How to Play Wargames
The Technical Terms Used in Wargaming
Many special words or meanings of words have been developed to assist in the play of
wargames. Very few of these terms are completely unique to wargaming and many of them are
borrowed from scientific and military usages. The following list gives the more common
terms you will encounter in playing historical simulation games.
- Abstraction. Key concept in wargames whereby complex procedures in an historical
event are much simplified in a wargame of the same event. This usually works, sometimes it
doesn't.
- Advance (after Combat). Usually, the attacker's unit moving into the space
formerly occupied by the defending unit (which was forced to retreat). Sometimes an
advance allows the successful unit to move more than one space.
- Administrative units. Game counters that represent non-combat units that are
still vital to the play of the game. Supply, headquarters (to control other units) and
engineer (to build and maintain things) units are typical of this type.
- Adventure game. What some wargames are called, and what some games that are not
quite wargames actually are. Adventure games are similar to Role Playing Games, especially
those on computers, that involve one person (the player) solving puzzles and fighting
opponents on an adventure. Often the military aspect is quite detailed.
- Air attack. Aircraft attacking something. Often called "ground attack,"
as it is often aircraft attacking ground units. "Surface attack" sometimes used
to describe air units attacking ships.
- Air Missions. Games that deal with air power in detail often have to cope with
the many different things aircraft can do. Typical missions are Anti-Air (or "air
superiority" or CAP-Combat Air Patrol), Surface Strike (or "ground
attack"), Air Transport, and Ferry missions.
- Air Units and Combat. Playing pieces are often used to represent aircraft units.
Because the typical game is only two dimensional, the player must keep clear in his mind
that although the air units are being placed on the same playing surface as the ground
units, they are not operating on the same level. Because of the special symbols used on
the air units (usually they depict the silhouette of an aircraft) it is not too difficult
to get used to this potentially confusing graphic situation. In addition to air units
attacking one another you also have ground units which have as one of their functions the
ability to attack air units and in effect defend friendly units on the ground.
- Airlift. In addition to specialized units capable of combat in the air, there are
often units capable of transporting ground units by air. The ability of these units is
often referred to as the airlift capacity and usually denotes a specific number of units
that can be moved in a given game turn or period of time. The airlift capacity sometimes
is expressed in terms of airlift points which are often equivalent to the transported
units' combat strength or stacking points.
- Air Range. This is normally the number of spaces on the map that air units may
move in their turn. Since air units are moving above the ground and not on it, they
usually ignore all terrain restrictions and generally have much higher movement allowances
than ground units.
- Airborne, Airlanding and Airmobile Units. An airborne unit is normally considered
one dropped by parachute. These units undergo a chance of being destroyed or otherwise
incapacitated because of the dangerous techniques they use in getting on the ground.
Airlanding units are units that are landed normally on an airfield in or very close
to enemy territory. An airmobile unit is a unit that is landed by helicopter.
- Ammunition. This is normally represented in the game, when it is distinctly
represented at all, as an item of supply without which units cannot attack. The amount of
ammunition you have is sometimes represented by ammunition points, each point representing
the ability of, say, one unit to make one attack. This basic approach can become much more
elaborate. Often, simpler ammunition rules simply provide a probability that you are out
of ammunition.
- Armored Unit. A unit in which all of the forces are using armored fighting
vehicles is considered an armored unit.
- Assets. A purely military terms, referring to all combat and combat support units
as well as supplies and the like a commander has at his disposal. The term has entered the
vocabulary of wargamers. It's usually the other way around, as wargamers do not generally
use a lot of strictly military jargon.
- Attack. One unit (or a group of units) attacking a single defending enemy unit
(or group of units). The player doing the attacking is referred to as the attacker.
- Attrition. This term represents gradual loss of a unit's strength, rather than
complete loss, which is often what happens in many board games. In the case of individual
units, this is represented by one of three methods. One technique is to have a number of
playing pieces representing each unit, with each of the different playing pieces for the
same unit differing only in the combat strength value printed on them. Another method is
to place another playing piece with only a number printed on it underneath the piece
representing the combat unit, the numbered playing piece representing the current combat
value. As the combat unit loses strength, a numbered playing piece of lesser value is
placed under it. A third method is to have a roster printed on a separate sheet of paper.
Each unit would have next to it a row of boxes, each box representing one strength point.
As the unit suffered attrition, the boxes would be checked off in order to show a lower
strength. Computer games have a substantial advantage in that they can keep a very precise
record of losses without burdening the player. Sometimes attrition is applied to one
side's entire force in which case (normally during an "attrition phase" in the
game turn) a Probability Table is consulted to determine how many units from an entire
army will be removed from the game to represent attrition. This type of attrition usually
represents the losses caused by sickness, starvation or disease.
