WRG

Wargames Rules 1925 - 1950
and 1950 - 2000

by Bill Rutherford

These two sets of rules deal with armor and infantry combat during the WW II and modern eras. They're reviewed together because they're essentially the same set, tailored as necessary to suit their specific periods. One model the authors recommend 1/300 1/285 scale represents a single vehicle or infantry squad. One turn represents about 2.5 minutes and an inch on the tabletop represents about 50 meters. Though not mentioned explicitly, the anticipated force size for a player seems to fall somewhere between a company and a battalion.

Extensive attention is paid to game setup, including a detailed (excruciating?) points system with which to cost out one's forces. A useful feature is provision of recommended force ratios, based on the type of action being fought. There are, in fact, more phases to the pregame setup sequence than there are to a single turn.

Everything, should one wish, right down to the time of moonrise, can be preplotted before play, and are dealt with by specific rules. Command control is considerably more detailed than in previous editions. Essentially, all units above the platoon level receive orders. These may include orders to Probe, Attack, Reece, Defend, etc. These are given pregame and must include times, locations, etc. Subplatoon elements - squads, weapons teams, etc., are not issued orders, but can adapt 'modes'. These reflect the way in which they carry out their orders and allow a defending platoon, for example, to have a squad attack an encroaching enemy patrol, if that attack will reasonably contribute to the defense of the position.

There are several modes, including Assault, Probe, Skirmish, Dash, etc. Each is available to an element only under certain sets of orders and prescribes in specific terms what the element may do. For example, an element using Assault Mode (perhaps under Attack Orders), depending upon the type of element, will fire once then charge into contact. An element using Stalk Mode (perhaps under Reece Orders) will advance cautiously without firing, remaining under cover. An elements morale further controls the types of modes it may use; this reflects the elements training certain troops simply aren't trained (at least not very well ... ) to carry out certain types of maneuvers!

Movement is standard. Models or stands have fixed maximum movement rates, modified by the terrain through which they move and by the orders under which they move (march, attack, skirmish, etc.). Spotting is probabilistic.

Elements normally cast a D6 against a spotting table that compares target type with target distance. If a target is close enough, no roll is needed. Direct fire is resolved on two tables. On the first, the firer, rolls against a to-hit number that varies with weapon type and range. This number depends on several factors including fire control system, ammo type, weapon mount, etc. A second roll is made for each hit and compares the firer weapon with the target armor class and the range of the hit. Results range from a kill, to a chance for a kill, to a neutralization or suppression, to a no-effect.

As with prior WRG modern era rules, vehicle armor is broken into a dozen classes of thickness (WWII era vehicles only ever make it to Class 8), a class covering a range of 20mm armor at the lower end, up to a range of 155mm at the upper end. This is consistent with WRG's philosophy that equipment details are important, but not paramount if a vehicle has enough armor, the specific amount is relatively unimportant. Arty fire is extensively detailed, providing variable delivery times, based on the caller, multiple munition types and blast area sizes dependent on the firing battery, smoke, chemicals, and tacnukes. Scatter happens as well. Morale is based on losses and the proximity of the enemy. Units will start to fall back, based on their loss level; severe enough losses and unfavorable circumstances cause routs.

Field engineering addresses most of the normal battlefield tasks including mining, mine clearing, ground clearing, obstacle clearance, etc.; no surprises here. Air support is addressed to the same level as arty. Varied ordnance types, blast and effects patterns, loiter times, flight paths, and various fixed and rotary wing aircraft details are well described. Antiair spotting differs somewhat from ground spotting, due to the technology of the equipment. FO control of airstrikes (and arty) is also covered there are six types of FO!

Weapons and vehicle stats are provided for everything, from every nation the authors could find and include years of use, though most equipment from the beginning of this period, at least for Wargames Rules 1950 - 2000 should still be in use somewhere! Company level organizations are provided for most of the major combatants in Wargames Rules 1925 - 1950, while notes on the types of equipment found in major postwar conflicts are provided in the latter set to give the gamer a starting point to research specific theatres and campaigns.

Designer's notes explain the rationales for several of the rules mechanisms. These rules provide for an interesting game in a smaller unit scale. The command control rules remove you, as company or battalion commander, from the role of schizophrenic squadleader, as your squads and vehicles are explicitly limited in what they can or cannot do, which may or may not be what you want them to do... You should be able to find Wargames Rules 1925 - 1950 and Wargames Rules 1950 - 2000 at your local game store for about $13.00 each.


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