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Book of Rules

The abstraction of wargaming

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AlphA Strategy

Book of Rules
The abstraction of wargaming

By Alessandro Castello ©

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First published in 2021

Copyright © Alessandro Castello, 2021

The Baton ® is a registered design from 2020

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 Author
in writing.

E-mail: alphastrategygame@gmail.com • Website: www.alphastrategygame.com

On the cover: Legatus holding the baton while reviewing his legions
1/72 figurine by ITALERI
Diorama by Alessandro Castello

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Cover 1

Title 2
Copyright 3
Contents 4
Dedication 5

INTRODUCTION 6
THE GAME 7
TERRAIN 9
UNITS 11
MOVE 14
SEQUENCE OF PLAY 18
COMBAT & FIGHT 24
ARMY-BATTLE-SHEET 29

Conclusions 33
Reading 33

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To You my dear reader, for sharing the passion
and to M. Farò and F. Botter, for sharing the vision.

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INTRODUCTION
With "The abstraction of wargaming" we intend to move away from simulation by
minimizing the rules while maintaining historical consistency.
This book is meant for anybody interested in this hobby. Whatever is your expertise
in the activity of simulated warfare, I really hope you can appreciate and enjoy the
read. Far from pretending to be a professional study on the subject, I just covered the
very basic topics needed to better express the thought that generated the game. For
the same reason I mention few books titles of what I believe to be seminal works in
the worgaming world. The very first book I indicate is “The Art of Wargaming” by
Peter Perla that gives the very definition of what wargaming ought to be at its core.

AlphA Strategy had been created for the need of a very simple, fast playing and
most versatile set of rules. Versatile because I wanted the rules to be open to
interpretation and modification by the players so that they could match their tastes, in
the realm of simulations or ludic abstractions they might be. For simple and fast, I
oriented my interests to the elegance of Chess combined with the neatness of GO,
still retaining the joy of toying with soldier figurines, dioramas, maps, and most of all
history books.

The game of Chess epitomised the ultimate example in terms of war abstraction (with
just few basic pieces you have the feel of a whole kingdom). The game of GO
represented the ultimate example in terms of simplicity (with just few basic rules you
have infinite re-playability). With these premises in mind, a mix of new and
unorthodox expedients had been developed to result in a set of rules not only intuitive
and simple, but versatile to the point of letting the player adapt them to any conflict
he pleases to battle, so that if inclined in the task, he can open a history book and
create his own ad-hoc fights. I attempted to be as concise as possible, still trying to
expose what I believe to be crucial for the understanding of the rules. From the read
of “The Bello Gallico” by Giulio Cesare, and “Art of War” by Sun Zu we can infer
that waging war is an artistic endeavour in the broadest of definitions. Wargaming is
an art and the wargamer is an artist. These is the major idea on which the book had
been written and the rules had been devised.

I may conclude that this project is dedicated to the wargamer with artistic
imagination, artistic inventiveness and artistic passion.

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AlphA Strategy Box

THE GAME
The boxed text incorporates the core rules and can be used as a fast reference for
playing the game without having to read the complete book.
The phrases in blue indicate how to proceed in the game.
In AlphA Strategy:
You impersonate a Commander (a Legatus / a Field Marshal / a Warlord / a King) in
charge of an army that moves in an environment of just two kinds of terrain (open
and rough) on which only two kinds of units fight (infantry and cavalry). In
ancient Rome, the highest military command was symbolized by a heavy white staff.
The legatus raised it in front of the legions proclaiming "over your head and mine"
meaning the highest of powers was bestowed on the baton by the emperor himself.
Therefore, your rank as the highest in command is signified by the baton, and by it,
you may command your army. The values composing the worth of your army are
Attack and Defence (abilities) influencing the Damage (status) of your units. The
baton is not only a symbol of hierarchy, but it is used as a points counter too. Attack
and defence values are drawn by spinning of the left and right rings, the other rings
are used to keep track of the Damage points of your units.
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AlphA Strategy Pieces

In AlphA Strategy:

Workshop, the raw materials are skilfully hand-worked to obtain a unique artisan’s
work of art. The baton is composed of 74 pieces with an internal mechanism
specifically developed for the purpose of keeping track of the points. The units are
made of aluminium and wood. The box is finely carved in wood and completed in a
natural finish.

