War Games Rules 1925–1950
A set of rules for World War II and the immediate post-war years, for scales from 1:300 micro armour to 1:72 scale, published by Wargames Research Group.
They were first published in 1973 as a development of the 1972 rules "War Games Rules Infantry Action 1925–1975", and later split into two eras covering 1925–1950, and 1950–2000.
The variations, as published by WRG, are set out in the table:
| Year | Title |
| 1972 | War Games Rules Infantry Action 1925–1975 |
| 1973 | War Games Rules Armour & Infantry 1925–1950 |
| 1974 | War Games Rules Armour & Infantry 1950–1975 |
| 1979 | War Games Rules for Armoured Warfare 1950–1985 |
| 1988 | War Games Rules 1925–1950: Wargames Rules for All Arms Land Warfare from Platoon to Battalion Level |
| 1993 | War Games Rules 1950–2000: Wargames Rules for All Arms Land Warfare from Platoon to Battalion Level |
A computer-moderated adaptation of the 1988 edition was created by WargameSystems. This is claimed to preserve the WRG rules structure and key data while the software automates the mechanics of playing by these rules, hence saving time and increasing enjoyment of the game.
Core rules summary
PhilosophyParaphrasing from the author's introduction:
Sequence of play
Alternate.
Time scale
One friendly and one enemy move per five minutes. Each move partly overlaps moves preceding and succeeding it.
Ground scale
Varies depending on the figure scale.
Troop scale
One figure represents one real equivalent. Infantry figures are based together in elements of 2 or 3 to 6.
Dice
One six sided dice is used throughout the rules.
Command and control
Each company is given a one word order—Recce, Probe, Attack, Defend, Delay or Support—that specifies its task and imposes any tactical limitations. Some orders require additional information such as an objective, a line of advance, or boundaries.
Orders can be changed during a battle by passing the new order through the chain of command.
Communication
Command elements can communicate once with a superior command element, three times with subordinate command elements, and with all directly subordinate elements.
Range and effectiveness depends on method—Personal, Line, Radio, Written, Signal.
Troop quality
Troops are classified as Inept, Green, Stubborn, Dashing, Skilled, Thrusting, Fanatic or Irregular. These classifications can restrict choice of Tactical Modes and also govern reactions to casualties and overrun situations.
Tactical Modes
Command elements can choose how to fulfil their orders by declaring a Tactical Mode – Salvo, Hold, March, Attack, Assault, Dash, Stalk, Skirmish, Slow, or Gap. Each Tactical Mode has its own movement and firing specifications.
An element's choice of a Tactical Mode can be restricted by orders, troop classification, terrain and combat results.
Exigency Modes
These are the same as Tactical Modes except that they are imposed while specific circumstances apply, such as being shot at. When these cease, elements revert to their Tactical Modes.
Firing
For direct fire, first dice to check for full or partial acquisition, specify the type of fire—Aimed, Volley, Suppressive—then dice to see if the fire is effective.
Area fire is not dissimilar to the above except that -
- Area fire resources are allocated Under Command, In Direct Support, In General Support, to Counterbattery, or at Priority Call. These classifications determine responsiveness to requests for fire support.
- Firing tasks are defined as Counterbattery, Programmed, Defensive or Impromptu. Each type of task has its own requirements for availability and activation.
- Targets are classified as Registered, Observed, or Predicted; these classifications affect aiming point accuracy and corrections.
- Possible fire patterns are Bombardment, Fireblow, Harassing, Concentration, or Barrage. These patterns have their own availability requirements and affect beaten zone dimensions and munition effectiveness.
Successful fire causes the target to be Suppressed or Neutralised. Then check for Knock-out.
When carrying out Attack or Probe orders:
- Neutralisation may cause a platoon to become pinned
- Pinning or Knock-out may cause a company to become repulsed.
If all of a company's troops retreat in the same move, a rout may ensue.
Repulsed, retreated or routed troops must be rallied before they can advance or be given a new order, as must troops that have attacked and occupied an objective.
Monographs
- Barker P 1988, "A new WRG approach to wargaming tank combat", The Courier, vol VIII, no. 1
- Peers C 1996, "An officer classification system for WRG, 1925–2000, Wargames Illustrated, March