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Wargames??? YES YOU CAN!
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Many people who think that MAYBE they'd like to try playing wargames are sometimes intimidated by their seeming complexity. And it is true that a wargame rulebook can be anywhere from 8 to 80 pages in length.

However, there are some fundamental concepts that are shared by most wargames, which, once understood, will let you breeze through most any wargame rulebook as if it were a Flashman novel.



Well, almost, anyway.

This geeklist is an attempt to walk through some of these common concepts. If you have any questions, my comrades and I will be more than happy to answer them.

Once you understand the basics, most of what you will find in wargame rules are essentially variations on these concepts.

If, after reading this geeklist, you feel you have a handle on these babies, you're well on your way to really enjoying your first wargame!

Grognard Alert! Any of you grumbling, unhappy lot are welcome to add any common concepts I have missed, or correct me on those I have called out but might not have explained clearly or thoroughly enough. Just promise me you'll do your best to...keep it simple!




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1. Board Game: Bastogne: Screaming Eagles under Siege [Average Rating:7.52 Overall Rank:1250]
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Movement

Almost every playing piece you have can move, and every turn you will have the opportunity to move them. It is YOUR choice whether you want to move some, all, or none of your playing pieces.

You will be moving your pieces around on a map that has a hexagonal grid superimposed upon it in order to help regulate movement. Each hexagonal space is called a "hex".

How far can you move one piece? You can tell by the Movement Factor printed on the playing pieces.

If a playing piece has a Movement Factor of "10", it will be able to move 10 hexes through clear terrain. Every game comes with a Terrain Effects Chart that tells you how many movement factors you have to spend in order to cross terrain that is not clear. Rough terrain may cost 2 movement factors per hex. Travelling on a road may cost only 0.5 movement factors per hex.

You can't move more than the movement factors printed on that playing piece, but you can move less.

You can't transfer unused movement factors from one playing piece to another.
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Colin Hunter
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I was going to add an item, but it didn't fit with the geeklist, so I will include it here.

What to do?

If you are new to hex and counter wargamers, they can be daunting at times and not just for rules. One of the most common problems I find is the mind boggling depth and level of decisions that need to be made. If you are used to games with only a few decisions, that are very tough, you won't find that in Hex and Counter wargames, you will be given thousands of decisions, many of which are crucial, but also many which are inconsequential.

Movement is the hardest part of a wargame with regard to this, master movement and the rest will fit into place.


So firstly, don't feel bad, all of us have a hard time working out what to do, even experienced grognards.

Secondly, try something. Even if it fails horribly at least you will start to get a feel for the game. You need to master your fear of not being able to work out possible consequences for every move, that will come in time.

Thirdly try to have fun. Many hex and counter games offer a play experience you will not find elsewhere and can be unique and extremely enjoyable play experience.

Fourth - Historical moves are often ok, try them out, they may not be the best, but they are a aplace to start.

Fifth - don't worry about winning. I think one of the biggest things I've learned from wargaming is that the experience of the game is crucial not the outcome, while I still love to win and get competitive it isn't the only reason I play, in your first game you may have a hard time against an experienced opponent.
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  • Edited Sat Oct 10, 2009 11:49 am
  • Posted Fri Oct 9, 2009 8:16 am
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Colin Hunter
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houjix wrote:
Just to be clear, I'm not at all meaning to say that hex and counter games have trivial decision making. I'm absolutely certain that's not the case.

I was intending to wax at a more general level. The whole Euro genre is focused around streamlining out less critical decisions to make games easier to learn, faster to play and more focused on the important choices. It's a big leap over into wargaming where that isn't really the intent at all. They're intending to be a much more comprehensive picture of their subject matter. That's not meant to be a condemnation, just an observation.

Tying back into the topic of this geeklist - I think there are a lot more hurdles into the world of wargaming than just a thick rulebook. Noise is definitely one of them.
Yes I think we agree, I merely want to get away from the stereotype that such small decision add nothing and are not necessary. They add something to the game, whether it is worth it of course is up to the individual and sometimes they aren't worth it obviously and sometimes they are, but this is a case by case, individual by individual decision.
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  • Posted Sat Oct 10, 2009 10:16 am
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Colin Hunter
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houjix wrote:
It's a fair point. I shouldn't have used the term "meaningless" because few, if any, decisions in any games are actually meaningless.