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TERRAIN

Start by representing on the game area the terrain features like woods, roads, rivers and
mountains crossings, and all is needed as indicated in the Army-Battle-Sheet.

Open flat and main color of the map


Rough mountains, woods, marshes
Fortification cities / camps
River crossing: bridges / fording
Mountain crossing: passes / tunnels

Wargames are played on maps, printed mats, dioramas, sand tables and whatever the
muse of arts can inspire. A landscape can be as realistic as you please or as abstract
as you can envision, as long as it represents all that’s needed for the game (rivers,
woods, mountains, buildings, roads, etc.) That is because terrain affects the
movement and fighting abilities of the armies, generating variance and
unpredictability in all aspects of the game.

Stylised building

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Stylised world

In AlphA Strategy:
A game can be played on a table without even a map, as long as the players can agree
on the environment and features of a fictional terrain. You do not need to be
millimetre precise: units can be considered in contact even if not touching. The fronts
are considered matching even if not exactly aligned, a ¾ facing can be considered
correct. Most of the area of a unit must be on one type only of terrain, this is to avoid
incomprehension and quarrels. As in the image, with just few stones and paper, you
can create a stylised world with the flavour of the chosen historical period.

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UNITS

Go ahead by placing your units on your assigned area following the order of battle as
indicated in the Army-Battle-Sheet.

Units each unit depicts its own number and type: on one side it can be used as
infantry, on the other side it can be used as cavalry.
Attack is indicative of: training,strength,weapons
Defense is indicative of: training,strength,armor
Damage is indicative of: loss of morale,resistance,quantity

In Wargames, the armies can be represented by anything from small coloured cards
up to 54mm. and more scale figurines. The more you go into historical detail, the
greater the demand for space and materials becomes. To better understand what it
means not only to play, but to simulate war, I highly recommend the book
“Napoleonic Campaigns in Miniature” by Bruce Quarrie and John Curry. Although
specific to the Napoleonic period, it is of great help in understanding the mechanics
of any wargame.

Standard symbols for cavalry and infantry as indicated in a West Point book

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The Alpha Strategy units:
On one side they depict cavalry, on the other side infantry.
In AlphA Strategy,:
Variance in units has been kept to a minimum so that the core rules could be very fast
and easily implemented in a game. Starting from the standard symbols used in history
books, units had been reduced to Infantry and Cavalry. Each unit depicts its own
number and type: on one side it can be used as infantry, on the other side it can be
used as cavalry. Artillery is considered an accessory, to be regulated by the modifiers
in the Army Battle Sheet.

unit number 8 Infantry unit number 8 Cavalry

You are free to substitute any unit with any number of miniature you please, in any
scale you favour, 2 mm. 3 mm. 6 mm. 10 mm. 15 mm. 20 mm. etc. … as long as you
take care the area of all units be the same. This to avoid incongruences between units
during fights and movement. The numbers depicted on the units differentiates them,
however, you are free to embellish them to better emphasize the diversity and
historical verisimilitude.

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Flags and more flags.

Stylised flags showing Chinese numbers.

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MOVE

Movement Units range is determined in multiples of their own area. Like for
the knight in chess, units are not allowed to move diagonally.
Pivoting to change front is allowed only at the end of the move
(imagine the grid pivoting with the unit). On flat terrain, infantry
moves ½ the distance of cavalry: (infantry moves 2 areas and
cavalry moves 4 areas). On rough terrain, the range is halved:
(infantry moves 1 area and cavalry moves 2 areas). As soon as a
unit enters a different terrain, it must stop, pivoting is still allowed.

Move wherever you please inside the ellipse area, and then pivot.

Missiles The range of rifles and bows is 4 areas straight in front of the unit
(equal to cavalry range). The range of cannons is 8 areas straight
in front of the unit (double the cavalry range). Missiles cannot be
used by or on units engaged in a melee, missiles cannot attack
units concealed by other units, or in woods, or on the other side of
mountains or rivers.

CANNONS
RANGE

RIFLES / BOWS
RANGE

Infantry move range and missiles ranges.

