Over the past few months a large part of my wargaming activity has been directed towards the development of MEMOIR OF BATTLE (MOB) and MEMOIR OF MODERN BATTLE (MOMBAT). During that time I have not forgotten about the PORTABLE WARGAME although I have not devoted any time to it … until today!
Because I needed to allow quite some time for the glue to set between the layers of Plasticard I will use to create the hull of my ‘Monopoly’-inspired battleship, I had some ‘spare’ time … and I decided to revisit and review the last draft of my PORTABLE WARGAME rules. What struck me was that – apart from the combat system – there were several similarities between PW2 and MOB. I suspect that these arose because MOB was designed after the latest draft of PW2 was completed, and that the design of the latter informed the design of the former.
One thing that immediately caught my eye as I re-read the PW2 rules was the fact that – as presently drafted – it is impossible for artillery to hit an enemy Unit that is in hard cover unless they are at Short Range. It is also impossible for non-artillery weapons to hit Units that are in hard cover regardless of the range.
I cannot remember why I wrote the rules in this way, and on first sight it does not make sense. I suspect that I chose this to encourage players to get their Units in close and to fight close combats rather than to stand off and engage in artillery duels and firefights. Now that I have spent time away from drafting and using these rules, this strikes me as something that I need to think about again … and that is exactly what I am doing.
Because I needed to allow quite some time for the glue to set between the layers of Plasticard I will use to create the hull of my ‘Monopoly’-inspired battleship, I had some ‘spare’ time … and I decided to revisit and review the last draft of my PORTABLE WARGAME rules. What struck me was that – apart from the combat system – there were several similarities between PW2 and MOB. I suspect that these arose because MOB was designed after the latest draft of PW2 was completed, and that the design of the latter informed the design of the former.
One thing that immediately caught my eye as I re-read the PW2 rules was the fact that – as presently drafted – it is impossible for artillery to hit an enemy Unit that is in hard cover unless they are at Short Range. It is also impossible for non-artillery weapons to hit Units that are in hard cover regardless of the range.
I cannot remember why I wrote the rules in this way, and on first sight it does not make sense. I suspect that I chose this to encourage players to get their Units in close and to fight close combats rather than to stand off and engage in artillery duels and firefights. Now that I have spent time away from drafting and using these rules, this strikes me as something that I need to think about again … and that is exactly what I am doing.