Going back and rereading all the post I realize it was me (in my first post) that called them inconsequential... Lol, I hang my head in shame. blush Sorry
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  • Posted Sat Oct 10, 2009 9:52 pm
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Colin Hunter
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HeinzGuderian wrote:
houjix wrote:
I approach wargames (or any game for that matter) from the standpoint of a strategy gamer, and the strategy gamer in me says that good game design eliminates decisions that are abitrary, inconsequential, obvious or excessively opaque.


And the wargamers in us say that you can't tell a crucial decision from an inconsequential decision until two turns later, when you will either swear loudly or pretend that you know what you're doing and that it was part of your plan all along.


Just like real life.
I've had that happen a bit too much. Some little back line police unit you forgot to move as a possible defense against breakthrough and they did break through uh oh... You always think it is inconsequential till it actually matters
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  • Posted Wed Oct 14, 2009 1:30 am
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LOL Im sort of new to the heavier movement type games, and Ill try and make a sound decision, and if I cant I just move what I think best. My friend who is a true wargamer sometimes has a difficult time with this and sometimes it works out for me. He calls it "Sometimes you play with unconventional movements" which is a nice way of saying "LOL that was dumb move" haha. Fortunately, he says it nice And every time I get beat I learn a little more.
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  • Posted Tue Jan 5, 2010 6:02 pm
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2. Board Game: Empire of the Sun [Average Rating:7.55 Overall Rank:562]
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Stacking

How much area is a hex supposed to represent? And how many of my playing pieces - the "units" of my armies - can fit in one hex?

Depending on the game, a hex can be any size. Whether it's 25 yards or 25 miles across, the hex size is the "scale" of the map. And depending on the size of the units, you may only be able to fit one unit in a hex at any one time, or you may be able to fit many. The maximum number of units you can stack at any one time is the "stacking limit" in the game.

But stacking does more than tell you how many units you can put in one hex. Some games do not allow your opponent to see anything other than the top unit in a stack, allowing you to hide some units. Other games restrict the ability to engage in combat to only the top unit in a stack, requiring you to spend some time thinking about how you want to organize your units. Still other games will only allow certain units to stack, and others not: for example, a game could allow infantry units to stack with artillery units, and artillery units to stack with cavalry units, but not allow cavalry units to stack with infantry units.

It spooks the horses.
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Wendell
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Elephants and horses also don't mix in some games.
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  • Posted Fri Oct 9, 2009 11:22 am
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Andreas Krüger
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I remember playing Empires in Arms when I was a student. The rules said a lot about cutting supply lines and how important it is to spread your forces enough to protect your supply lines and cities. Regardless, the best strategy for the French was usually the Monster Stack. He would put as many corps as possible into one huge stack, crushing every enemy army one by one. In theory, this could be countered by evading the Monster Stack, attacking the back of France. In practice, the French do not only fight better, have more forces and the best commander in the game, but also move faster and have a possibility to have a double turn. Not easy to evade this stack...
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  • Edited Thu Oct 15, 2009 11:04 pm
  • Posted Thu Oct 15, 2009 11:03 pm
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Bulldozers
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Oh yeah...


In fact "its good to be the French" our Boney player is always hooting. Mean while I am trying to scrounge up Wellington and toss a penny or two at my navy.(playing the UK obviously this time)
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  • Posted Fri Oct 16, 2009 12:42 am
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Gideon Marcus
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Eric Brosius wrote:
Sancherib wrote:
The one thing I hate about some wargames is stacking (SCS I'm looking at you!!)


I recommend that you stay away from USN then.


OMG, truth.
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  • Posted Fri May 21, 2010 4:45 am
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Joe Forjan
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I use a simple method to handle large stacks of counters (4 of more) and also create a certain fog of war. I purchased blank counters with different colors to match the belligerents coloring and marked them with letters in pairs. I replace the counter stack with one of the letter marked counters on the map and put the corresponding marked counter on the stack and remove it to the side.

