player must exit 3 units from the table in order to win. Failure to do soconstitutesaRedvictory.

INSPIRATION

This game is another adaptation of aCharles StewartGrant scenario. It should see theBlueplayerconstantlyon thevergeofvictory,only tobestymiedby theappearanceofmoreRedunits.

FURTHERREADING

Thescenariowhichinspiredtheideabehindthisgamecanbefoundin:

Grant,CharlesStewart,ScenariosforWargames(WargamesResearchGroup,(1981)(pp.30–31).

SCENARIO14:STATICDEFENCESITUATION

TheRedgeneralhasbeenorderedtoholdboththehillandthetown.HisBluecounterparthasbeenassignedthetaskofcapturingeitherthehillorthetown.

ARMYSIZES

Botharmieshave6units.

DEPLOYMENT

TheRedarmydeploys3unitswithin12”ofthehill,and3unitswithin12”ofthetown.NoBlueunitsaredeployedatthestartofthisscenario.

REINFORCEMENTS

Turn1:(a)Bluearmy:all6unitsappearfromthesoutherntableedge.

SPECIALRULES

1.StaticPosture.2Redunitsmustremainwithin12”ofthehill,and2moreRedunitsmustremainwithin12”ofthetown.

GAMELENGTHANDTURNORDER

Thisscenariolasts15gameturns.TheBlueplayergoesfirstineachturn.

VICTORYCONDITIONS

TheBlueplayerwinsbybeinginexclusiveoccupationofeitherthehillorthetownattheendofthegame.FailuretodosoconstitutesaRedvictory.

INSPIRATION

Boardwargames can provide a rich source of ideas forminiature games.This scenariowasinspiredbyonethatfeaturedintheclassicboardgamePanzerLeader.Thesituationallows the attacker to seize the initiative by choosing the time and place of his or herassault.

FURTHERREADING

A boardwargame could scarcely be said to qualify as a book, but details are includedbelow for readerswhowish to track it down (second hand dealerswill have to be thesource,sincethegamehasbeenunavailableforsometime):

PanzerLeader(AvalonHillGameCompany,1974)(Scenario1,UtahBeach).

SCENARIO15:FORTIFIEDDEFENCESITUATION

TheRedarmyisexpectinganattackfromamuchlargerBlueforce.TheRedgeneralhasaccordinglypreparedafortifiedpositionforhistroops.

ARMYSIZES

Botharmieshave6units.

DEPLOYMENT

TheRedarmydeployswithin24”ofthenortherntableedge.NoBlueunitsaredeployedatthestartofthisscenario.

REINFORCEMENTS

Turn1:(a)Bluearmy:all6unitsappearfromthesoutherntableedge.

SPECIALRULES

1.Forts.Thefollowingconsiderationsapplytothetownsinthisscenario:

(a)TheRedgeneralmustdeployoneunitineachtownasgarrisons.

(b)Thegarrisonsmayneverleavethetownoncedeployed.

(c)Thetownseachhaveadditionalweaponry.Thesehavearangeof12”,androlladicetoinflictcasualtiesonasinglenominatedtarget.Theymaybeusedinhand-to-handcombatifusingtheAncient,DarkAges,MedievalorPikeandShotwargamesrules.

(d)Unitswithinthetownsalwayshavea360°fieldoffire.

(e)TheadditionalweaponryisdestroyedoncetheRedgarrisoniseliminated.

2.BlueRefit.TheBlueplayermaydeclarearefitonceineverygame,atthestartofanyturn.Thishasthefollowingeffects:

(a)AllremainingBlueunitsareimmediatelyeliminated.

(b)TheentireBluearmyreappearsfromthesoutherntableedgeasreinforcements.Allunitsareatfullstrength.

GAMELENGTHANDTURNORDER

Thisscenariolasts15gameturns.TheBlueplayergoesfirstineachturn.

VICTORYCONDITIONS

TheBlueplayerwinsbyoccupyingbothtownsattheendofthegame.

INSPIRATION

Deriving inspiration from heroism in a losing cause has long been seen as a British

characteristic.Oneclassicexampleofsuchaneventwas theBattleofFontenoy(1745),whenBritishinfantrylaunchedanassaultagainstnumericallysuperiorFrenchopponents,who also enjoyed the advantages of a fortified position. Amazingly, the assault nearlysucceeded; the battle has inspired students of British military history ever since. ThisscenariohasadjustedthenumericalstrengthsradicallyinordertogivetheattackingBlueplayerachanceofvictory.

FURTHERREADING

The Battle of Fontenoy has played a great role in the history of wargaming, for bothCharlesGrant and his son,Charles Stewart,were somoved by the encounter that theywroteexcellentbookscovering it.The thirdworkcitedbelowgivesamostatmosphericaccountofFontenoy;allthreearehoweverwellworthreading:

Grant,Charles,TheBattleofFontenoy(WilliamLuscombe,1975).

Grant,CharlesSwithPhilOlley,Wargaming inHistoryVolume2 (KenTrotman,2010)(pp.80–123).

Rogers, Col. H.C.B; The British Army of the Eighteenth Century (George Allen andUnwin,1977)(pp.186–204).

SCENARIO16:ADVANCEGUARDSITUATION

TheRedandBluearmiesrepresentpatrolssentbylargerforcestoseizeanoutlyingtown.Eachisunawareoftheother’spresence.

ARMYSIZES

Botharmieshave6units.

DEPLOYMENT

Nounitsaredeployedatthestartofthisgame.

REINFORCEMENTS

Turn1:(a)Redarmy:all6unitsarrivefromtheroadonthenortherntableedge.

(b)Bluearmy:all6unitsarrivefromtheroadonthesoutherntableedge.

SPECIALRULES

1.BlunderingIntoContact.Botharmiesmust remainon theroad,proceeding towardsthetownatarateof9”permove.Theymaymoveandfightnormallyassoonasthetownisoccupied.

GAMELENGTHANDTURNORDER

Thisscenariolasts15gameturns.TheRedplayergoesfirstineachturn.

VICTORYCONDITIONS

Victorygoestothesideoccupyingthetownattheendofthegame.

INSPIRATION

This scenario is an adaptation of one that was featured in the classic board wargamePanzerBlitz.Thecentralconceptofhavingtwoarmiesblunderintocontactrepresentsaparticularlyintriguingchallenge;butIalsowantedtocoverPanzerBlitzformorepersonalreasons.Forifmycousin,JulianStokes,hadnotdisplayedhiscustomaryfinejudgementinintroducingmetothehobbyviathemediumofthisgame,Imayneverhavetakenupwargaming–andnoneofmybookswouldeverhavebeenwritten.

FURTHERREADINGPanzerBlitz has long been out of production, but iswellworthacquiring fromspecialistboardwargamingdealers. Itwasby far themost revolutionarygameofitstime,anditsdesigngeniuswas–rathergratifyingly–instantlyacknowledgedby thewargamingcommunity. Itsdesigner,JamesF.Dunnigan, isgenerally regardedasthemostinfluentialboardwargamerofalltime,andhassincebecomeahighlyrespectedcommentatoronmilitaryaffairs.Thegame’sdetailsarecitedbelow:

PanzerBlitz(AvalonHillGameCompany,1970)(Scenario7,MeetingEngagement).

SCENARIO17:ENCOUNTER

SITUATION

ReconnaissanceelementsofboththeRedandtheBluearmieshavelocatedastrategicallyplaced hill. Both have sent word to their respective generals, who have ordered theirremainingunitstoarriveonthesceneassoonaspossible.

ARMYSIZES

Botharmieshave6units.

DEPLOYMENT

1.Redarmy:1unitwithin6”ofthenortherntableedge.

2.Bluearmy:1unitwithin6”ofthesoutherntableedge.

REINFORCEMENTS

SeespecialruleforVariableReinforcementsbelow.

SPECIALRULES

1.VariableReinforcements.Bothsidesrolladieatthestartofeachoftheirturns.Onarollof4–6asingleunitappearsfromtherelevanttableedge(northforRed,southforBlue).Thisprocesscontinuesuntilbotharmieshavebeendeployed.

GAMELENGTHANDTURNORDER

Thisscenariolasts15gameturns.TheRedplayergoesfirstineachturn.

VICTORYCONDITIONS

Victoryissecuredbybeinginexclusiveoccupationofthehillattheendofthegame.

INSPIRATION

Thisscenariowasdrivenbyadesiretoexplorewhathappenswhentwoarmiesmeetinahaphazardmanner.Muchwilldependuponluck(thearrivalofreinforcements);greatskillwill be required to overcome the vicissitudes of ill-fortune – this represents a farmoreinterestingchallengethanatotallybalancedencounter.

FURTHERREADING

This game is loosely based upon another excellent scenario featured in the book listedbelow:

Grant,CharlesStewart,ScenariosforWargames (WargamesResearchGroup,1981)(pp.97–98).

SCENARIO18:COUNTER-ATTACK

SITUATION

TheBluearmyhasbeenorderedtoseizethebridge.TheBluegeneralhasnotlocatedthefordsor(moreimportantly)theRedarmy,whosecommanderispreparingacounterattack.

ARMYSIZES

Botharmieshave6units.

DEPLOYMENT

1.Redarmy:1unitinZone1,facingsouth.

2.Bluearmy:all6unitsdeploywithin6”ofthesoutherntableedge.

REINFORCEMENTS

Turn3:(a)Redarmy:5unitsarrivefromthenortherntableedge.

SPECIALRULES

1.LimitedIntelligence.TheBluearmymaynotusethefords.

GAMELENGTHANDTURNORDER

Thisscenariolasts15gameturns.TheBlueplayergoesfirstineachturn.

VICTORYCONDITIONS

Victoryisachievedbycontrolofthebridgeandoccupationofthetown.

INSPIRATION

This game represents an adaptation of the Battle of Langensalza (1866), when theHanoverian (Red) forces launchedacounter-attackagainsta rathercomplacentPrussian(Blue)army.TheHanoverianswonthehistoricalencounter.

FURTHERREADING

AccountsoftheBattleofLangensalzacanbefoundin:

Barry,Quintin,TheRoadtoKöniggrätz(Helion,2010)(pp.208–222).

Pocock,John,Langensalza1866(ContinentalWarsSociety,2002).

JohnPocock’sbookletcitedabovecontainsmuchhelpfuladviceonwargamingthebattle.AnexcellentwargamescenariocoveringLangensalzacanbefoundin:

Weigle,Bruce,1866(MedievalMiscellanea,2010)(pp.47–48).

SCENARIO19:BLOWFROMTHEREARSITUATION

TheBluegeneral isdefending two rivercrossings fromwhathe thinks isanumericallyinferiorRedforce.HiscomplacencywillbeshatteredwhenanadditionalRedcontingentarrivesintheBluereararea.

ARMYSIZES

Botharmieshave6units.

DEPLOYMENT

NoRedunitsaredeployedatthestartofthegame.TheBluearmyisarrayedasfollows:

(a)4unitssouthoftheriverwithin6”oftheriverbank,facingnorth.

(b)2unitsinzone1,facingnorth.

REINFORCEMENTS

Turn1:(a)Redarmy:3unitsarrivefromthenortherntableedge.

Turn6:(a)Redarmy:3unitsarrivefromthewesterntableedge,southoftheriver.

SPECIALRULES

1.ReserveStatus.TheBlueunits inzone1are in reserve.Theymayneithermovenorfireuntilturn7.

2.DefensivePosture.Blueunitsmaynotmovenorthoftheriver.

GAMELENGTHANDTURNORDER

Thisscenariolasts15gameturns.TheRedplayergoesfirstineachturn.

VICTORYCONDITIONS

TheRedplayerwinsthegameiftherearenoBlueunitswithin6”ofeitherrivercrossingattheendofturn15.FailuretoachievethisgoalresultsinaBluevictory.

