Sunday, March 28, 2021

GENERIC WARS - RULES

 

GENERIC WARS -  RULES     (current version)

3/28/21

 

CONCEPT OF GENERIC WARS

Generic Wars is about a “world”, or part of a world, made up of territories, some inhabited, some not. Nations have been formed with populations that need to be fed and rulers that govern. The territories contain the resources needed for survival and growth - food sources, minerals, fuel. Nations harvest these and create what they need. It is inevitable that in the course of doing this and dealing with unexpected and catastrophic events as time passes, conflicts between or among nations develop. Sometimes these conflicts escalate to war. If they didn’t we wouldn’t be wargaming, would we? This describes virtually any period of man’s existence.

Using the RISK game board as the “world”, this game contains the mechanism for nations to conduct daily commercial operations and then do battle when/if war starts. The player can use any set of battle rules for any period that he chooses at that time. I also use some the battle mechanisms of the RISK game itself, which work quite nicely at times and are simple.

 

DEFINITIONS

TERRITORY – one of the areas on the RISK game board. Different types are:

          NEUTRAL – inhabited, but small, mostly agrarian or fishing. Mostly peaceful and will allow the ARMIES of other NATIONS to pass thru.  Some may be “strong” with defensive fortifications and armed forces to defend itself in case it their border is breached. They will not be pushed around.

          IMPASSABLE – Ex: extreme mountain range. No ARMY or commercial group can go through this.

          CONTROLLED – A TERRITORY that is within the NATION’s border.

          COLONY –A remote TERRITORY from which the NATION will import resources. In turn, the NATION provides governance and protection. A COLONY is basically self-sustaining. There must be a secure land or sea route from the NATION to the COLONY in order to collect taxes.

NATION – several adjacent CONTROLLED TERRITORIES, with a CAPITAL and a RULER, and possibly COLONIES.

RULER – The ruling entity of a NATION. It could be one person such as a monarch or dictator, it could be a party, triumvirate, etc., or a democratic government (Parliament, Congress). A single-person RULER can be very unstable or aggressive. Multi-person RULERs are more likely to be deliberate in planning. The RULER will be characterized as follows:

   Aggressive – wants to expand the nation, take over and control territories, will wage war wherever and whenever it wants. RULER may be unstable and fanatic, or strong and determined.

   Moderate – Favors growth but makes decisions more deliberately; will defend itself with military force if necessary.

   CAPITAL – location of the seat of government, or ruler’s castle, etc.. Also serves as the RESOURCE CENTER for the NATION.

RESOURCE TERRITORY – contains the RESOURCES needed for a NATION’s survival and to build and maintain military forces. Each TERRITORY can support its population.

RESOURCE CENTER – manufacturing center for the NATION. RESOURCES are brought into it to be used to manufacture commercial mechanical equipment and transports, and military equipment and supplies.

GOLD – The standard currency used throughout the world. This also refers to an amount of currency, such as “1 GOLD”.

TREASURY – where a NATION’s GOLD is stored.

ARMY UNIT (AU) – multiple military elements grouped to operate under one command. These will comprise an ARMY or a GARRISON. Ex: A Brigade is an AU that has several elements (companies or regiments)

ARMY – multiple AU’s organized as a fighting force. It can attack enemy TERRITORIES and control them. Note: an ARMY can be whatever the player wants it to be. It can be a corps, a division, a collection of legions. This term is generic, the player provides the specifics. For simplicity in this game, I will consider an ARMY to usually consist of no more than 8 AU’s to fight on the battlefield. More AU’s may be added to the ARMY to serve as reserves during and after battle. Ex: 4 Infantry,1 Cavalry, 2 Artillery, 1 Machine Gun Unit.

GARRISON – provides border defense.  Multiples of 4 AU’s (some infantry, some artillery). NATION may add to border defense in any TERRITORY. One RISK block will be used to represent 4 AU’s. There is no maximum size.

FLEET – Organized group of multiple SHIPs of either or both of these types:

     TRANSPORT – to transport cargo and armies

     WARSHIP – to protect TRANSPORT ships, lead convoys, battle enemy WARSHIPs

TRADE – commercial activity between a TRADING PARTNER (another NATION or a NEUTRAL TERRITORY with which a NATION has a trade agreement), using a secure TRADE ROUTE (land or sea). A NATION or NEUTRAL may conduct trade with more than one TRADING PARTNERS if it has excess RESOURCES not required for its own use.