Since the only thing thats on the map are lettered counters, it becomes a little harder to remember what the stack contents the letters represent. Only during combat is the actual stack used. This way, I need to move only 1 counter on the map, and I create a certain 'fog of war' situation.
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  • Posted Thu Jan 27, 2011 6:49 pm
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3. Board Game: Brandywine & Germantown [Average Rating:7.88 Overall Rank:2931]
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Zones of Control

Generally speaking, given that you have enough movement factors, you can move your units into almost any open hex on the game map. However, in most wargames, the six hexes surrounding the hex that your opponent's unit is occupying are considered...special.

There IS something special about units getting so close to each other that they can practically hear each other breathe. Some games require that you spend more movement factors to approach within one hex of an opposing unit (aka entering a Zone of Control hex): this reflects the extra caution, maybe even trepidation, that a unit has when getting so close to opposing forces.

Other games will ask you to spend more movement factors when LEAVING a Zone of Control. This represents a slow enough withdrawal so as not to alarm the opposing units. Still other games will not allow a unit to leave and enter a Zone of Control during the same turn: that would be way too much stress!
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Tony
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Explanations like these are so useful for the basic understanding of wargame rules. Every rulebook should include a "reason for the rule" section where you'd get a simple illustration as to why the rule is in place and what it's trying to simulate on the battlefield.
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  • Posted Fri Oct 9, 2009 12:37 pm
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BigD145 wrote:
If the enemy is holding the road, you must stop and look both ways before crossing?

It's good practice to look both ways before crossing the street, whether the enemy is holding the road or not.
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  • Posted Sun Oct 11, 2009 10:12 pm
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Frederick Lai
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ZOC is not limited to the six hexes adjacent to a unit. Some games will have a ZOC that covers all hexes within 2 hexes of a unit. For example, in Empire of the Sun, air and carrier units have an ZOI (Zone of Influence) that covers all hexes within 2 hexes of the air or carrier units.
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  • Posted Mon Oct 12, 2009 10:32 am
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Gary McCammon
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...and then you find Zones of Control in the oddest places:


I figure this game (Space Empires) has ZOCs because there are a number of scout ships and drones backing up each fighting ship, acting as "pickets" to slow down and pin enemy forces. Or maybe it's just a seriously out-of-place rule. YMMV.
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  • Posted Tue Oct 13, 2009 3:09 am
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Mark Buetow
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Some might point out that a tactical scale game such as ASL or Combat Commander doesn't have these "Zones of Control" which limit how you can move near enemy units. To that, I say, "Just try moving your guy up near my squad with the Heavy Machine Gun!" laugh
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  • Posted Thu Oct 15, 2009 6:49 pm
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4. Board Game: South Mountain [Average Rating:7.59 Overall Rank:3163]
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Line of Sight

If the game you're playing has weapons that fire over a distance of more than one hex, you have to have a way of figuring out if the firing unit can actually see the target unit.

One of the problems with the imposition of a hex grid on a map is that it is not uncommon to find more than one "line-of-sight" route: one being clear (no interfering hills, forests, etc.), the other, not. Most games simply state that if there is more than one option of equivalent distance, you have to use the one least favorable to you. Other games will spend a little more time helping you decide whether or not you can see the enemy unit.
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Wendell
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Only found in tactical level games, typically.

If this sounds daunting, you can play many fun and challenging wargames without EVER determining a line of sight! I have!
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  • Posted Fri Oct 9, 2009 11:23 am
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Antonio B-D
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wifwendell wrote:
Only found in tactical level games, typically.

If this sounds daunting, you can play many fun and challenging wargames without EVER determining a line of sight! I have!


I have played many tactical level games without EVER determining a line of sight! But my playing mate keeps getting mad at me!
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  • Posted Fri Oct 9, 2009 12:36 pm
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Iain K
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And now games like D-Day at Omaha Beach have taken a completely different approach to "determining" lines of sight in situations where one side's units are relatively static.
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  • Posted Fri Oct 9, 2009 8:30 pm
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I've always thought that figuring out line of sight between units in different elevations is the single hardest part of Advanced Squad Leader. I had to write myself bullet-point list for it.
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  • Posted Wed Oct 14, 2009 1:12 pm
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Wendell
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Metzler wrote:
I've always thought that figuring out line of sight between units in different elevations is the single hardest part of Advanced Squad Leader. I had to write myself bullet-point list for it.