- Blast Radius and Strength. This is generally a circular area represented by the
number of hexagons from the hexagon of impact in which the bomb or shell hit. Also applies
to just about any explosion (grenades, mines and so on). The blast strength is the
numerical rating of the effect of the explosion and this declines as one gets farther away
from the impact hexagon of the explosion.
- Breakdown. Often units can be broken down into two or more smaller units.
Usually, the total strength of the two or more smaller units does not equal the combined
strength of the original larger unit (because the sum is greater than the parts). A larger
unit is usually broken down in order to cover a larger area. The term
"breakdown" is less frequently used to describe a unit or equipment that doesn't
work (the more common meaning outside of wargames).
- Case. This is a numbered (sometimes lettered) paragraph that states or explains a
specific game rule. They are usually numbered, although sometimes letter are used. See
Drive on Metz rules for examples.
- Casualties. Historically, this term refers to the dead, wounded and missing
resulting from a battle. Casualties in a game, however, normally represent more than the
actual personnel losses and include the functional breakdown of military units as
effective combat forces due to dead, wounded and missing troops as well as equipment
losses and damage. It is for this reason that often the losing unit in a battle is removed
from a game. Historically, as little as 30 percent of a combat unit's personnel being
killed, wounded or captured is often sufficient to render that unit totally ineffective as
a combat force. Casualties may also result from attrition and friction.
- Character. In Role Playing Games (RPGs) each player (four to six is the most
common number) represents a different person (some non, or semi-human like dwarves, elves
and the like). Each person has different characteristics (speed, strength, intelligence,
etc.). Some computer games, and wargames, use similar individual characteristics.
- Close Assault. A term used in tactical games indicating hand-to-hand
fighting-type attacks made by infantry or infantry and combat engineers-the modern
equivalent of "going after them with the bayonet." Note that there is actually
very little hand-to-hand combat, although it is more common for troops to actually see who
they are shooting.
- Conflict Simulation. The more technically correct term for what we commonly refer
to as wargames. Wargames are actually only one subgroup of the much broader group of games
which in theory includes all situations involving struggle between two or more opposing
forces. A conflict simulation attempts to produce a playable but essentially mathematical
model of such situations.
- Combat. This occurs when two or more opposing units interact with a result that
produces losses, retreats or other changes in the status of the opposing units. These
actions usually take place during a combat phase which is a distinct part of the game
turn. As most games put it, "Combat occurs between adjacent opposing units. The units
of the Phasing Player are used to attack and the units of the non-Phasing Player defend,
regardless of the overall strategic situation."
- Combat Strength. A numerical rating of the unit's ability to attack and defend.
This rating is expressed in terms of combat strength points. In some games a unit has one
combat strength value to be used both for attacking and defending. In other games the
units have two combat strengths, an attack strength for attacking and a defense strength
for defending. These strengths are calculated on the basis of the raw fire-power of the
units and modified by qualitative factors such as training, leadership, organizational
effectiveness and experience. Calculating these combat strengths is one of the more
interesting aspects of game research and design.
- Combat Results Table (CRT). A Probability Table that shows the possible results
of all combats allowed within a particular game. The greater the ratio of attacker to
defender strength, the higher the chance of success. Because so many things can go wrong
during the combat itself, a die or other random-number generator is used to determine the
actual result. These tables are usually calculated based on what information is available
on actual historical losses.
- Combat Results. Once the die is rolled and the CRT consulted, the actual results
of the combat will be quite specific. Given below is a list of some of the more frequently
used combat results and their meaning:
Ae (Attacking Units Eliminated). All of the participating attacking units are
destroyed (removed from play). This result is common when a very unfavorable attack is
being made, one that has a high probability of the attacker being effectively wiped out.
Ar (Attacking Units Retreat). All of the participating attacking units must retreat
one or more hexes. One of the more common results. Attacking is more difficult than
defending and attackers frequently are thrown back.
Ad (Attacking Units Disrupted). All of the participating units are disrupted. This
usually means that all of the affected units are pinned in the hex they are in or
otherwise prevented from attacking or performing any action when they would normally be
capable of. This is a variation on Ar (Attacking Units Retreat).
A1, A2, A3, etc. (Attacking units lose indicated number of steps or strength points).
One or all of the participating attacking units are reduced by the number indicated (or
retreated the indicated number of hexes). Another variation on Ar (Attacking Units
Retreat).
Aex (Attacker Exchange). The attacker loses participating units whose face
value is at least equal to the face value of the defending force. Sometimes this is
expressed as AEx, meaning that the attacker loses participating units equal to at least
one half of the face value of the defending force. This result demonstrates the common
outcome of an attack: it succeeds but with heavy loss to the attacker.