TURN

The game proceeds through TURNS, each of which will be one SEASON long. The TURN has various PHASES. Each NATION gets to move in each PHASE.

 

 GENERAL NOTES ABOUT THE GAME

 

1. Role of the player

The player serves as political and military advisor to each nation’s RULER. The player makes recommendations as to courses of action, but the ruler makes the final decision. On the battlefield, the player the Commander-In-Chief of the armed forces and has full control.

2. Gathering Intelligence

It is assumed that the NATION has an intelligence network allowing it to be aware of conditions in all adjacent continental (as they appear on the RISK board) areas. To gather intelligence beyond them the NATION must establish outposts in TERRITORIES adjacent to further continental areas. Ex: From N. America, a nation can “see” into Europe and S. America. To “see” into Africa, it would need an outpost in S. America.

3. The decision-making process

The great American baseball player Yogi Berra once said, “If you come to a fork in the road, take it”. Sounds simple enough. To Yogi. Actually at many points in this game, a fork in the road will appear, and a choice will have to be made from one of 2 or 3 possible courses of action. This represents the advisor offering alternatives to the ruler, who then decides. It also represents a sub-commander offering alternatives to a Commander-In-Chief.  A 6-sided die (D6) is rolled. If there are 3 alternatives, then results of 1-2 = 1st alternative chosen, 3-4= 2nd alternative, 5-6= 3rd alternative. If 2 alternatives, then odd number = 1st alternative, even number = 2nd. Basically that’s it. The process is simple, but the course of the game will be altered in many, possibly unexpected, ways. The recommendations can be given some weight. For example, a player would give 2 out of 3 aggressive recommendations to an aggressive ruler.

4. Finances

In each season, GOLD may have to be spent (ex: provide immediate replacement troops). However revenue in the form of taxes will be collected only during the WINTER SEASON. Note that TAXES can only be collected from territories that are adjactent to the capital, or have secure routes to it. Taxes cannot be collected from isolated territories. Expenses will be mostly annual, but may come up during the other seasons as well.

Revenue

3 GOLD per CONTROLLED TERRITORY

   Note: 1 GOLD is deducted from this amount for each incidence of a natural disaster that is occurring in the territory.

2 GOLD per COLONY

  - this assumes there is a cost to maintain the secure route.

1 GOLD per TRADING PARTNER

Expenses

1 GOLD to maintain 4 AU’s or 4 SHIPS.

1 GOLD to create one AU or build one SHIP

2 GOLD to create a new GARRISON administrative force, or add an additional 4 AU’s to it to fortify it.

- as the game progresses, the above costs should be raised to reflect the increasing costs of conducting war.

5. Movement of an ARMY over sea routes.

One SHIP of either type can carry one AU. Ex: to transport an ARMY of 8 AU’s would require a FLEET of 8 SHIPS (TRANSPORT and/or WARSHIPS.

6. Establishing control of a conquered enemy TERRITORY

    - ARMY remains in the TERRITORY for one full season following the victory to set up controls (administration, police, defense forces). A GARRISON is built with 4 or more AU’s. Cost is deducted from the TREASURY. This TERRITORY now becomes a COLONY of the conquering NATION. The ARMY can then move out from the TERRITORY in the next season.

7. Record-keeping

To keep track of NATIONS and TURNS and results, some records will have to be kept during the game. These are a Diary, NATION fact sheet, NATION Plans, Armed forces roster (army and fleet).

SET UP

- Place all NATIONS and their CONTROLLED TERRITORIES. Each NATION will start with access to one RESOURCE TERRITORY for each 2 of its CONTROLLED TERRITORIES. A COLONY is considered to be self-sufficent.

- Decide which TERRITORY will be the CAPITAL

- Determine initial amount of GOLD in each TREASURY

- Determine the RULER (type and character) of each NATION.

- Place initial armed forces, if any (ex: 1 ARMY in the CAPITAL, a FLEET of TRANSPORT ships and WARSHIPS). Also set up any BORDER defenses.