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In wargames, movement is determined by the maximum range a unit can cover
during the move phase. The range needs to be defined by a unit of measurement like
centimetres or inches etc. On the game-table the players check the movements using
measuring tapes or a compass or any tool they think appropriate. With a simple circle
as the boundary limit of the movement, a unit is usually allowed to pivot, change
facing and formation at will without restrictions within the circle area defined by the
radius.
In many wargames, a good alternative to avoid the use of measuring tools is adopting
a grid system, any grid would do. Just remember that movements on grids are uneven
when you take in consideration the differences between horizontal and vertical
movement. In the examples, the red dots indicate the position a unit can reach in a
movement of 3 steps, the blue circle indicates the radius from the starting point.
Different shaped grids give different results in terms of accuracy of movement. If you
are interested in a deep study on the theoretical concepts that make wargaming not
only an art but a science too, look for the vast work of George Phillies, a great start
would be his wonderful book “Designing Wargames”.

GRID GRID
9x9 9x9

Squares and hexagons 9x9 grids, 3 steps move

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Units configuration
In AlphA Strategy:
Units move in multiples of their own area. The main reason to adopt the area
system, is to avoid the use of measuring tools, the unit itself can be used to verify the
space covered during the move. Another reason is to avoid the use of grids on the
map or your hard-work built diorama. Units are not allowed to move diagonally but
count contiguous areas horizontally and vertically, as per the knight in chess.

GRID
9x9

AlphA Strategy 9x9 grid, 3 steps move

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FRONT

LEFT FLANK RIGHT FLANK

REAR

Units are shaped with the front, the rear and the two flanks. By keeping the number
on the left you will always be able to tell which long side is the front. This structure
never changes during combat, but during the movement phase, a unit can be imagined
change facing. When the facing of the unit is on one of the two short sides (the
flanks), the unit can be considered marching; A unit marching can cover longer
distances. When the facing is on the long side (the front), the unit can be considered
fighting or getting ready to do so; A unit ready to fight moves slower and can only
cover short distances.
Even more, a move that mixes vertical and horizontal movements is time consuming,
due to the multiple facing changes; The result is that the maximum range is shaped
like an ellipse. In the example the red dots represent a movement of 3 steps.
This distinction in the facings for the movement, has been devised to give a plausible
reason for the rule itself, and to gain variance while maintaining as simple as possible
the core rule. With a single number (the max range allowed in steps) we are actually
obtaining multiple grades of movement.
Units pivot on their centre, pivoting is allowed only at the end of the move, in this
way the commander has to take care of not putting his troops in a too risky a position.
Remember that units can only attack from the front, rear and flanks can only defend.
The grid follows the unit and pivots with it, an easy way to represent this system is to
imagine an areas-grid “glued” to the unit, instead of the traditional grid permanently
drawn on the map.

To simplify the idea to its core, move wherever you please inside the ellipse area,
and then pivot.

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SEQUENCE OF PLAY

There are no turns but at every round both player move (1 st phase) and combat (2nd
phase) The end of a phase is determined by the players’ mutual agreement.

1st phase: move

o Units can move only once per round; they cannot move twice during the same
round regardless of the max range allowed. The touch-move rule applies.
o Pivot to change the front is allowed only at the end of the move.
o Friendly units (in contact on the long sides) can swap places.
o Swapping units counts as a move.
o Crossing rivers and mountains can be done only where indicated.

2nd phase: combat

o One unit can attack only one unit.


o Multiple units can attack one unit.
o Only one unit can attack a crossing unit.
o Front is the long side of your unit attacking the enemy.
o Rear and Flanks are the other sides of your unit and can only defend.

Disengage:
In a fight, the unit with the lower attack number must retreat its rough move range (no
more) and it counts as a move. If the move is not carried out, you must count twice the
fight result as penalty.

In AlphA Strategy:
The few core rules are enough to allow the units to interact with each other in more or
less complex manoeuvres on an intricate battlefield. In the following photos you can
see some examples of what can be achieved without any supplementary rule in
addition to the basic ones. For instance, there is no need to have specific instructions
for the square or chevron formations. Positioning of the units is not required to be too
precise as long as your intentions are clear to all players. units can be considered in
contact even if not touching. The fronts are considered matching even if not exactly
aligned, a ¾ facing can be considered correct. Most of the area of a unit must be on
one type only of terrain.

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Infantry 7 and infantry 9 are facing each other and fighting.

Cavalry 1 attacks the right flank of unit 7. Flanks can only defend.

