Check out the downloads page! I have given Annexes B and C a massive overhaul, along with some minor tweaks to the core rules and Annex A combat charts. Have a look—I think this version captures the grit and flow of combat much better than the last one.
The Generic Wargaming System (GWS) is a flexible, multi-domain wargame engine designed to model combat from World War II to near-future conflicts. Unlike heavy technical simulations, GWS prioritises operational decision-making, the fog of war, and combined-arms coordination. It is built on the core philosophy that while real warfare is complex, a game should help players think rather than burying them under cumbersome rules.
Click here to download the full game system.
1. The "Kill Chain" and Fog of War At its heart, GWS is about mastering the modern "Kill Chain"—finding, identifying, tracking, targeting, and engaging the enemy. Because breaking any link in this chain can render even the most advanced weapons useless, Detection is the absolute foundation of combat in GWS. Units operate under a strict fog of war and must progress through visibility states (Undetected, Detected, Spotted, and Targeted) before they can be effectively engaged. Information and targeting data are often more valuable than firepower itself.
2. Streamlined Core Mechanics To maintain a fast operational tempo, the system avoids complex charts by using a universal opposed 2d6 roll mechanic for almost every action, from reconnaissance and combat to morale checks and cyber warfare. The default operational scale represents 30 minutes per turn and 1 kilometre per hex, with units typically representing battalion-sized land formations, individual ships, or aircraft mission sorties.
3. Doctrine over Data When representing forces, GWS deliberately avoids tracking exact technical specifications like exact weapon ranges or armour thickness. Instead, battlefield effectiveness is defined by Traits and Capabilities. This means a unit's doctrine, training, and network integration determine its success. For example, a technologically older force with the "Mission Command" or "Veteran" traits might easily outmanoeuvre a well-equipped but rigidly commanded enemy, proving that human factors and operational flexibility matter more than raw numbers.
4. Modular Complexity The system is highly adaptable to different playgroups and scenarios. It features Basic Rules that can be learned in 10 minutes to get players straight into the action. As players get comfortable, they can seamlessly layer on Intermediate Rules for tactical depth (like artillery scatter and overwatch fire), or Advanced Rules for modern elements like drone observation, electronic warfare, and integrated air defence networks.
5. Multi-Era Flexibility Because the core rules focus on the flow of information and command rather than specific weapon stats, GWS can handle wildly different eras. It includes distinct Optional Modules to tailor the mechanics for World War II, the Cold War, and near-future Sci-Fi scenarios, as well as a "Threat Deck" that provides an AI-driven enemy for solo or cooperative play.
Ultimately, GWS is not designed to perfectly simulate technical minutiae; it is a tool for exploring battlefield concepts and recreating the intense pressure of military command.
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© 2026 Allen Pattiselanno.
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