INSPIRATION

This scenario is based upon the Battle of Krefeld (1758), which saw Ferdinand ofBrunswick’sHanoverianarmy(Red)routalargerbutindifferently-ledFrenchforceundertheCount ofClermont. The superior quality and leadership of Ferdinand’s army is notcoveredinthewargame,butisinsteaddepictedbyanequalizationofforces.TheFrenchlackofpreparationisreflectedbythespecialrules.

FURTHERREADING

The followingbooknotonlyprovides a fine accountof thebattle, but alsodepicts twooutstandingwargamingre-enactmentsofit:

Grant,CharlesS,withPhilOlley,WargaminginHistoryVolume1(KenTrotman,2009)(pp.33–64).

SCENARIO20:FIGHTINGRETREAT

SITUATION

TheRedarmyhasbeenraidingBlueterritory.Thearmyofthelatterisinhotpursuitofthe raiders,whoare equallydetermined tomake their escapeby crossing the river, andconsolidatingtheirpositiononadominanthill.

ARMYSIZES

TheRedarmyhas4units;theBluearmyhas6units.

DEPLOYMENT

TheRedarmydeploysall4unitsanywheresouthoftheriver.NoBlueunitsaredeployedatthestartofthegame.

REINFORCEMENTS

Turn2:(a)Bluearmy:6unitsarrivefromthesoutherntableedge.

SPECIALRULES

1. Retreat Orders. Any Red army unit south of the river at the end of Turn 2 iseliminated.

GAMELENGTHANDTURNORDER

Thisscenariolasts15gameturns.TheRedplayergoesfirstineachturn.

VICTORYCONDITIONS

Thegameiswonbythesidecontrollingthehillattheendofturn15.

INSPIRATION

ThisscenariosawitsoriginsinapurchasemadeonaBringandBuysaleatawargamesshow. I was lucky enough to find several issues of the renowned (and long defunct)magazine Wargamer’s Newsletter, which under the editorship of the great wargamespioneer Donald Featherstone, did so much to spread the hobby during the 1960s. Thearticle uponwhich I have drawn is an absolute classic; it contains amap, full scenariodetails,awargamesbattlereport,andafinesetofsimplerulesforthemedievalperiod.Itset an example of thoroughness, precision and concision that few modern wargameswritersareabletoemulate.

Myownadaptationreproducesthecoreconceptofthefightingretreat,buthasmadeconsiderablealterationsinordertosqueezethegameontoasmalltable.

FURTHERREADING

Theoriginalscenariocanbefoundin:

Wargamer’sNewsletterno.69(December1967)‘CryGodforEngland,HarryandSaintGeorge!’byDonFeatherstone.

SCENARIO21:TWINOBJECTIVESSITUATION

TheRedarmyissplitbetweenholdingthetownandthehill.TheBluegeneralhasbeenorderedtotakebothobjectives.

ARMYSIZES

TheRedarmyhas4units;theBluearmyhas6units.

DEPLOYMENT

1.Redarmy:(a)1unitonthehill,facingeast.

(b)3unitswithin6”ofthenortherntableedge,facingsouth.

2.Bluearmy:all6unitsinzone1,facingnorth.

REINFORCEMENTS

Therearenoreinforcementsinthisscenario.

SPECIALRULES

1.WoodedHill.Thehillisslightlywooded(denotedbyplacingafewtreesuponit).Thismakes it impassable to all troops except Infantry, Warband, Levies, Swordsmen,Archers,ZouavesandSkirmishers.Italsoconferscoveragainstshooting.

GAMELENGTHANDTURNORDER

Thisscenariolasts15gameturns.TheBlueplayergoesfirstineachturn.

VICTORYCONDITIONS

TheBlueplayerwinsbybeinginexclusiveoccupationofboththehillandthetownattheendofthegame.FailuretodosoconstitutesaRedvictory.

INSPIRATION

ThisscenarioderivesfromtheBattleofLobositz(1756),whichsawthePrussians(Bluearmy) defeat the Austrians (Red army). The division of effort provides for a mostinterestinggame:thiswasappreciatedbytheGrantfamily,threegenerationsofwhom(thelateCharles,hissonCharlesStewart,andgrandsonCharlesMurray),have takenpart inwargamescoveringthebattle.

FURTHERREADING

Thefirstwork,abiographyoftheAustriancommanderFieldMarshalvonBrowne,givesanexcellenthistoricalaccountandanalysisoftheBattleofLobositz;thesecondprovidesdetailsonhowtowargametheencounter:

Duffy,Christopher,TheWildGooseandtheEagle(Tricorne,2009;originally1964)(pp.

210–222).

Grant,C.S.TheWarGameCompanion(KenTrotman,2008)(pp.104–125).

SCENARIO22:AMBUSHSITUATION

TheRedarmyisbesiegingaBluefort.TheRedgeneralhashoweverneglectedtoprovideadequatesentries,allowingasmallBlueforcetoprepareanambush.

ARMYSIZES

TheRedarmyhas6units;theBluearmyhas4units.

DEPLOYMENT

1.Redarmy:all6unitsinzone1,facingwest.

2.Bluearmy:(a)1unitinthetown,facingeast.

(b)3unitsinthewoods,facingnorth.

REINFORCEMENTS

Therearenoreinforcementsinthisscenario.

SPECIALRULES

1.Infiltration.AnyBlueunitmaydeployinthewoods.Unitsnotnormallypermittedtodoso(suchasCavalry)mustleaveonturn1,andmaynotre-enterduringthegame.

2.Fortress.Thetownistreatedasafort,forwhichthefollowingrulesapply:

(a)RedunitsmaynotengagetheBluegarrisoninhand-to-handcombat.

(b) A BlueArtillery,Mortar or Anti-tank unit may deploy in the fort if desired, andremaintherethroughoutthegame.

3.Surprise.Redunitsmayneithermovenorfireuntilturn3.

GAMELENGTHANDTURNORDER

Thisscenariolasts15gameturns.TheBlueplayergoesfirstineachturn.

VICTORYCONDITIONS

TheBlue armymust eliminate allRedunits inorder towin thegame.Failure todo soconstitutesaRedvictory.

INSPIRATION

Anambush isaclassicwargamescenario,allowingas itdoes foranumerically inferiorforce to turn the tables against its foe.TheBattle ofAuberoche (1345),which saw theEnglish(Blue)defeattheFrench(Red)armyisaparticularlyfineexample.

FURTHERREADING

DonaldFeatherstonehaspennedacustomarilyoutstandingaccountbothofthebattle,and

itsre-creationasawargamescenario,in:

Featherstone, Donald F,Wargaming: Ancient and Medieval (David & Charles, 1975)(pp.95–101).

SCENARIO23:DEFENCEINDEPTHSITUATION

The Red army has been suppressing an insurrection. It is marching towards the rebel(Blue)headquarters.However,theBlueforces,supportedbysomelocalirregulartroops,arepreparinganunpleasantsurprise.

ARMYSIZES

TheRedarmyhas6units;theBluearmyhas4units.

DEPLOYMENT

TheBluearmymayplace1unitinthewoodsnorthoftheriverifdesired;theremaining3unitsareplacedanywheresouthoftheriver.NoRedunitsaredeployedatthestartofthegame.

REINFORCEMENTS

Turn1:(a)Redarmy:all6unitsarrivefromthenortherntableedge.

SPECIALRULES

1.BlueIrregulars.TheBluearmyincludes2Irregularinfantryunits(replaceany2otherunitsasdesired).Irregularunitshaveamovementdistanceof9”,andmaymovewithinwoods; theyareequippedwithmissileweaponswhichhavea rangeof12”;and theyreduceallcombatdierollsby2.

2.UnlimitedAmmunition. (This rule only applies to Pike and Shot wargames). BlueIrregularunitsareequippedwithbows;theyneverrunoutofammunition.

3.LackofLocalKnowledge.Redunitsmaynotenterwoods.

4.ExitingtheTable.Redunitsmayexitthesoutherntableedgeviatheroad.

GAMELENGTHANDTURNORDER

Thisscenariolasts15gameturns.TheRedplayergoesfirstineachturn.

VICTORYCONDITIONS

TheRedplayermustexit3unitsfromthetableinordertowin.FailureconstitutesaBluevictory.

INSPIRATION

Insurgentwarfareoffersscopeforaslightlydifferentbutextremelychallengingwargame,allowing as it does for inferior forces to take advantage of difficult terrain, therebyspringingasurpriseuponanunpreparedfoe.ThisgameislooselybasedupontheBattleoftheYellow Ford (1598), fought between English (Red) and Irish (Blue) armies; it alsoderivessomeinspirationfromoneofCharlesStewartGrant’sscenarios.

FURTHERREADING

Thecoreideasbehindthiswargamecanbefoundin:

Grant,CharlesStewart,ScenariosforWargames (WargamesResearchGroup,1981)(pp.32–33).

Wesencraft,C.F;WithPikeandMusket(ElmfieldPress,1975)(pp.82–85).

SCENARIO24:BOTTLENECKSITUATION

TheBluearmyoutnumbersitsopponents,butitsattemptstocleartheroadarehamperedbyalakeandanapparentlyimpenetrableforest.

ARMYSIZES

TheRedarmyhas4units;theBluearmyhas6units.

DEPLOYMENT

TheRedarmydeploys1unit in thewood, and the remaining3unitswithin12”of thenortherntableedge.NoBlueunitsaredeployedatthestartofthisgame.

REINFORCEMENTS

Turn1:(a)Bluearmy:all6unitsarrivefromthesoutherntableedge.

SPECIALRULES

1.Forest.Bluearmyunitsmaynotenterthewood.

2.Red Skirmishers. Forwargames set in theAncient, DarkAges, Rifle and Sabre orHorseandMusketperiods,theRedarmymustinclude1unitofSkirmishers.Replaceanotherunitifnecessary.

3.RedSwordsmen.Forwargames set in thePikeandShotperiod, theRedarmymustinclude1unitofSwordsmen.Replaceanotherunitifnecessary.

4.PeasantArchers.ForwargamessetintheMedievalperiod,theRedarmyreplacesanyoneunitwithpeasantarchers.ThesearetreatedasLevies,butmaymovewithinwoodsandareequippedwithbows(12”range).

GAMELENGTHANDTURNORDER

Thisscenariolasts15gameturns.TheBlueplayergoesfirstineachturn.

VICTORYCONDITIONS

TheBlueplayerwinsifnoRedunitsinopenterrainarewithin6”oftheroadattheendofthegame(units in thewooddonotcount).Failure toachieve thiscondition results inaRedvictory.

INSPIRATION

Bottlenecks have often allowed armies of inferior strength to hold a position againstsuperiorfoes.Thisgamerepresentsanattempttosimulatethisrathertrickyconundrum;itisbasedupontheBattleofThamesRiver(1813)foughtduringtheWarof1812betweentheBritish(Red)andAmerican(Blue)armies.

FURTHERREADING

ThefollowingoutstandingbookbyStuartAsquithprovidesaveritable treasure troveofwargames,andwillopenanygamer’seyes to the largelyneglectedWarof1812, in thesamewaythatitinspiredthisscenario:

Asquith,Stuart,ScenariosfortheWarof1812(PartizanPress,2010)(pp.51–54).

SCENARIO25:INFILTRATIONSITUATION

AsmallBlueforcehaspenetratedtheRedlines.ItaimstoplundertheRedarmy’ssupplynetworkbeforethelattercanreact.

ARMYSIZES

TheRedarmyhas6units;theBluearmyhas4units.

DEPLOYMENT

TheRedarmydeploys1unit inzone1,facingsouth.NoBlueunitsaredeployedat thestartofthegame.

