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The Unconventional Wargamer

I just started wargaming about 5 years ago, and not "classicaly" trained as most of you guys are but this hobby really got me into history. Yea and I got it bad. So as I play these games I typically dont play like an old school gamer and I screw up a lot, but sometimes it's pretty funny how my crazy ideas work. I roll the worst dice you have ever seen, but I can always blame it on my leaders :)
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Matching the game to the personality... and finding people to play

Tanks Alot
United States
Fort Mill
South Carolina
www.facebook.com/HistoricalBoardGames
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It's one thing to be a wargamer, but its even tougher to be a flexible wargamer. I am lucky in the sense that I enjoy such a wide variety of games. If someone likes history, more than likely find a game that matches my opponent's taste. I like everything from card driven games, to tactical, to dice fest type. Not a heavy grog, but I can hang with the heavier stuff. So it seems all these old school wargamers give up after a while and go hide in a closet, deciding to play solo. Wargamers are hard to find.

1) The best resource is the geek. Find users in your area (under misc, find users) and look at their collections. You can usually find a game by looking at their want to play and ratings.

2) Meetup.com - costs a little money but is a great way to let people come to you to try these games. To play these games you have to have an interest in history.

3) Facebook- Create a group, try and get interesting conversations going

4) Face to face- There is a delicate dance when looking for someone to play games with. I never come right out and ask people if they play board games.. I used to and it scares people off. I always try and mention I was born in Virginia or that I love history, talk about the battlefields, and such. If you do mention a board game, chess or risk is always the best opener.


Suggestions for newbie wargamers...

Battleline- Very good for poker players. So easy to learn and teach

Wings of War- Probably the best of the simple mechanic with some great excitement. Dogfights always rock!

Tank on Tank- Light, simple, quick, and the rules are easy to follow!

Memoir 44 - great for ww2 fans and chess players. Try and play a simple scenario with infantry only. Too much boggles peoples minds

Dos de Mayo- For the risk player, very light and quick and quite a good game. The card play in this one really makes the game.

Frontline General- Operation Spearpoint- Make sure to set up 2 hands and let him choose which hand he wants. Since there are so many options to consider as far as picking your army, it's tough for a new player to decide what he wants. Take away that overwhelming 1st part and its a great game

Hold the Line- is a great light wargame if someone is interested in Revolutionary war. Probably one of the best ones out there to start with in my opinion.

Twilight Struggle- People who love history, but have never played historical games before really seem to like this one. Take your time, mix it up. Let them be the Russians.

Commands and Colors Ancients- Great for the chess player. Teenagers really seem to like this one. There is something primal about ancient warfare to them.

Julius Caesar- Just a great game that looks simple and gats harder as you realize how much there is to the game.

Fires of Midway- This game goes through a sequence of steps that really makes it interesting.. a lot of fun stuff here with Fires on the deck.

Battle for Moscow- Great for the mathematician. Very simple game, but very interesting "calculating odds" type game.


Some ideas for playing younger players or people who get overwhelmed...
1) remove more complex elements and concentrate on the small stuff.
2) Take the position of the attacker in defensive scenarios
3) Talk about his objectives and yours. Sometimes we get so involved in teaching the game, we forget where we are going.
4) Don't totally kick their but the first game. Very rarely have I ever heard anyone who won their first game of something say I hate this game.
5) Make your own scenario, with simple objectives and simnple units for a quick intro. I big scenario can have lots of distractions.
6) Have player Aides printed up for them! This is a biggie as they can see what their options are each turn.
7) Try not to use terms like zone of control or wargame terms blow people away!

To subscribe, click on the word "The Unconventional gamer" at the top, then subscribe to the right

Tanks Alot!

Charles
http://www.facebook.com/pages/Historical-Board-Games/1202834...
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8 Comments
Subscribe sub options Fri May 27, 2011 3:46 pm
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Matt D
United States
Mountain View
California
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Quote:
4) Don't totally kick their but the first game. Very rarely have I ever heard anyone who won their first game of something say I hate this game.


All very sound advice! I'd suggest a modification to this one point with some more specific advice:

4) Don't take advantage of your experience. Give yourself a really significant handicap so that it really is challenging to win. Help your opponent recognize the consequences of bad moves. If it's appropriate, talk about general strategies which can be used to win. There's nothing like success to tempt people to play more. Conversely if the first time someone tries a game, they feel like they have no hope of winning, they will likely never want to play again. Cultivate your gaming partners carefully!
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  • Posted Fri May 27, 2011 4:04 pm
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Jeremy Fridy
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Kent
Ohio
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I always tell a new player that I play to win, but like a close game to a blowout any day. So if I see them make a big mistake, I'll point it out, and if they want fair advice, I'll do my best to tell them what I think.
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  • Posted Fri May 27, 2011 5:00 pm
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M J
United States
St. Paul
Minnesota
I've recently went back to Up Front (squad leader based card game) which is a great game in that you can adjust the complexity to your desire. You can do simple scenarios or very complex ones that dive deeper into the rules.
 
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  • Posted Fri May 27, 2011 5:21 pm
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Rob Ryan
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Bellevue
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Lots of sound advice here but still not easy to meet / cultivate new/current/former gamers. I sometimes wonder if the heavy side of wargaming has been fractured by too much new game diversity. It was much easier to agree on what to play back in the days of AH/SPI/GDW (an even then the offering was huge). As the hobby has expanded it appears to me to have gotten much more watered down with simple, dice-fest and abstract games becoming the norm (plus the inclusion of all the cards). It is hard for me to feel the history of a game like axis and allies which is so abstract and essentially a dice fest.You can't really argue with what the market supports and a lot of new products appear to be built to just sell you more add-ons and expansions. Lots of people like to play Risk but very very few will will ever make the transition to something like ASL (or something of similar complexity).

I also like the comment about Up Front even though that game has been out of print for a long long time. Not much growth potential there for many new players.
 
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  • Posted Fri May 27, 2011 6:15 pm
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Tanks Alot
United States
Fort Mill
South Carolina
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Up Front is just plain cool. Too bad the rules just suck, but if someone is teaching it that knows the rules it rocks. Combat Commander also has a great feel to it, like Up Front but I think it's too heavy for a newbie
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  • Edited Sat May 28, 2011 12:04 pm
  • Posted Fri May 27, 2011 10:13 pm
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Kev.
United States
Austin
Texas
TheBigBoard-Blog www.meshtime.com
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Are you sure its the mention of wargames that scares them off?ninja
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  • Posted Fri May 27, 2011 10:58 pm
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Tanks Alot
United States
Fort Mill
South Carolina
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hipshot wrote:
Are you sure its the mention of wargames that scares them off?ninja


Could be the darth maul facial tattoo and my fascination for black spandex.. not sure
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  • Posted Sat May 28, 2011 12:03 pm
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I would add that when teaching/playing a (simple/basic/low unit density)wargame with a wargaming noob (that is, someone who has zero experience playing wargames, not just the one you are trying to teach them), let them make the mistakes and receive punishment, then reset the game and allow them to change their move, given that the punishment was not a result of an "unholy die roll".

This serves two useful purposes: It allows them to see the consequences of their (poor) actions, and it allows them to take another crack at the tactical situation at hand. It's win/win, baby!
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  • Edited Tue May 31, 2011 5:02 pm
  • Posted Tue May 31, 2011 5:02 pm
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