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Developing the Portable Wargame
Developing the Portable Wargame
Developing the Portable Wargame
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Developing the Portable Wargame

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This book has been written in direct response to the feedback from readers of ‘The Portable Wargame’, and includes three sets of rules – Ancient, Enhanced Early and Mid Twentieth Century, and Air Combat – and chapters that look at Army Lists, Mini-campaigns, and Scenarios. All the rules have been designed to be used with a gridded tabletop made up of squares or hexes.
LanguageEnglish
PublisherLulu.com
Release dateMay 31, 2017
ISBN9780244611033
Developing the Portable Wargame

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    Book preview

    Developing the Portable Wargame - Bob Cordery

    Developing the Portable Wargame

    Developing The Portable Wargame

    More rules for fast-play wargames on

    gridded tabletops

    by

    Bob Cordery

    2017

    Eglinton Books

    Copyright © 2017 by Robert George Cordery.

    Robert George Cordery has asserted his right under the Copyright, Designs and Patents Act 1988 to be identified as the author of this work.

    All rights reserved. No part of this book may be reproduced or transmitted in any form or by any means, electronic or mechanical including photocopying, recording or by any information storage and retrieval system, without permission from the publisher in writing except for the use of brief quotations in a book review or scholarly journal.

    Typeset in Arial font

    Published by Eglinton Books

    84 Eglinton Hill

    Shooters Hill

    Plumstead

    London

    SE18 3DY

    United Kingdom

    First Printing: 2017

    Version 1.0

    HardbackISBN 978-0-244-01101-7

    PaperbackISBN 978-0-244-91102-7

    EPubISBN 978-0-244-61103-3

    Contents

    Developing The Portable Wargame

    Contents

    Introduction

    Pinning and Unpinning Units

    The Two Kills Option

    Army Lists, Balanced, and Unbalanced Forces

    Big Board – and Small Board – Gridded Wargames

    A few observations about the Portable Wargame Rules: Ancients

    Portable Wargame Rules: Ancients

    Army Lists for The Portable Wargame: Ancients

    The Portable Wargame in Action: Some examples from the Ancients rules

    A few observations about the Developed Portable Wargame Rules: Early and Mid Twentieth Century

    Developed Portable Wargame Rules: Early and Mid Twentieth Century

    Adding another dimension: Some thoughts about Air Combat rules

    Portable Wargame: Air Combat Rules

    The Portable Wargame in Action: Some examples from the Air Combat rules

    Simple mini-campaigns

    Scenarios

    Bibliography

    Introduction

    Almost as soon as I had published THE PORTABLE WARGAME I began to get requests for further simple wargame rules that used a gridded tabletop. Having set the ball rolling, it would have been rather churlish not to acquiesce to these requests ... so here is my follow-up book.

    As a quick look at the contents page shows, this book includes some additional rules that can be incorporated into the rules in my first book as well as a simple set of rules for wargames set during the Ancient period. I have also included a more complex version of my early and mid twentieth century rules and a set of Air Combat rules. The latter have been designed to work with both the earlier and later versions of my early and mid twentieth century rules as well as being a simple set of ‘stand alone’ rules.

    Readers of my previous book might wish to note that I have re-drafted the Close Combat rules in order to remove any ambiguities. The mechanism used has not been changed, merely the explanation of how it works. I hope that by doing this I have removed any confusion that players might have experienced.

    I have also looked at the topic of mini-campaigns and how a relatively simple campaign can be fought using my rules. The chapter entitled ‘Simple mini-campaigns’ includes an example of one such campaign to help players design a mini-campaign of their own.

    Bob Cordery,

    London, June 2017

    Acknowledgements

    Rather than repeating the list of people I acknowledged in my first book, I want to mention just the people who specifically helped me to write this book. They are:

    Arthur Harman, whose proof-reading, editing skills, and suggestions helped to make this a much better book than it might have been;

    Ross Macfarlane, John Acar, and Stephen Briddon, whose play-testing and suggested rule changes ensured that the end results were considerably better than they had originally been.

    Ian Drury, whose loan of figures from his collection of Ancients figures enabled me to play-test the rules and to add relevant photographs to illustrate the text.

    Pinning and Unpinning Units

    One aspect of modern warfare that was not covered in the early and mid twentieth century rules in my previous book relates to units that become pinned down by enemy action. Previously units could suffer loss of Strength Point value (SP) as a result of enemy action as well as being forced to retreat, but in real combat units will often go to ground (i.e. become pinned down) when they begin to suffer losses, and once they have done so it requires effort on the part of their commander to get them up and moving again (i.e. to get them unpinned).

    To incorporate this into my rules requires a number of modifications both to the actions a unit can undertake when it is activated and to the RESOLVING HITS ON UNITS table. These changes are shown below.

    PINNING AND UNPINNING

    A Commander cannot be pinned.

    Any unit that is pinned can fire at enemy units with reduced effect.

    Any unit that is pinned cannot move or initiate any form of Close Combat with an enemy unit.

    A unit that is pinned and that is attacked by an enemy unit in Close Combat may fight back as normal but must reduce its D6 die roll score by 1[1].

    A unit that is pinned and that is successfully attacked by an enemy unit cannot retreat. It is deemed to be unable to retreat and automatically loses 1 SP and remains pinned.

    A unit that is pinned can be unpinned the next time the unit is activated if it is not adjacent to an enemy unit[2].

    A unit that is unpinned may not move or initiate any form of combat with an enemy unit during the turn in which it is unpinned, but may defend itself if attacked by an enemy unit in Close Combat[3].

    Pins are not cumulative[4].

    TURN SEQUENCE

    When a unit is activated it may:

    Unpin itself if it is not adjacent to an enemy unit or

    Remain pinned and Fire at an enemy unit with reduced effect or

    Move or

    Move and Fire at an enemy unit or

    Move and initiate Close Combat with an enemy unit.

    RESOLVING HITS ON UNITS

    Rules

    Any unit that is hit as a result of Artillery Fire, Non-Artillery Fire, or Close Combat rolls a D6 die to resolve what happens.

    Any unit unable or unwilling to retreat 1 grid area loses 1 SP and becomes pinned.

    If a Commander is co-located with a unit that must retreat and it is able to do so, the Commander retreats with that unit.

    If a Commander is co-located with a unit that becomes pinned, the Commander is not pinned.

    Commanders who are co-located with units that have been hit

    If a Commander is co-located with a unit that suffers the loss of 1 SP and becomes pinned, the side that has inflicted that loss may choose to see if the Commander has been 'killed'. They roll a D6 die:

    Results:

    If the D6 die roll score is 6, the Commander is 'killed' and the co-located unit loses 1 SP and becomes pinned;

    If the D6 die roll score is 5 or less, the Commander survives and the co-located unit does not lose 1 SP and is not pinned.

    Although these additional rules were designed specifically to reflect the sort of warfare seen during the early and mid twentieth century, they can also be used in conjunction with the late nineteenth century rules that were included in my earlier book.


    [1]This penalty is in addition to any other penalties.

    [2]A pinned unit that is adjacent to an enemy unit may not be unpinned. It may only be unpinned once it is no longer adjacent to an enemy unit.

    [3]The unpinned unit is not subject to any penalty due to it having been previously pinned.

    [4]If a unit that is already pinned is successfully attacked by an enemy

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