REINFORCEMENTS

Turn1:(a)Bluearmy:all4unitsarrivefromthesoutherntableedge,within12”of thesouth-westerncorner.

Turn3:(a)Redarmy:2unitsfromthenortherntableedge.

Turn6:(a)Redarmy:3unitsfromthesoutherntableedge,viatheroad.

SPECIALRULES

1.ExitingtheTable.Blueunitsmayexitthetableviatheroadonthenortherntableedge.

GAMELENGTHANDTURNORDER

Thisscenariolasts15gameturns.TheBlueplayergoesfirstineachturn.

VICTORYCONDITIONS

TheBlueplayermustexit2unitsfromthetable.FailuretodosoconstitutesaRedvictory.

INSPIRATION

This game retains the numerical disparities and some terrain elements of the Battle ofKernstown (1862), but has converted what was a pitched battle into an infiltrationscenario.Thisallowsanotherwiseone-sidedaffairtobecomerathermoreinteresting.

FURTHERREADING

Much of my youth was spent avidly reading Strategy and Tactics magazine, whichfeatured(andstilldoes)aboardwargameineveryissue.Thearticleandboardgamemapon Kernstown proved especially helpful; I have also cited a more readily availableaccount:

Dougherty,Kevinetal;BattlesoftheAmericanCivilWar1861–1865(Amber,2007)(pp.50–59).

Nofi,Al,‘StonewallintheShenandoah’inStrategyandTacticsNo.67(March,1978)(pp.

4–13).

SCENARIO26:TRIPLELINE

SITUATION

TheBluearmyhasinvadedRedterritory.AratheradhocanddisorganizedcollectionofRedunitshasassembledtomeetthethreat.

ARMYSIZES

TheRedarmyhas4units;theBluearmyhas6units.

DEPLOYMENT

TheRedarmyhas1unitinzone1,facingsouth;2unitsinzone2,facingsouth;and1unitonthehillfacingsouth.NoBlueunitsaredeployedatthestartofthegame.

REINFORCEMENTS

Turn1:(a)Bluearmy:all6unitsarrivefromthesoutherntableedge.

SPECIALRULES

1. Red Disorganization. The disarray engendered by the rapid Blue assault has thefollowingeffects:

(a)NoRedunitmaymovesouthoftheriver.

(b)IndividualRedunitsmaynevermoveuntilaBlueunitmoveswithin6”.Firingis

unrestricted.

GAMELENGTHANDTURNORDER

Thisscenariolasts15gameturns.TheBlueplayergoesfirstineachturn.

VICTORYCONDITIONS

Victorygoestothesideinexclusiveoccupationofthehill,attheendofthegame.

INSPIRATION

Thisgamestems fromanotherofStuartAsquith’s splendidWarof1812 scenarios.Theterrainhasbeenchanged slightly; the confusionof theAmerican (Red) forceshasbeenreflected but their numbers have not. The real Battle of Bladensburg (1814) saw theAmericans enjoying substantial numerical superiority but appalling moral deficiencies(manyunitsranawayatthefirstshot).IhaveaccordinglyallowedtheBritishtoenjoythelargernumberson thisoccasion; thedeliberate lackof specificmoraleprovisions in therulesetsprintedinthisbookexplainsmydecision.

FURTHERREADING

Thescenariowhichinspiredthisgamecanbefoundin:

Asquith,Stuart,ScenariosfortheWarof1812(PartizanPress,2010)(pp.72–76).

SCENARIO27:DISORDEREDDEFENCE

SITUATION

AsmallBluearmyhaslaunchedasurpriseattackwiththeaimofcapturingthecrossroads.ThelargerRedarmyissingularlyunpreparedfortheonslaught.

ARMYSIZES

TheRedarmyhas6units;theBluearmyhas4units.

DEPLOYMENT

1.Redarmy:(a)1unitinzone1,facingsouth.

(b)1unitinzone2,facingsouth.

(c)1unitatthecrossroads,facingsouth.

2.Bluearmy:all4unitswithin6”ofthesoutherntableedge,facingnorth.

REINFORCEMENTS

Turn8:(a)Redarmy:3unitsarrivefromthenortherntableedge.

SPECIALRULES

1.BlueConsolidation.TheBluearmyisassigned the taskofcapturingandcontrollingthe crossroads.Accordingly, noBlue unitmaymovewithin 4” of the northern tableedge.

GAMELENGTHANDTURNORDER

Thisscenariolasts15gameturns.TheBlueplayergoesfirstineachturn.

VICTORYCONDITIONS

Thesideoccupyingthecrossroadsattheendofthegameisthevictor.

INSPIRATION

ThisgameisverylooselyinspiredbytheBattleofShiloh(1862),anAmericanCivilWarengagement that saw the Confederate (Blue) army launch a spectacular but eventuallyunsuccessful attack upon the Union (Red) forces. The deployment and reinforcementschedulebearsagooddealofrelationshiptothegame’ssource,buttheterraindoesnot;therealbattlefieldofShilohwasheavilywooded,whichdoesineverysenseprovideanobstacletoitsrecreationinminiature.Also,noattempthasbeenmadetodepicttheRiverTennessee,fromwheretheUnionreinforcementsarrived:thesmallsizeofthiswargamesbattlefieldmakesitsinclusionimpossible.

FURTHERREADING

TheoldmagazinearticlelistedbelowgivesanoutstandingaccountofShiloh;therecently

publishedbookprovidesareadilyaccessiblereference:

Berg, Richard, ‘Bloody April: the Battle of Shiloh, 1862’ in Strategy and Tactics No.76(September,1979)(pp.23–30).

Dougherty,Kevinetal;BattlesoftheAmericanCivilWar1861–1865(Amber,2007)(pp.60–69).

SCENARIO28:BOTCHEDRELIEFSITUATION

TheBluearmyisassaultingatownheldbyRedunits.ARedreliefforceisdeployedonthehillandpoisedtoassist,butitscommanderisprovingratherinert.

ARMYSIZES

TheRedarmyhas6units;theBluearmyhas4units.

DEPLOYMENT

1.Redarmy:(a)2unitswithin12”ofthenortherntableedge,facingsouth.

(b)4unitsonthehill,facingeast.

2.Bluearmy:all4unitswithin6”ofthesoutherntableedge,facingnorth.

REINFORCEMENTS

Therearenoreinforcementsinthisscenario.

SPECIALRULES

1.RedReliefForce.Theunitsdeployedon thehillmayonlybeactivatedsequentially.ThisisrealizedbyallowingtheRedplayertonominateoneoftheseunitsatthestartofthe game; this is the only unit on the hill that may move and/or fight. Once it iseliminated, theRed playermay activate another unit based on the hilltop, and so onuntilthefinalunitisactivated.

2.BlueSingleMindedness. TheBlue armyhas been ordered to seize the town, ratherthandestroy theRed forceper se.Asa result,Blueunitsmayneveroccupy thehill;neithermaytheyengageinactiveRedunitsincombat.

GAMELENGTHANDTURNORDER

Thisscenariolasts15gameturns.TheBlueplayergoesfirstineachturn.

VICTORYCONDITIONS

Victoryissecuredbyoccupationofthetownatthegame’send.

INSPIRATION

This scenario draws its inspiration from the fascinating but rather neglected Mexican-AmericanWar(1846–1848),whichsawasmallbutextremelycompetentUSarmydefeata large yet disgracefully-led foe. The Battle of ElMolino del Rey (1847) is a typicalencounter,whichsawtheAmericansprevailinatoughengagement:Mexicanfailurewaslargelyduetothetotalinertiadisplayedbytheirreliefforce,supposedlypoisedtoattacktheAmericanleftflank.Thesituationisreflectedinthiswargame;thereisnoparticularneedtodepicttheunitsonthehill(theycouldsimplybedeployedoffthetableandarrive

sequentially if desired), save to engender feelings of frustration in themindof theRedplayer:heorshehasunitsavailable,butmaynotusethemasdesired.

FURTHERREADING

The following book gives a splendid account, not only of theMexican-AmericanWar,itself, but also of the capabilities of the respective armies and data on their uniforms(includingsomecolourplates).All this informationmakes theworkan ideal source forwargamers:

Adams,Anton,TheWarinMexico(Emperor’sPress,1998)(pp.105–109).

SCENARIO29:SHAMBOLICCOMMANDSITUATION

TheBlue army has been ordered to defend a strategic hill. Its superior numberswouldnormallymakethisasimpletask,wereitnothamstrungbyappallingleadership.

ARMYSIZES

TheRedarmyhas4units;theBluearmyhas6units.

DEPLOYMENT

TheBluearmydeploys4unitsonthehill,facingnorth;and2unitsinzone1,alsofacingnorth.NoRedunitsaredeployedatthestartofthegame.

REINFORCEMENTS

Turn1:Redarmy:all4unitsarrivefromthenortherntableedge.

SPECIALRULES

1.DreadfulLeadership.Only2Blueunitsmaymoveand/orengage incombatduringeachturn.TheBlueplayermaychoosewhichunitsareactive.

GAMELENGTHANDTURNORDER

Thisscenariolasts15gameturns.TheRedplayergoesfirstineachturn.

VICTORYCONDITIONS

Thesideinexclusiveoccupationofthehillatthegame’sendisvictorious.

INSPIRATION

Therearestrongsimilaritiesbetweenthisencounterandthepreviousscenario,sincebothgamesseethenumericallysuperiorarmysufferfromterribleleadership–asituationlikelyto engendermuch frustration for thewargamer! This game is based upon theBattle ofMedinadeRioSeco(1808),aNapoleonicengagementthatsawtheSpanish(Blue)armydefeatedbytheFrench(Red)force.

FURTHERREADING

AccountsoftheBattleofMedinadeRioSecocanbefoundin:

Chandler,David(ed),Napoleon’sMarshals (Weidenfeld&Nicolson,1987)(pp.70–75).Lipscombe,Col.Nick,ThePeninsularWarAtlas(Osprey,2010)(pp.44–47).

SCENARIO30:LASTSTANDSITUATION

The Red army has just been routed. A gallant remnant of the defeated Red forces hashoweversurvived,andispreparingtofighttothelastman,inordertoallowtherestofthearmytimetoregroup.

ARMYSIZES

TheRedarmyhas3units;theBluearmyhas6units.

DEPLOYMENT

TheRedarmydeploysall itsunitsnorthof the river.NoBlueunitsaredeployedat thestartofthegame.

REINFORCEMENTS

Turn1:Bluearmy:all6unitsarrivefromthesoutherntableedge.

SPECIALRULES

1.EliteDefenders.Redunitsapplyanadditionalmodifierof+2toallcombatdierolls.

2.Redoubt.AsingleRedunit(apartfromKnightsCavalry,Reiters,orTanks)deployedonthehilltopisassumedtobeinaredoubt.Thishasthefollowingattributes:

(a)Thegarrisonisundercover.

(b)Thegarrisonhasafieldoffireof180°.

(c)Ittakesacompleteturnforenemyunitstoentertheredoubt.

3.UnlimitedNumbers. Any eliminated Blue units automatically reappear on the nextBlueturn.Theyarrivefromthesoutherntableedge.

GAMELENGTHANDTURNORDER

Thisscenariolasts15gameturns.TheBlueplayergoesfirstineachturn.

VICTORYCONDITIONS

TheBlueplayerwinsbyeliminatingallenemyunitsbytheendofthegame.FailuretodosoconstitutesaRedvictory.

INSPIRATION

Military history hasmany examples of heroic last stands against insurmountable odds.Thisscenarioowesnothingtoanyparticularhistoricalevent,buttheheroismdisplayedinsuch affairs provides ideal opportunity for any wargames scenario – and it seemsappropriatethatthefinalgameinthisbookshouldbeentitled‘LastStand’.IverymuchhopethatyouenjoyplayingthesegamesasmuchasIenjoyeddesigningthem!

