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An Infantry or Cavalry Base represents a squad or troop, based on historic organisations. Some nations have fewer squads making up a platoon, though the individual squads may have larger numbers of men, giving them a better Saving Throw. We do not make use of lower level detail, such as who is actually holding any Special Weapons such as a PIAT or Bazooka. There are a number of important features in this set of rules. The Game Turn does not follow a strictly IGO-UGO method, though Initiative is determined in a traditional fashion. Each Game Turn, the Players get a variable number of Orders which can be assigned to any of their troops. The number available is dependant on the number of Units in action and the effectiveness of their Officers. A Game Turn is split up into a number of Phases, which alternate between Players. In each Phase a Player can Activate one of his Units and carry out one or more Orders, depending entirely on what the Player wants to do. Each Order is regarded as an Action representing 1 to 3 minutes. When a Player decides that he has taken all the Actions he wishes to with a Unit, play transfers to his opponent, who Activates one of his Units. This means that as the game develops, each Player must choose which enemy threat to react to, and which can be ignored. When a Player has run out of Orders, he can no longer Activate any Units. His opponent continues to use his Orders, and when he has used his last Order the Game Turn ends. This system of alternating Unit Activation means that there are fewer Game Turns, but a large number of Activations and some Units may be able to make sweeping advances across the table (with all the attached risks). Each Order expended is deemed to ‘Fatigue’ a Unit, making subsequent tasks more difficult. In some cases, Fatigue is in fact just that, physically tiring a Unit. In other cases, such as when firing Ranging Rounds for Artillery, which is not going to tire out the troops particularly, Fatigue represents the effect of time being taken to check on fall of shot, etc. Players must make a decision whether to expend a higher proportion of the available Orders on some Units, at the expense of others. The ‘Fog of War’ is also present in the form of Contact Markers. These represent the uncertainty surrounding the location of the enemy. These allow the playerss to keep the location some of their Units uncertain.
An Officer’s Handbook for Tactical Operations in the Second World War using 15mm Model Tanks and Infantry by Alan Butler and Andrew Finch
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