Ex (Exchange). The weaker force is destroyed and the stronger force must lose
participating units, the value of which is at least equal to the value of the weaker
force. This result is very common and, obviously, penalizes the weaker force, whether it
would be the attacker or defender. A variation on this has the stronger force taking
losses only if they have a unit or units to lose that do not exceed the value of the
defending units lost. If the only attacking units eligible for loss are stronger than the
defending units, the attacker takes no losses in this type of exchange.
Eg (Engaged). The forces involved in this combat remain locked together, sometimes
with further combat mandatory, etc. This is a more common outcome than most
"gamers" would prefer but is typical of many 20th century battles where two
sides remain locked together in combat for long periods.
Cn (Contact). The forces involved have discovered each other, which means
that in game systems using dummy or concealment counters, the two sides involved in the
contact result are now revealed.
Ca (Counterattack). The defending force usually must make an immediate attack
against the attacking force. This particular option is used to depict the lethality of a
units situation once it has successfully penetrated into an enemy line.
Pk (Panicked). The affected force (can be either attacker or defender) is panicked
and usually suffers a result that will hinder its effectiveness either by
"freezing" them (cannot move or attack) or by forcing them to wander off when
their turn to move next comes around. Commonly found in tactical level games.
Rt (Routed). The affected forces execute a headlong retreat, a variation on
the effects of panic, disruption, etc. A Rout effect often has a similar panic effect on
other friendly units encountered as the unit flees to the rear. Usually only found in
tactical level games.
De (Defending Units Eliminated). Identical to all of the results given to the
attacker such as Ae, Ar, etc.
There are many more results and combinations of results possible in
wargames. The ones listed above are the most commonly found, but even in that short list
you can see how easily one may come up with variations.
- Combat Supply. A unit having a specific amount of supply enabling it to attack or
defend normally. This is the ammunition and fuel-type supply for combat as opposed to food
and other types of noncombat supply.
- Combat Unit. A class of game units distinguished by their ability to engage in
combat (usually able to move and operate independently also). These are the
"fighting" units as opposed to the "administrative" units.
- Command Control. A rule whereby units "in" command control may function
normally while those "out" of command control have their ability to move and/or
have combat impaired to various degrees. This represents a loss of the commander's ability
to communicate with and control his units.
- Command Radius. The number of hexes from a leader unit that other units may be
influenced by the leader unit.
- Communications, Line of. A line of connected hexes, free of enemy interference,
that can be traced from the "supplied" unit to the source of supply. The supply
line along which supplies are transported.
- Consolidate. Combining two or more smaller units into one larger one. This is
often done in such a way that the strength of the larger unit is greater than the sum
strength of the smaller units. This represents the greater organizational strength of the
larger unit.
- Continuous Line. An unbroken line of friendly units (or Zones of Control). Often
a necessary rule to represent the need for a "front line."
- Continuous Turn. A concept whereby one side can continue to move and fight until
they run out of success (or luck, usually both at the same time).
- Controlled Hex. A hex upon which a unit is exercising an effective Zone of
Control. Usually any adjacent hex, but may also include hexes farther out, or not all
adjacent hexes.
- Counter. Another term often used for the playing pieces in the game.
- Covering Terrain. Terrain which provides concealment from enemy observation
and/or protection from enemy fire. Usually found in tactical level games.
- Dead Pile (or Dead Box). Refers to the common practice of obtaining reinforcement
or replacement from among a pile of units that have already been destroyed (the
"dead".) Macabre, but pragmatic.
- Defender. The player (the units belonging to that player) who is the object of an
attack. Generally this is the non-phasing player (the player that is not moving).
- Defense Strength. The numerical rating of the ability of a unit to defend itself
against enemy attack strength. Expressed in terms of defense-strength points.
- Demoralization. A condition encountered by an army (or individual units) when it
has taken very heavy losses. The usual result is a loss of effectiveness that is expressed
in terms of reduced ability to move or have combat. The exact details vary much with each
game using such a rule. When a unit has reached the point where it is demoralized it is
said to have reached its demoralization level ("threshold"). For an army this is
measured in terms of strength points or units lost.
- Depot Unit. A specialized military unit (either mobile or stationary) that does
little more than provide supply for other units. Loss of these units reduces the owning
sides ability to move and fight.
- Direct Fire. Usually found in tactical level games. The fire of weapons that have
a flat trajectory. What they see is what they can try to hit.
- Display. A chart on which markers or playing pieces may be placed for the purpose
of keeping track of information vital to the play of the game.
- Disrupted. In some games, there is a combat effect that, in effect,
"stuns" the affected unit for one or more turns. The unit counter in question is
either flipped over or has another marker placed on it to indicate the disrupted state.