FURTHERREADING

Twoexcellentscenariosofthistypecanbefoundinthefollowingbooks:

Grant,CharlesStewart,ScenariosforWargames (WargamesResearchGroup,1981)(pp.36–37).

Grant,C.S.andAsquith,S.A.ScenariosForAllAges(CSGPublications,1996)(pp.46–47).

Chapter21

WargameCampaignsPlaying wargame scenarios in isolation is always very entertaining, but players willeventually want to provide a context for such encounters. This is where a wargamescampaigncomes in,when twoarmies fightover aperiod for controlof their respectiveterritories.

The key to anywargames campaign is feasibility. It is all too tempting to producedetailed maps of the campaign territories (either based on genuine atlases, or lovinglyrendered by the designer of the game), and devise detailed rules for forced marching,attrition, sieges, delaying actions, pursuit after battle, promotion of units to elite status,rawmilitiaandreinforcements.Suchcampaignsarenotalwayspractical,havingastheydoatendencytodrowninexcessivedetail;theyarealsoliabletotakeaverylongtimetoresolve.Thisisnottosaythattheyshouldneverbeattempted,sincecampaignsofthisilkcan promote a very rich and rewarding experience for playerswho have the necessarycommitment:theyarethereforebestsuitedtopeoplewhoaresofascinatedbytheperiodin question, that they are prepared to devote themselves entirely to it – without beingseduced by other historical epochs, or the dictates of the latestwargames fashion. Fewplayershave thenecessaryenduranceordevotion inpractice;manyareattractedby thenotion of a detailed and protracted campaign, butmostwill drift away after just a fewgamingsessions.

Asimplecampaignisincontrasteminentlyachievable,andcanstillberewardingifdoneintherightway.Theeasiestapproachistoplayanoddnumberofbattles,withthewinner of the majority being declared victorious in the campaign. Players could, forexample, select three favourite scenarios from the thirty provided in the last chapter,dicing to seewho playsRed orBlue at the start of each. This campaign can easily befinishedinalongevening,orahalfdaysessionattheweekend–thebrevityofthegamescombined with the fact that favourite scenarios are being played, should guaranteeinterest.

Analternativeapproachistogeneratetherelevantscenariosatrandom.Theplayerscould for example decide to play five games, which are determined on the basis ofdividingthethirtyscenariosintofivegroups,coveringnumbers1–6,7–12,13–18,19–24,and25–30.Onegameisplayedwithineachgroupingofscenarios,witheachselectedatrandom.Letusassumeforexamplethatagameisbeingplayedfromscenarios7–12:thisischosenbyrollingadie,withascoreof1indicatingscenario7,a2selectingscenario8,a3choosingscenario9,andsoon.Thesidesforeachturncanbeselectedrandomly,butaviablealternativeisforthevictorofthepreviousgametodecidewhetherheorshewantstoplayRedorBlueinthenextscenario.Wecanforexampleassumethatthecampaigners

inquestion startoffbyplayingagame fromscenario1–6: a3 is rolledon thedie, andscenario 3 played accordingly, with the Blue player winning. The next game is fromscenarios7–12;adierollof5indicatesscenario11,andtheerstwhileBlueplayer,havinga penchant for attacking, chooses to play Blue again in the Surprise Attack scenario.Allowingthevictortodecidewhichsidetochooseinthenextgameowesagreatdealtomilitary logic; thewinnerwould undoubtedly have the advantage over the loser in reallife,andwouldthereforebeabletoseizetheinitiativeinthenextencounter.Acampaignoffivegameswilllastafullday,ortwoeveningsessions.

This style ofwargames campaign is very basic, but can be completed quickly andeasily.Theplayers’enjoymentofsuchcontestscanbegreatlyenhancedbycomposinganarrative history of the affair, which adds character to the occasion. Wargamers areencouraged to give their tabletop generals suitable names, be they historical characterssuchasNapoleonorWellington, favouritewritersor sportingheroes,oreven theirownsurnamessuitablyadapted.MyownnameisforexamplefineinBritishorFrencharmies,butcaneasilybecome‘vonThomas’foraGermanicforceor‘Thomassov’foraRussiancontingent’s commander. The battles can be described in suitably lurid detail, andcredibilityenhancedbycomposinganappropriatelinkingnarrativetocontextualizethem.For example, in the previous case where scenario 3 was followed by scenario 11, thecampaignstorylinecouldreadsomethinglikethis:

‘Having defeated General Prince Turgenev at the battle of River Zola, CountStendhal’sforcespressedhometheiradvantagebyattemptingtoseizePushkin’sCrossroadsbeforeTurgenevcouldorganizearesponse.’

Theeventual resultwillbea fullaccountwhich, ifaugmentedwithartistically renderedmapsof thebattles inprogress,providesasatisfyingmementoofanenjoyableseriesofwargames.Theycanevenbeused as a spur to campaigndesign: in reflectingupon theevents of the previous game, the players can consider which scenario would be mostappropriate to play next, through exercising military logic. This will in the long runencouragethedesigninstinctsofplayers,allowingwhatstartedasaverybasiccampaignto develop into a rich experience as the two belligerent powers (and their assortedgenerals)acquireacharacterallof theirown.Inthisway,simplicityleadstothesortofcreativitythatcouldbeabsentfromadauntinglycomplexcampaign–andwithcreativitycomestheoriginalityandenthusiasmthatonlythebestwargamescangenerate.

Chapter22

SoloWargamingThebestwargameswill always be achievedwhen the hobbyist is able to enjoy regularcontestswitha congenialopponent.This isunfortunatelynot alwayspossible, inwhichcasetheonlyoptionistoplaysolowargames.

Thesesingularcontestsareveryeasy toarrange,at leaston themostbasic levelofplaying both sides to the best of one’s ability. This style of solo play can producesatisfyingand informativegames–youcan learnagreatdeal aboutmilitaryhistorybyattemptingtoexecuteappropriatelyrealistictacticsonthewargamestable,andevaluatingtheirstrengthsandweaknessesaccordingtotheresultswhichoccur.Truesolowargamingis slightly different, however: this is when the actions of one side are determined byspeciallydevisedgamingmechanics(theconceptissimilartothe‘artificial intelligence’of computer wargames), in an attempt to create the excitement and tension that wouldotherwiseoccurwhenplayingareal-lifeopponent.

Solowargamesystemscanbedevisedforanyscenario;itmusthoweverbestressedthat different approaches have to be devised in each case, to take account of thedistinguishing features of various contests. The following examples from my thirtyscenarios cover caseswhere all units begin the game on the table (scenarios 1 and 2);whereallarriveonturn1(scenario3);andwhereoneplayerhasonlyonetacticaloption(scenarios7,13,14,15and30).

Thefirsttwoscenarioscoverpitchedbattles,andhavetheRedplayerdeployfirst.Inthese instances thewargamer takes the roleof theRedside,andplaces theunitson thetable as he or she desires.TheBlue deployment is in contrast determined by the gamesystem,whichisintendedtostrengthensomesectorsattheexpenseofothers.Itdoessobydividingthebattlefieldintoleft,centre,andrightsections,eachofwhichhasawidthof12”.Adieisthenrolled:ascoreof1or2indicatesthatthreerandomlydeterminedBlueunitsaredeployedintheleftsector;3or4denotesthecentralportion;and5or6therightsection.Adie is then rolled again: a score of 1–3 indicates that two randomly selectedunits are placed in one of the remaining areas,with a 4–6 denoting deployment in theother.Thefinalunitispositionedinthelastsector.ThissystemeffectivelydeterminestheBlueattackplan,withoneareabeingstrongandoneweak–itmayinsodoingcreateanunwelcome element of surprise for the solo wargamer to confront and hopefullyovercome.

Scenario3(‘ControltheRiver’)isslightlydifferent,sincethetroopsbeginthegameonthetable,butallarriveonthefirstturn.ThesologameragaintakestheroleoftheRedplayer, marching his or her troops onto the table first. The Blue army’s appearance is

determinedbydividingthetableintosixsections,eachofwhichis6”wide,anddicingforeachunittodeterminepreciselywhereitappears.

Randomdeploymentisaveryusefultoolthatcanquitereasonablybeusedwithmanyscenarios.Itishoweverlessnecessaryingameswhereonesidehasonlyasingletacticalapproach, be it either tenacious defence (scenarios 7, 14, 15 and 30), or all-out attack(scenario13).Inthesecasestheplanisfairlyobvious,andagooddeallessrandomizationis required. Such caveats notwithstanding, the best solo wargames occur whenunpredictabilitycanbeaddedtotheencounter,therebycreatinganall-importantelementoftensionthatmightotherwiseonlybepresentwhenplayingaliveopponent.

Onewayofdoing this isbymodifying thereinforcementschedule,so thatunitsdonotappearonthedesignateturn,butthatadieisrolledfromoneturnaheadofschedule:theyarriveonarollof5–6.Reinforcementsmaythereforearriveearly,theymayappearlate,or inespeciallyunfortunatecasesnotatall.Theelementofunpredictabilitycanbeenhancedbyhavingthegamesystem’sunitsappearrandomly,sothattheactiveplayercanneverbeawarepreciselywhichenemyunitsmay turnup– so that a slow infantryunitmaybeexpected,onlyforarapidcavalrycontingenttoarriveinstead,creatingpotentialmayhemintheprocess.

Averypopular and long-standing techniqueof introducingunpredictability into thesolo wargame is through the use of ‘Chance Cards’. This very sound approach wasdevisedbygreatwargamingpioneerssuchasDonaldFeatherstone,andtakestheformofhavingacarddrawnatthestartofeachturnforbothcompetingsides:theresultscanvaryfrom nothing happening, through allowing some great benefits to one’s own units, orsignificant disadvantages. This creates an element of tension, and does in particularrealisticallyinvokethevicissitudesoffortunethatcanblessorafflictarmiesinreality.Myscenarioscanbeplayedusingadeckoffifteencardsforeachside:oneoftheseisdrawnatthestartofeveryRedorBlueturn,theireffectsbeingasfollows:

CardNumbers Result1–5 NoEvent.Nothinghappens.6–7 Confusion.1–3ofone’sownunitsmaynotmovethisturn.

8–9 AmmunitionShortage.1–3ofone’sownunitsmaynotshootthisturn.

10 Demoralization.Asingleunitonone’sownsideacquires1–6hits.

11–12 Initiative.Asingleunitonone’sownsidemayeithermovetwice,moveandthenshoot,orshoottwice.

13–14 Rally.1–3ofone’sownunitsremove1–3hitspoints.15 EnemyPanic.Asingleenemyunitacquires1–6hits.

Units affected by Chance Cards should always be selected at random, to increase theelement of unpredictability. Numbers from 1–3 can be generated by rolling a die andhalvingtheresult,roundingupanyfractions.

Itshouldbeapparentthatsolowargamingneednotbeapooralternativetotraditionalsocial gaming. The element of unpredictability always creates excitement, and the solowargamerisalwaysfreetoexperiment.Heorshecanforinstancedevisenewandradicalrulesandtestthemthoroughlytoassesstheirviability,withouthavingtoworryaboutthebaffled incomprehension of a dissatisfied opponent. The soloist may also want to tryplaying a new set of wargames rules that may not find favour with anyone else, atwhatever levelofcomplexityheor she findsdesirable.Solowargamerscanalsodeviselongcampaigns involvinggreatdepth– this is, as considered in theprevious chapter, asignificant problem when dealing with the outside commitments of other potentialcampaignparticipants.Soloists can also spend agreat deal of time and effort exploringandgamingobscureconflictsofverylimitedappealtoothers;IhaveforexampleinthepastgivenmuchconsiderationtotheWarlorderainChina(1911–1930)–aperiodwhichalthoughfascinating,hasattracteddecidedlylimitedinterestwithmostwargamers.