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Infantry 8 is crossing the river, infantry 5 is stopping it.

Infantry 8 with a higher attack number manages to push back infantry 5. Infantry 7
joins the fight and attacks infantry 8 right flank.

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Infantry 9 starts crossing the river and attacks infantry 7 left flank.

Cavalry 7, 8, and 9 are attacking in a chevron formation. If infantry 3 spins a higher


attack number, cavalry 7 must retreat its rough move range. Infantry 3 doesn’t
pursue cavalry 7.

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Cavalry 8, and 9 are moving in front of infantry 3 and keep the fight going.
cavalry 7 re-joins the chevron from the rear.

If infantry 3 would have decided to pursue cavalry 7, the other units of the chevron
would have attacked the left flank and the rear (resulting in a 3 to 1 fight)

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Infantry 1,2,3,4 are in a square formation. Cavalry 7 and 8 attack the square. The
units of a square cannot be attacked on the flanks. If the attack of the units forming
the square, are doing bad, and one or more units must retreat, the square can still
manage to keep its shape by well-concerted manoeuvres.

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COMBAT & FIGHT
When two or more enemy units get in contact in 1 st phase, they can choose to start a
fight in 2nd phase.
Fighting means Attack and Defend.
Spin the attack ring (adjust the result as per the army chart’s modifier, if any) and tell
your attack number to the adversary.
No other data need to be disclosed.
Spin your defense ring (adjust the result as per the army chart’s modifier, if any) and
defend your unit against the attack from your adversary. The result adds to the Damage
ring of your unit.

Your adversary Your


Damage = Attack - Defense
Every time the unit Damage ring passes the number 0 (complete turn of the ring, 10
points) you get a demerit point on that unit and it has to be recorded on your army
chart.

In wargames dice are your weapons. The reason being, tossing a die generates
randomness in the result, and uncertainty resembles a real fight. Imagine that tossing
a die mimics the swing of a sword, the outcome indicates how many wounds you
inflict to the adversary. The outcome of tossing a die is understood in terms of
percentage in favour of obtaining or not a hit. Two great books on the topic are
“Uncertainty in Games” by Greg Costikyan and “Gametek” by Geoffrey Engelstein.
With a single 6 faces die (called 6D die) every number has the same chance to occur.
In percentage it means that each number has a 17% probability to happen.

16.67 % 16.67 % 16.67 % 16.67 % 16.67 % 16.67 %

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In real fights, the two adversaries usually do not have the same chance to win or lose
against each other. You might have a special forces veteran fighting against a private
infantry rookie. In order to differentiate the potential results, we can adopt
numberless solutions, more or less exotic. The score can be acquired by a multitude
of gimmicks starting from the shape of the die itself to the number of dice used,
multiple tosses, adding and subtracting points, dictated by countless lists of
modifiers. All this to make the result unpredictable but still plausible in a given
situation.
A very good and basic way to differentiate the results in tossing dice is by adding the
outcomes and use the result as the score, exploiting in this way the characteristic of
average probability. This is explained by the fact that there are more combinations to
obtain the middle numbers than there are combinations to obtain the small and big
ones.
6
5 5
4 4
3 3
2 2
1 1
0
1 2 3 4 5 6 7 8 9 10 11 12

3+4
3+3 2+5 4+4
2+3 2+4 1+6 3+5 4+5
2+2 1+4 1+5 3+4 2+6 3+6 5+5
1+2 1+3 2+3 2+4 2+5 3+5 4+5 4+6 5+6
1+1 1+2 1+3 1+4 1+5 1+6 2+6 3+6 4+6 5+6 6+6

By tossing and adding the outcome of 2 D6 we have:


1 combination to obtain a 2 or a 12 4 combinations to obtain a 5 or a 9
2 combinations to obtain a 3 or an 11 5 combinations to obtain a 6 or an 8
3 combinations to obtain a 4 or a 10 6 combinations to obtain a 7
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This characteristic can be used to differentiate the outcome of a fight with units of
different strengths and capabilities on the battlefield. As an example, the rule might
be that in order to win a fight, a special forces veteran must score a 7 while a rookie
private must score a 12, which is much less likely to occur.

