Figures are fixed to individual figure bases. Each base is called a stand. These can be grouped together to form units. The numbers of stands per unit shown below are all approximate.
- 1 stand = 100 men = a company/battery/troop
- 6 stands = 600 men = a battalion/regiment
- 20 stands = 2000 men = a brigade
- 40 stands = 4000 men = a division
Each player in turn activates their units. This continues until each player has activated their units. This marks the end of a turn, and the next turn can begin.
When a player activates a unit, it may move then fight or fight then move.
The effects of moving and fighting are immediate, so being able to activate your units earlier than your opponent can be an advantage. If a stand is destroyed before it can be activated, it is removed … subject to a saving argument!
Movement
The player rolls 1 or more D6 dice to see how many inches their troops can move. Players may roll for each stand individually or each unit or roll once for each troop type. Stands do not have to move. (Aircraft that do not move are assumed to be flying in a circle over their current position.)
Players may move in any direction they wish and end up in any formation they choose. With certain notable exceptions, terrain does not block or slow down movement … but there is always the risk of something unexpected might happen!
- Civilians: 1D6 – 1
- Artillery: 1D6 – 1
- Infantry: 1D6
- Cavalry: 1D6 + 1
- Vehicles: 2D6
- Aircraft: 4D6
Players may fight an enemy stand or unit with all stands that are in range and that can see the enemy stand or unit. Roll 1D6 per stand. All scores of 6 are hits. Stands that are hit are destroyed immediately unless the player to whom the stand belongs can make an argument to save them. Different attacks have the following ranges.
- Hand to Hand Combat: 1"
- Thrown/Dropped Weapons: 3"
- Bows: 6"
- Muskets: 6"
- Rifles: 12"
- Smooth Bore Artillery: 24"
- Machine Guns: 24"
- Rifled Artillery: 48"
- Rockets: 48"
When a stand is hit, the player to whom the stand belongs can make an argument to save them. In the absence of an umpire, the player picks an enemy player to decide how strong the argument is. (If an umpire is present, they decide on the strength of the argument.) The player then rolls 1D6 to see if he has saved his stand. (NOTE: This is where cover, formation, range, training, morale status, and armament come into play)
Argument Strength Roll needed to save a stand:
- Very Strong: 2, 3, 4, 5, 6
- Strong: 3, 4, 5, 6
- Average: 4, 5, 6
- Weak: 5, 6
- Very Weak: 6
- Stupid: 7
Once every turn, each player can propose a matrix argument (an ACTION, a RESULT, and three REASONS) that may make something unexpected happen. Players can try anything – even rewriting the rules as the game is being played! This can make what is others a very simple game into something far more complex and unpredictable.
Players can propose their argument at any time during a turn. They may interrupt another player's turn or even another player's argument … but once a player proposes an argument, they cannot propose another one during the same turn. Unused arguments are lost at the end of the turn (i.e. players cannot hoard unused arguments to be used in later turns), and players are able to propose new arguments during the next turn.
In the absence of an umpire, the player picks an enemy player to decide how strong the argument is. (If an umpire is present, they decide on the strength of the argument.) The player then rolls 1D6 to see if his argument has been successful. If it is successful, then it takes effect immediately!
Suggested Unexpected Events
- Cause an enemy unit to surrender or run away.
- Force an enemy unit to check its morale.
- Make the enemies supplies run short.
- Dig a trench.
- Us a terrain feature to hide a unit
- Send out scouts to find any hidden enemy units.
- Set up an obstacle to block an enemy unit’s movement.
- Infiltrate through or past an obstacle.
- Give a stand a higher status.
- Cause a disaster to befall the enemy commander.
- Improve your D6 dice rolls for this or the next turn.
- Increase the range of the weapon used by your units.
- Increase the rate of movement used by your units.
Players can easily link a series of battles together to create a mini campaign. When this is done, any changes made to the rules in one battle carry over to the next battle. As a result, the rules of the mini-campaign evolve as it unfolds.
In between battles, each player rolls 1D6 to see how many arguments they get to make to prepare their troops for the next battle. After all, it is proper preparation – and not fighting – that wins wars.
