by P.B. O'Baker
ED NOTE: This manuscript for a proposed set of rules from a famous wargames rule generating company based overseas was recently brought to light by Andy Callan, a Wargame Discussion Group founder. Andy discovered it in a discarded personal computer packing crate somewhere in Binghampton (or is that Birmingham?). INTRODUCTIONWelcome to the second edition of our immensely popular rules. After the overwhelming response from purchasers of the first edition, we have decided not to bow to their requests, and have produced this new revised edition anyway. We have avoided any changes that would actually improve the rules, since we believe that people have come to expect a certain standard from us, and who are we to look a gift horse in the mouth. The period covered by the rules, amounting to some 5000 years of human history, has proved so popular that we thought of extending it still further, however, we will have to wait until 1986, because we've included all the rest. The discerning player will notice few changes, so we have changed the cover drastically instead. The rules have been arranged in the usual modular form so that the experienced player can throw them away as he reads through them. The basic pages are very absorbant, and can be put to a number of practical uses (please remember to remove the staples first). it is recommended that players of these rules should have no previous knowledge of military history, since such details as accuracy and authenticity are only confusing and should be avoided in the interest of simplicity and speed. If you have any problems or comments about the rules, then please do not write to us. Try writing to The Courier, or Military Modelling or something. FIRING This is assessed on the basis of every weapon able to fire on the target, by an un-disabled, or not-destroyed operational unit, sub-unit or individual.
TACTICAL APPLIANCESFirer not stationary or moving +2 Take the Basic Firing Category Factor Assessment Point Units (or Basic Firing Category Factor Assessment Point Units for short) and add or subtract the tactic appliances. Throw four, five or seven normal dice, add or subtract the score on two percentage dice, and divide the score by the number on one average die. The resultant number is now utterly useless. However, apply it to the following table for a result of some little importance:
Take the resultant number, add it to the number you startell with, and this approximates to the population of Lower Patagonia. If any unit loses more than 100 of its strength it is wiped out. MOVEMENTThe time and movement scales work on a sliding logarithmic scale, of no fixed value.
MELEE (or hand to hand combat)Count all the units in base to base contact. They have the following Primary Engagement Unit Calculation Factors:
Tactical factors
Aircraft in uncontrolled advance +1 Uphill of enemy +1 Routing -4 Nuclear submarines in second round of melee -1 Add the score on one die to the final value, to give the number of enemy killed. Roll saving dice for each casualty to save them:
MORALEThis is tested every move, for every unit, for any or no reason whatsoever. Roll one die for every test, and add the following factors:
General Present -6 For each friendly unit, sub-unit, or individual within 1000 miles +1 Charging +1 More enemy insight -1 Advancing +2 More friends insight +1 Surrounded +1 Enemy flank tempts +1 All non-British Troops -10 Enemy money tempts +15
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