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Ba 1956 Quickplay

The British Army Tactical Wargame QRS outlines the structure and rules for conducting tactical wargames, detailing unit types, movement, task timings, visibility, combat results, and logistics. Major units operate in a defined grid with specific movement rates and combat effects based on losses. The document also includes planning times for various battle scenarios and the impact of isolation on unit effectiveness.

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0% found this document useful (0 votes)
43 views4 pages

Ba 1956 Quickplay

The British Army Tactical Wargame QRS outlines the structure and rules for conducting tactical wargames, detailing unit types, movement, task timings, visibility, combat results, and logistics. Major units operate in a defined grid with specific movement rates and combat effects based on losses. The document also includes planning times for various battle scenarios and the impact of isolation on unit effectiveness.

Uploaded by

lupus00
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

British Army Tactical Wargame QRS

Source, British Army Wargame 1956, available from the History of Wargaming Project

Scales,
Major units are battalions (infantry), regiments (tank, arty), minor units squadrons/btty.
2km squares, 1 hour turns. Sqdns may only operate with Inf Bn. Amd Div may organise as
mixed tank/inf combat teams.

Turn sequence
Declare moves (for coming hour)
Declare future actions (digging in, battle plans, recce etc) with times and locations

Movement

Time Going Infantry Wheels Tanks/SP Art Amd Cars


Day Roads 2/3 5/12 5/8 10/14
X-Country 1/2 3/4 3/4 8/10
Night Roads 1/2 5/6 5/5 8/10
X-Country 1/1 3/3 3/3 4/4
Distances in squares. Lower rate for all units of Divs in contact. Bad going is impassable to
vehicles except on a road, amd units in combat on roads 1/3rd combat power.
1 major unit (+ subunit) occupies two road squares.
1 major Inf unit (+subunit) + 1 major Amd unit or 2 major Amd units per square for general
movement or deployed for defence.
In attack, up to 2 Inf + 2 Amd units per square.
Moving unit can pass through a static unit (dug in or deployed for defence).

Task Timings
Deploy for defence or move under cover* 1 hour
Take over dug in position, reorg after successful attack 1 hour
Prepare to move from defence/cover 1 hour
Take over enemy dug in position 3 hours
Deploy and dig in for defence 5 hours
Improved dug in for defence, incl take over 24 hours
*cover, at least 1square km wood/bua
Battle Planning
[Link] Team 1 hour
[Link]-planned Bn counter attack w. Sqdn + Regt. 2 hours
[Link] other Bn attacks with basic support (Tp/Sqdn/Bty) 3 hours
[Link] attack with Tp/Sqdn+Regt. 4 hours
Bde.2 Bn Pre-planned Ctr Attk w. Sqn/Regt + Arty Regt supt 2 hours + move to SL
Bde.2 Bn attack w. Tp/Sqn each + Arty Regt with one committed 4 hours
Bde.2 Bn attack w. Tp/Sqn each + Arty Regt 7 hours
Bde.2 Bn attack w. Sqn each + 2 Arty Regt 10 hours
Bde.2 Bn attack w [Link] each + 3 Arty Regt 12 hours
Div.2 Bde attack w. Regt each, all Div arty, reserve Bde 24 hours
Bde attacks may have objectives up to 5 squares deep, Div attack 10 squares. Only delay
attackers 1 hour for planning. Reserve Bn/Bde treated as pre-planned CA.

Battle with Bn 2-4 hours


Battle with 2 Bn 3-7 hours

Copyright Martin Rapier and John Curry 2008


50% planning time in daylight (night attacks, 100% planning in daylight). 50% of planning
time may be taken in movement to SL, but may form up 1 square back from SL and move up
in last hour. CA may not start until result of battle decided.

Visibility and Fire


Day, deployed unit observes all adjacent squares. Can detect movement and activity 2 or 3
squares from 1 or 2 contour.
No visibility across woods/BUA sides.
No visibility at night, can only see into own square.
Moving and undeployed units only observe and fire into own square.
Deployed major units cover by fire all adjacent squares, enemy must halt, withdraw or plan an
attack. At night only fire into own square.
Deployed defending units adjacent to attackers are mutually supporting.

Combat results and Losses


0-20% losses no effect on efficiency
20-40% losses half combat effect
40-75% losses retire from battle, 7 days to reorganise. Wiped out if overrun
75% or over wiped out, cannot be reorganised

Casualty replacement one level per night at midnight, arriving day after their receipt.
Armour/SP artillery replaced the same day.

Loser generally retires one (or more squares). Winner stays in place (defence) or occupies
square (attacker), but must spend 1 hour reorganising before they can advance. See times for
digging in/talking over enemy positions.

Ranges (orthogonal)
Field guns 6 squares
Med/Heavy guns 9 squares

Inf must dismount from tanks if under arty fire.


Moving Inf (not in battle) engaged by Regt must either halt or take 15% losses per hour.

Logistics
Isolated units get no replacements and fighting effect halved after 48 hours. Applies to river
crossings until bridged.
Isolated formations, half efficiency after 4 days.

Armoured Div Task Timings

Combat Team 2 Inf Co, 2 Tank Sqdn, SP Arty Bty 1 hour


Bn Amd Regt + Inf Bn + basic arty 2 hours
Bde 2 Amd Regts + Inf Bn or 1 Amd Regt + 2 Bn + basic arty 4 hours
Div 2 Bdes (mixed armour + inf) plus arty 8 hours

Copyright Martin Rapier and John Curry 2008


Task Timings Date:

0000

0100

0200

0300

0400

0500

0600

0700

0800

0900

1000

1100

1200

1300

1400

1500

1600

1700

1800

1900

2000

2100

2200

2300

Notes:

Copyright Martin Rapier and John Curry 2008


Umpires Notes

Battle times

Smaller is 1 Bn
1-5 = 2hrs, 6-8 = 3hrs, 9-10 = 4hrs
Smaller is 2 Bn
1 = 3hrs, 2-4 = 4hrs, 5-7 = 5hrs, 8-9 = 6hrs, 10 =7hrs

Casualties

Infantry

Defending Success 0-15 NE 16-77 1 hit 78-99 2 hits


Defending Failure 0-3 1 hit 4-69 2 hits 70-99 3 hits

Attacking Success 0-50 NE 51-95 1 hit 96-99 2 hits


Attacking Failure 0-15 NE 16-77 1 hit 78-99 2 hits
Armour

Success 0-15 NE 16-77 1 hit 78-99 2 hits


Failure 0-50 1 hit 51-99 2 hits

Air recce

If overrun into night then break off until next day.

Road/linear

0-19 Not spotted 20-79 Square occupied 80-99 Unit ID’d. Units under cover not seen, moving
units identified.
Photo interpretation 2 hours later re-applies probabilities but may see units in cover now.

4 square recce

0-49 occupied 50-99 Unit identified. Units under cover not seen, moving units identified.
Photo interpretation 2 hours later re-applies probabilities but may see units in cover now.

Replacements

1 step per day the day after losses sustained. Armour gets 1 step back but the same day.

Copyright Martin Rapier and John Curry 2008

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