The key to a successful solowargame is the same as any other: gamers should becreative, remain practical in their aims, and enjoy the rich variety that is guaranteed toresultfromwhatwillalwaysbeafascinatinghobby.

AppendixI

BackgroundReadingThebookslistedbelowareintendedtoprovidefurtherreadingforanyonewhowantstofindoutmoreabouteitherthewargameshobby,ormilitaryhistory.Eachsectioncontainsa small selection of books, allowing any reader to acquire a substantial but notoverwhelmingamountofinformation;myintentionhasbeentochoosethebestpossibleworks,therebyenablingreaderstoobtainknowledgeandstillretainenthusiasm!

Someofthebookslistedareoutofprint.TheycanbeobtainedfromthebookdealerslistedinAppendix2,oralternativelyfromlocallibraries(oftenviatheinterlibraryloansystem).

1.WARGAMESBOOKS

My selection is predicated on the notion that I am choosing books rather than mererulesets.Manyofthelattercanbeobtainedquiteeasily,butIprefertolistworkswhichhave a broader approach, andwhich cover a great dealmore than sets of rules alone –especially those products which are very lengthy, and whose prose is exceptionallylegalistic. I do not find such qualities especially appealing; books which include suchthemesashistoricalcontent,wargamescenarios,insightsintothedesignparametersofanyrulesets included, and above all simple wargames, are far more attractive than thedesiccatedpedantryofsomerulebooks.

GeneralTitles

Featherstone,DonaldF.,WarGames(StanleyPaul,1962)

BeforeDonaldFeatherstonewrotethisbook,thewargameshobbywassosmallthatallitsparticipantswerepersonallyacquainted.Thismagnificentworkchangedallthat.Itcoversallsignificantaspectsof thehobby: fromadescriptionof itsessence; throughdetailsofhowtoacquirewargamesarmiesandbattlefieldterrain;andevensuchfascinatingaspectsas organizing awargames campaign.Most importantly, the book included some simpleandaccessiblerulesfortheAncient,HorseandMusket,andSecondWorldWarperiods–along with a description of wargames battles for each. This book succeeded inpopularizingthehobby–itisdifficulttoseehowwargamingcouldhaveexistedwithoutit.

Grant,Charles,WargameTactics(Cassell,1979)

This book does not contain any rulesets, but does include outstanding summaries ofmilitarytacticsfromancienttimestotheAmericanCivilWar,andmostimportantlyatotal

ofeightwargamesbattle reports, illustratinghowhistorical tacticsareput intoeffectonthe gaming table. The book represents a fine and accessible introduction to militaryhistory,aswellasitstitularsubject.

Hyde,Henry,TheWargamingCompendium(Pen&Sword,2013)

Thisbeautifullypresentedtomeprovidesanidealintroductiontothecontemporaryhobby.Itincludesahistoryofwargaming,guidestofigurepaintingandterrainproduction,hintsonsettingupawargamescampaign,andasetof rules for thehorseandmusketperiod.Thehundredsofoutstandingcolourphotographshelptocreateavisualfeast.

Quarrie,Bruce(ed.),PSLGuidetoWargaming(PatrickStephens,1980)

Thisbookfeaturessomeexcellentdescriptionsofallmajor(andsomeminor)wargamesperiods, covering history, tactics, and how to re-enact the relevant epochs inminiature.Eachchapter iswrittenbya renownedexpert in the relevant field.An interestingsetofrulesisincluded,whichowesmuchtothe(then)preeminentrulebookspublishedbytheWargamesResearchGroup. They provide for stimulating games, but can require a fairamountofrecordkeeping.

Thomas,Neil,Wargaming:AnIntroduction(SuttonPublishing,2005)

Myowncontribution to thisgenrecoversmuchof theground included in thebookyouhavejustread.Therulesetsincludedareslightlydifferent,butstillverysimple.Iprovidevery little detail on scenarios, but do cover the history ofwargaming, and also enclosearmylistsforthemajorforcesofeachperiod.Thebookdoesinadditionexamineskirmishwargaming,whichincludesarulesetfocussedoncolonialencounters.

Wesencraft,C.F.,PracticalWargaming(TheElmfieldPress,1974)

Abook that proves how looks can deceive. This is ostensibly just another introductorybookwith simple rulesets covering all periods up to the end of the nineteenth century,togetherwithadviceonhowtobuildupwargamesarmiesandsetupatabletopbattlefield.This book is however not only exceptionallywellwritten, but includesdesign conceptsthatweredecadesaheadoftheirtime–somuchsothatitwasignoreduponpublication.Thisoutstandingworkhashadamassiveinfluenceuponmyapproachtowargamedesign;thetitleofmyfirstchapterpayshomagetoMr.Wesencraft’smagnificentopus.

AncientWargaming

Barker,Phil,AncientWargaming(PatrickStephens,1975)

The author is a foundermember of theWargamesResearchGroup, then (and arguablystill)themostinfluentialorganizationintheAncientwargamesfield.Thebookprovidesanoutstandingbriefguidetotrooptypesandhowtheyfought,bothinhistoryandindeedon the wargames table. It also includes an entertaining history of the development ofancientwargaming,anditsgenerallyenthusiastictoneisbothinfectiousandinspirational.

Featherstone,Donald F.,WarGames through the Ages Volume 1: 3000BC–1500AD(StanleyPaul,1972)

This work focuses upon thirty historical armies, giving details of their tactics andperformance,alongwithhowwelltheyarelikelytoperformonthewargamestable.Itisanidealwargamer’sguidetoitssubject.

Grant,Charles,TheAncientWarGame(A&CBlack,1974)

Thisisafinediscussionoftheprinciplesofwargamesrules,andthemajorarmiesoftheancientworld.Itisgreatlyenlivenedbyextremelyentertainingaccountsofthewargameinpractice,throughthemediumofbattlereportsofsomewargamescenarios.

Sabin,Philip,LostBattles(HambledonContinuum,2007)

Anambitiousandhighlysuccessfulattempttoassertthecredibilityofwargamingasatoolforhistoricalunderstanding.Asetofrulesisincluded,butthebook’sgreatestvalueliesinits discussion of the design principles behind them, and especially in the forensicexamination of thirty-five historical battles, particularly with respect to the constituentelementsofthecontestingarmies.

Thomas,Neil,AncientandMedievalWargaming(SuttonPublishing,2007)

My own contribution to this genre divides the period into four sections (Biblical,Classical,DarkAges,andMedieval),providingslightlydifferentrulesforeachinordertoencapsulate and illuminate the relevant differences. I include fifty-three army listscoveringallrelevantforces,andawargamesbattlereportfromeachperiod(coveringtheBattlesofKadesh,Issus,MountBadon,andAgincourt).

DarkAgeWargaming

DonaldFeatherstone,WarGames through theAgesVolume 1 andmy ownAncientandMedievalWargaming, covered in the previous section, provide much valuableinformationontheDarkAges.Morebooksarecitedbelow:

Jones, Steve and JamesMorris,The Age of Arthur (WarhammerHistorical, 2007) Thiswork is a sourcebook designed for theWarhammerAncientBattles wargames rules (anabsolutely outstanding ruleset, incidentally). It does however contain a great deal ofvaluable historical information onwarfare inBritain from 400 to 800, especially aboutarmycompositionandtactics.

Mersey,Daniel,GlutterofRavens(OutpostWargameServices,1998)

Thishasall theappearanceofawargaming rulesbooklet,but isagreatdealmore thanthat.ItgivessomeverywellinformedhistoricalcommentaryontheArthurianage(400–700), including wargames army lists and uniform information. A much revised andupdated version of the rules has just been published under the new titleDux Bellorum

(Osprey,2012).

Patten,Stephen,Shieldwall(WarhammerHistorical,2002)

AnothersourcebookintheWarhammerhistoricalrange,withallthevirtuesoftheworkonArthurianwarfare.ThisvolumecoverstheVikingagefrom785to1085.

MedievalWargaming

Booksonthisperiodareconspicuousbytheirabsence,withthesignificantexceptionsofDonald Featherstone, War Games through the Ages Volume 1, and my Ancient andMedievalWargaming.

PikeandShotWargaming

Featherstone,DonaldF.,WarGamesthroughtheAgesVolume21420–1783 (StanleyPaul,1974)

AnothersplendidbookalongthelinesofthepreviouslycitedVolumeOneontheancientperiod.ThisworkincludesadiscussionofsixmajorconflictscoveredbymyRenaissancetimeline(1450–1650).

Gush,GeorgeandMartinWindrow,TheEnglishCivilWar(PatrickStephens,1978)

This brief guide to the conflict includes an entertaining wargames battle report, and aparticularlyfinesummaryoftheorganizationandtacticsofthecontendingarmies.

Wesencraft,C.F.,WithPikeandMusket(TheElmfieldPress,1975)

ThepaucityofworksonthePikeandShotperiodismorethancompensatedforbythisquite outstanding book. It contains a fine summary of weaponry and tactics (coveringEnglisharmiesfrom1547to1651),abrilliantsetofinnovativeandsimpleruleswithanerudite design exposition thereof, and guides to the wargames re-enactment of twenty-sevenhistorical battles.Thisneglectedmasterpiece is theonlywargamesbook that anyreaderneedconsultontheEnglishCivilWar;itisunlikelytoeverbesurpassed.

HorseandMusketWargaming

Grant,Charles,TheWarGame(A&CBlack,1971)

Thisclassicworkcoversallaspectsofwargamingduringtheeighteenthcentury.Itsbestfeaturecanbefoundintheeruditewaythattheoutstandingwargamesrulesareexplainedwith reference to historical precedent. The book triumphantly displays that profoundscholarshipcanbedisplayedwithoutanysignsoftediouspedantry.

Griffith,Paddy,NapoleonicWargamingforFun(WardLock,1980)

Thismasterlyworkwasshamefullyneglecteduponpublication,largelyduetoitsforcefuldeclaration that simplicity was preferable to complexity when wargaming. The book

includessevendifferentsetsofrules,coveringalllevelsfromminorskirmishestoclashesbetweenarmies.

Quarrie,Bruce,NapoleonicWargaming(PatrickStephens,1974)

Thisbookintroducedmetoitssubject,andprovidesanadmirablesummary,coveringallaspectsoftheperiodfromtheorganizationofeachnation’sarmy,throughadiscussionofNapoleonicstrategyand tactics, toausefulsectiononsettingupawargamescampaign.Therulesetprovidedisquitecomplex,yetconciseandadmirablyplayable(althoughafairbit of record keeping is required); it is especially enlivened by the use of nationalcharacteristicstoreflectthestrengthsandweaknessesofeacharmy.

Thomas,Neil,NapoleonicWargaming(TheHistoryPress,2009)

My own contribution to this subject features substantial historical content, along withcommentaryonNapoleonicstrategyandtactics.Therulesaresimple,butareprecededbya chapter detailing the principles behind them. The book also includes comprehensivearmy lists covering all the major forces, and a battle report describing a wargame inaction.

Young, Brig. and Lt. Col. J. P. Lawford,Charge! (Athena Books, 1986; originally1967)

Itisremarkablethattheeighteenthcentury,thoughneveranespeciallypopularwargamesperiod, should still have inspired two of the greatest classics in wargames literature:CharlesGrant,TheWarGame,isone;thisistheother.Itsenthusiastictoneisespeciallyinfectious;itcoverstwodifferentsetsofwargamesrules,includingsubstantialdiscussionoftheideasbehindthem,andabattlereportdescribinghoweachgameworksinpractice.Theelementarygameisespeciallynoteworthy; itsrulesare just twopages long,butarelogically coherent and conceptually perfect – amasterly demonstration that brevity andbrilliancecanbeachievedinwargamesrules.