The baton: on the sides the defence and attack spinning rings, in the middle the ten
counters called Damage

In AlphA Strategy
You do not use dice but spinning rings. One ring called defence ring depicts the
numbers 1,2,3. A second ring called attack ring depicts the numbers 6, 7, 8. Each ring
portrays two sets of numbers, one set with black numbers and one set with red ones.
The arrangement of the numbers gives the probability of the outcomes. The numbers
are uneven so, differently from a typical die, the result you can draw from a spin is
potentially unbalanced up or down the scale. With the black serie you have more
chances to get a high number, with the red serie you have more chances to get a low
number.

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44.4 % 44.4 %

33.3 % 33.3 %

22.2 % 22.2 %

2 3 4 2 3 4
1 2 3 1 2 3
0 1 2 0 1 2

with the black numbers you have: with the red numbers you have:
44.4 % chances to get a 3 44.4 % chances to get a 1
33.3 % chances to get a 2 33.3 % chances to get a 2
22.2 % chances to get a 1 22.2 % chances to get a 3

44.4 % 44.4 %

33.3 % 33.3 %

22.2 % 22.2 %

7 8 9 7 8 9
6 7 8 6 7 8
5 6 7 5 6 7

with the black numbers you have: with the red numbers you have:
44.4 % chances to get a 8 44.4 % chances to get a 6
33.3 % chances to get a 7 33.3 % chances to get a 7
22.2 % chances to get a 6 22.2 % chances to get a 8

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In the realm of wargame mechanics, this solution is not more difficult than others to
grasp. Plus, it is very easy to apply during a game. By spinning a couple of rings you
can gain a very large amount of unpredictable outcomes. And more, as you can see
from the charts, -1 and +1 modifiers can be applied to shift the results up or down the
scale while maintaining the probabilities unaltered.
N.B. Modifiers are not cumulative.

In the game of AlphA Strategy, fights take in account attack and defence, like in a
boxing match, a fighter needs to hit and parry. The result of every fight is obtained by
the formula:
Your adversary Your
Damage = Attack - Defense
The attack numbers are always higher than the defence numbers, in this way the
result (the Damage number) will always be a positive integer. The Damage keeps
increasing recording fatigue and consumption of the unit.
Every ten points (one full turn of the Damage ring) a demerit “x” must be filled-in the
Army chart. This “x” will be the real point to be considered at the end of the game to
define the winner.
This system has a very interesting feature, that is, even if you attack with a unit at the
maximum probability of victory, it is possible that a weak enemy unit can still get a
good result and you a bad result. It is a very improbable occurrence, but it can
happen. Justify it by pretending it's a very unfortunate day at "work / war". It also
happens in real life.

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ARMY-BATTLE-SHEET
All the notions you need to know to give orders to your army are indicated in the
Army-Battle-Sheet.
The Army Battle sheet is divided in two sections
Top section: Order of battle, victory conditions and special rules
Bottom section: Army chart, modifiers and mark the demerits.

In AlphA Strategy:
You play the game utilizing the baton, how the results are manipulated is indicated in
The Army-Battle-Sheet that is divided into two sections, top and bottom.
Top section (Order of Battle):
It tells you how to place your units in front of the enemy, the victory conditions and
the special rules. In the game Battle of Cannae 216 BC. the special rule for the
Carthaginians is: Carthaginians are free to move as they please A military genius as
Hannibal Barca exploited the heterogeneity of his army to move fast and surround the
enemy. While in the same battle, for the Romans the special rule is: Romans cannot
retreat but always advance. It represents the very disciplined legionnaire that made
the legion as strong as a wall but as for the same nature not versatile.
Bottom section (Army-Chart):
To be used as a reference for applying the modifiers. The grid displays the situations
a unit can find itself in, for example flat terrain, rough terrain, rainy day etc. for these
situations, might be necessary to apply modifiers to the results of the Attack and
Defence spins. If the modifier is written in black, you need to read the black numbers
of the spinning ring, if the modifier is written in red, you need to read the red
numbers.
o the result of the spin is not modified
+ add 1 point to the result of the spin.
- subtract 1 point to the result of the spin.
In the example in the picture, is indicated the most basic layout you can possibly
have, in this case the battle boils down to a game comparable to a game of chess. The
order of battle shows two specular armies facing each other, the special rules are
none. The Army-Chart indicates the same strength for all the units. No modifiers nor
demerit penalties apply. The Victory conditions are the same for both players: End
the game with less demerits than the enemy. You just need to decide before starting
the game, how long it will last (in terms of time or number of rounds). An alternative
could be to designate a unit per side as “King” and apply the victory condition: The
king with less demerits wins. Just formulate any condition you fancy.