- Determine which TERRITORIES around the world are RESOURCE TERRITORIES.

- Define any IMPASSABLE TERRITORIES (i.e. extreme mountain range blocking all movement).

 

TURN SEQUENCE

Each turn will be one season of the year. Each NATION will get to move through all the phases in each turn.

1.  NATURAL DISASTER PHASE

At the start of a TURN (season), one or more NATURAL DISASTER CARD will be drawn (see APPENDIX). Then, each NATION moves in each of the next 2 phases.

2. PLANNING PHASE

    a. The player evaluates the NATION’s current strength, taking into account recent natural disasters and movement or military actions of other nations:

       - Identify any weaknesses or threats (e.g. loss of access to RESOURCES, drop in adequacy of COMMERCIAL and MILITARY capability, attack by another NATION)

        - Develop new possible courses of action as needed.

     b. Deliver the assessment to the RULER

     c. RULER makes decisions and issues orders

3.  ACTION PHASE

    - Orders are delivered to leaders in the field and the movement of COMMERCIAL units or MILITARY units take place

 

*** At this point, any NATION which has not moved yet will go to the PLANNING PHASE and start its turn there.

 **  After each NATION has had a turn in each of the above phases, the next and final phase occurs.

 

4.  BATTLE PHASE

Several types of battles can be conducted:

1. Invading ARMY attacks an enemy GARRISON.

Determine the outcome using battle rules for RISK. Consider how many AU’s are attacking, and how many AU’s are in the GARRISON, to decide how many dice will be thrown by each side.

If the defender has an ARMY in an adjacent TERRITORY, it may be immediately moved into the defending TERRITORY. The attacking ARMY must first battle the defending ARMY. 2 garrison AU’s must remain, but excess AU’s can join the defending ARMY in the battle. Otherwise the invader attacks the GARRISON directly. If the invader wins, the GARRISON will surrender and withdraw as well as the defeated ARMY. It is assumed that an ARMY further away could not send help in time to the GARRISON.

2. Invading ARMY attacks an enemy ARMY.

The invading ARMY enters the TERRITORY containing the defending ARMY. The battle is fought off the board. The winning force remains in the TERRITORY while the losing force must retreat. If it cannot retreat to a safe TERRITORY (friendly or neutral), or is blocked by the ocean or IMPASSABLE TERRAIN, the ARMY is disbanded and removed from the board.

3. Invading FLEET attacks an enemy FLEET.

I have suggested a few simple battle mechanisms that can be used. The player can use any rules. See APPENDIX. The losing side’s remaining WARSHIP’s must leave the sea zone and move back toward friendly shores. If a convoy of TRANSPORT SHIPS only is being attacked, the enemy WARSHIPS throw 1D6, and the convoy loses that many TRANSPORT SHIPS. The remaining ships retreat as mentioned above.

4. Invading ARMY attacks a fortified NEUTRAL TERRITORY

Some scrappy territories will put up a fight and bloody the invader, maybe even repel the invasion. At this point, the player can decide to conduct a Colonial Era battle, deciding what forces the NEUTRAL will have. Or the outcome can be determined using RISK dice battle rules dice.

 

All battles that have been put in motion will take place off the board using RISK battle rules, or using any other method the player wants to resolve the battle.

WINTER SEASON

Several things occur during the Winter Season being the final season of the year and one in which most combat will cease.

1. Collect TAXES

2. Review / revise NATION’s strategic plans

3. Movement

    If any movement is planned this season, conduct 2 D6 tests?

      a. Can a unit move?

      b. If yes, will it suffer any attrition (ex: 10-20%)

4. Add forces to border defenses

    AU’s may be moved to an adjacent territory per Risk rules.

5. Reinforce armies and fleets as needed

 

VICTORY CONDITIONS

 

1. One NATION conquers another

The CAPITAL TERRITORY is occupied by an enemy force and cannot be retaken, or the NATION surrenders due to lack of military capability.

Either:

a. The conquered NATION agrees to become an ally. Its remaining armed forces will be under control of the conquering NATION.