RifleandSabreWargaming

Drewienkiewicz, JohnandAndrewBrentnall,Wargaming inHistoryVolume 8(KenTrotman,2013)

ThisbeautifullyproducedbookconcentratesuponsimulatingtheopeningbattlesbetweenAustriaandPrussiaduringtheSevenWeeksWarof1866.Alargeselectionofmapsanddetailedordersofbattleareincluded;thebookalsoprovidesanimpressiveexaminationofcontemporary tactics, and an annotated bibliography. It represents essential reading foranyoneinterestedinwhatisafascinatingandunjustlyneglectedsubject.

Featherstone,DonaldF;WarGamesthroughtheAgesVolume4:1861–1945 (StanleyPaul,1976)

Thiswargamer’sanalysisoftheperiodconcentratesonthetranslationofhistoricaltactics

to thewargamestable.It isaninspirationalbookforanyonewhoaspirestodesigntheirownrules.

Thomas, Neil,Wargaming: Nineteenth Century Europe 1815–1878 (Pen & Sword,2012)

Iwrote this book in an attempt to draw attention to a fascinating period that has beenscandalously and inexplicably neglected bywargamers. Substantial historical content isprovided,and thesimplerulesare (aswithmyNapoleonicbook)precededbyachapterexplaining the principles behind them.A large part of this book is however devoted toscenarios,bothhistorical(coveringtenbattles)andhypothetical–asubstantialselectionofarmylistsareincludedtofightthelatter.

Weigle,Bruce,1870(MedievalMiscellanea,2001),1859(MedievalMiscellanea,2006)and1866(MedievalMiscellanea,2010)

These volumes contain workmanlike sets of wargames rules. They are however mostvaluable for the historical analysis therein; the outstanding sets of scenarios, includingsome superb maps of historical battlefields; and the massively detailed annotatedbibliographies.ThefirstvolumecoverstheFranco-PrussianWar;thesecondexaminestheFranco-Austrian and Second SchleswigWars; and the third analyses the SevenWeeksWar.Thequalityofthescholarshipandfluencyoftheprosemakeallthreebooksessentialforthededicatedwargamer.

AmericanCivilWarWargaming

Stevenson,Paul,WargaminginHistory:TheAmericanCivilWar(ArgusBooks,1990)

Thisbookdoesnotincludeanyrules,butdoescovertheorganizationandarmamentofthecontesting sides, along with a particularly valuable discussion of how the armiesperformedonthebattlefield.

Wise,Terence,AmericanCivilWarWargaming(PatrickStephens,1977)

Theauthorwasalwaysagreatbelieverthatwargamingshouldprimarilybeanenjoyablediversion rather than a governing obsession.Thiswonderfully entertaining book coversorganizationandtactics;italsoincludesasetofsimpleandaccessiblerules.

MachineAgeWargaming

Therearenobooksspecificallydevotedtothisperiod.DonaldFeatherstone’sbookcitedin the Rifle and Sabre section above does however cover this epoch verywell indeed.ReaderscaneasilyadopttherulescontainedintheSecondWorldWarbookscitedbelow;afinededicatedrulesetfortheMachineAgeisPaulEaglestone’sAWorldAflame(Osprey,2012),devotedtotheperiodfrom1918–1939.

SecondWorldWarWargaming

Asquith,Stuart,WargamingWorldWarTwo(ArgusBooks,1989)

Another thoroughly entertaining book, whose author believes in the virtues of simplewargames,thisworkincludesmuchusefulinformationontheorganizationandweaponryofconflict’svariousarmies,butisespeciallyvaluableinitsprovisionofsimplerulesandbasic scenarios – the author does not confine himself to land operations, but includesgamescoveringnavalandaerialwarfaretoo.

Grant,Charles,Battle!PracticalWargaming(Model&AlliedPublications,1970)

This book includes an excellent set of accessible rules, along with a historically wellinformed discussion of the principles behind them. It includes some entertaining battlereports,whichshowhowthewargameworksinpractice.

Lyall,GavinandBernardLyall,OperationWarboard(A&CBlack,1976)

ThisisthefirstwargamersbookIread,anditsvirtuesencouragedmetopursuethehobbyagooddealfurtherthanIwouldeverhaveexpected!Thebookincludesdetailsonhowtocreatewargamearmies,highlyatmosphericwargamesbattle reports,andanentertainingset of rules with an illuminating exposition thereof. Gavin Lyall was a journalist andthrillerwriter by profession; this explains both the literary flair and clarity of his prosestyle.

Quarrie,Bruce,WorldWar2Wargaming(PatrickStephens,1976)

ManywargamerswhoexaminetheSecondWorldWarhavealoveofcomplexrulesandtechnicalminutiae. This enormously influential book is verymuch for them;my tastesmaydifferwidely,butitwouldbechurlishnottoacknowledgewhatwasaseminalworkofitskind.Anentiregenerationofwargamersgrewupusingthisbook,andplaygamesofasimilaroutlooktothisday.

Scenarios

Drewienkiewicz,JohnandAdamPoole,WargaminginHistoryVolumes3and6(KenTrotman,2001and2012)

ThesebeautifullyproducedbookspresentwargamescenariosandbattlereportscoveringseveralengagementsfromtheAmericanCivilWarbattlesofGettysburg(volume3)andFirstBullRun (volume6).Themaps,ordersofbattle, andannotatedbibliographiesareparticularlyimpressive.

Featherstone,DonaldF.,BattleNotesforWargamers(David&Charles,1973)

An outstanding selection of fifteen historical battles presented as wargame scenarioswritten with the verve and clarity that are characteristic of the father of modernwargaming. Two of Donald Featherstone’s other books, Wargaming: Ancient andMedieval (David & Charles, 1975) andWargaming: Pike and Shot (David & Charles,

1977),dothesamethingfortheirrespectiveperiods.

Grant,CharlesStewart,ScenariosforWargames(WargamesResearchGroup,1981)

Thisbookoffifty-twowargamescenariosisamodelofitskind.Mymassivedebttoitsinfluence is apparent from the reading list appended tomany of the scenarios that youhavejustconsulted.

Grant,C.S.andS.A.Asquith,ScenariosForAllAges(CSGPublications,1996)

Anotherfineselectionofscenarios,alongthelinesoftheworkjustcited.

Grant,CharlesS.etal,WargaminginHistoryVolumes1,2,4,5,and7(KenTrotman,2009–2012)

These magnificent books represent the zenith of modern wargames writing. They aredevotedtopresentingwargamesre-enactmentsofhistoricalbattlesfromtheSevenYearsWar (volumes 1, 4, and 5), the War of the Austrian Succession (volume 2), and thePeninsularWar(volume7).Theyarenotablenotonlyfortheclarityandviabilityofthescenarios,butalsoforthebeautifulphotographsofthegames;artworkofassortedtrooptypes by the acclaimed artist Bob Marrion; and concise yet profound discussion ofwargamesruleswritinganddesign.

Campaigns

Bath,Tony,SettingupaWargamesCampaign(WargamesResearchGroup,1978)

Theauthor’sHyboriancampaign,setonanimaginarycontinentofhisowndevising,isthemostfamouscontestinthehistoryofAncientwargaming.Thisbookcontainsalltherulesfor the campaign in question, andhasmanyveryuseful tips on such aspects as pursuitafterbattle, sieges,delayingactions, supplyand recruitment.Although focussingon theAncientperiod,thebookdoescontainsuggestionsonadoptingtherulesforotherepochs.Verymuchabookdesignedforplayerswhowishtoabsorbthemselvesinacampaignoflongduration.

Featherstone,DonaldF,WarGameCampaigns(StanleyPaul,1970)

Thisistheclassicaccountofitssubject.Itcoversallvarietiesofcampaignfromsmalltolarge, and considers all historical periods. It is moreover written with all the author’scustomaryenthusiasmandverve,andisatrulyinspirationalread.

Grant, Charles S;Raid on St. Michel (Partizan, 2008); The Annexation of Chiraz(Parizan,2009);andTheWolfenbüttelWar(Partizan,2012)

Theseareveryentertainingbooks(thefirsttwoofwhichwerewritteninconjunctionwithPhil Olley), cover narrative campaigns based upon a hypothetical eighteenth centurysetting.Theyprovideamodelofhowtocreateasimplewargamescampaign.

SoloWargaming

Asquith,Stuart,ThePartizanPressGuidetoSoloWargaming(Partizan,2006)

Thisbookprovidesawonderfullyconcise introduction toallaspectsof its subject,withtheauthor’scustomarilylivelyandaccessiblestylemakingitapleasuretoread.

Featherstone,Donald,Solo-Wargaming(KayeandWard,1973)

Anotherclassicaccountfromthefatherofmodernwargaming,thisbookcoversabsolutelyeverything anyone needs to know, and is full of stimulating ideas. As with StuartAsquith’sbookjustcited,itisanabsolutejoytoreadthisseminalwork.

Painting,TerrainandUniforms

Dallimore,Kevin,FoundryMiniaturesPaintingandModellingGuide(Foundry,2006)

Thisbookprovidesanexcellentguideforanyonewhowishestopaintwargamesfigurestoahighstandard.

GamesWorkshop,HowToMakeWargamesTerrain(GamesWorkshop,2005)

An excellent and highly accessible guide for all readers, not simply the fantasy andsciencefictionwargamersthatGamesWorkshopgenerallyfocusupon.

Kannik,Preben,MilitaryUniformsinColour(Blandford,1968)

ThisincrediblyusefulbookprovidesoverfivehundredcolourillustrationsoftroopsfromtheHorseandMusketperiodtotheSecondWorldWar.

OspreyPublishing,VariousTitles

Thispublisherproducesavastrangeofillustratedbooksfeaturingtheuniformsoftroopsfromallages.Readersarestronglyadvisedtoconsulttherelevantworksfromperiodsofparticularinterest.

2.MILITARYHISTORY

Acomprehensive list ofmilitary history titleswould be so vast as to be impossible foranyonetoread.Ihavelargelyconfinedmyself to titlesdealingwithhowarmiesfought,thereby allowing readers to appreciate how accurate any wargame really is – andhopefully,toencourageallofyoutostartdesigning,writingandplayinggameswithyourownrules.

GeneralWorks

Dupuy,R.ErnestandTrevorN.Dupuy,TheCollinsEncyclopaediaofMilitaryHistory(BCA,2007;originally1993)

This is more of a chronological reference guide to conflict rather than a traditionalencyclopaedia (it lacks the customaryA–Z entries). It does give fine provision of the

basic facts relating to all major conflicts, and its summaries of significant militarydevelopmentsarealwaysveryuseful.

Howard,Michael,WarinEuropeanHistory(Oxford,1976)

Abrief,wellwrittenandveryscholarlyaccountofstrategicdevelopmentsfromMedievaltimestothepresentday.Thequalityoftheanalysisisextraordinarilyhigh.

Keegan,John,TheFaceofBattle(Penguin,1976)

ThisjustifiablyrenownedbookdealswiththeexperienceofbattleatAgincourt,WaterlooandtheSomme,andrepresentsanoutstandinglyvaluablesourceforanywargamer.Thefrequently overlooked first chapter, dealing with the utility and limitations of militaryhistoryasanintellectualdiscipline,isalsowellworthconsulting.

