A set of rules for World War II and the immediate post-war years, for scales from micro armour (company level or higher, as a general guide) to (platoon level) scale, published by Wargames Research Group (WRG).
They were first published in 1973 as a development of the 1972 rules "War Games Rules Infantry Action 1925âÂÂ1975", and later split into two eras covering 1925âÂÂ1950, and 1950âÂÂ2000.
The variations, as published by WRG, are set out in the table:
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.
Philosophy
Paraphrasing 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 (and if necessary, platoon) is given a one word orderâÂÂRecce, Probe, Attack, Defend, Delay or SupportâÂÂthat 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(s) 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 methodâÂÂPersonal, 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 (explained hereafter) 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 â 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 fireâÂÂAimed, Volley, SuppressiveâÂÂthen dice to see if the fire is effective.
Area fire is not dissimilar to the above except that -
Combat results
Successful fire causes the target to be Suppressed or Neutralised. Then check for Knock-out.
When carrying out Attack or Probe orders:
Regardless of orders, overrunning may also cause retreat or surrender results.
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.