The rules published above are © Chris Engle, and may not be reproduced commercially without his written and explicit permission. In this instance they are reproduced for information purposes only and to allow wargamers to experiment with the tactical version of the basic Matrix Game.
Has anyone actually played this? Are there any reports online?
ReplyDeleteKaptain Kobold,
DeleteI've certainly fought several battles using these rules, but I'm not sure if there are any battle reports online anywhere.
One memorable pair of battles took place at COW some years ago. We tried the rules using a scenario set in the Sudan during the attempt to reach Khartoum, and then reset the table and fought a modern scenario set in Africa. If I can find the reports that appeared in THE NUGGETS, I'll send you the link.
All the best,
Bob
Hello BOB,
ReplyDeleteThe Chris Engle rules look playable- very straight forward and simple enough.
On another matter- last night I put pen to paper and wrote down all the Army Projects that I've painted up since 1983...well I had a surprise to reach the Total of 40 Projects all up...most of these involved two armies per project- some three or four armies. I'm staggered by it all- I've made armies in 1/72nd, 25mm, 6mm, 10mm, 12mm, 35mm and 40mm...I was going to type up a proper complete list - though thought better of it. It is amazing what we have done through the years. I've managed to sell all my Projects and have left myself a 35mm Star Trek Project- unpainted and two 2mm Armies- unpainted- British Colonial and Afgan. Best Wishes. KEV.
Kev Robertson (Kev),
DeleteThe rules are simple, but the complexity rises as players begin to argue successfully to add or change the rules.
That is a lot of projects! I'm not sure how my list would be, but I suspect that it would certainly be nearly as long as yours.
All the best,
Bob
Hello BOB,
DeleteAs you know I'm chipping away at my OO Model Railway Project...if I re-start my Gaming- I'd probably start with Colonial...maybe 'The Battle of Dorking' in 15mm.
Cheers. KEV.
Kev Robertson,
DeleteI'm following your model railway project with a great deal of interest ... and wishing that I had the space for a small layout!
The Battle of Dorking in 15mm would be a great wargame project to go for once your model railway is up and running.
All the best,
Bob
Bob,
DeleteMy Model Railway will take up my Shed Bench 11'x 4' - if I Game -there is a 6ft x 4ft Table available on the Back Veranda- it is outdoors-covered and would be good on a sunny day or Summer Evening. Yes, in 15mm The Battle of Dorking could be done later on- looking forward to your Colonial Book and it's progress.Cheers. KEV.
Kev Robertson (Kev),
DeleteIt sounds as if you have a lot more space than I do! My toy/wargame room is 11' x 12', which - after you take out the space for the storage units etc. - gives me enough space to have a 3' x 4' table to comfortably wargame on, although that can just about be extended to 4' x 6'. I have not outdoor space at all that I can use other than an uncovered patio area. We do have a lawn as well, but as it is a 1 in 10 slope it is pretty useless for lawn games.
Work on the Colonial book is on hold whilst I sort out my game for COW, but I hope to do some serious writing in about a week or so as things ease off ... I hope!
All the best,
Bob
The great man [Chris Engle] at work (with these rules?)
ReplyDeletehttps://www.youtube.com/watch?v=D-8Z40WdShU
Geordie an Exiled FoG,
DeleteI was unaware that this was out there. I'll try to watch it later today.
All the best,
Bob
Geordie an Exile FoG,
DeleteThis looks like one of the later versions of PBOM, where the players were given a set of cards with optional actions of each. They could then play the cards in place of the more traditional ACTION, RESULT, and 3 REASONS method originally used in the rules.
All the best,
Bob
Another part parts to the vid!
ReplyDeletehttps://www.youtube.com/watch?v=xNQD8eL5FN4&list=UUdd-m9Sb66WJOeV2n2_OxRA&index=71
https://www.youtube.com/watch?v=IBlN2uVoi_E&list=UUdd-m9Sb66WJOeV2n2_OxRA&index=70
Geordie an Exile FoG,
DeleteCheers! It'll give me something to watch later today!
All the best,
Bob
Geordie an Exile FoG,
DeleteThese videos give you a flavour of how PBOM is played, even though the rules have developed and changed.
It is a useful tool to use with novices who have never played a Matrix Game before.
All the best,
Bob