AncientWarfare

Anglim,Simonetal,FightingTechniquesoftheAncientWorld(Greenhill,2002)

Thisisanexceptionallyusefulintroductiononhowtheprincipalforcesoftheperiodwereequipped,andhowtheyfoughtonthebattlefield.Itsfivesectionscoverinfantrywarfare,cavalrywarfare,commandandcontrol,sieges,andnavalengagements.

Barker,Phil,TheArmiesandEnemiesofImperialRome(WargamesResearchGroup,1981)

Thisquiteoutstanding titlehasachievedalmost legendary statusamongveteranancientwargamers.Itgivesabrilliantanalysisoftheorganization,tactics,dress,andweaponryofall themany armies covered – the quality ofwhich is greatly enhanced by IanHeath’sblackandwhiteillustrationsofthemanytrooptypesinvolved.

Connolly,Peter,GreeceandRomeatWar(Greenhill,1998)

Thisisaverycomprehensiveexaminationofitssubject,whichisespeciallystrongontheorganization andweaponry of the armies covered. Themany colour illustrations of theassortedtrooptypesprovideanexcellentguideforwargamesfigurepainting.

Hanson,VictorDavis,TheWesternWayofWar(Hodder&Stoughton,1989)

A forensic analysis of the Greek hoplite’s place in society, along with his role andeffectivenesson thebattlefield.Hanson’sargumentsareexceptionallywideranging,andhaveprovedtobeextremelyinfluential.

Pietrykowski,Joseph,GreatBattlesoftheHellenisticWorld(Pen&Sword,2009)

This book covers all themajor battles of Alexander the Great and the Greekworld ingeneral, up until the Roman conquest. Each battle’s campaign, topography, and armycompositionarecovered;thedescriptionoftherespectiveengagementsisnotableforitsgreatverve,whichgivesthereaderanimpressionthatheorsheisactuallypresentatthe

battle – the process is greatly assisted by the clear and comprehensive plans of eachengagementasitprogresses.

DarkAgeWarfare

Aitchison,Nick,ThePictsandtheScotsatWar(Sutton,2003)

Thisbookexamineseveryaspectofitshithertoneglectedsubject,andprovidesarigorousandscholarlytreatmentofitsthemes.

Heath,Ian,ArmiesoftheDarkAges600–1066(WargamesResearchGroup,1980)

This book provides an excellent introduction to the organization, tactics, dress andweaponsofall thearmiesoftheperiod.Theauthorhasprovidedmanylinedrawingsoftheassortedtrooptypes,andthisbookisanabsolutelyessentialreferencesourceforallwargamers.

Hill,Paul,TheAnglo-SaxonsatWar(PenandSword,2012)

This comprehensive and highly accessible book is an invaluable source for anyoneinterestedinDarkAgewarfareinBritain.

Oman,SirCharles,AHistoryoftheArtofWarintheMiddleAgesVolumeOne:378–1278AD(Greenhill,1991;originally1924)

Thisisaclassicaccountofitssubject.Readerscouldquiteeasilyfindoutalltheyneedtoknow from this book alone; it covers all seminal developments in a manner bothimpressively scholarlyandexceptionally readable. It also represents anexcellent sourceforthefollowingMedievalperiod.

Peers,Chris,OffaandtheMercianWars(PenandSword,2012)

Thisbookcovers thewarsof theMercianSaxonkingdomfrom600to875. It thereforerepresentsanidealprecursortoPaulHill’sbookonthelaterperiodfrom800.Theauthorisawargameswriterofsomeeminence;hehasapenchantfordesigningrulesetsthataresimple yet highly original. These qualities mean that his historical works are of greatinterestandvalueforallwargamers.

MedievalWarfare

Bennett,Matthewetal,FightingTechniquesoftheMedievalWorldAD500–AD1500(Spellmount,2005)

Abookwhichfocusesonbattlefieldactivitywillinevitablybeofinteresttoallwargamers.This attractively illustrated volume covers all aspects of warfare, with the sections oncavalrywarfareandleadershipbeingthemostvaluable.

Heath,Ian,ArmiesofFeudalEurope1066–1300(WargamesResearchGroup,1978)

Aworkalongexactly thesamelinesas theauthor’spreviouslycitedbookonDarkAgearmies,andonethatisequallyessentialforanywargamer.

Keen,Maurice(ed),MedievalWarfare(Oxford,1999)

Ateamofeminentscholarscombinedtoproducethisacademicintroductiontoitssubject.Thebookisdividedintotwosections,thefirstofwhichprovidesausefulchronologicalsurvey; the second part is devoted to chapters on specific themes, of which AndrewAyton’saccountofmountedknightlywarfareisespeciallyinformative.

PikeandShotWarfare

Eltis,David,TheMilitaryRevolutioninSixteenth-CenturyEurope(I.B.Tauris,1995)

Thequestionoverthenature,extentandtimingofaEuropeanmilitaryrevolutionintheRenaissanceage,hasgivenrisetomuchacademicdiscussioneversinceMichaelRobertsgavea lectureon thesubject in1956.Thisbookprovidesall the rigourandscholarshiponewouldexpectfromanacademicanalysis;itishowevermuchbetterwrittenthanmost,andincludesvaluableinformationonbattlefieldtactics.

Gush,George,RenaissanceArmies1480–1650(PatrickStephens,1975)

ThisbookisverysimilartoPhilBarker’sTheArmiesandEnemiesofImperialRome, inthat it describes the organization, equipment and tactics of all armies in a concise, yetcomprehensiveanderuditemanner–againassistedbyIanHeath’sillustrations.ThisbookhasjustifiablyacquiredlegendarystatusamongstwargamersofthePikeandShotepoch.

Jörgensen, Christer et al, Fighting Techniques of the Early Modern World(Spellmount,2005)

Thisfollow-upvolumetothepreviouslycitedworkonFightingTechniquesoftheAncientWorldcoversthesamethemes,anddoessowithsimilareffectiveness.

Oman,SirCharles,AHistoryof theArtofWar in theSixteenthCentury (Greenhill,1987;originally1937)

This is oneof thegreatestmilitaryhistorybooks everwritten. It covers the equipment,tacticsandeffectivenessofallsignificantEuropeanarmies,alongwithadescriptionandexamination of everymajor battle. Every subsequent book covering this period owes amassiveandincalculabledebttoSirCharles’work.

Seymour,William,BattlesinBritain1066–1746(Wordsworth,1977)

Afineexaminationoftherelevantengagements,greatlyassistedbytheveryclearbattleplans.ThisisaparticularlyusefulsourcefortheengagementsoftheEnglishCivilWar.

HorseandMusketWarfare

Chandler,DavidG.,TheCampaignsofNapoleon(WeidenfeldandNicolson,1966)

ManybookshavebeenwrittenontheNapoleonicWars;thisistheonlyonethatyoureallymust read. It provides amasterly analysis of every campaign and battle thatNapoleonBonaparteeverfought;thebreadthofthethemeismatchedbythedepthofthescholarshipandthequalityoftheprose.

Chandler,David,TheArtofWarfare in theageofMarlborough (Spellmount, 1990;originally1976)

This book gives a detailed account of infantry, cavalry, and artillery at the turn of theeighteenth century. Its account of the battlefield performance of each arm is especiallyilluminating.

Duffy,Christopher,TheMilitaryExperienceintheAgeofReason(Wordsworth,1998;originally1987)

This work paints an evocative portrait of how armies were recruited, their governingethos, and most importantly how well they performed. The chapter describing andexamining the unfolding of a typical battle is outstanding, and is especially useful forwargamedesigners.

Griffith,Paddy,ForwardintoBattle(AntonyBird,1981)

ThisbookcoversbattlefieldtacticsfromtheageofNapoleontoVietnam.Thelateauthoralwayshadareputationforbeingespeciallycontroversial,andcertainlyexcelledhimselfon this occasion.Hewas however also a thought provokingwriterwhose analysis andprose were invariably brilliant. This book argues that military historians have alwaysoverrated the importance of firepower on the battlefield, and that the threat of hand-to-handcombatwaswhatreallyprecipitatedtheroutofarmies.

Nosworthy,Brent,BattleTacticsofNapoleonandhisEnemies(Constable,1995)

Anastonishinglydetailedtheoreticalandpracticalexaminationofitssubject.Theauthor’sbackgroundasaboardwargamedesignermakeshisworkespeciallyvaluable.

RifleandSabreWarfare

Barry,Quintin,TheRoadtoKöniggrätz(Helion,2010)

ThisminutelydetailedandimpressivelyscholarlyaccountcoversallaspectsoftheSevenWeeksWar, including the campaigns in Bohemia, Western Germany and Italy. It alsoexaminesthePrussianattackonDenmarkduringtheSecondSchleswigWarof1864.

Craig,GordonA,TheRoadtoKöniggrätz(WeiderfeldandNicolson,1964)

A classic account of the campaign in Bohemia of 1866. It is both scholarly andexceptionally readable, being guaranteed to provide both enlightenment andentertainment.

Drury,Ian,TheRusso-TurkishWar1877(Osprey,1994)

The Osprey Men-at-Arms titles are renowned for their provision of colour uniformillustrations.Thisworkdoesagreatdealmorethanthat.Itincludesabriefaccountofthewar, detail on the organization of the respective armies, and information on theirweaponry.

Glover,Michael,WarfarefromWaterlootoMons(BookClubAssociates,1980)

Anoutstandinglywrittenintroductiontowarfareonlandandsea,coveringallthesalientpointsextremelywell.

Howard,Michael,TheFranco-PrussianWar(Routledge,2002;originally1961)

This groundbreaking work has won classic status. Its erudition is remarkable; itsjudgements invariably considered; and its literary quality immense. Any student of theFrance-PrussianWarshouldreadthismasterpiece.

TheAmericanCivilWar

Griffith,Paddy,BattleTacticsoftheAmericanCivilWar(Crowood,1989)

A predictably controversial and brilliant book from this outstanding thinker, Griffith’sthesisisthatthewar’sengagementsdegeneratedintoprolongedfirefightsnotasaresultofthe potency of new weaponry, but because of the indiscipline of the hastily recruitedcombatants.

Keegan,John,TheAmericanCivilWar(Hutchinson,2009)

Thissolidanalyticalexaminationoftheconflictprovidesidealbackgroundmaterial.

Nosworthy,Brent,TheBloodyCrucibleofCourage(Constable,2005)

Anotherfinetheoreticalandpracticalexaminationofbattlefieldtactics,alongthelinesoftheauthor’sbookontheNapoleonicWars.

Perello,Christopher,TheQuestforAnnihilation(Strategy&Tactics,2009)

Theseriesofcasestudiesinthisbookprovideafinepictureofhowthearmiesperformedon thebattlefield.The author is a boardwargamedesignerwhosegames are frequentlysimpleyetpenetrating–thetendencytogettothepointoftheissuewithrapidclarityisequallyapparentinthisbook.

MachineAgeWarfare

Belfield,Eversley,TheBoerWar(LeeCooper,1975)

Averyclearandcomprehensive,yetconcise,surveyofthewarwhichsawtheadventofmagazineriflesandheavyartillery.Themapsof thevariousbattlesareespeciallygood,allowingforeasyre-creationaswargames.

Griffith,Paddy,BattleTacticsoftheWesternFront(Yale,1994)

ThisdescriptionoftherevolutionarynatureofBritishtacticsduringthelatterperiodoftheFirstWorldWar proved to be a revelation upon publication. It demonstrates just howeffective the British army became, and how the First World War, far from being acalamitous display of military incompetence, instead represented one of the greatesthistorical triumphsofBritishmilitaryachievement.Thismay seema singularview; theauthor’seruditionandeloquencedoeshoweverpresentaveryconvincingcase.