... and that's why I haven't played a game with line of sight since oh about 1979.
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  • Posted Wed Oct 14, 2009 10:08 pm
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Lawrence Hung
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I like the classification between degrading and obstructing terrain to line of sight in Band of Heroes.
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  • Posted Sat Jun 5, 2010 5:44 pm
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5. Board Game: A Victory Lost [Average Rating:7.72 Overall Rank:289]
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Supply

Any wargame where the fighting is supposed to go on for more than a day (in "game time") will probably have supply rules. Basically, do your units have enough food and ammunition to continue fighting effectively?

Many games handle this in an abstract fashion: Can you trace a line of hexes from your unit to a friendly edge of the map that doesn't pass through any enemy Zones of Control? If yes, you're fine. If not, your unit will be penalized by, say, only operating at half strength until the situations corrected.

Other wargames will have more complicated supply rules that in some cases will actually limit your supply of ammunition.

What? No buhwets? Oh, noooooo...
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Magister Ludi
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Tracing supply is my least favourite part...I like how the OCS system handles this however...th little drums of fuel make it easier to visualise. In most cases you can try games and just forget about the whole supply question and only reintroduce it when you figure out what you are actually maent to be doing...
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  • Posted Sat Oct 10, 2009 11:07 am
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Matt Thrower
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Fantastic picture

Of course the situation illustrated is about the only one in which a unit will be out of supply in A Victory Lost, but it's still funny.
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  • Posted Tue Oct 13, 2009 10:14 am
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Daniel Jacobsen
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Quote:
Of course the situation illustrated is about the only one in which a unit will be out of supply in A Victory Lost, but it's still funny.


You only need ZOC's to close of supply (barring enemy units in those hexes), so it is not that hard to cut off over-enthusiastic german panzer divisions in AVL. And boy, does it feel great when you do it devil
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  • Posted Sat Jun 5, 2010 12:45 pm
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6. Board Game: La Bataille d'Orthez [Average Rating:7.75 Overall Rank:2638]
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Command

So you've got all these little cardboard guys. How are you going to tell them what to do?

Some games follow an "Igo-Ugo"pattern: I move all of my little guys, then you move all of your little guys.

Other games add another layer that increases the fun-factor: playing pieces are designated by color-coding into different sub-groups. Each sub-group is represented by a unique chip that gets mixed up in a cup with all the other chips. Players then take turns drawing a chip, which activates that color group of guys. So you have a plan, but the coordination of different groups is a little more unpredictable than the standard Igo-Ugo system.

If that isn't enough, still other games will allow you to form and re-form groups: the closer your guys are to each other, the better their chances of working together as one team! Remember that scene in Patton where George C. Scott walks across a muddy field and starts directing traffic? It kinda feels like that.

And that's a good thing!
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Richard Irving
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Some games require you to play a card to move some or certain units.

Some games have a specific leader unit that can command only those units in its command radius or in a certain geographical area.

Some games give bonuses for being stacked with a leader or units of the same higher organization.

Some games only allow a certain number of units to move on a turn.

Some games require written orders to be made one or more turns in advance before the orders can be executed, by which time they may not be valid.

Some games have no restrictions on how or how many units may move.

Command is one area wargaming where many different rules have been developed to simulate it in many different games. It has less consistency than the other rules you have mentioned.
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  • Edited Fri Oct 9, 2009 2:21 pm
  • Posted Fri Oct 9, 2009 2:14 pm
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Eirik Sandaas
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Many games require units to stay within a set number of hexes from their commander/HQ, and the commander/HQ a set number of hexes from his/it's superior unit etc... to be ale to function properly. (I.e. attach or carry out complex orders rather than just defend)
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  • Posted Sat Oct 10, 2009 3:00 am
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Daniel Jacobsen
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And many extremely complex wargames completely ignore command and control, which I find paradoxical. I would not want to study 40+ pages of rules to simulate say supply in detail while loosing perhaps the most important aspect of warfare (command & control). But apparently, many people don't mind
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  • Posted Sat Jun 5, 2010 12:49 pm
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7. Board Game: Wacht Am Rhein II [Average Rating:6.89 Overall Rank:3765]
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Combat

Ok. So let's say you're good. I mean...REALLY good.

If you're another Napoleon Bonaparte, combat is a bit of a yawn.