Disruption usually lowers movement and combat ability and sometimes the Zone of Control
effect.
- Diversionary Attack. Usually found in games where all friendly units adjacent to
enemy units must attack. The purpose of the "diversionary" attacks is to
distract enemy strength so that the more important attacks have a better chance of
succeeding. See entry for "Soak-off."
- Dummy Unit. A playing piece (usually with printing on both sides) that looks like
a real unit on one side but that is really a deception that is only discovered when it is
too late.
- ECM. Electronic Countermeasures. Using electronic devices to disrupt enemy
electronics (radar, radio and other sensors and communications devices).
- Elevation. In tactical level games, the map often represents different heights
(hills, buildings, etc.). There are often quite complex rules to deal with blocked lines
of sight.
- Enemy. The opposing player and his units. Common term in game rules.
- Engineer Unit. The primary function of such units in games is to either construct
fortifications or assist in their destruction or otherwise assist in getting through enemy
defenses. Also used to construct things in general (bridges, bases, roads, etc).
- Entry Cost. The movement-point cost to enter a particular type of hex.
- Exit Cost. The movement-point cost to leave a particular type of hex. Either the
cost is paid to enter a hex or leave it in a particular game.
- Facing. The direction a unit is facing, expressed in terms of which hex side a
particular side of the playing piece is facing. Important in tactical level games where
"front" and "flank" are vital.
- Fire Strength. The numerical rating of the missile-firing (a unit that can attack
units that are not adjacent) ability of a unit. For example, guided missile unit, longbow,
etc.
- Force. A term used to refer to a group of friendly or enemy units.
- First Player. The player who takes action first in the sequence of play.
- Flight simulator. A computer wargame from the perspective of the pilot of a
combat aircraft. A joystick or the keyboard is used to control the aircraft as what a
pilot can see from the cockpit appears on the screen. Vehicle and ship simulators are
similar, except the player is inside a tank or ship.
- Formations. The manner in which units are laid out on the map. A column formation
has all units advancing in a line one behind another. A line formation has all units lined
up facing the enemy units. There are many other variations. Most often used in tactical
games.
- Fort (or fortification). A location printed on the map (or represented by a
counter) that indicates a defensive emplacement that will increase the defensive power of
the units using it.
- Free Deployment. An initial placement of units that allows the player to position
the units any way he wishes (as opposed to strict historical placement of units).
- Friction. In some games, units are allowed to keep moving beyond their normal
movement allowance. The catch is that when you push a unit like this, "friction"
sets in. The effects of friction are similar to the damage caused by attrition, combat
and/or disruption. In actuality, friction is what happens normally when things begin to
break down from use.
Driving a car for 100,000 miles causes a certain amount of "friction." If you
drive the car 100,000 miles in one trip, you're going to have some more
"friction." Same with military affairs, although more common. There is always
some friction in military operations, and often there's a whole lot.
- Game Assistance Program (GAP). As PCs (and even programmable calculators) became
available in the 1970s, wargamers developed programs that would automate the more
cumbersome elements of manual wargames. GAPs never caught on as commercial products, but
many were created and used.
- Game Map. The playing surface, usually covered by a hexagon (or other type) grid
to regulate movement and position of units. In most games this is actually a map, similar
in many respects to any other kind of map.
- General Supply. The type of supply that simply allows a unit to continue to
exist. Often "attack supply" is required in addition to launch an attack. There
are many variations on how supply is handled.
- Grain. The direction in which the straight rows of hexagons appear to run
parallel to one another or the edges of the map. "Short grain" means that the
grain runs across the narrow portion of the map. "Long grain" means it runs
across the long portion of the map. Most maps are short grain because it is easier to
attack "with the grain" and the defender in most games needs all the help he can
get.
- Grognard. Not a technical term as such, but a term you'll hear in wargaming. It
refers to experienced (and, these days, often middle aged) wargamers. The term was
originally used as a nickname for members of Napoleons Old Guard. The term is French and
means, literally, "grumbler." It reflects the attitude of the veteran troops who
knew what was really going on but couldn't do much about it. So they grumbled, and so do
most wargame grognards.
- Ground Support. The use of tactical aircraft (bombing, etc.) to assist friendly
ground units. In most games, this is treated as just another form of artillery (indirect
fire).
- Headquarters. Usually a unit that has no combat value itself but whose loss would
decrease the capabilities of your combat units. These penalties usually take the form of
an inability to move some combat units or to decrease their combat strength (especially
when the "headquarters" unit actually represents a logistics --supply-- unit).
- Hex. A single hexagon in a hexagonal grid.
- Hex Side. One of the six sides of the hexagon. Sometimes rivers, ridge lines,
fortifications or some other feature run along the hexside. This means the gamer must pay
attention to the differences in types of hexsides as well as different hexes.
