Issued in collaboration with the War Games Research Group UK Price 45p net (impWargamingWritten by experts, this expanding series will
include all the most popular sports and pas-
times.
Each book covers every conceivable aspect
cof the skills involved in the sport concerned,
so that the series will prove invaluable not only
to players of all standards but also to coaches.
The extensive illustrations supporting the
text comprise detailed and, in many cases,
sequential photographs, showing skills, tactics
and techniques move by move. The books are
hardback, with a full colour cover, and are
8” by 8” with approximately 120 pages
Price:— £2.00 — £3.00.
TITLES IN THE SERIES INCLUDE:—
All About Judo, Badminton, Basketball,
Conditioning for Sport, Football, Golf,
Learning to Swim, Modern Riding, Netball,
Orienteering, Sailing, Snooker, Squash
Rackets, Table Tennis and Tennis up to
Tournament Standard.
eo
EP Publishing Ltd.
East Ardsley, Wakefield,
West Yorkshire.know
the
game
Wargamin
by P Barker
Published in collaboration with the Wargames Research Group
What is Wargaming ?
The Origins of Wargaming
Why Do People Wargame ?
How a War Game Simulates Reality’
A Typical Game Sequence
Choosing a Period
Finding Opponents
Equipment
Number of Figures or Models Needed
Size of Figures and Models
Obtaining Metal Figures
Obtaining Plastics
Converting Figures and Models
Figure Bases
Painting
Contents
2 The Wargames Table
4 Terrain Pieces
5 Choosing a Set of Wargames Rules
6 Dice and other Chance Devices
8 Umpires
12 Multi-Person Games
14 Campaigns
14 Board Games
15 Military Wargames
15 Educational Wargaming
es Wargaming in Historical Research
19 Wargames Tactics
20 Wargames Societies
22 Reading
23What is Wargaming?
A war game is a game played on a surface imitating
real-life terrain with pieces representing military, naval
or airforce units.
War games are divided into two groups. First there
are those in which the terrain is represented by model
hills, rivers, woods, houses and similar features placed
on a table and the troops by accurately made and
realistically painted model figures, weapons or vehicles.
Secondly there are those in which the terrain is
represented by a map in only one dimension and the
troops by purely symbolic counters.
The first form is called ‘Wargaming’ in Britain and
“Miniatures Gaming’ in America. The second is called
“Board Gaming’ in Britain and ‘War Gaming’ or
‘Military Simulations Gaming’ across the Atlantic.
This comes about because the first commercial
companies to produce rules, handbooks and playing
equipment for miniatures enthusiasts on a really large
scale were British based. The first large companies to
produce boxed board war games were American.
Although the miniature type of game is now sweep-
ing the States, most players are using British rules and
equipment produced under licence. The native Ameri-
can pioneers have largely failed to cope with the
competition and those new rule writers now starting to
emerge are mainly producing fairly crude derivatives of
often obsolete British techniques. They are also badly
handicapped by the much poorer facilities in America
for historical research.
4
Cardboard playing piece for board war gameSimilarly, although board war games have now
caught on in Britain, the great majority of the games
available are American imports. Those few British
companies involved have, however, been experimenting
with game design techniques which differ from the
rather standardised ones of the American companies,
and a few British games have in consequence been
moderately successful in America. However, the much
bigger American home market should ensure the lead
remaining on their side of the Atlantic.
War games, incidentally, are played nearly all over
the world, not just in Britain and America. Wargamers
of other nations tend to follow the British lead at
present in miniatures and the American lead in board
games.
Both types of war game in fact have a place in the
hobby. The board game is best when simulating war at
the strategic level where in real life decisions are taken
over a map. The player can then, for example, take the
role of Alexander the Great planning the conquest of
Persia, a Roman emperor disposing his legions to
protect his borders against barbarian hordes such as
Picts, Scots, Saxons, Goths, Huns and Sassanids,
Napoleon invading Russia, or Eisenhower and Mont-
gomery invading France.
Tactical level board games are much less successful.
Miniatures games tend to be not only much more
attractive visually but also more realistic. For example,
removing single units from a collection of twenty or
more figures can represent the casualties of a real unit
better than a piece of cardboard that can only be
removed, turned over to display a different value or
exchanged for another. Therefore, a player wishing to
play a situation such as Napoleon facing Wellington
across the field of Waterloo will usually do so with
miniatures. He will also use miniatures for small actions
involving battalions, companies, platoons or even
individual figures.
Board games are supplied in a box complete with all
equipment ready to use, including a map, rules and
manufacturers’ instructions. As very little needs to be
said about them in this booklet, | have concentrated
on the British miniature game. However, the section on
page 33 deals with buying board games as well as
touching on designing and producing your own.
esThe Origins of Wargaming
The first war games were played on boards. The
oldest that we know of, Wei-Hai, was being played in
China some 5,000 years ago and is still very popular
today under the name of ‘Go’. Another, Chaturanga, is
about 1,500 years old. This represented Indian warfare
of that period quite accurately, with playing pieces
symbolising war elephants, chariots, cavalry and
infantry moving over a board marked with a stylised
terrain. Over the years this developed gradually into
our modern chess. The chess board is no longer
marked With terrain; elephants have become castles;
chariots have turned into bishops; cavalry have become
knights; infantry pawns; the obsequious vizier a
rampaging virago of a queen, and the chance element
provided by dice has disappeared. Chess players con-
sider these to have been improvements, but wargamers
have reservations.
Many other similar games have failed to stand the
test of time and have disappeared, including military
adaptations of chess using extra pieces representing
cannon and similar innovations. A longer lasting and
much more influential family of games appeared in the
eighteenth century with the ‘Kriegspiel’ series of
military training games. These fell from favour at the
beginning of this century as far as the military were
concerned but had previously inspired various people,
including Winston Churchill, Robert Louis Stephenson
and H. G. Wells, to create their own fun games for
amusement.
4
Wells wrote a book on the subject in 1912, Little
Wars. His game was played on the floor with standard
toy soldiers and the rules were considerably more
primitive than those of the military. For example,
casualties were decided by shooting at the figures with
a toy gun. Modern wargamers would shudder equally
at the concept and at the damage to paint.
While Wells's book did not have a wide audience, it
reached far enough to inspire a number of other
enthusiasts, and as it happened the most important of
these turned out to be Tony Bath, a Southampton
accountant. Wargamers need opponents and Tony
roped in a physiotherapist named Don Featherstone.
Don in turn wrote a best-selling book, War Games,
and the’ boom was under way.
