I have been wargaming for almost fifty years,
and for most of that time have searched for that Holy Grail of Wargaming – the
perfect wargame rules. Eleven years ago
I found them. Or at least I found my
version of them.
For the first thirty years or so I worked my
way through a series of wargame rules, all of them the best, or at least most
popular, of their time. “Charge, or how
to play wargames” was the first, it was also my introduction to wargaming. WRG “Wargames Rules 1685-1845” came next and
lasted about ten years. Then came “In
The Grand Manner” which lasted another ten or fifteen years, though there were
a lot of “house rules” to tide them over.
My last commercial rules were “Le Feu Sacre”. I have dabbled with others, but they were
the main influence.
I have always gone through the same sequence
with rules. First they are hard to
master, then they are fun to use, finally they disappoint when the flaws become
obvious through a lot of play. My
solution had always been to write “house rules”, but they often produced more
unexpected problems than they solved.
So for our new project I would write my own
rules. Jan and I decided that we would
restrict our wargaming to just the two of us so the rules did not have to be
comprehensive. In fact they need only be
a series of prompt sheets.
I was reasonably happy with our current rules,
which were “Le Feu Sacre”. However they
were designed for single corps or division sized games with infantry battalions
and cavalry squadrons. They also had 12 figure battalions as the basic formation, which did not fit with the figures I had on my shelves. And they used a lot more artillery units than I had available. And, of course, I wanted to
fight multi corps battles with brigades.
However I liked a lot of the game systems in “Le Feu Sacre” and would
keep them in my new wargames rules which I would write myself.
I wanted a set of rules that would be easy to
use and would provide a fast and fun wargame.
I wanted all nationalities to have an equal
chance of winning a battle. No point in
using all of my armies if one or more were destined to lose every game. The Spanish might have a poor field army,
but they would have a lot of guerrilla bands who would cause attrition
casualties.
I wanted the rules to rely to a large extent on
luck. Casualties would be hard to
inflict (need a good dice throw) but would have an immediate, long lasting and
critical effect on morale and combat effectiveness.
Most important the rules would have to fit well
with the new campaign. It was important
that each game should last 12 moves, so that each move would be one campaign
hour.
It was also important that the table movement
rates would cover the same distance on the table as the campaign movement rates did on the map.
The campaign included all of the major
participants in the Napoleonic Wars, so it was important that the wargame rules
would allow some sort of national strengths and weakeness. I wanted a French corps to “feel” French,
and a Spanish corps to “feel” Spanish.
Finally it was important that wargame
casualties would transfer to the campaign.
In short the wargame rules must support
campaign rules. They were not
designed to destroy the other side in one battle. My campaigns were designed to last for
three to five battles, consequently the wargame rules must allow the defeated
side the abiliy to recover to fight again, even if it might take two or three campaign days to do so.
The rules have now stood the test of time. We have used them three or four times a week
over the past ten years. I have amended
them in the light of game play. This has
proved effective because I fully understand the consequences of each rule
change. Special rules, for example
guerrillas, have changed drastically.
But the basic rules have remained the same.
You could use any commercial rules with this comprehensive wargames system, but I would strongly recommend writing your own
wargame rules. It is the only way that
you can get exactly the type of game you enjoy playing. There are no compromises to make them
acceptable to the majority. Most
important because you have written them you can easily change them as
necessary.
If interested you will find my wargame rules
here
Next time we will have a look at how the rules
are designed to meet the requirements of the campaign and also to provide the
type of wargames we like to play.


