A set of rules for World War II and the immediate post-war years, for scales from 1:300 micro armour (company level or higher, as a general guide) to 1:72 (platoon level) scale, published by Wargames Research Group (WRG). They were first published in 1973 as a development of the 1972 rules "War Games Rules Infantry Action 1925-1975", and later split into two eras covering 1925-1950, and 1950-2000. The variations, as published by WRG, are set out in the table: A computer-moderated adaptation of the 1988 edition was created by WargameSystems. This is claimed to preserve the WRG rules structure and key data while the software automates the mechanics of playing by these rules, hence saving time and increasing enjoyment of the game. Core rules summary Philosophy Paraphrasing from the author’s introduction: "The rules cover the period from the introduction of the fast tank until the introduction of ATGM, AFV range-finders and accurate APDS…the emphasis is on tactics, terrain, command and control…These rules are set in the real world of rain and mud, dust and mirage. The battles they simulate are not fought by nicely painted models but by men who are tired, frightened, dirty and often cold and hungry…Equipment performance and troop capabilities are based on those reported by real fighting units, rather than theoretical or artificial sources…differences in combat effectiveness that are not substantiated by careful research or that are insignificant compared with random factors are given only the attention they deserve." Sequence of play Alternate. Time scale One friendly and one enemy move = 5 minutes. Each move partly overlaps moves preceding and succeeding it. Ground scale Varies depending on the figure scale. Troop scale One figure represents one real equivalent. Infantry figures are based together in elements of 2 or 3 to 6. Dice One six sided dice is used throughout the rules. Command and control Each company (and if necessary, platoon) is given a one word order—Recce, Probe, Attack, Defend, Delay or Support—that specifies its task and imposes any tactical limitations. Some orders require additional information such as an objective, a line of advance, or boundaries. Orders can be changed during a battle by passing the new order(s) through the chain of command. Communication Command elements can communicate once with a superior command element, three times with subordinate command elements, and with all directly subordinate elements. Range and effectiveness depends on method—Personal, Line, Radio, Written, Signal.