Since War Games was published in 1962, war-
gaming has been the fastest growing of all hobby
interests. Innumerable firms have been set up to
produce figures, models, terrain pieces, rules and books
for wargamers. Societies such as the Society of
Ancients and Pike and Shot have been set up to cater for
enthusiasts in a particular era and magazines devoted
to military modelling and wargaming can be found on
all the large-chain bookstalls.
In particular, since 1969, wargames rules have been
heavily influenced by those of the Wargames Research
Group. The group's rules have achieved a near
monopoly position in some periods and have been
heavily copied in all others. This is due to their emphasis
on detailed research into what really happens on a
battlefield and especially the realistic human be-haviour the rules enforce on the war games figures.
Since 1966 there has been an annual British
National Convention with club teams from all over the
country competing against each other in all the main
wargaming periods. The various societies have their
own international league table competitions and there
are of course many local club tournaments for players
not content with friendlies.
Why do People Wargame?
The short answer is ‘For Fun!’ Even when mini-
atures gaming is used educationally or for military
training, as described on pages 35-6, you will find
that the participants become hooked and start playing
in their own time as well.
What is the charm of wargaming? Well, it has all
the colour, excitement, tension and intellectual chal-
lenge of real war, without the physical discomfort,
boredom, occasional intense fright and physical danger
of the real thing. Only feelings get hurt in a war game>
Players often become involved through an interest
in military history. They read about campaigns, about
generals both of genius and of disastrous incompet-
ence, and if the latter, think ‘Well, at least | would have
been better than him.’ They form their own pet theories
as to how troops should be handled on the battlefield.
When they see a war game they are irresistibly impelled
to join in and try it out. Typically, such a person, being
inexperienced, quite naturally loses. He then blames
his borrowed troops and sets about acquiring an army
of his own. Or her own—it's not unknown.
A related type has a great admiration for some
particular historical figure, usually one who lost. In
his wargaming the player tries to prove that his
hero should not have lost, that the later Romans
could defeat Huns or Goths, Napoleon beat Welling-
ton, or Burgoyne win at Saratoga. He often makes the
best player in the long run because, disdaining to alter
his army, he instead finds out how to use it properly.
Others see painted figures being used in a game or
on display, fall in love with them and must have some
of their own. Having bought and painted them, they
then want to see them on the table in their natural
setting and so have to start to play. They are very
useful people, because they do not mind losing too
much!How a War Game Simulates Reality
The obvious way in which a war game simulates
reality is by using model scenery and figures made to a
constant scale and painted to resemble real terrain,
men and weapons as closely as possible. Less obvi-
ously, but just as necessarily, the figures and weapons
must have capabilities equivalent to their real-life
prototypes and must be affected by the terrain in the
same way.
The first tool the rule writer uses to achieve this is
called the ground scale. This formally relates
distances measured on the table to real-life distances.
If, for example, the ground scale is 1cm equals 1 pace,
then a weapon with a real-life range of 30 paces should
have a range of 30cm on the table.
In this particular case, all the distances quoted in
the rules can be given in paces. They can still be
measured off easily and quickly with a metric measuring
tape, as only the size of unit and not the number of
measuring units changes. This adds to the general
realism, because an order to advance 50 paces or
metres reminds you of a real-life situation, whereas an
order to advance 2 in. or 50mm does not.
Another advantage of quoting all distances in real-
life measurements is that the ground scale can be
varied. Rules for two sizes of figures could use 1mm
equals 1m and 1 in. equals 10m, without changing
the main text. This is especially useful now that 15mm.
figures are challenging the larger 25mm types that
have previously been standard.
6
Realism is not aided by using real-life measurement
units unknown at the time. A Roman soldier would not
have known what a yard or metre was, any more than
a Napoleonic soldier would have been able to judge
distances in cubits. However, there is one unit of
measure which has not varied since the dawn of
history and which was the most common in military
circles until the dawn of mechanisation. This is the
pace, roughly 30 inches or 0.75 metres. Our modern
mile is in fact 1,000 double paces of a Roman soldier.
The metre has now taken over as the standard military
measure, even in non-metric countries, so it has
superseded the pace in twentieth-century period war
games.
The ground scale is rarely the same as the scale of
the figures, so the two together define another re-
lationship which is called the troop scale. The
principle of this is that a figure represents the number
of men who would be contained within its base area
at the ground scale used if in their normal formation.
Assume, for instance, that a figure representing a
Roman legionary has a base 15mm wide by 20mm
deep and that the ground scale is 1 in. equals 10 paces
(equivalent to 1mm equals 1 foot). In real life, each
man took up a frontage of 3 feet and a depth of 6 feet.
If we ignore the empty space behind the last rank, we
find that a figure represents 20 men in 4 ranks of 5.
The last of the formal scales is the time scale, which
gives the length of real-life time represented by an act
of play. The act of play used to be called a move or
turn, but these terms can be confusing and so havemainly been replaced by period and bound. If sim-
ultaneous play is used, the players first both move units
according to previously written orders. Then they both
adjudicate any firing by their troops, followed by any
hand-to-hand combat. The whole of this is called a
period. If players move alternately, each player's turn
is called a bound. Bounds sometimes overlap.
Some rule writers use these terms loosely and some
do not even quote the formal scales they have used.
Such a non-rigorous approach leaves room for doubting
the realism of the rules.
Just as weapon ranges on the wargames table are
decided by real-life performance in conjunction with
the ground scale, move distances are dictated by the
combination of ground scale and time scale. Take the
case of a game where the ground scale is 1 in. equals
25 paces and the time scale is 1 period equals 120
seconds. If the game is using eighteenth-century in-
fantry whose drill books require them to advance at
75 paces to the minute, the models will have a table-
top move of 6 in. (75 paces equals 3 in. per minute; one
move equals 2 minutes.) Their move will be longer if
they charge or run away and shorter if they are im-
peded by difficult terrain or by having to change
direction or formation.
Similarly, the effect of their fire will be determined
on the one hand by the accuracy of their weapons at
various ranges, the length of time represented by a
period and the rate of fire of the weapons used. Other
factors will be the formation of the target troops, the
presence or absence of cover and, as nothing is certain
in war, a chance device, usually dice.
Just as the physical capabilities of the weapons and
troops are duplicated as accurately as possible, so also
is their morale. Wargames Research Group intro-
duced the concept of the reaction test, under which
units take into account both events affecting them and
the surrounding situation. They may either fail to carry
out their orders, or in some circumstances, exceed
them. This has now largely replaced the earlier morale
tests which depended heavily on chance, took less into
account and produced a more limited range of responses.