Why?

Because you've already used the aforementioned concepts to position your troops so that your opponent's only hope is to roll magic dice.

And there is no magic in wargames.

But if you are no military genius (which is a pretty inclusive category in wargaming society), combat becomes a critical aspect of the game.

It's also important to remember that combat is not about killing: it's about demoralizing your opponent's units.

When a unit gets taken off the map, it's not because the little guys that unit represents have all been moyded, it's because that unit has lost it's "cohesion". Your little guys are running around willy-nilly, hiding under empty barrels, doing anything but listening to their commander. Some games will let you try to reconstitute these units.

Combat can be very simple in some games: take the attack factor written on the attacking unit, and compare it to the defensive factor written on the defending unit. Consult a "Combat Results Table" (CRT). If the attack factor and the defense factor are the same, find the "1:1" column on the CRT, roll a die, and apply the result.

Sometimes the result will eliminate one or the other unit.

Sometime the result will ask one unit or the other to retreat a hex or two.

Sometimes the result won't change anything.

Why did I waste my time putting together that wussy attack? I'm dead meat now.

Other games add another layer or two to combat. For example, you want one of your units to attack? Roll a die to see if they have the gumption to do so. "Gumption" is a technical term used in wargaming.
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Wendell
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Sometimes the result may damage your unit - not cause it to be removed from the map, but reduce its staying power, making it more vulnerable in future combat unless you can do something to restore it.
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  • Posted Fri Oct 9, 2009 11:25 am
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Naoto Ukai
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evilm2twjunkie wrote:

It was the codename for the American codebreaking project who worked on Japanese military and diplomatic codes during WWII.


Thanks a lot! Is it a famous project in general history, or not-so-general grognard-ish term? I should be ashamed not to have known it, or need not to?
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  • Edited Sat Oct 10, 2009 3:18 pm
  • Posted Sat Oct 10, 2009 3:17 pm
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Wendell
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ukai wrote:
evilm2twjunkie wrote:

It was the codename for the American codebreaking project who worked on Japanese military and diplomatic codes during WWII.


Thanks a lot! Is it a famous project in general history, or not-so-general grognard-ish term? I should be ashamed not to have known it, or need not to?


If I remember correctly, the existence of Magic wasn't made public until some time in the 1990s. I think people with a serious interest in WW2 or cryptography are probably aware of it, but no shame in not knowing of it.

That said, it certainly casts additional light on the war in the Pacific.

BTW, I really like your geekbadge!
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  • Edited Sat Oct 10, 2009 3:36 pm
  • Posted Sat Oct 10, 2009 3:35 pm
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What preview button?
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If you find the subject of cryptography specifically, or even WWII, in general, interesting you may want to check out Cryptonomicon by Neal Stephenson.

It is a fictional account of some guys in the code-breaking projects during WWII, but it has A LOT in the way of actual historical information on the codebreaking going on at Bletchley Park versus Enigma and in the U.S. against Magic.

If you know anything about computer science, you know that Alan Turing, the father of modern computing, was a member of the team at Bletchley park in the U.K. He is mostly responsible for designing and building the bombe, one of the early, very successful computing machines designed to break Enigma. He also wrote a couple of papers outlining how machines could be used to calculate (in an abstract manner), thereby pretty much inventing the theory behind computer science. (If you major in C.S., you would probably learn this. Pretty much no chance otherwise, but it's still really interesting.)

There are many actual historical figures such as Alan Turing (and General MacArthur for that matter) that make appearances in fictional scenes, but this is a great book to learn about this topic without going too far in to the technical realm of nondeterministic finite automata and such.

As an aside, if you ever find yourself at the Museum of Science and Industry in Chicago, there is a U-boat exhibit there that includes an Enigma machine. The U-boat itself is a real captured German sub from the War. It really is one of the more impressive exhibits in the world for WWII buffs. One of the guards there is a HUGE sub fan and will talk your ear off about U-571, Das Boot, and Shadow Divers (can you tell I'm kind of a fan of these two topics too).