- Hex Number. In many games, a four-digit number that describes the row the hex is
in (first two digits) and the hex in that row (second two digits). It is printed in the
hex. It was developed by Arnold Hendricks (while he was working for wargame publisher SPI
in the early 1970s) and later released to the public domain for any game publisher who
wanted to use it (many do). A variant of the older letter-number hex identification
system.
- Holding Area. A box printed on the map for holding units that are not being used
in the game (but will be, for one purpose or another).
- Indirect Fire. Fire of a unit that cannot be seen by the defender (a mortar, as
opposed to a rifle).
- Initiative. As in real life, this is the ability of one side to act first.
Usually each side has a probability of moving first (or second, if that is preferable) and
this probability often changes with success and failure on the battlefield. An initiative
rule often gets quite complex, as one would expect from as complex an item as initiative.
- Interdict. Fire that interferes with enemy units' movement or supply, usually
accomplished by air support or artillery indirect fire.
- Isolation. A unit is cut off from supply or command control. Usually this occurs
when enemy units of zones of control prevent a unit from tracing a line of hexes back to a
supply or command source.
- Leaders. While wargames allow the player to take the place of the original
commander, in some situations the actual location of the commander (or his subordinates)
was vital and this is represented by playing pieces representing the leaders. These
"units" usually have no combat capability themselves, but rather possess the
ability to increase the effectiveness of real combat units. Typical effects of leader
units is to increase the movement or combat capability and to rally units that have been
disrupted.
- Line of Sight. The path of unobstructed vision between two hexagons on a game
map. Rules for this feature are often quite complex, but basically all you want to do is
figure out whether any hex containing an obstacle (trees, buildings, etc.) is in the way.
- Maneuvers. In some games, there are certain prescribed sets of movements which a
unit may or must perform in a certain way. For instance, in an air game, an aircraft might
have to go from one altitude and heading to another to perform a Split S maneuver, or a
naval game might require that ships "follow the leader" when turning in line.
- Mechanized Unit. A military unit, usually a combat unit, which is completely
motorized-that is, all men and equipment are in a vehicle of some sort (armored or
unarmored).
- Melee Combat. Hand-to-hand combat, with the sword, spear, shield, knife.
- Miniatures. A form of wargaming (the earliest, in fact) where the playing pieces
are lead figurines and the playing area a three dimensional model of the battlefield.
These games are almost always tactical level.
- Morale. This is the troops state of mind, or how willing they are to push on in
the face of the stresses and horrors of warfare. In games that use morale rules, combat
and strenuous non-combat operations (forced marches, lack of supply, etc.) will lower
morale and, ultimately, the ability of units to function at peak level. Usually a victory
or rest or the presence of a powerful leader will restore morale.
- Movement Allowance. The numerical expression of a unit's ability to move,
expressed in terms of movement points, with one movement point enabling a unit to enter a
"clear terrain" hex on the average game map. Most other types of hexes usually
require more than one movement point (or, sometimes, less).
- Operations Points. A variable number of "points," some of which are
needed for any action in a game. Only a few games use Operations Points, and these are
usually those that have Continuous Turns.
- Opponent. The other player or, as you get into the game, all of the forces of the
"other side."
- Opportunity fire. In tactical games, this is a unit that is ordered to fire only
if enemy troops enter a certain area. Accurately represents a common technique in actual
warfare.
- Order of Appearance. Lists when new units enter the game, and where.
- Order of Battle. The make-up of a player's forces in terms of types of units and
the number of each type available.
- Order of Battle Sheets. A printed form with the game units displayed along with
boxes to check off the declining strength of the units as they suffer combat (or
non-combat) losses.
- Organic. In military usage, a weapon or unit that is normally assigned to a unit.
In other words, a standard part of that unit.
- Overrun. An attack of such overwhelming force that the defending unit is
destroyed so quickly that the attacking unit is able to continue movement with only minor
interruption. An important rule in games in which each side must first move all its units
and then attack. A recent example of this was seen in the 1991 Gulf War, where U.S. units
advancing into Kuwait generally rolled over defending Iraqi units.
- Owning Player. The player to whom something (a unit, a section of the game map)
belongs.
- Party. Not exactly a social event. This term refers to the group of characters
that operate together in a Role Playing Game (RPG). Each character often has very
different capabilities which, in theory, should compliment each other.
- Phasing Player. The player whose phase it is at that particular point in the
game. This is an important distinction because some sequences of play have the two (or
more) players trading back and forth the "active" role.
- Plot. A written-down record of what one player's forces are going to do in a turn
of a game using simultaneous movement. It's not as tedious as it sounds as such games have
fewer than a dozen units per side and simple movements. This approach is common in many
computer wargames.