Do not worry about the complex nature of all this,
because it affects only therule writer. If he does his job
properly, the player will have a simple printed list of
procedures, with tables giving move distances, the
effects of shooting and hand-to-hand combat and
reaction factors.and results, which tell him all he needs
to know while playing.A Typical Game Sequence
Usually a player starts off knowing only the nation-
ality and period of his opponent's army in addition to
the fighting strength they have agreed in advance.
Almost invariably there will be some system of picking
troops that allows considerable latitude in choice
without affecting overall combat value as compared with
the opposing force. This may take the form of allowing
one side to occupy a strong defensive position while
the other is in turn allowed more troops, but it is more
likely to be a variant of the points value system des-
cribed earlier.
The players now decide the terrain to be used.
Various procedures exist for this, the outcome normally
being a terrain intermediate between the two that the
two sides would ideally like. For example, an army
strong in cavalry would try to fight in the plains, whereas
one depending on light infantry would prefer mountains
or woods. They are therefore likely to meet in the foot-
hills or in arable farming country. A chance factor is
often added to make sure that neither side gets exactly
what it wants.
After choosing and laying out the terrain, the players
each declare their scouting strengths, which in pre-
mechanised periods will largely depend on the pro-
portion of light cavalry they have. If one side proves to
be decisively out-scouted, it must deploy all its troops
on the table, with no prior knowledge as to the opposing
forces or their disposition except that they obviously
have larger scouting contingents. The opponents now
deploy any of their own troops who would be visible
from the out-scouted army’s positions. They leave off
any who are concealed by terrain features or by other
troops, or who are making out-flanking movements off
the edges of the table. If neitheris so out-scouted, both
deploy only troops visible from the enemy's permitted
deployment area, and each may attempt off-table
An outscouted player must base his orders on incomplete knowledge of his opponent's dispositions
8movements on its right flank only.
Both sides now write orders for all their units. This
completed, they deploy the rest of their on-table troops
and the game is ready to start.
In simultaneous play, both players now move any or
all of their troops. Some may be in range to exchange
shooting, so this is adjudicated next; but none will be
close enough for hand-to-hand combat. At the end of
the period, certain units take initial reaction tests. These
units are those within charge reach of an enemy or
within an enemy’s charge reach for the first time during
the game as well as those who have been shot at for
the first time. Regulars under the close supervision of
the general are likely to obey orders. On the other hand,
irregulars, low-grade troops, those under intermediary
commanders or isolated, and those finding themselves
in especially encouraging or discouraging circum-
stances, may instead disregard orders and obey re-
action test instructions instead.
The next period starts with reaction tests being taken
by troops now required to charge or who are being
charged. Moving then commences. All troops who have
not had their orders replaced by reaction instructions
will continue to obey them. Those with targets now
shoot, and this will be followed by hand-to-hand
combat if any. Troops getting the worst of this may be
pushed back, become disordered or even break and
run. Friends seeing them break must test their own
reaction, whether to charge to the rescue or join the
flight. Players may bitterly regret failing to keep ade-
quate reserves in hand to repair such setbacks, or find
CONFRONTATION ON THE EUPHRATES AD 363
The game gets under way. On the left, Sassanid Persian heavy
cavalry are led forward by the King of Kings, screened by foot
archers and supported by elephants. A subordinate general,
the Surenas, leads an outflanking force of light and heavy
cavalry and elephants. Opposing them, the late Roman Emperor
Julian brings forward his legionaries, artillery and heavy cavalry in
the centre, while lighter infantry and cavalry protect the flanks.
In the centre, the Roman player measures the range before his
skirmishers shoot, while on his left, his flanking light cavalry are
about to get a nasty surprise as Persians move round their flank.
9»
The Roman skirmishers have chased the Persian archers back
behind their cavalry and_ the Palatine auxilia now hold the flanking
village and wood securely, but the left flank cavalry are in serious
trouble with enemy to front and rear.
themselves longing for their out-flanking force to arrive
and rescue them.
Period succeeds period, the tension steadily rising.
The players will be absentmindedly nibbling biscuits
or sipping coffee or beer brought to the table by their
supporters and indulging in verbal oneupmanship. To
quote Brigadier Peter Young’s wargaming classic,
Charge,—'Oh, bad luck old man,” he said, insin-
cerely.’ Finally, the balance tips, and one side’s chance
slides away as unit after unit disintegrates into a
mass of scattered fugitives or grimly battles in good
10
The crunch. Octavo Dalmatae caught in front by an elephant and
in rear by light cavalry, while the Petulantes watch helplessly
from the village.On the Roman right, their archers and auxilia drive back the
opposing Persian light cavalry. Meanwhile the Cataphracts
charge in against the legion and the Persian player checks that
his elephants are not close enough to disorder their own cavalry.
The Emperor tries to bring up his own Cataphracts but is impeded
by evading skirmishers. On the other flank, the Taifali gallantly
fling themselves into the path of heavier Persians charging down
the hill.
Legionaries and Taifali have both broken and the Roman right
flank has been infected by the panic and retires towards safety.
1With most of the Roman army disappearing in rout, the Persian
player tries not to grin too obviously, while the Roman plans how
to explain the disaster in his memoirs—as in real life Julian won
his battles!
order back towards its own table edge. Now is the
time for putting troops back in their boxes, while con-
ducting a hurried post mortem. Although the loser
attributes his defeat to poor dice scores and the stup-
idity of his troops during the past three hours, it is
surprising how the same people seem to win all the
time! Ah well, wait and read the general’s memoirs!
12
Choosing a Period
As might be expected, wargames rules and equip-
ment are not identical for all historical periods, and it is
therefore necessary to decide at an early stage what
period you are going to take up initially. Many war-
gamers in fact have several periads, but one thing at a
time is best.
Adults who take up wargaming usually adopt the
Napoleonic period, with Ancients now coming an
increasingly close second. Similarly, younger beginners
usually start with World War II, Ancients again being
second favourites. However, while Ancients players
usually stay with their first choice, others tend to
migrate to Ancients or to secondary periods such as
Pike & Shot, Moderns or the up and coming Seven
Years’ War. Colonial, American Independence, American
Civil War and Medieval have moderate bands of
devotees, while Crimean and World War | have failed
really to catch on.
\f your favourite period seems to lack players, pub-
lished rules or available figures, this is no reason to
reject it out of hand. You may find you have unexpected
talents as a rule writer or figure designer and end up by
popularising it. This has often happened before.
If you have no outstanding preferences, it is worth
pointing out that Ancients, covering more than 4,000
years and the whole world and such diverse troop types
as disciplined regular cavalry armoured from head to toe
and half-naked wild fanatics with no protection and a
weapon in each hand, offer unequalled variety andcolour. Ancients players are to be found almost
everywhere, nearly all of them using the Wargames
Research Group rules.