Or,

b. All armed forces flee the territories and disperse, or are imprisoned by the conquerer. Either way, they are out of the action. All the conquered TERRITORIES become NEUTRAL. The conqueror can establish control over them as described previously.

In either case, the conquered NATION’s TREASURY is transferred to that of the conquering nation.

 

** The game then continues with the other nations.

2. Winning the game?

There really is no winning. This is solo play. The player decides when to stop.

 

 

-----    APPENDIX    -----

 

1. Naval movement and battle rules

Movement: On the Risk board safe sea routes are indicated. A fleet may move shore-to-shore over this route during its move. If on open sea, depending on the distance, it may take 2 or more moves. Up to player to decide.

Battle:

    a. Adapted from Magna Graecia rules

- To fight, each side rolls a D6 and adds the number of WARSHIPS in the FLEET. The higher modified roll wins.

- The loser retreats and loses a number of SHIPs equal to the difference in the modified die roll.

 

    b. Simple dice

 

Each rolls 1 D6. Loser loses a SHIP. If score is 2x greater, then lose 2. Keep on until one side surrenders.

 

    c. RISK dice – see RISK combat rules

 

2. Using RISK combat rules

RISK has built-in rules for resolving combat. They can be used anywhere in the game in lieu of actual battle, or occasionally if you want to speed up the action. Skip this part if you are familiar with them.

Attacker will throw up to 3 dice. Defender will throw one or 2. Results of the “attack vs. defense” will be decided. Next turn played until battle is over.

First determine the number of dice. Attacker must have more AU’s than he can throw dice. Ex: If 4 AU’s, can throw 3, if 3 AU’s, then can throw 2, if 2 or 1 AU, then can throw only one. Defender can throw 2 dice as long as he has 2 or more AU’s. If only 1 left, then can throw 1.

Rank all dice thrown by each side from high to low and compare each side’s individual dice one against the other in that order. The higher die of a pair wins and the enemy loses an AU. If it is a tie, the attacker loses an element. Keep playing until invader destroys the defender or decides to stop attacking and withdraw. To extend play, each AU can represent 2 or 4 elements. Each dice “win” removes one element. At the end, divide remaining elements by 2 or 4 and that is the remaining number of AU’s. Round up if there is a fraction.

To speed up the action, I occasionally arbitrarily decide that hits will be doubled prior to rolling the dice.

3. Natural Disaster Cards

A card deck is set up having an equal amount of disaster cards and “nullify disaster” cards. When nullify cards are drawn, the corresponding disaster is removed from one or more of the affected territories. Add a joker or two. Two cards are drawn each turn. If a joker, the deck is reshuffled. When you have run through the deck, reshuffle and start again.

I use the following:

   Spades / odd number = SICKNESS, even = nullify the sickness

   Diamonds / odd number = BAD WEATHER, even number = nullify

   Hearts / odd number  = FAMINE, even number = nullify

   Clubs – RESOURCES DEPLETED – there is no nullify. Once a TERRITORY dries up (i.e.  becomes barren), inhabitation is not possible and the population must move out. However, the territory may be fortified to maintain it as a useful military position.

1) SICKNESS – Any army in the territory suffers an immediate 10% loss of troops. For each turn the army remains in the territory and the sickness is in effect, it will lose 20%.

2) BAD WEATHER – weather is severe enough to stop most movement. To move into or out of the territory, roll 1 D6. Result of 5 or 6 means move can be made. Else stop.

3) FAMINE – food resources are depleted. No immediate effect on first move into the territory, but if an army is in the territory the following season, it will lose 20% forces and each season thereafter.

4. RISK board markers

Risk square block:

1) One block only = a CONTROLLED TERRITORY with administrative staff, police, etc.

2) 2 or more blocks = each additional block represents 4 AU’s of garrison troops

Risk oblong block = 1 fleet including warships

 

Plastic markers:

White = barren territory

Yellow = sickness

Blue = Bad weather

Orange = Famine

Red cluster = impassible territory

         

No comments:

Post a Comment

FP3x3PW - OHW-based battle rules

  FP3X3 V2 – OHW battle rules 3/2/24 Author: Dale Munz - Forces = 4 Infantry, 1 Cavalry, 1 Artillery in...