by Scott Hansen
Several months ago, the editor of our newsletter mentioned the fact that he would like to see a description of my card control system that I use in my Russo-Japanese War rules. My article on gaming the period was published in MWAN #100. The system I'll be describing is one that I copied from a few sources (most wargaming systems are). It was pioneered by Wally Simon and further refined by the old Canadian Warmer's group who used it in their Rocket's Red Glare rules for the War of 1812. I can't take full credit. Each side gets a deck of ten cards. The deck composition is determined by the quality of each side. Use the distribution below. Each deck gets an additional "Joker" card with two actions. I use 3 X 5 cards to make up the deck but playing cards with labels can also be used.
At the beginning of the game, each side's command deck is shuffled and placed face down. At the beginning of each side's turn, the top card is flipped over. The resulting value is the number of actions ALL units on that side receives. If the card is a joker, 2 actions are received and the deck is reshuffled. In my rules, one action allows a unit to move 3" in line formation, change formation or fire. The fire combat uses a semi-random method. The number of casualties inflicted on the target is based on the number of actions used to fire: Number of Casualties = (Weapons Factor) X (Figures Firing) X (Number of fire actions) X (terrain modifier) In my rules, the weapon modifier for a bolt-action rifle at 10" is 10. If 12 figures are firing using 2 actions at a target in the open, the result is:
240 means 2 figures killed plus a 40% chance to kill a third figure. So to use these rules, the fire combat system needs to be semi-random. I don't know how the rules would work if individual figures were used tossing a separate die to score a hit. If your rules use this method, you could give a better chance to hit if more than one fire action is used to fire. For example, if 2 actions are used to fire, you could add one or two to the hit roll. Units can move and fire anytime in the sequence in my rules. For example, if 3 actions were received, a unit could move 2 actions and fire once or fire twice and move one action. Melee combat in my rules takes place at the end of moving and firing. The defending unit gets one free action to fire or try to retreat if they win the initiative die roll. The resulting system makes for a quick, easily playable game. Part of the hobby that I enjoy are modifying and developing wargame rules. I would appreciate any comments people have on the above system. I think the system is better suited for a "trained" army fighting a "trained" army but you can still try this for colonials. Also, if you have your own system, why don't you write it up? Back to The Heliograph # 128 Table of Contents Back to The Heliograph List of Issues Back to Master Magazine List © Copyright 2001 by Richard Brooks. This article appears in MagWeb (Magazine Web) on the Internet World Wide Web. Other military history articles and gaming articles are available at http://www.magweb.com |