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This is a set of wargame rules intended to simulate actions between about
one brigade equivalent a side, supported by divisional or even corps troops
where they would have been available.
The basic philosophy of the rules can be summarised:
a. That morale and leadership are decisive factors in these battles
b. Logistics is a critical factor, even in the battalion battle and is
too often overlooked,
c. Communications, command and control are very influential and central
to conducting a battle
d. Planning - especially artillery fire planning is a vital part of the
battle, and again is too often overlooked.
e. That technology is generally over-rated and minor differences between,
say, tank types have been given too great a prominence in wargame rules.
I have attempted to redress this.
Once
you apply this philosophy - particularly to the battles in France and
the Low Countries in 1944 it turns out that the focus of games moves away
from waves of tanks hurtling across the fields, but a complex interplay
of artillery, infantry and tanks - carefully orchestrated within an overall
plan. Artillery fire planning takes a much higher importance in STONK
than in many games - as does the operation of infantry. Using the information
in these rules it is possible to simulate long battles - lasting days
- including the all important logistics and preparation.
To make this work, in STONK the focus is on the operations of companies
- with platoons and heavy weapons as the smallest units separately represented.
This is shown on the table top by models on a base of the appropriate
size - the exact number or models per base can be varied to meet your
own taste and financial resources - the game is perfectly playable without
models at all, substituting counters for the models (this is certainly
a cheap alternative for those without unlimited money).
It is important that players think of these bases as indivisible, and
concentrate on the actions of companies and battalions as a whole - and
my advice is to focus on the company as your basic sub-unit; treating
platoons very much as subunits.
There are a number of lookup tables in the rules that have been specially
designed to combine a whole load of relevant factors into a single die
roll.
This means you can play without buckets of specialised dice - one or two
d10s are all you need. And you'll find that looking up a single table
is a lot quicker and easier than gathering and counting dice.
When starting out using these rules it is best to start small (as indeed
it is with any new rules), and try out actions involving just one battalion
a side. There is a sample scenario, map and counters with this edition
of the rules to allow you to do this straight away - without even needing
models.
It is important to continually bear in mind the ground scale used with
these rules. 1:4000 (or 1cm = 40m) and this is very small.
If the models used were to this scale, then a tank would have to be about
0.75mm long, so the size of the models has very little direct relevance
to the action. Players should be careful not to be misled by this, and
where possible terrain should be in keeping with the ground scale rather
than the model scale. Check out your terrain by looking at an ordnance
survey map to see how large villages and woods actually tend to be in
real life.
On the subject of scale; in 1944, a British armoured division could,
and often would, attack on a frontage of one mile or less. This would
be represented by a frontage of some 40 centimetres on the table top.
Of course, this would only constitute the leading brigade battlegroup,
but within the terms of our rules, this means the whole wargame could
be fought out over a frontage of less than half a metre. This gives you
some idea of the possible concentration of effort that could be expected,
and to warn you against the old wargaming cliché of spreading your
models to fill the table space available. This will produce ridiculous
and unhistorical results and look wrong.
A great deal of emphasis is placed upon the umpire in these rules, and
he should have a good knowledge of the period first, and the rules second.
The rules
can be used without an umpire, but the key elements of hidden movement
and fog of war will be lost. Without fog of war it isn't really a WW2
wargame worthy of the name. Contrary to popular practice, there is no
points system, since the forces used must be historical, and placed within
a realistic military context from the period. In my view points just detract
from that - encouraging players to have the 'best for the points' and
'equal armies' rather than a realistic historical and usually asymmetrical
battle.
The best criterion for choosing your forces is whether they actually
fought in the NW Europe Campaign and a short search through one of the
many excellent books on the period will settle the question.
In any event, the scenario played usually determines the forces.
These rules are not to be treated as Holy Writ; they were not written
with that intention, but simply as a set of guidelines for keen WWII wargamers
to fight brigade battles of the type typical in NW Europe in the period.
The interpretation of the rules is therefore not absolutely fixed, but
dependant upon the tactical situation you are attempting to simulate.
Players and umpires should continually measure the results of their games
with their own knowledge of the period, of what the units were actually
capable, based on the history of the campaigns. You will get a lot more
from your STONK wargame if you concentrate on reading up on the history
in preference to using the letter of the rules to work out what to do.
Rules lawyers will not find much to enjoy in STONK.
To help readers who are relatively new to the period, I have included
a short bibliography and some web links at the end of the rules.
The rules are in two parts:
Part I is the bare bones with the main tables with little or no
explanation - intended for the more confident wargamer or those who have
already read the whole rulebook;
In the header of each paragraph in Part I is a reference to the explanatory
paragraph(s) in Part II to help you navigate the rules.
Part II is the fuller explanation of the rules given in Part I,
with notes and examples, to try to put the rules in their proper perspective,
as well as a handy glossary of terms for those not yet fully familiar
with the period.
Good luck, and have fun.
Jim Wallman
Streatham 2006
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