by Wally Simon
![]() |
We stand corrected. In the August REVIEW we gave credit for the CONTINUOUS COMBAT concept to Cary Mathews. Not so, says Larry Brom, who indicates that Jack Scruby gave birth to the idea in his December, 1951, issue of WAR GAME DIGEST. Larry Brom goes on to say that the CONTINUOUS COMBAT article led to the development of the LIBERAL MOVE by him and Cary Mathews in Greensboro, North Carolina, circa 1961. Then it's back to Jack Scruby again, for in the 1964 wargame rulesbook FIRE & CHARGE, Scruby incorporated the LIBERAL MOVE, giving full credit to the Greensboro gamers. Larry further states: "It's all kind of academic because in retrospect, compared to contemporary gaming, the concept seems archaic - although in 1957 and 1961, it was a rather revolutionary idea. As a matter of fact, I don't know of any rules that use anything even-similar in present day gaming. Hell, who knows... in our pursuit for "realism" and historical "purity" we may have lost a lot of fun from the hobby." This issue of the REVIEW we present, for ol' times' sake, the GREENSBORO LIBERAL MOVE WARGAME of 1961. Even if you don't try the rules, read the explanation of the LIBERAL MOVE; it's truly unique and could easily be incorporated in today's gaming procedures. Indeed, Scotty Bowden's "telescoping time concept" of his EMPIRE III Napoleonic rules, is, in essence, an offshoot of this type of thinking, wherein the time scale is momentarily "collapsed" to bring the battle to a head more quickly. And a further note from Cary Mathews, who states;
Larry sent the rules to Jack Scruby who tried them, changed the concept and published the rules in the old Wargame Digest (anyone heard of that). Larry states in the August issue that he cannot remember the basis of the approach, but that, apparently, is due to the fact of his advanced age and having become slightly more senile than myself. The whole thing probably. should be changed from the "Credit Where Credit Due Department" to the " Who Cares Department". Now, let me tell you about an interesting new concept for those 30M games . . . . THE GREENSBORO LIBERAL MOVE WAR GAMEby Carey Mathews and Larry Brom 1961 I. TO START THE GAME
II. MOVEMENT
A.Each unit on table has a choice on each turn of:
2. A liberal move (see below) 3. Standing fast. B. The liberal move involves the following strict procedure and restrictions.
2. The exact objective aiid direction of this move must be pointed out prior to moving. 3. This move can be an assault on an enemy position; a shift to the flanks or rear; or merely a move to a more desirable position. 4. However, for each normal move distance traveled, the moving units can be fired at by any and all opposing elements in range. 5. The moving units can return simultaneous fire only at targets directly to their front in a 20 degree arc. 6. Units involved in a liberal move can change formation at the above "speeds" on any of the normal moves of the liberal move. 7. Any time after one forward move has been made of a liberal move the units can terminate their proposed move with the following restrictions;
b. The retreating units get fired at but have no return fire since their backs are turned. 8. Once moving elements reach their stated objectives their move for that turn is completed unless they are in hand to hand in which case the combat is fought and the results determined before termination of the liberal move. III. SEQUENCE OF ACTION ON EACH SIDES TURN A. State type: normal, liberal, etc. and direction of each unit's move
IV. RIFLE FIRE
A. All fire is simultaneous.
V. ARTILLERY FIRE A. Takes 2 men to move or fire a cannon. As long as 1 artilleryman is
on a gun it can fire every turn. If a gun is manned only by infantrymen it
can only fire every other turn.
E. TO FIRE- Roll one die, even number hits target. Roll one die for casualties.
Subtract 1 from casualties in lt. cover. Subtract 2 from casualties in hvy. cover.
A six destroys a gun then roll for crew casualties.
VI. HAND TO HAND COMBAT A. Attacker Moves into physical contact in desired formation.
VII. TROOPS IN SQUARE FORMATION
VIII. COMBAT IN HOUSES
IX. RETREATING DUE TO MORALE A. If a commanding officer of a unit involved in a liberal move is hit with a 1 on the
dice, that unit on the next normal move must turn around and head back to its original
starting position a normal move at a time.
X. END OF DAY RULE. A. At the end of every three game turns "day" in ended. During the "Night Time", the following things are taken care of:
2. Walking wounded from hospitals are returned directly to their units on the field. 3. Wounded (friend or foe) within your own lines are evacuated from the table. B. When players are ready to commence the game, roll high die to see which side moves first on the next "day." XI. COUNTING CASUALTIES A. Use FIRING CHART to determine number of casualties.
D. Always start casualty count from the same point in target troop formations. E. Figures hit with 1 on die run back one move to rear of formation that turn. F. Figures hit by 2 on die (walking wounded) are immediately moved back to headquarters or hospital area to remain until the next "day." HAND COMBAT POINT VALUE
Back to PW Review December 1981 Table of Contents Back to PW Review List of Issues Back to MagWeb Master Magazine List © Copyright 1981 Wally Simon 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 |