Moderns

WRG Moderns  

  • Rules will be the Wargames Research Group "Wargames Rules 1950-2000",
    Wargames Rules for All Arms Land Warfare from Platoon to Battalion Level,
    January 1993 (“The Rules”).
  • Army lists will be based on a N of 3500 points hasty defence.
  • Tables will be 8’ x 6’ (2400mm by 1800mm).
  • Five round Swiss chess tournament format. Four and a half hour game
    time, including a maximum set-up time of forty-five minutes. Games start at
    9:00 and 14:00 (unless the convention organisers timetable overrides this),
    briefing 8:30 to 9:00.
  • Results are a win, draw and loss. A win is where a player has an equal
    to or greater than ten percent margin.
  • Climate is by mutual agreement, players being restricted to historical
    climatic locations their formations fought or deployed in. Failing that, a
    dice throw will be made, the highest choosing.
  • Deciding the victor - this is reversed, so the player moving on second
    gets to move and fire, the player moving on first shooting last.
  • Army lists should be based on the WRG format lists “Wargame Army lists
    for the Modern Period 1950-2010”, October 2009 (“The Lists”). Please note
    the nationality, year the army is set in and, if necessary, the formation type.  Armies up to and including 2007 are
    acceptable.
  • Equipment in service up to and including 1992 as stated in the Lists may
    be used. Note that points values and descriptions are not necessarily
    correct in The Rules. The Lists have corrected points
    values but these should still be checked. Please ensure correct
    descriptions are supplied and points values modified. Gas and Nuclear
    weapons are banned for the purposes of this competition.
  • INERT DEFENCE formats will be based on the Lists’ Inert Defence section
    on page 5.
  • Terrain may be laid using either the terrain module; individual terrain
    features formats as described on page 11 of the Rules; or by mutual
    agreement. No method is preferred. In the case of dispute, each player will
    throw a die and the highest will chose. However, terrain on the terrain
    modules and that chosen by mutual agreement must conform to the size and
    description of terrain types as described in the section "Types and Effects
    of Terrain" on pages 12 and 13 of the Rules. This is not negotiable as it
    may materially affect the game mechanics.  It has been the practice to set
    up the tables once a day and rotate players on these tables, so players may
    need to consider they will not necessarily fight on terrain partly chosen
    by them.
  • Groups of elements making up UNIT and FORMATION HQ's act and respond as
    sub-units in their own right, but do not affect the maximum sub-units that
    can be controlled by the appropriate UNIT.
  • FORMATION HQ's act as elements, sub-units, units and formations. They,
    therefore, can have sections and share acquisitions between the sub-unit
    elements making up the Formation HQ, and can have directly attached
    sections and sub-units.
  • UNIT HQ's act as elements, sub-units and units. They, therefore, can
    have sections and share acquisitions between the sub-unit elements making
    up the Unit HQ, and can have directly attached
    sections.
  • Players may not issue ATTACK orders using a point on the ground as the
    target alone. It must be a significant part of a terrain feature (spot
    height, far edge of a built up area, far edge of a wood, crossroads etc.)
    or a known enemy element’s position.
  • To unpin a sub-unit, the pinned sub-unit must see an ENTIRE sub-unit of
    its own unit advance within its vision arc before becoming unpinned.
  • Helicopters can chose SKIRMISH mode, fire an ATGW, and then move in one
    bound. However, return ground fire can be directed on the helicopter as it
    was hovering while firing the ATGW and can be 'called back' by surviving
    enemy, in much the same way as if it was a shot at the "short halt".
  • Helicopter weapons deemed "aircraft weapons" (the Rules, page 24, para
    12) are the "air weapons" (The Rules, page 44, para 8) and always attack
    side armour Other weapons (ATGW, cannon, HMG) attack as per ground fire.
    19) Bounce factors for interceptors - agile fighters have a +1, slow
    fighters have a -1.
  • Mortars and their transport elements will not count as halved if in an
    ATTACK army list and left under the 1/3rd line for victory conditions. This
    is to encourage their use.

The umpire is Alastair Donald and he can be reached on adonald@xtra.co.nz or
alastair.donald@nz.pwc.com