The Role of Neutrals

In Model Warfare

by G. De Gre
Sec.-Gen. Model Generals Clubs Int.

The Int. H.Q. of the M.G.C. in Waterloo, Ontario, has developed a technique for the unexpected entry of "Neutrals" into the table-top battle which has added a very interesting dimension to our military actions. The rules provide for a situation in which small neutral sectors are either represented on the board itself, or are assumed to connect by specified roads to the battlefield.

Rules for Neutral Entry into Battle

1. Two "neutral" forces and locations will be designated prior to commencement of the battle. For example, a fortress may be placed at the centre-Eastern sector of the battlefield, and another in the oentreWestern area. Troops and equipment, along with a Command Section are placed in each of the fortresses. The total number of units assigned to both neutrals should not exceed 50% of all forces engaged on both sides.

2. Determination of time of entry of Neutrals into the battle. Time of entry is determined by a dice roll as follows: (one die only)

RollEntryVariant
ONE: Neutrals enter on the Seventh Move (or option of first mover).
TWO: Neutrals enter on the Eighth Move (or option of second mover).
THREE: Neutrals enter on the THIRD Move-
FOUR: Neutrals enter on the FOURTH Move-
FIVE: Neutrals enter on the FIFTH Move-
SIX: Neutrals enter on the SIXTH Move-

3. Determination of force with whom neutrals are allied. Although both commanders know the time of entry of neutrals at the start of the battle, they do not know until the time of entry how the neutrals will align themselves. Alignment is also determined by the roll of one die just before the beginning of the time of entry move, and is effective for that move. First mover will roll the die, if roll is ODD then the neutral on his RIGHT will enter the battle on his side, and the other netural will join the opposing player at the beginning of his move (or counter-move). If the roll is EVEN, then neutral on the LEFT joins the first mover, etc. Example, at the beginning of the battle a FOUR is rolled. On the fourth move (turn) a second die is rolled, e.g. THREE, indicating that the Neutral on the Right of the commander rolling the die will join his army on that turn, and the neutral on his left joins opponent's army.

4. Penalties for violation of neutrality. If prior to the entry of the Neutrals into battle damage is inflicted on neutral forces by stray missile fire, etc., then army inflicting the casualties is required to retire from the field forces amounting to twice the cost point value of the neutral casualties. E.G., artillery shell lands on section of neutral territory destroying two units of infantry. Army inflicting the damage retires four of his own infantry units from the field for the duration of the battle. If an army deliberately attacks a neutral in melee prior to the entry move then that neutral immediately aligns himself against the aggressor. The die is still rolled later on entry turn to determine the alignment of the remaining neutral forces. Premature attack on a neutral may result therefore in both neutrals aligning themselves against the aggressor. (Other players present may be assigned command of the neutral armies).

5. Multiplayer game variant. If players representing "neutral powers" are available, then entry and alignment may be worked out by diplomatic negotiations etc., instead of dice rolls.


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© Copyright 1975 by Donald Featherstone.
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