The following table rates the various periods out of 5 for various factors
Availability of
Oppo- Good Metal Plastic
Popular name Period covered nents rules figures figures
Ancients 3000BC-AD1250
Early medieval AD1000-1250
Late medieval 1250-1500
Pike & Shot 1500-1700
Malburian 1700-1725
Seven Years 1725-1775
American Indep. 1775-1790
Napoleonic 1790-1815
Crimean 1815-1860
American Civil 1860-1870
Franco-Prussian 1870-1875
Late colonial 1875-1905
Ww. | 1905-1925
‘WW. II 1925-1950
Modern 1950-1985
Futuristic 1985 on
Fantasy (As Ancients but including Magic)
5
5
4
5
3
5
5
5
4
2
1
4
1
5
5
2
3
POPRANONDAGTATATAGOTFinding Opponents
As the hobby has expanded, clubs have sprung up all
over the world where players can meet, find opponents,
play games and compare notes. If there is one of these
in your area it is worth going along, if only to get
advice. Military Modelling magazine produce a direct-
ory of clubs, which can be obtained from them for a
small fee at PO Box 35, Bridge Street, Hemel Hemp-
stead, HP1 1EE, Herts.
If there are no clubs listed for your area, do not
despair, as they are springing up like mushrooms. One
may have started since the directory was published, or
there may be a less formal local group or even a solitary
convert searching for an opponent. Write to the editor
and ask him to publish your name and address in the
magazine so that others can contact you; you could also
arrange for a notice in your local library.
Another possibility is to join the society covering the
period you are specially interested in. Or else you could
attend one of the regional wargames meetings adver-
tised from time to time in Military Modelling, Airfix
Magazine, Battle, Sword & Lance, Wargamers’
Newsletter or any other of the hobby magazines to be
found on big bookstalls. You will be very unlucky in-
deed not to be able to contact kindred spirits within
easy travelling distance, but even if this is so, it need
not stop you becoming a wargamer. Sooner or later
one will emerge, and in the interim you can always play
solo.
14
Equipment
A war game requires two armies, a table to play on,
terrain pieces, a set of rules, an expanding measuring
tape and a set of dice.
General Suppliers
The following companies specialise in mail order
and can supply figures, models, dice, rules, uniform
information, paints, brushes, terrain and the hundred
and one other things wargamers need or think they
need:
Skytrex Ltd., 28 Church Street, Wymeswold, Leics.
Specialities include their own ranges of 1/300 World
War II and Modern armour and aircratt, and very large
stocks of Greenwood & Ball figures for instant des-
patch. Send SAE for list.
Mainly Military, 103 Walsall Road, Lichfield, Staffs.
Specialities include 1/300 MBG model buildings.
Send SAE for list.
Navwar, 48 East View, Barnet, Herts. Everything for the
naval wargamer.
Many leading model shops can also supply through
the post.Number of Figures or Models Needed
This depends on the period and level of the game.
For example, a Western gun fight or a gladiatorial com-
bat could have only one figure each side though it would
usually have more; a platoon-level World War Il game
would by definition rarely have more than 40, and a
Modern battalion level game could have 50 1/300
vehicles and 500 or more human figures.
Most sets of rules now follow the Wargames Re-
search Group lead in allocating a value to each type of
figure or weapon and allowing a partly free choice up
to an agreed total value. For instance, an unenthusiastic
peasant with a short spear and no shield or armour
might be worth 1 point; a noble cavalryman in full
armour on a partly armoured horse, carrying a shield
and armed with lance, bow and sword might be worth
20 points. Such values do not necessarily correspond
with the usefulness of the figures in all circumstances.
To take the example above, 10 nobles would beat 200
peasants on an open plain but would not like to meet
them in thick woods or mountains.
Each year British National Convention organisers
issue army lists to entrants which can be used to sup-
plement the information contained in rule books.
There are usually a number of spare sets for sale. Send
a stamped addressed envelope to the organisers asking
for the price for your period. You can find out who they
are from Military Modelling.
Size of Figures and Models
This can be expressed in two ways. For most periods
the normal method is to quote the height of a figure
representing a 6-foot man without headgear. The other
is mainly used for World War II or later, and is expressed
as a fraction of real-life size.
The largest sizes are used only for games in which
only a few figures are controlled by each player and
usually called ‘skirmish war games. They are 1/32, 1/36
and 54mm, which is between the other two sizes. As
real men vary in size, figures to these three scales can,
at least in theory, be mixed, but this does not necessarily
hold true for weapons and equipment.
Figure scales. From left to right; 54mm western gunfightar and
German machine gunner, 25mm medieval crossbowman and
mounted warrior bishop, 15mm napoleonic gun team and 1/300
rifle group and tank.
15The next size down is 30mm. This used to be quite
widely used but has now been almost completely re-
placed for wargaming by 25mm. The same applies to
20mm.
The next group of scales includes 1/72, 1/76 and
25mm, which is in between. As with the largest sizes,
figures can often be mixed but this is more difficult
with vehicles and weapons.
We next come to two scales originating with model
railways, HO and 00. These are in fact 1/87 and 1/96
respectively, so the claims of one plastic manufacturer
to suit both should be treated with caution.
Finally, we have 15mm, 12mm or 1/150, 9mm or
1/200, 1/285 and 1/300 which is the smallest scale
used for land or air wargames. Naval game models are
much smaller, 1/1200, 1/3000 and 1/4800 all being
popular.
The choice open to a player is in fact not quite as
confusing as it seems at first sight, because many
scales are restricted to certain periods. However, it
should be noted that different designers often have
their own idea of scale, so that, for example, 25mm
figure ranges from two manufacturers may not be en-
tirely compatible.
Metal or Plastic
Metal figures and models are made from an alloy of
lead and tin. They are more expensive than plastic, but
are sturdier, and many players prefer their ‘heft’. Figures
of 15mm or smaller scale are only available in metal.
16
Most plastic figures are made from a soft flexible
material, making thinner parts such as weapons likely
to warp, and paint liable to flake off. However, it is
extremely cheap and can be cut or welded with a hot
implement, making conversions easy.
Most plastic vehicle models are made from a hard
rigid polystyrene intermediate in cost between metal
and soft plastic and having most of the advantages of
metal. The figures available in this material are often
supplied with alternative arms which enable the pose to
be varied.
Flat or Round
When wargaming started, there were none of the three-
dimensional figures commonly used today, and players
instead used two-dimensional 30mm figures called
‘Flats’. These called for great painting skill to give at
least an illusion of depth.