Enjoy!
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  • Edited Sat Dec 5, 2009 3:42 pm
  • Posted Sat Dec 5, 2009 3:40 pm
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Geoff Hill
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Shadow Divers... what a cracking story!!!
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  • Posted Mon Feb 28, 2011 12:33 pm
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8. Board Game: World in Flames [Average Rating:7.40 Overall Rank:418]
Hunga Dunga
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Sequence of Play

You now understand the basic concepts. You've got your map, your units, your charts...but...what strings it all together? What sets the pace of the game? How does this all get orchestrated?

It's the Sequence of Play!

1.0 Sequence of Play
1.1 Player A moves.
1.2 Player A attacks.
1.3 Player B moves.
1.4 Player B attacks.
1.5 Players A and B bring on any reinforcement units.
1.6 Move the Game Turn Counter one space. If the Game Turn Counter is at the last space on the Turn Record Track, the game is over. If the Game Turn Counter is not on the last space of the Turn Record Track, repeat the Sequence of Play.

Every wargame uses a sequence of play that not only organizes when things are done and by whom, but it also sets a cadence to the game. While many games will use Sequences of Play that are as simple as the one above, other games by necessity have to orchestrate many factors: artillery, cavalry, air support, supply effects, re-organization.

Good wargames have a Sequence of Play that flows naturally.
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Jeroen van der Valk
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Which is where I felt that Asia Engulfed failed... Even after slogging through a whole game, I still didn't have the Sequence of Play down. Traded it away.
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  • Posted Thu Jul 22, 2010 2:52 pm
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9. Board Game: Eastern Front Tank Leader [Average Rating:6.80 Overall Rank:2017]
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Victory Conditions

"The smell of newly printed maps and cardboard chits, it smells like...victory."

You've diligently planned and played your turns. Now is the time to find out who won.

In wargames, the nature of victory conditions varies greatly. It could be the number of units you've managed to move off one edge of the map, or how many key cities or towns you control at the end of the day. Victory Conditions are usually found at the end of the rule book.

Some games will ask you to compare what you have achieved to what actually happened in the historical battle. In this way, you can play a side that historically lost a battle, but if you can do better than the historical result - in other words, lose by less - then you can legitimately claim a victory!

Many games are broken down into half a dozen or more scenarios - important parts of the battle you can enjoy without having to play the whole battle from start to finish. Each scenario will have its own Victory Conditions.
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Stephen Gidney
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Quite often the victory conditions won't be an absolute "win" or "lose" but will rate your performance against what was achieved historically. That way you can play the "losing" side in a historical battle and still "win" by holding out longer than in real life, or by inflicting more loss on the enemy.

This means that you can explore historical situations without having to worry about the forces being "balanced".
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  • Posted Fri Oct 9, 2009 8:27 pm
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John Kovacs
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Another victory condition, usually found in tactical level games, is the number of enemy units destroyed by your forces (as compared to the number of units destroyed by the enemy). Not control of towns/bridges/crossroads, or how many units you can get off the map, but the destruction of enemy military units. Kill or be killed, baby!
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  • Posted Fri Oct 9, 2009 9:29 pm
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Pablo Klinkisch
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Quote:
"The smell of newly printed maps and cardboard chits, it smells like...victory."

"Someday this wargame is gonna end"

The Horror, the horror...
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  • Posted Sun Oct 11, 2009 1:06 pm
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I'm President Urza, and this is my favorite character in Silicoidia
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It goes without saying that you should know the VCs well before you start to play. Just as in other games, you always have to keep in mind exactly what you're trying to accomplish long-term.
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  • Posted Thu Oct 15, 2009 3:32 pm
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10. Board Game: Campaign Manager 2008 [Average Rating:6.98 Overall Rank:449]
Colin Hunter
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Stop the admins removing history from the Wargaming forum.
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Hierarchy of Force

One of the most difficult aspect to understand wargames, particularly from The Gamers, is all the military organization and jargon associated with it. The hardest thing for me about learning TCS for example was figuring out the deployment of troops, not the rules.

Here is a brief summary that may prove helpful that I found easy to mistake. Corp is the biggest Platoon is the smallest

XXXX = Army
XXX = Corp
XX = Division
X = Brigade
lll = Regiment
ll = Battalion
l = Company
*** = Platoon

Take a look at this picture close up. You should be able to spot, Army, Corp, Division, Brigade and Battalion at least.


