By Stuart Wilson
WRG: a fine set of rules. I first used these in circa 1974/5 but I don't like talking about it. They have some fine mechanics with some fine ideas. Designed for 1/300th - the best bit (and the worst bit) is the orders system where each player first gives realistic units (on a 1:1 basis) a realistic order such as "A company advance to take the big evil threatening hill covered in deadly Germans". The only time an order can change is where circumstances change - i.e. there are no Germans on the hill at all - but are in fact hidden in the wood just behind the hill - or the company is attacked in the flank by 20 Jagdtigers. The problem with this of course is that everyone can CHEAT - also order changes are meant to pass down a line of command which is virtual - therefore again everyone can CHEAT. The morale rules are also very suspect - they tend to allow "fight to the last man" and the Japanese are predictably utterly, utterly fanatical. However the armour penetration and defence values are closely researched and are the best source of comprehensive results I have ever found. (better than most reference works - ahem) We could adopt them lock stock & barrel for Rapid Fire with little change. For 1/300th I actually prefer an even older set of rules by Skytrex (they were considered ancient when I got them) - these are much, much more fun but need a hexagonal grid. Anyone got a spare large hex map - or set of maps these are excellent have 6 pints and play silly games rules. Back to Those Damn Dice Vol. One No. 2 Table of Contents Back to Those Damn Dice List of Issues Back to MagWeb Master Magazine List © Copyright 2001 by Rolfe Hedges 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 |