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ENEMY ARMY order of battle
F ar ò

YOUR ARMY order of battle

D A D A D A D A D A D A D A D A D A D A

F LAT TERRAIN F LAT TERRAIN

ROUGH TERRAIN ROUGH TERRAIN

RAINY DAY RAINY DAY

D A D A D A D A D A D A D A D A D A D A
D EMERIT

D EMERIT

Td T

The Army Battle Sheet:


Order of Battle in the top section, Army Chart in the bottom section.

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In this other picture, we have the bottom section of an Army Battle Sheet that shows
more variegated situations: Cavalry units are potentially doing better than infantry on
flat terrains, while on rough terrain it is the way around. In fact, on rough terrains, the
cavalry has to apply a modifier of red -1 on the attack spins. Another interesting
modifier is the black +1 to apply at every attack spin of unit infantry number 6,
probably because in that unit there is a very talented and inspiring leader.
Every time the Damage ring passes the 0 you need to record (with an x) a demerit on
the chart. For example, unit cavalry number 1 will have to stop fighting and leave the
battlefield at the moment it reaches 6 demerit. Unit cavalry number 0 will start
fighting with red -1 in attack and defence spins after reaching the 5th demerit.
N.B. Modifiers are not cumulative.

Tweaking with the modifiers is the way to fine-tune the army behaviour and guide
the players to re-enact real fights. Starting from a historical account of a real battle,
you may find the peculiarities that made that clash of Arms develop in a certain way
and not another.

D A D A D A D A D A D A D A D A D A D A

FLAT TER R AIN FLAT TER R AIN

ROUGH TERRAIN ROUGH TERRAIN

RAINY DAY RAINY DAY

D A D A D A D A D A D A D A D A D A D A

X X X X X X X X
X X X X
DEMERIT

DEMERIT

Td T

The Army Battle Sheet: Army Chart in the bottom section with multiple modifiers.

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DIY
You can use any type of miniature, in any scale, on any type of map or diorama.
You can add terrain types and adjust the movements and ranges.
You can customize and tailor the demerit to have your units behave like historically
existed armies.
You can manipulate the defence and attack strength by adding modifiers to the
spinning rings results.
You can alter the points calculation and objectives to guide the players to re-enact
historical battles

In the AlphA Strategy website, you may find updated examples and battle reports.
http://alphastrategygame.com/historical-battles/

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Conclusions
At their core, the AlphA Strategy rules are simple and abstract. This was done on
purpose, to give the player the opportunity to be able to adapt them to any battle he
had an interest in re-enacting. We wanted to give to the player the freedom to choose
whether to "play" or "simulate" a battlefield. The closer you get to the simulation, the
more the mechanics become complex, often losing playful flavour, but still being
pleasant.
From the very interesting account of the NATO wargame designer Natalia Wojtowicz
in her book “Wargaming Experiences” it is understood that a wargame is never
perfect, and cannot always please everyone. I reiterate the main feature of waging
war, in my opinion, it is more an art than a science. War, even just in a table top
wargame, requires the approach of an artist. A great leader must be able to express
not only his professional and pragmatic skills but also add his genius and luck.

Have fun, be Great.

Reading
Below I indicate the few titles I mentioned in this book. Many more are of great value
and should be taken into consideration. In my opinion, it is good practice to also read
game rules, history books, historical novels, and biographies of great leaders in order
to fully appreciate this hobby.

The Art of Wargaming Peter Perla


Art of War Sun Zu
De Bello Gallico Giulio Cesare
Designing Wargames George Phillies
Napoleonic Campaigns in Miniature Bruce Quarrie and John Curry
Uncertainty in Games Greg Costikyan
Gametek Geoffrey Engelstein
Wargaming Experiences Natalia Wojtowicz

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F ar ò

D A D A D A D A D A D A D A D A D A D A

D A D A D A D A D A D A D A D A D A D A
DEMERIT

DEMERIT

T dT
Army Battle Sheet
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