They are made only in Germany, and the difficulty of
obtaining them led to their being almost entirely re-
placed in Britain and America by the current round
figures, to the regret of some of the old hands.Obtaining Metal Figures
Most manufacturers sell through the post and through
model shops. Toy shops rarely stock metal figures.
Since manufacturers’ styles differ, it is best to see
figures before buying, either at a model shop which
stocks them or on the manufacturer's own trade stand
at one of the regional wargames’ shows. Suitable model
shops can be traced through adverts in Military Model-
Jing magazine, which will also keep you in touch with
manufacturers’ latest releases. Once you know what
the figure is like, or you have come to trust the designer,
buying through the post can be a very convenient
method.
A Bicentenary confrontation! A group of 17th light dragoons
from the Minifigs War of American Independence range charge
rebel militia of mixed determination ‘and prudence. The 25mm
scale allows much loving detail in the painting.
The main manufacturers are:
Miniature Figurines Ltd, 28/32 Northam Road, South-
ampton, S02 OPA.
25mm figures for all periods except World Wars | and II
and Modern; also 15mm mounted in strips of 5
infantry or 3 cavalry, plus a reasonable range of
accessories. Catalogue available.
Minifigs tend to have a much larger 25mm range for
each period than their rivals, and their 15mm strips
are sturdier and easier to paint. Occasional weak
points of the 25mm range include spears too long,
men too fat, and horses too tall, too narrow in the
chest and flat rumped.
Hinchcliffe Models Ltd, Meltham, Huddersfield, HD7
3NX.
25mm figures for all periods except World War |
and Modern; also 12mm infantry and cavalry, plus
the best 25mm artillery available anywhere. Illus-
trated catalogue available.
Occasional weak points include oversized, though
very attractive, cavalry.
Greenwood & Ball Ltd, 61 Westbury Street, Thornaby-
on-Tees, Teesside.
25mm Ancients, early and later Medieval, Pike &
Shot, Seven Years’ War and Napoleonic. Catalogue
available. Especially good for Seven Years’ War.
Occasional weak points include very thick long
spears and slow delivery.
7Lamming Miniatures, 45 Wenlock Street, Hull, North
Humberside.
25mm Ancients, Medievals and Napoleonics. Es-
pecially good for armour detail and varied inter-
changeable hand weapons, heads.and crests, also for
such medieval extras as heralds, princesses, monks,
waiting ladies and serfs. Some consider them a little
large in the head and shoulders and weak in the feet.
Catalogue available.
Warrior Metal Miniatures, 23 Grove Road, Leighton
Buzzard, LU7 8SF.
25mm Ancients, Early Medievals, Pike & Shot and
Napoleonic. Sometimes look a little crude until
painted, but others superb, especially the new lan-
quesnechts. Catalogue available.
Tradition, 188 Piccadilly, London, W1V 9DA, P.O.
Box 40A.
25mm figures for all except Medieval, World War II,
Modern and Fantasy. Rather slim, aristocratic figures.
Peter Laing, ‘Minden’, Sutton St Nicholas, Hereford,
HR1 3BD.
15mm figures for all but American Civil War, World
War II, Moderns and Fantasy. Especially good for
Malburian. Horses sometimes a little strange. Cata-
logue available.
Leicester Micro Models Ltd, 50 Walcot Walk, Peter-
borough, PE3 6QF.
1/300 World War II vehicles, guns and aircraft.
1/1200 and 1/4800 World War | and II ships.
Heroics and Ros Figures, 36 Kennington Road,
London, SE1.
25mm Ancient, American Civil War and Napoleonic
figures. 1/300 Ancient, Napoleonic, American Civil
War, World War II and Modern figures, vehicles, guns,
helicopters and aircraft. Send stamped addressed
envelope for list.
A number of smaller manufacturers’ products can be
obtained through the post from the general dealers
listed earlier.The main makes of plastic figures can be easily
obtained from most toyshops and model shops. The
most important are:
Airfix
1/32 World War II infantry of most nations. These are
mainly in soft plastic but the latest sets to be released
are in hard polystyrene. They are well moulded and
have a suitable variety of equipment and weapons.
However, only a few heavy weapons or vehicles
are available to match them.
1/76 World War II and Modern tanks, guns and
vehicles in hard polystyrene. HO/OO World War II
infantry in soft plastic. These are too small to make a
good match with the 1/76 vehicles, are often in un-
suitable poses and the proportions of different types
of weapon are unsuitable for duplicating real-life
organisations.
Other HO/0O figures. These are a little smaller than
25mm figures but can be mixed in with them without
it showing too much. There are small Medieval,
American Independence and Napoleonic ranges,
and larger ranges for World War |, American Civil
War and Ancients. Very few Ancient warrior types
cannot be produced by conversion.
Matchbox
1/76 World War || infantry. These are correct scale,
well moulded, but have unsuitable proportions of
weapons and are in soft plastic.
14/76 World War II tanks, guns and vehicles in hard
polystyrene. Probably the best kits in the scale.
ESCI
1/72 World War II infantry. These are in hard poly-
styrene, have a good proportion of weapons, and
match in quite well with 1/76 figures and models.
Currently the best infantry for the period in plastic
or metal.
1/72 World War II tanks, guns and vehicles. Quite
good, but do not match in well with identical vehicles
in the more popular 1/76 scale.
Minitanks
1/87 World War Il and Modern tanks, guns, vehicles
and infantry in hard polystyrene. The infantry appears
to be modern German, but Airfix World War II match
in quite well with the vehicles.
Spencer Smith Miniatures, 66 Longmeadow, Frimley,
Camberley, Surrey.
30mm hard polystyrene ‘Connoisseur’ range Ameri-
can Independence and Napoleonic. Very nice figures,
cheaper than metals. American Independence range
are especially good and can also be used for Seven
Years’ War including Quebec campaign.
30mm soft plastic standard range American In-
dependence, Napoleonic, American Civil War and
Modern. Moderns not recommended. Others look
unpromising but clean and paint up reasonably.
19The cheapest figures on the market.
Send SAE for list.
There are many other sources for 1/35 and 1/76
tanks and guns, several of them Japanese. Some of
these also produce rather underscale figures which
may not fit in well with others. Aircraft and ships are
also available.
There are also many types of 54mm toy figures
representing cowboys, indians, arabs, legionaries or
soldiers than can be pressed into service for skirmish-
type games.
20
Converting Figures and Models
Even with all those innumerable manufacturers
hard at it producing new items for wargamers, you are
bound to find that there are some items you want but
cannot have. One of the first is likely to be a standard, as
25mm figures and larger are almost always cast with
bare poles. You must therefore take a suitably sized
rectangle of aluminium kitchen foil, glue one side and
fold it round the staff to give you your basic flag to be
painted later by hand.