- Point. The basic unit of measure for describing the quantity represented in the
movement allowance, combat strength and any other value used in most games-for example:
movement point, combat-strength point, etc.
- Point and (click or drag). Used in computer wargames when the mouse is used to
activate (click) or move (drag) things on the screen. If you have a computer mouse, you
know what this means.
- Production Center. A unit or installation printed on a map that is used to
produce new units or supply, etc.
- Protection Strength. The defense strength terrain adds to any unit in a hex with
that type of terrain. Also used for more complex defense-strength situations. For example,
a tank would have one defense strength against cannon fire and a different protection
strength against missiles.
- Rail Capacity. The capacity per game turn of the player's rail network to move
units and/or provide supply by rail. Measured in rail-capacity points. Railroads have been
the primary means of moving military supply (and often the units themselves) over land
during the last 150 years. Railroads continue to be of vital military importance.
- Random Events. Many historical situations have a host of minor (and not so minor)
tangential events that can influence the main operations to one degree or another.
Sometimes these are political or economic events back home, or lethal diseases or severe
weather encountered during campaigning. Sometimes these random events are included in a
game simply to spice it up.
- Range Allowance. The number of hexes (in any direction) that an air unit (or the
fire of an artillery or missile unit) may project its power.
- Range Attentuation. The effects of range on a missile weapon. Archers, artillery
and even aircraft are less lethal the farther away their target is. Rules for Range
Attenuation take care of this.
- Reinforcement. A unit which does not start the game on the map but enters later.
These units are kept track of with a reinforcement schedule and/or a reinforcement track
(a display upon which the reinforcement units may be placed).
- Replacements. Similar to reinforcements, except these are not new units but are
used to revive existing units; they are expressed in terms of replacement points. Each
destroyed or depleted unit could be revived with a certain amount of replacement points.
Historically, units suffer only 20-50 percent losses before losing their combat
capability. Such units can, and usually are, revived with replacements and time away from
the battle for rest and training.
- Retreat Priority. A ranked listing of hex types or hex conditions into which a
unit should retreat when called upon to do so as a result of combat.
- Road Movement Rate. Usually the number of road hexes a unit may move on for each
single movement point expended. This is the (usually) sole exception to the standard of
one movement point being expended to enter the easiest-to-enter terrain.
- Role-playing Game (RPG). A type of conflict simulation in which the player does
not command two or more "units." Instead the player controls only one
"unit" or "character" which has more detailed characteristics than
units in multi-unit games. The players often play their character against an assortment of
enemies and obstacles controlled by a nonplaying "gamesmaster." The most popular
role-playing games are based on fantasy backgrounds, although since RPGs were developed in
the mid-1970s, there have been several published that deal with strictly military
subjects.
- Rolling Up a Character. A term used in role-playing games, it refers to the
process whereby a player, using dice and Probability Tables, determines the levels of his
character's various powers and abilities.
- Scale. The size of each hexagon and the real time represented by each game turn.
The size of the hexagon is measured from side to side and varies from a few meters upwards
to many light years (in science fiction games). Three different scales for games are used
for land (and to a lesser extent naval and air) games:
- Tactical- This often referred to as the "tactical" level. This includes
everything from individual men equaling one playing piece (and each turn representing
seconds) up to groups of men numbering 30-50, hexes of a few hundred meters across and
turns representing as much as an hour or so. This is the level where the player is
controlling small ground units (platoons down to individual vehicles and troops),
individual ships or aircraft.
- Operational- The next level covers everything up to the point where
"tactics" (the precise maneuver of units) become less important than
"strategy" (the allocation of resources on a broad scale). A player would
control units representing battalions up to divisions, or groups of ships or aircraft.
- Strategic- The "strategic" level generally involves hexes representing
dozens or hundreds of kilometers and time scales representing weeks or months. At this
scale, the player is controlling several armies and often entire nations (including their
economies and politics).
- Scenario. A complete description of the event (battle) to be simulated in the
game. Often, a number of scenarios are represented in a single game. Some are historical,
allowing the player to deal with only portions of the battle or campaign, while others are
"what if" or hypothetical situations. The scenario will detail the units to be
used, where they are to be placed or when they will arrive as reinforcements. Finally, the
victory conditions and any scenario specific rules are given.
- Sequence of Play. One of the more important parts of the game. The Sequence of
play details (in strict list format) which player is to do what and when during each game
turn. The game turn is the basic time unit in a game. The parts of a game turn have a
strict hierarchy which generally follows this order:
- Game turn
- Player turn
- Phase
- Segment
- Step
In some games (usually strategic level), game turns are combined into repeatable sets
to allow for functions that take place every so many turns. For example, in a game with
monthly turns, every three months (or every year) certain production events may take
place. This group of game turns would be called a game cycle. In some cases both players
perform a function during some part of the game turn. In this case the activity would be
called "joint" (as in joint player turn, etc.). In some games this whole
procedure gets rather involved, which is why so much organization is needed.