Hughes,Ben,TheyShallNotPass!(Osprey,2011)

This book provides a detailed account of the heroic struggle of British anti-fascistvolunteersagainstGeneralFranco’sforcesduringtheSpanishCivilWar,attheBattleofJarama.Theauthor’saccountcomesalivethankstoagoodselectionofbattlefieldmaps,andawiderangeofprimarysourcematerial.

Stevens,Philip,TheGreatWarExplained(PenandSword,2012)

Abookthatlivesuptoitstitle,providingasitdoesaclearandaccessibleintroductiontotheconflict–albeitthatitonlycoverstheWesternFrontandGallipoli.Amongitsmanyvirtues are its ability to record both calamities and achievements, whilst avoidingintemperate critiques of the one or excessive praise of the other. The section on theSommeisespeciallyuseful,asaretheappendicescoveringtheleadingpersonalities,andtheweaponsoftheconflict.

Swinton,E.D.,TheDefenceofDuffer’sDrift(LeoCooper1990;originally1907)

One of the most original military history books ever written. The author (who laterbecamefamousforbeingaleadingfigureintheinventionofthetank)examineshowanimaginaryrivercrossingcouldbedefendedagainstanattackingBoerforce.TherevelationthatVictoriantacticsproveddisastrousinthetwentiethcenturyenvironment,andthatanentirely counter-intuitive approachwas essential, proved to be exceptionally influential.Thebookisalsowritteninamarvellouslyentertainingway,andisanabsoluteclassic.

SecondWorldWar

Bull,Stephen,SecondWorldWarInfantryTactics(Pen&Sword,2012)

A comprehensive examination of battlefield activity in Western Europe, covering theBritish,German,andAmericanarmies.Thefinalappendix,whichisacopyofaBritishmilitary examination of German infantry tactics (published in 1941), is absolutelyfascinating,andinvaluableforwargamedesigners.

Ellis,John,WorldWarII:TheSharpEnd(Windrow&Greene,1990)

A comprehensive and illuminating description of the combat experience of British andAmericansoldiers.Thisbookcreatesavividimpressionoftheprivationsallcombatantshadtoexperience.

Fuller,J.F.C.,TheSecondWorldWar(DaCapo,1993;originally1948)

Theauthorwasagreatpioneerofarmouredwarfaretheoryandpracticeduringhisarmycareer; the profundity of his thought and the vehemence of its expression succeeded inarousingtheireofhissuperiorstosuchanextent,astoprecipitatehisdeparturefromtheBritish army.Fuller’smanyworksonmilitaryhistorydisplay all the traits that got himinto serious trouble with his rather hidebound superior officers; this book provides anespeciallyacuteexaminationofgeneralship,andisallthemoreremarkablefordisplayingsuchprofundityinaworkpublishedjustthreeyearsaftertheendoftheconflict.

Macksey,Kenneth,TankTactics1939–1945(Almark,1976)

A concise examination of its subject, greatly illuminated by the very clear diagramsprovided.Thisisanespeciallyvaluablebookforanybuddingwargamedesigner.

Marshall,S.L.A.,MenagainstFire(Oklahoma,2000;originally1947)

TheauthorwasaservingAmericanarmyofficer,whospentmuchof theSecondWorldWarinterviewingsoldiersandfindingoutabouttheircombatexperience.Hisastonishingdiscoverythatonlyaquarteroffrontlinetroopseverfiredtheirweapons,ledtothisbook.Itprovidesanoutstandingexaminationofhowandwhycombatunitsperformedastheydid on the battlefield – and how the essential aggressive intent can be inculcated intoserving soldiers.Marshall’s book is essential reading for anyonewhowants to find outwhatreallyhappenedonthebattlefield.

AppendixII

UsefulAddressesThefollowingaddresses,telephonenumbersandwebsitedetailswillgiveanywargameranideaofwheretostartcollecting.Readersshouldbearinmindthataddressesandothercontact details can change; those with internet access are strongly advised to checkupdatedinformationviatherelevantwebsite.Also,notethatsomecompaniesareunabletoreceivepersonalcallers–soifyoudoplantomakeavisit,alwayscheckwhetherthisisallowedbeforeyouarrive!

MAGAZINES

Theseareessentialsourcesof information,adviceandinspirationforanywargamer.Allthree of the journals listed below are available inmost large newsagents in theUnitedKingdom.Subscriptionenquiriesshouldbemadetothefollowingaddresses:

MiniatureWargames,Subscriptions:WestStreet,Bourne,Lincolnshire,PE109PH

Tel:01778392494

Web:www.miniwargames.com

WargamesIllustrated,Unit4c,TissingtonClose,Beeston,Nottingham,NG96QG

Tel:01157043250

Web:www.wargamesillustrated.net

Wargames:Soldiers&Strategy,POBox4082,7200BBZutphen,TheNetherlands

Tel:+44-20-88168281

Web:www.wssmagazine.com

MILITARYBOOKSUPPLIERS

CaliverBooks,100BakerRoad,Newthorpe,Nottingham,NG162DP.

Tel:01159382111

Web:www.caliverbooks.com

Avastrangeofnewbooksandwargamesrulescanbeobtainedfromthiscompany.

DavidLanchester’sMilitaryBooks,6PinfoldWay,Sherburn-in-Elmet,NorthYorkshire,LS256LF

Tel:01977684234

Web:www.davidlanchestermilitarybooks.co.uk

This dealer is a splendid source for quality second-handbooks andnewpublications atbargainprices.

KenTrotmanLtd.,POBox505,Huntingdon,PE292XW.

Tel:01480454292

Web:www.kentrotman.com

A fine range of new military history books can be obtained, but the firm are mostrenowned for their vast second-hand stock; and also their own publishing arm, whichproducesaselectionofprimarysourceaccounts.

MonarchMilitary Books andMiniatures, Unit 5a, Cuthbert Court, Off Norwich Road,Dereham,Norfolk,NR191BX.

Tel:01362691435

Web:www.monarchmilitarybooks.com

Thistradersupplieswargamesrulesandnewbooks–discountsarefrequentlyofferedonthelatter.

Paul Meekins Military and History Books, Valentines, Long Marston, Stratford uponAvon,Warwickshire,CV378RG

Tel:01789722434

Web:www.paulmeekins.co.uk

This dealer can be relied upon to supplymany outstanding books that are no longer inprint,andisanespeciallygoodsourcefortrackingdownthewargamingclassics.Healsosellsallthemajornewreleases.

MODELFIGUREMANUFACTURERS

Therearemanymanufacturersofhighqualitywargamesfigurescurrentlytrading.Readersarestronglyadvisedtofollowupanyadvertisementsinwargamesjournals,orbetterstillinspectanyrelevanttrader’swaresatalocalwargamesshow.Thecompanieslistedbelowdohoweverprovideagoodstartingpointforanybuddingwargamer:

Baccus6mmLtd,UnitC,GrahamHouse,BardwellRoad,Sheffield,538AS.

Tel:01142724491

Web:www.baccus6mm.com

As the name suggests, Baccus only make 6mm figures, the quality of which isoutstanding. They also produce an innovative set of wargames rules for the Franco-PrussianWar.

EssexMiniatures,Unit 1, ShannonCentre, Shannon Square, ThamesEstuary IndustrialEstate,CanveyIsland,Essex,SS80PE.

Tel:01268682309

Web:www.essexminiatures.co.uk.

Essexsupplyalargerangeof15mmand25mmfiguresfromallperiods,togetherwithavariety of wargaming accessories, including terrain. They also have an in-house figurepaintingservice.

FoundryMiniaturesLtd.,24–34St.MarksStreet,Nottingham,NG31DE.

Tel:01158413000

Web:www.wargamesfoundry.com.

Probably the largest figure company in the business, Foundry only produce 28mmminiatures. They do however have a very wide range, and the quality is outstanding.Unfortunately,theyaremoreexpensivethanothermanufacturers.

GamesWorkshop,WillowRoad,Lenton,Nottingham,NG72WS

Tel:01159140000

Web:www.games-workshop.co.uk

This phenomenally successful company has many shops in the United Kingdom andworldwide.Itdealsexclusivelyin28mmfantasyandsciencefictionfigures,butsomeofthese can be used in historical wargames (most notably the ‘Empire’ range for theWarhammerfantasygame,whichcanbeusedinPikeandShotencounters).Readersarestronglyadvisedtovisittheirneareststoreandlookatwhatisavailable–thosewhowishtoplayfantasyorsciencefictionwargamescanbenefitfrompurchasingtheWarhammerand Warhammer 40000 rulebooks, and from reading Games Workshop’s monthlymagazineWhiteDwarf.Potentialcustomersshouldhoweverbeawarethatthiscompany’sproductsmaybeofoutstandingquality,butareextremelyexpensive.

IrregularMiniatures,41LesleyAvenue,York,YO104JR.

Tel:01904671101.

Web:www.irregularminiatures.co.uk.

Thiscompanyproducesanincrediblywiderangeofcompetitivelypricedfiguresin2,6,10,15,20,28,42and54mmsizes.

OldGloryCorporation,InstituteHouse,NewKyo,Stanley,CountyDurham,DH97TJ.

Tel:01207283332

Web:www.oldgloryuk.com.

OldGlorydoproduceawiderangeof15mmand25mmfigures,butaremostfamousformanufacturing the largest selection of 10mmminiatures currently available. They havealsointroducedaselectionof40mmfigures.

SpencerSmithMiniatures,TheOldRectory,Wortham,Diss,Norfolk,IP221SL.

Tel:01379650021

Web:www.spencersmithminiatures.co.uk

Thisvenerablecompanywasoneofthegreatpioneersofwargaming,anditsverycheapifslightlybasic30mmhorseandmusketfiguresarestillavailabletoday.SpencerSmithalsodistributethefamousWillieandTradition30mmranges.

Warlord Games, T04/10 Technology Wing, The Howitt Building, Lenton Boulevard,Nottingham,NG72BY

Tel:01159784202

Web:www.warlordgames.com

Thisnewcompanyproducesagrowingrangeof28mmminiatures,bothinmetalandhardplastic.They are also notable for publishing four very popularwargames rulesets:HailCaesar(ancientperiod);Pike&Shotte(self-defined);BlackPowder(HorseandMusket);andBoltAction(SecondWorldWar).

WarriorMiniatures,14TivertonAvenue,Glasgow,G329NX

Tel:01417783426

Web:www.warriorminiatures.com

Thisfirmproducesawiderangeof15mmand25mmfigures,allofwhichareextremelycheap.

PLASTICFIGURESTOCKISTS

Readers are strongly advised to visit their local toy or model shop in order to accessplastic figures. The following dealers are however guaranteed to fill in any gaps: bothoffereverynewfigureavailablein1:76,1:72and1:32scalesoftplasticfigures,aswellas28mmhardplasticminiatures;Harfieldsdo in addition sell a large selectionof second-handstock.

F&SScaleModels,227DroylsdenRoad,Audenshaw,Manchester,M345ZT

Tel:01613703235

Web:www.fandsscalemodels.co.uk

Harfields Military Figure Specialists, 32 St. Winifreds Road, Biggin Hill, Westerham,Kent,TN163HP.

Tel:01959576269

Web:www.harfields.com

PAINTEDFIGURESTOCKISTS

HindsFiguresLtd.,99BirchoverWay,Allestree,Derby,DE222QH

Tel:01332559025

Web:www.hindsfiguresltd.com

Thisdealerhasavaststockofpaintedsecond-handfiguresinallsizes,butespeciallyin15mmand25mm.

WARGAMESTERRAINMANUFACTURERS

MagisterMilitum,Unit4,TheBusinessCentre,MorgansValeRoad,Redlynch,Salisbury,SP52HA.

Tel:01725510110

Web:www.magistermilitum.com

Avastselectionofsceneryisavailable,bothpre-paintedandunpainted.

Notes