Going a step further, you may not even have a
standard bearer. You will have to cut a length of wire
to serve as the pole and fasten it to the hand of a spare
officer. You will find that in fact some manufacturers,
such as Hinchcliffe and Lamming, do not cast such
weapons as spears but instead supply separate pieces
of much stronger steel wire. Lamming go even further
by providing a range of hand weapons such as axes,
maces, swords, crossbows, bills, halberds, spears and
shields of different shapes and sizes and casting many
of their figures open-handed to take them. Even where
manufacturers cast spears in one piece with their
figures, wargamers often reject these as too weak or
unrealistically thick, replacing them with wire.
Parts can be attached in this way with two-part
epoxy glues or with solder, but rather surprisingly,
Rawlplug Durafix, a one-part adhesive much used by
archaeologists for reassembling pottery, also provides
a good quick metal-to-metal bond. The catch is that it is
quite hard to find shops that stock it.The tools for working soft plastic — candle,
darning needle and cork
One benefit of using metal figures that is not ap-
preciated by many wargamers is that the positions of
arms and legs can often be changed by a little bending
to give variety. After all, whereas regular heavy infantry
can be realistically depicted all in step, hats worn at a
constant angle, weapons held rigidly in position,
modern soldiers, skirmishers and such people as ancient
Celts should show considerably more variety in dress
and pose.
Similarly, even troops who would be identical on
foot usually had difficulty getting similar horses, and
never succeeded in making them move in step. As most
manufacturers cast horses and riders separately, there is
considerable scope for ringing the changes a little,
even to the extent of putting one firm’s horses under
another's riders.
Astandard modelling knife, as sold by most modelling
shops, can be used to cut metal figures in order to
remove unwanted parts or change their shape. You
will almost certainly need a knife to remove the
moulding flash that figures tend to appear with when a
popular mould starts getting a little elderly.
Adding material is a little more difficult. The most
professional method is to add solder, then work it with
a high-powered pointed soldering iron. Get good at
this, and you are half-way to a lucrative career as a
figure designer. An easier method is to add plasticene,
work it into shape, then harden it by painting it over
with Banana Oil. There are also proprietary materials
such as Body Putty, used by aircraft modellers.
Modifying hard plastic figures is even easier, and
requires only a sharp knife and liquid polystyrene
cement to be applied by brush. This dissolves the two
mating faces of parts to be joined into each other and
sets very quickly. Do not use the thicker cement that
comes in a squeeze tube, because it is difficult not to
get too much ata time, botching the job.
Soft plastic is best worked with heat. The cheap and
easy way is to bury an old darning needle for half its
length in a large cork, then, holding it by the cork, heat
it for a few seconds in a candle flame. Three seconds in
the flame makes it a welder, five seconds a cutter. If you
like, you can go further and use a fine-pointed electric
soldering iron. This need not be as powerful as one
used to work metal.
You will now find you have enormous scope for
producing new figures. Say you want a Roman cavalry-
man. You take a cavalryman from the American Civil
War set by Airfix and cut him in two at the waist. You
2then take a Roman legionary, cut him in half, cut the
sword from his right hand and discard his rectangular
shield. You now weld the legionary’s trunk to the
cavalryman’s legs and drive a drawing pin into him to
make a round shield. To make a javelin, heat a pin and
push it through his right hand and snip the head of the
pin off with pliers.
If really ambitious, you can cut a fore-and-aft slit in
his helmet and insert a cardboard crest, then give hima
cloak of hardened plasticene or varnished paper. You
could even engrave toes and sandal straps on his boots,
or armour scales on his chest, but that may be going a
little too far.
Modifications are not just for figures. A 1/300
armoured warfare fan may for example want to change a
standard armoured personnel carrier into one carrying
a recoilless anti-tank gun; or a 1/76 enthusiast’ may
wish to distinguish between his vehicles by adding
different varieties of external stowage. The techniques
are just the same.
To finish off your modifications, we recommend
reinforcing your new joints and any other possible!
weak areas by painting them with Polyurethene hard
gloss varnish which is stronger than any other varnish.
Do not worry about the glossy finish, as you will be
Painting over with matt colours later.
Your finished modifications will now strike you as a
little crude. Do riot lose heart. It is very true that one
good coat of paint can hide a multitude of faults and
you will be pleasantly surprised how good the result
looks later.
22
Figure Bases
Most sets of rules specify that figures be mounted on
multiple bases of fixed sizes made of card or similar
material, leaving only enough figures on single bases to
allow casualties to be removed. This greatly speeds up
handling them and prevents arguments as to the precise
frontage of units.
Realism is much enhanced if the figures are blended
into the bases by plastic wood or model railway scenic
flock, and if skirmishers and irregulars are mounted
rather raggedly. Some players go further and decorate
their bases with rocks and foliage.
Plan view of mixed barbarians mounted raggedly on multi-figure
cardboard base. To help blend in the figures, some corners have
been clipped from the rectangular metal bases cast with them.Blending figures into base
Painting
The secret of good painting is good tools. It is not
very important that you lack skill when you start. You
will soon acquire it, and in the meantime it is easy
enough to correct mistakes because the paints you will
be using vary from the water colours you may have
struggled with at school in one important respect—
they can always be overpainted with a different colour.
In contrast, if you do not use the right tools the greatest
skill in the world will not help.
The first thing is to get the right brushes. Never
economise here. Only the best artists’ sable will do.
Although initially expensive, you will not need many
and they will last a long time with proper care. A num-
ber five and a number two will probably be sufficient.
Any art shop will stock Reeves or Rowney brushes of
approximately the right type, but make sure that the
‘ones you get are pointed and have not had any bristles
bent back by the protective plastic tube being put on
incorrectly. The shopkeeper may try to tell you that
any brush can be brought to a point and demonstrate it
by damping one with a wet finger. True, but it is not
good enough for this work.
If you should fail to be convinced by this and in-
stead have to find out the hard way, do not feel too
badly about it. Brushes are always needed for less
demanding and more dangerous work like varnishing
and applying liquid glue.
Proper care involves cleaning your brush. You should
wash it in thinners and dry it with paper tissue not
only after finishing a colour, but periodically during
painting as well. Never stand it in a jar of thinners as
this will bend the bristles, and do notuse it for mixing
paint. If an odd bristle gets bent, do not waste time
trying to straighten it; nip it off.
The best paints for metals or hard plastic are the
Humbrol matt enamels. Do not use gloss paint as it is
awkward to handle and takes too long to dry. Matt
adheres better, is easier to paint with and dries in about
ten minutes. It can always be gloss varnished after-
wards if you prefer.