- Soak-off. Also called a Diversionary Attack. Making unfavorable attacks adjacent
to an enemy unit you have concentrated maximum force for a critical attack. In order to
attack the one enemy unit you really have to get, it is often necessary to also make
attacks on enemy units adjacent to the one you are after. This is most common when the
game stipulates that all adjacent enemy units must be attacked each turn. This is a
wargaming technique with a close analogy in history, where it is known as the
"secondary attack" and serves the same purpose of distracting the enemy from
your more important, or "primary" attack.
- Stack. A group of friendly units (including, where appropriate, markers) placed
in the same hex. The number that can occupy the same hex is limited by the game rules.
- Stacking Points. Another form of stacking, in which a numerical value (the
stacking value) is used to determine how many units can be placed in a hex. Each side (or
each hex) is then allowed so many stacking points per hex. In this way units of differing
size (some may be five to 10 times larger than others) may be accurately represented.
- Standard Game. Most games have a standard game (scenario) which presents the
basic historical situation. The units are set up as they originally began the battle or
campaign and none of the usual optional rules that are added later to allow players to
explore the various historical possibilities in the battle are used. The standard game is
sometimes called the basic or introductory game. Players who are more knowledgeable about
the historical event being simulated will often skip the standard game and get right into
the more advanced versions.
- Strategic Movement. In some games units may move much more than they would be
normally allowed by restricting their movement to friendly controlled hexes. This
represents the ability of an army to use their transportation capability to it's maximum
potential, mainly because they don't have to be constantly ready to encounter and fight
enemy units.
- Strength Step. In most games an adverse combat result will either move the
affected unit out of its position or destroy it. In some more complex games, instead of
the unit being destroyed it merely loses a portion of its strength. In a case such as
this, a units strength is usually expressed in terms of strength steps. When the affected
unit takes a step loss a new counter with the same identification but lower combat
strengths (and sometimes movement strengths) is substituted. When using such a rule, each
unit has normally two, three or more steps.
- Supply. These are the consumable items used by a unit during movement and combat
(ammunition, food, fuel, etc.). A unit that has supply is said to be "in supply"
while a unit that is not being supplied is "out of supply."
- Supply Line. This is another term for line of communications (see communications,
line of).
- Supply Unit. This is a source of supply that can itself move. The primary
function of such a unit is to provide supply for fighting units in the field. Units such
as this can normally defend but not attack.
- Target Acquisition. This denotes that a target for long-range fire is in sight
and capable of being fired upon.
- Target Hex. This is a term used in tactical games to designate the hex occupied
by a unit that is going to be attacked, often by nonadjacent attacking units. The target
hex may not be occupied, but the player may want to block enemy supply lines, create a
temporary Zone of Control or destroy a map feature (bridge, road, air field, etc.).
- Task. One of a list of specific actions that a unit may perform during a game
turn. Any action that is not on the list of permissible tasks may not be performed.
- Task Allowance. Certain tasks which a unit may perform during a game turn require
different amounts of effort. Units are given a numerical rating expressed in task points.
Each task is also given a task point price that a unit must spend in order to execute it.
For example, a unit may have a task point allocation of 20 points. To move one hex may
require only one task point. To entrench the unit where it is may require 10 task points,
while attacking another unit may expend all 20 task points.
- Terrain. The game map may look like a normal map in many cases, but in all cases
it is actually a collection of hexagon-shaped cells, each hexagon containing a precise
type of terrain. Each hex has a dominant physical characteristic which has a precise
effect; upon movement and/or combat of the units entering it. These kinds of terrain are
more specific in tactical games and more general in strategic games. For example, in a
tactical game you would have hexes representing woods, swamp, sand or clear (open) areas.
Operational level games (10-50 kilometers per hex) would have rough terrain and forest and
mixed (rough ground and forest) terrain. Strategic games (50 plus kilometers per hex)
would have two or three kinds of rough terrain and impassable terrain, etc. Rivers and
streams usually run along the hexsides to make it unambiguous as to which side of the
river a unit is on.
- Terrain Effects Chart. This is an important element of any game, which shows the
effect on movement and combat for units entering the different types of terrain in the
game. Movement is usually affected by a variable number of movement points required to
enter the different kinds of terrain. Combat is usually affected through increasing
difficulty for the attacker attacking the defender in more favorable (for the defender)
terrain. That is, the defender might be able to double his strength in certain types of
terrain or even triple or quadruple it or, conversely, he might simply be able to shift on
the Combat Results Table from a 3 to 1 to a 2 to 1.
