Principles of World War II - Core Concepts
The first article from Tom covers the reasons for developing the POW rule system into a set capable of handling 1939-45 actions and outlines the fundamental assumptions of the game together with the changes necessary for adaptation to the WWII period.
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We had spent much time (three years) playing with alternative sets of WWII rules and none of them giving us the type of game we were looking for. But Graham and Karl had been playing the Principles of War rules for the Napoleonic and 19th Century periods, liked the system and suggested that we look to see if the rule system could provide the answer.
Core Concepts in Principles of War
These are used to provide ‘hidden’ movement without having to resort to umpires.
Terrain and Table Set-up
Once cut down to the core framework it was time to start adding in the period specifics. First was the ‘level’ at which we wanted to set the game.
Principles of World War II
The game is designed to focus on the problems of commanding troops in battle. We are using the base Principles of War mechanism to capture the flavour of larger scale actions of battle groups rather than platoons and company sized actions. So the smallest element in the game is a base representing a platoon, battery or troop. The main unit of manoeuvre will be the company made up of three bases. The leaders are represented at battalion level.
The game is fought as a series of moves. These are split into two bounds, one for each player. Each bound is split into the phases as listed below: -
Troop and Unit Definitions