Do not take your paint direct from the tin, but use a
palette and put the lid back. If you do not you will never
get to the bottom because the quick drying paint will
go solid through exposure to the air. A tin lid will do.
Do not be afraid of mixing colours to get the shade you
want. Paint figures in batches, one colour at a time.
The best paints for soft plastics such as the Airfix
figures are the Rowney water-based acrylics. When the
figure flexes, these are much less likely to flake off than
are enamels. They are also easier on brushes.
23After painting, most wargamers varnish their figures
to protect them from handling and the accidents of
travel. There are three main possibilities: use hard gloss
varnish for maximum protection and leave the figures
gloss; use matt varnish, offering less protection; and
use gloss followed by matt, giving an almost matt
finish. In favour of the last approach it should be said
that very few objects in nature are completely flat and
that semi-matt reproduces highlights and shadows a
little more realistically.
Metallic enamels such as silver, copper and brass
are best left till after varnishing as they tend to run.
Other colours are safe to varnish after 24 hours at the
most.
Your choice of colours should depend on those used
in real life, and you will find that there are many books
designed to help you with them. The main thing to
beware of is too much uniformity. For example, the
men in a unit will not all have the same coloured hair
and, even if their horses are nominally the same colour,
‘they will differ widely in shade or markings. Some will be
anything but uniform in their dress. For instance, a
Confederate unit of the American Civil War would
probably have a mixture of official grey, homespun
‘butternut’, captured Federal uniform, civilian dress and
holes, while a unit of medieval knights would have no
two alike.
Remember that you are trying to produce a realistic
unit, not pretty individuals. A certain amount of variable
fading and dirt may enhance the overall appearance.
Conversly, there is no point trying to paint eyes, lips
24
and buttons on figures of 25mm or smaller. Sur-
prisingly, 15mm and smaller figures often produce
more realistic looking units than the larger figures,
although individually they may be less impressive.
Equally surprisingly, they can be painted to the same
standard as the larger figures in about a fifth of the
time, purely because less paint has to be applied.
Lastly, four bits of advice covering common mis-
takes. Firstly, horses with black manes and tails
always have black lower legs, even if these have
smaller white markings as well, and vice versa. Most
horses have some white on the face and at least one
white foot. Secondly, all paint manufacturers’ flesh
colours need an appreciable amount of red-brown
mixed in and a larger amount can be mixed with white
to make flesh. Asiatics and Africans can have further
colours added. Few Negroes are black. European hair
varies between light khaki and dark brown, all popul-
ations being mixed rather than uniform. Asiatic and
Negro hair is black. Thirdly, gold and silver are not
good colours for armour. Use bronze, brass, steel and,
for ring mail, gun metal. Gold and silver can be used for
weapons and for inlay on steel. Lastly, all military
vehicles should have their running gear thickly coated
with mud and their upper works with dust.The Wargames Table
The minimum practical size for a wargames table is
13 metres (5 feet) wide by 1 metre (3 feet) deep, but
you may find this a little cramped. Most are larger and
some indeed are larger than is really convenient.
Tables more than 13 metres across make reaching to
Move troops rather inconvenient. With some sets of
rules this will slow the game down because it takes
longer for opposing troops to advance into contact.
The extra depth has no significant advantages.
Increasing the width, on the other hand, does bring
tactical advantages, because it increases the possibility
of manoeuvring round an opposing army’s flanks.
However, the better sets of wargames rules have
provision for off-table flanking moves; and tables more
than 2 metres (7 feet) wide need to have limitations
placed on their initial deployment area lest the two
armies start in diagonally opposite corners and take
even longer to get into contact.
Ideally, a wargames table Should be kept in a room
of its own so that it can be permanently set up and a
game adjourned to be returned to later. Elaborate
terrain pieces can then be made and stored under the
table on shelves, troops displayed in cases on the
walls, aircraft models hung from the roof, hi-fi sets
broadcast appropriate military music and wall posters
display appropriate scenes or even propaganda. There
are in fact such rooms but they are not the norm.
If your existing domestic table is not big enough, its
size can be increased by laying a larger piece of hard-
board across it. Alternatively, two standard folding
paper-hangers’ tables can be bought for as little as £5
and stood side by side.
Wargames clubs are usually based in community
centres, church halls, university refectories and similar
places where tables are available, so if neither you nor
your regular opponents have a suitable table available
and space to put it, this need not deter you.
We do not recommend playing on the floor. You are
liable to get backache, and tread on your models.
Unless you have a special table or table top, you will
find realism and domestic tranquillity best preserved by
covering the table with an appropriately coloured
cloth. Green flanelette sheets bought in sales, green
baize and shopfitters’ hessian have all been employed.
25Terrain Pieces
The sort of terrain pieces you will need obviously
depends on the size of figures you are going to use. If
you are going in for skirmish gaming with figures of
1/32, 54mm or 1/36 scale you will find that toyshops
and model shops stock some very nice trees, wills,
domestic animals and buildings, the Wild West
enthusiast being especially well catered for.
An even better variety is available for 25mm and
similar sized figures, because model railway accessories
can be pressed into service. Special mention must be
made of Micro-Mould, 1-2 Unifax Woods Way,
Goring-by-Sea, Sussex, who produce vacuum-moulded
plastic river and stream sections, walling, bridges and
field defences for all periods from the Iron Age to the
present day.
=!
yee |
25mm plastic German infantry by ESCI, supported by a Marder
S.P., attacking metal British infantry by Hinchliffe Models. The
buildings are obsolete Minifigs vacuum-moulded plastic.
26
Contour block or ‘bread and butter’ hill
Natural shaped hillHinchliffe make a good range of 12mm scenery in
metal to go with their figures, and this is largely inter-
changeable with the similar Minifigs range. You can
also of course use 25mm small trees as 15mm large
trees!
An increasing range of buildings is becoming
available for 1/300 war games, notably that produced
by MBG. Hinchliffe 12mm roads and trees are also
useful.
A 1/300 modern battle piece. Tank, armoured personnel carrier
and infantry are by Heroics, buildings and aircraft by M.B.G.,
and road, trees and bomb bursts by Hinchliffe. A penny in the
foreground gives an idea of the scale.
Not all terrain can be bought. Hills in particular have
to be made, the favourite material today being rigid
foam plastic. This is used in thick blocks by engineering
companies for pattern making, and offcuts can some-
times be obtained from them. More often it is bought
from handyman shops in the form of large ceiling tiles,
which are then glued together bread-and-butter
fashion to make thicker blocks.
Two forms of hill are favoured. In the first, each
succeeding sheet is a little smaller than that beneath
it and is left unworked except in plan, so that a section
shows a series of vertical steps. In the second, the
steps are smoothed down to provide a constant slope.
