Developing the Portable Wargame
By Bob Cordery
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Developing the Portable Wargame - Bob Cordery
Developing The Portable Wargame
More rules for fast-play wargames on
gridded tabletops
by
Bob Cordery
2017
Eglinton Books
Copyright © 2017 by Robert George Cordery.
Robert George Cordery has asserted his right under the Copyright, Designs and Patents Act 1988 to be identified as the author of this work.
All rights reserved. No part of this book may be reproduced or transmitted in any form or by any means, electronic or mechanical including photocopying, recording or by any information storage and retrieval system, without permission from the publisher in writing except for the use of brief quotations in a book review or scholarly journal.
Typeset in Arial font
Published by Eglinton Books
84 Eglinton Hill
Shooters Hill
Plumstead
London
SE18 3DY
United Kingdom
First Printing: 2017
Version 1.0
HardbackISBN 978-0-244-01101-7
PaperbackISBN 978-0-244-91102-7
EPubISBN 978-0-244-61103-3
Contents
Developing The Portable Wargame
Contents
Introduction
Pinning and Unpinning Units
The Two Kills Option
Army Lists, Balanced, and Unbalanced Forces
Big Board – and Small Board – Gridded Wargames
A few observations about the Portable Wargame Rules: Ancients
Portable Wargame Rules: Ancients
Army Lists for The Portable Wargame: Ancients
The Portable Wargame in Action: Some examples from the Ancients rules
A few observations about the Developed Portable Wargame Rules: Early and Mid Twentieth Century
Developed Portable Wargame Rules: Early and Mid Twentieth Century
Adding another dimension: Some thoughts about Air Combat rules
Portable Wargame: Air Combat Rules
The Portable Wargame in Action: Some examples from the Air Combat rules
Simple mini-campaigns
Scenarios
Bibliography
Introduction
Almost as soon as I had published THE PORTABLE WARGAME I began to get requests for further simple wargame rules that used a gridded tabletop. Having set the ball rolling, it would have been rather churlish not to acquiesce to these requests ... so here is my follow-up book.
As a quick look at the contents page shows, this book includes some additional rules that can be incorporated into the rules in my first book as well as a simple set of rules for wargames set during the Ancient period. I have also included a more complex version of my early and mid twentieth century rules and a set of Air Combat rules. The latter have been designed to work with both the earlier and later versions of my early and mid twentieth century rules as well as being a simple set of ‘stand alone’ rules.
Readers of my previous book might wish to note that I have re-drafted the Close Combat rules in order to remove any ambiguities. The mechanism used has not been changed, merely the explanation of how it works. I hope that by doing this I have removed any confusion that players might have experienced.
I have also looked at the topic of mini-campaigns and how a relatively simple campaign can be fought using my rules. The chapter entitled ‘Simple mini-campaigns’ includes an example of one such campaign to help players design a mini-campaign of their own.
Bob Cordery,
London, June 2017
Acknowledgements
Rather than repeating the list of people I acknowledged in my first book, I want to mention just the people who specifically helped me to write this book. They are:
Arthur Harman, whose proof-reading, editing skills, and suggestions helped to make this a much better book than it might have been;
Ross Macfarlane, John Acar, and Stephen Briddon, whose play-testing and suggested rule changes ensured that the end results were considerably better than they had originally been.
Ian Drury, whose loan of figures from his collection of Ancients figures enabled me to play-test the rules and to add relevant photographs to illustrate the text.
Pinning and Unpinning Units
One aspect of modern warfare that was not covered in the early and mid twentieth century rules in my previous book relates to units that become pinned down by enemy action. Previously units could suffer loss of Strength Point value (SP) as a result of enemy action as well as being forced to retreat, but in real combat units will often go to ground (i.e. become pinned down) when they begin to suffer losses, and once they have done so it requires effort on the part of their commander to get them up and moving again (i.e. to get them unpinned).
To incorporate this into my rules requires a number of modifications both to the actions a unit can undertake when it is activated and to the RESOLVING HITS ON UNITS table. These changes are shown below.
PINNING AND UNPINNING
A Commander cannot be pinned.
Any unit that is pinned can fire at enemy units with reduced effect.
Any unit that is pinned cannot move or initiate any form of Close Combat with an enemy unit.
A unit that is pinned and that is attacked by an enemy unit in Close Combat may fight back as normal but must reduce its D6 die roll score by 1[1].
A unit that is pinned and that is successfully attacked by an enemy unit cannot retreat. It is deemed to be unable to retreat and automatically loses 1 SP and remains pinned.
A unit that is pinned can be unpinned the next time the unit is activated if it is not adjacent to an enemy unit[2].
A unit that is unpinned may not move or initiate any form of combat with an enemy unit during the turn in which it is unpinned, but may defend itself if attacked by an enemy unit in Close Combat[3].
Pins are not cumulative[4].
TURN SEQUENCE
When a unit is activated it may:
Unpin itself if it is not adjacent to an enemy unit or
Remain pinned and Fire at an enemy unit with reduced effect or
Move or
Move and Fire at an enemy unit or
Move and initiate Close Combat with an enemy unit.
RESOLVING HITS ON UNITS
Rules
Any unit that is hit as a result of Artillery Fire, Non-Artillery Fire, or Close Combat rolls a D6 die to resolve what happens.
Any unit unable or unwilling to retreat 1 grid area loses 1 SP and becomes pinned.
If a Commander is co-located with a unit that must retreat and it is able to do so, the Commander retreats with that unit.
If a Commander is co-located with a unit that becomes pinned, the Commander is not pinned.
Commanders who are co-located with units that have been hit
If a Commander is co-located with a unit that suffers the loss of 1 SP and becomes pinned, the side that has inflicted that loss may choose to see if the Commander has been 'killed'. They roll a D6 die:
Results:
If the D6 die roll score is 6, the Commander is 'killed' and the co-located unit loses 1 SP and becomes pinned;
If the D6 die roll score is 5 or less, the Commander survives and the co-located unit does not lose 1 SP and is not pinned.
Although these additional rules were designed specifically to reflect the sort of warfare seen during the early and mid twentieth century, they can also be used in conjunction with the late nineteenth century rules that were included in my earlier book.
[1]This penalty is in addition to any other penalties.
[2]A pinned unit that is adjacent to an enemy unit may not be unpinned. It may only be unpinned once it is no longer adjacent to an enemy unit.
[3]The unpinned unit is not subject to any penalty due to it having been previously pinned.
[4]If a unit that is already pinned is successfully attacked by an enemy