Setting Up a Game

While a lot of wargamers love running planned scenarios, sometimes it’s nice to just throw some models on the field.

Determine force size

Simply choose a point cost and both players will assemble their forces.  One of the things that is common where I play is that one person will provide both sides of the game for the evening.  Most of us have a lot of models, especially for WWII.  You can make up unit cards with point costs and allow players to choose their forces from the model’s available up to the agreed points limit or you can just bring pre-made forces.

Determine Game length

While you can choose to go any number of rounds (or just play till it’s time to pack up and go home) 6-8 turns seems to provide a good gaming experience.  Roll for it, or you could choose to go a certain number of rounds and then roll a 4+ to see if the game ends that turn.

Determine terrain density

The “standard” is to have anywhere between 25-30% coverage on the table.  You want to make sure you have enough terrain that blocks line of sight so that you’re not just lining up and shooting each other.  My preference is to try to make my table look like a real place.  However, you can have a great game by stacking some books on a table and throwing a sheet over them to create hills.

Determine deployment

deployment

Determine Mission

Roll off with your opponent.  The winner will roll again to see what the mission parameters are:

objectives

In order to hold an objective you must be in base to base contact for at least one full turn.

Be creative, an objective can be a downed pilot that you have to rescue, an enemy data terminal that you have to hack into, or a supply dump that you need to destroy,  etc.

Objectives

An objective can be anything from a stand-alone marker to a building.  The important thing is that it’s clearly defined.  You and your opponent will roll off and the winner places the first objective.  For an encounter fight, you will need to have at least 1 objective in each deployment zone and one between the two zones.  If this is an aggressor mission place the objectives in your opponent’s zone.

Rules of Engagement (Optional)

A feature of most modern conflicts is the lack of “all out” war.  In order to simulate this, at the beginning of the game, roll to see what sort of restrictions are on the table.

1 – 2 Minimum use of Force

  • You must have positive ID on enemy forces prior to engaging (LOS and a Leadership test)
  • You may not assault into a religious building

3 – 4 Moderate

  • Ground commander can order strikes without taking a penalty to leadership test.
  • Ground commander can order a strike on a building provided his forces are receiving sustained fire (more than one turn) from the building
  • May assault a religious building but may not occupy said building

5-6 – Unrestricted

  • Free fire zone, everything is a target and there is no penalty for excessive property damage

1