- Unit. A common term (along with the term "counter") for a playing piece
that represents a military organization. Military units on the ground come in the
following sizes:
- Single soldier
- Fireteam of three to six men
- Squad of eight to 16 men (there are usually two fire teams per squad)
- Platoon of 30 to 60 men (three squads)
- Company of three or four platoons (100 to 300 men)
- Battalion of three or four companies (400 to 1,200 men)
- Regiment or brigade of three or four battalions (1,200 to 5,000 men). The main
difference between a regiment and a brigade is that a brigade is often a bit larger than a
regiment and capable of operating independently, while a regiment is normally part of a
division.
- Division. Three or four regiments or brigades comprise a division (6,000 to
20,000 men)
- Corps. Two to four or more divisions are a corps of 20,000 to 70,000 men).
- Army. Two or more corps constitute an army (50,000 to 250,000 men).
- Army Group. Two or more armies are an army group.
The aforementioned types of units have been in common usage since about 1800. Before
that, the terms battalion, brigade and army were most prevalent. The term battalion came
out of the term battle which was a group (varying from a few hundred to a few thousand)
that could be controlled by one man and long called a "battle." In pre-gunpowder
days, the Romans had a very flexible unit organization in which units they called cohorts
were very much the equivalent of modern-day battalions. A group of cohorts made up a
legion which was remarkably similar to a modern-day division. All of the individual
military organizations will show up at one time or another in a game. The non land
environment unit counters will either represent individual planes or ships or small groups
of same.
- Turn Radius. The amount of space required to turn a ship or aircraft (and
sometimes armored vehicle in detailed land games) around.
- Unit Designation. The identity of the unit, usually a historical designation. An
important part of the historical component of a wargame.
- Victory Conditions. Victory is often a fairly vague thing in military history and
one of the more important parts of a game are specific victory conditions to determine who
has won. These usually consist of specific values to such things as the destruction of
enemy units, the possession of terrain features, etc.
- Victory Level. Even when one has achieved victory, all victories are not equal.
Certain levels of victory have been established through the years. These levels are, in
ascending order, draw, marginal victory, substantial victory, decisive victory,
overwhelming victory.
- Weather. Often depicted in games, particularly with regard to its effect on
movement. Games that cover more than one season in a region with severe winters often have
to show the effects of weather. Tactical level games often show the effects of fog and
rain (limits visibility) and mud (limits mobility).
- Zone of Control (ZOC). Another one of the basic rules in gaming. Zone of Control
represents the six hexes surrounding a unit that the unit controls. This allows some units
to spread out as they would to cover more territory while concentrating others for a
crucial attack. Zones of Control represent everything from the physical presence of parts
of the unit in that hex to the ability of the unit itself to cover those controlled hexes
with fire or to shift its weight in that direction should an enemy unit approach. Zones of
Control may have many different effects on movement and combat to reflect the variables in
the Zone of Control's usage for a particular game. The most common effects on movement of
a Zone of Control are:
- Locking; units must stop immediately upon entering an enemy-controlled hex and
may leave only as a result of combat (either the enemy unit is destroyed or the friendly
unit is attacked and forced back).
- Rigid (often called "Locking" ZOC); units must stop upon entering an
enemy-controlled hex and may leave only at the beginning of a movement phase (usually it
is not permissible to move directly from one enemy Zone of Control to another).
- Elastic (often called "Fluid" ZOC); units may enter and leave Zones
- of Control by paying movement point costs just as they would for entering different
kinds of terrain.
- Open; Zones of Control have no effect on movement.
The various effects of Zones of Control on combat are as follows:
- Active; this requires every unit in a Zone of Control to attack enemy units
adjacent to them during a combat phase.
- Inactive; Units do not have to attack.
There are also effects upon supply and the ability to retreat as a result of combat.
- An interdicting Zone of Control prohibits the line of hexes for retreat or supply
from being traced through all enemy-controlled hexes, even if a friendly unit is occupying
that hex.
- A suppressive Zone of Control prohibits the passage of supply or retreating units
through a Zone of Control hex unless that hex is occupied by a friendly unit.
- Permissive Zone of Control does not affect the path of supply or retreat in any
way.
For example, a blocking, active, interdicting Zone of Control is the most restrictive
kind. Units must stop upon entering, may not leave except as a result of combat and must
attack any enemy units that are in their Zone of Control. In addition, units may not
retreat into one of these hexes if forced to as a result of combat and may not trace
any supply through them. On the other hand, a unit with an open, inactive, permissive Zone
of Control in effect has no Zone of Control.
Playing
Computer Wargames
Chapter
3 - Why Play the Games
Table
of Contents
Chapter 2 Table of Contents