This is preferable, both because it is more realistic and
because the first form often makes it hard to see which
troops are uphill of each other and where crest lines
come. However, make sure your figures will stand on
the slope.
The best way to work rigid foam plastic is with a
specially made hot-wire cutter. It can also be carved
with a saw-toothed knife such as a bread knife. If you
do use this method, be warned and do so outdoors, as
the fragments removed both float and cling.
Although light and rigid, the foam plastic tends to
suffer surface damage, especially at thin edges. Many
people therefore protect the surface with paper tissue
or paper towel soaked in water-soluble PVA glue.
Others rely on paint.
Placing the hills under the tablecloth will provide
smooth contours and obviate the need for decorating
them. If they are placed on top, they will need to be
27painted or otherwise decorated to fit in with the rest
of the table. If model railway surfacing flock is used, it
is best applied on top of a thick coat of water-soluble
PVA, then damped down half or a quarter of an hour
later with very dilute PVA, possibly mixed with water-
based paint to modify its colour and with a drop of
washing up liquid added as a wetting agent. This sets
it hard and armours the surface against damage.
Other methods of making hills include preparing
papier mché on a wire-mesh frame, cutting them from
flexible plastic foam mats sold by Woolworths, and
even using any of these methods to construct a series
of interchangeable terrain modules, usually square, to
cover the whole table. This last provides the ultimate
in flexibility as you can go down as well as up. How-
ever, the modules are difficult to store and transport,
and it is very difficult indeed to make them accurately
enough to prevent crevices appearing in between.
Hills of course are not the only items you can make
for yourself. The Woolworths’ foam mats previously
mentioned can be cut up to provide trees and hedges,
and the 1/300 player can get an awful lot of hedges
from a packet of pipe cleaners. Many a wargamer, too,
who would jib at moulding his own figures, finds
himself perfectly capable of making satisfactory
buildings out of wood or card.
Having bought or made your terrain, the next thing
is to paint it where necessary. Before you mix your
colours, go out and look at examples of the thing you
are going to paint and make careful colour notes. We
think of brick as being red, water as blue, trees as a
28
solid green with brown trunks and roads as dark grey.
Go to the top of a hill and look at things a little way off,
thus duplicating the view you will have of your table,
and you will get some terrible shocks.
Remember that at least a third of the visual effect of
a game, which is its biggest advantage over other
pastimes, comes from the terrain. It is therefore worth
putting the same care into it as into painting the troops,
especially as it does not take nearly as long to achieve
a comparable effect.Choosing a Set of Wargames Rules
Wargames Research Group at present produce sets
of rules covering land warfare from 3000BC to AD1250,
1500 to 1700, 1700 to 1850 and 1925 up to the
present day. The intention is to expand this coverage
to include the whole of recorded history with a range
of rule sets that have as much as possible in common.
This will facilitate changes of period, cover battles all
over the world and cover all aspects of battle, however
infrequently these may in practice be used. To simplify
play, the parts of the rules most frequently used are
duplicated on a single cardboard reminder sheet so
that reference need be made to the main rule book only
occasionally.
In all these rules, except those covering the period
since 1925, the main manoeuvring units are battalions
or the equivalent, representing between 250 and 1,500
men. The higher level of the later sets uses the platoon
or equivalent as its basic unit, the lower using the
section. WRG plan an extended range of lower-level
sets to cover the whole field of history in the same way
as the present higher-level rules. These will fill a gap
between present high-level rules and skirmish sets.
Similarly, it is hoped to expand the naval rules
coverage from the present 3000BC to AD1000, and
possibly expand the provision for ground attack air-
craft in the post-1925 rules into a separate series
covering all aerial activities.
Send a stamped addressed envelope to War Games
Typical wargames rule books. Each historical period needs its
own set, varying between 20 and 60 pages, However, most of the
play needs only a single double:sided card reminder sheet.
Research Group, 75 Ardingly Drive, Goring-by-Sea,
Sussex for details of the full range of rules and reference
books. New items are announced in advertisements in
the various wargaming magazines.
There are many other publishers of rules, some
original, some not. Manufacturers of figures and models
often produce their own rules, and all other rules with
any pretensions to merit can be obtained from the
general suppliers mentioned previously.
Sets of particular interest and originality include the
Rudis and Paragon gladiatorial rules, Table Top Games
29rules for prehistoric animal combat, the Paragon rules
for aerial combat with 1/72 scale model aircraft
mounted on height stands, and the western gun fight
and similar rules by Skirmish Wargames.
If you succeed in making contact with a local club
or group, the members will be eager to advise you as
to which rules are most used locally. In case you do
not have the benefit of such advice, here are a few tips
on evaluating rules and the advertisements for them.
First check on the historical period covered. If the
rules cover only one campaign instead of an appreci-
able period and the whole world, you are entitled to
wonder why. The real reason is always that it is easier
for the rule writer, who does not have to sort out the
contradictions implicit, for example, in the fact the
Brown Bess in Marlborough’s time scored 20% hits
but only 3% in Wellington's. However, if he had found
out the reasons why this was so and had taken them
into account, his rules might have gained by the
insight. There is also the point that World War II rules
covering the desert campaigns are of little use if all
your potential opponents have Russian armies. Far
better is a set of rules\that:covers the speciality both of
you and your opponents, and the bigger the period and
area covered the more likely this is to be so.
All wargames rules are a compromise between
realism and playability. Anybody can write a simple set
and many can write an accurate set, but few can com-
bine the two. If you see a set advertised as ‘advanced’,
you may fairly judge that the authors have doubts
about its suitability for beginners. If on the other hand
30
it is advertised as ‘simple’, you should check on
whether it is really simpler than its competitors or
whether it is just incomplete. If for instance an Ancient
set left out provision for chariots or war elephants for
the sake of simplicity, players with Celtic or Hellenistic
armies might be very disappointed. Similarly, a
Modernist with a Russian army would be displeased
to find no provision for the night fighting that would
put him on even terms with otherwise superior
Opponents.
The best way to combine a comprehensive set of
rules with relative simplicity in play is to use the slip-
out reminder sheet method mentioned above. Check
if these are provided.
Until about 1965 there were no commercial rule sets.
Each player wrote his own rules, this being considered
one of the more pleasurable parts of the hobby, and
away games were played with the opponent's rules.
Since then, the standard has improved enormously and
a much deeper level of research is now needed, but
this is no reason why you should not try your hand at
writing your own. There are plenty of gaps still to be
filled and even in well-trodden areas no one believes
that rules have yet reached perfection.