Chapter2.gif (954 bytes)   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.

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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.

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.

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.

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.

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The various effects of Zones of Control on combat are as follows:

There are also effects upon supply and the ability to retreat as a result of combat.

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.

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