Also take a look at the unit symbols is quite helpful too, at least armour and infantry for WWII.
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J.L. Robert
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A small number of games even deal with:

XXXXX = Army Group
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  • Posted Fri Oct 9, 2009 6:30 pm
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Edward Kendrick
United Kingdom
Redditch
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Isn't there a game about the heroic defence of Berlin by the 1076th Waffenwaesche Regiment, using their 88mm spindriers, the dreaded Knickerwerfer?
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  • Posted Tue Oct 13, 2009 12:23 pm
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Eric Johnson
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hierarchy?
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  • Posted Wed Oct 14, 2009 12:15 am
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Hunga Dunga
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ejohnson7 wrote:
hierarchy?

Command structure.
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  • Posted Wed Oct 14, 2009 5:02 am
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Jonathan Harrison
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SharkBait wrote:
The best way to find an explanation of all of these symbols is to find an explanation or archived copy of (a bit hard to come by now with the sad reality of world politics) of APP-6a (NATO) or MIL-STD 2525B (US DOD), which are both encyclopedic references of ALL of the symbols, including those you will probably never see in a board game, like laundry units.



Edit: Current version of the MIL-STD document is 2525C, and you can download it here:

http://assist.daps.dla.mil/quicksearch/basic_profile.cfm?ide...

Now found here.
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  • Posted Thu Feb 10, 2011 4:42 pm
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11. Board Game: Cavalry [Average Rating:6.17 Unranked]
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Reinforcements

Many games that depict long campaigns include rules for reinforcements, units which did not begin the game in the area covered on the map, but which subsequently were sent to aid with the initial forces engaged.

Some may be units that were en route to the battle area at the time the game begins play. Some may have been ordered to help shore up defensive lines, or to aid in the offensive. Yet others can be hastily-created militia, or even equipment being manufactured as the war wages on.

Most times, a player's reinforcements are placed on the "friendly" edge of the board. Some games will allow reinforcements to be placed on specific locations on the map (key cities or defensive positions). Most games have back-up rules incase a reinforcement's appearance location is enemy-occupied.

A sub-type of reinforcement is the replacement. These are units drawn from those that were previously eliminated during the game. It can represent the loose remnants of that unit finally being re-assembled back into some sort of cohesive force, or the formation being totally being re-created by higher commands. In each case, additional troops are being added in to bring the unit back up to a fighting strength (typically, the reduced value of the unit, if it has one).

Reinforcements and/or replacements typically arrive at the end of the turn, after all movement, combat and supply checking has been completed.
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12. Board Game: The Perfect 10 [Average Rating:6.01 Overall Rank:4007]
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Sometimes the '0' on the ten-sided die counts as a zero,

otherwhiles it is read as a ten.
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Elwyn Darden
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I recently bought a ten-sided die with Roman Numerals for use with SPQR. The only problem is in Great Battles of History "0" means "0", which means I must read the die's Roman numeral "X" as "0".

My Third-Grade teacher would be ashamed of me.
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  • Posted Wed Oct 14, 2009 2:42 am
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Hunga Dunga
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Did the Romans have a zero?
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  • Posted Wed Oct 14, 2009 5:06 am
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Mick Weitz
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They did...thanks to the Babylonians.

Good Gaming~! Mick
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  • Posted Wed Oct 14, 2009 8:47 pm
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Pablo Klinkisch
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Archilochus wrote:
They did...thanks to the Babylonians


Are you sure of this? I mean, the Assyrians did have some sort of zero (nor a _real_ one mind you, more of a place holder) but to the best of my knowledge, zero was bypassed by the "Greek miracle".

Ok, just understood this was a joke...
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  • Posted Thu Oct 15, 2009 12:10 am
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meenki boo
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Hungadunga wrote:
Did the Romans have a zero?

The short answer is no.

Zero in the old world was an Indian invention introduced to Europe through the Muslims.
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  • Posted Sat Jan 2, 2010 10:29 am
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Shane Woyak
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oooh! An Ambush! photo
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  • Posted Thu Jul 22, 2010 4:56 am
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13. Board Game: Tactics II [Average Rating:5.24 Overall Rank:7710]
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A wargame will be at one of three levels of warfare - tactical, operational, or strategic. Tactical games depict a skirmish, battle or series of battles, using smaller scale units and maps that depict a battleground that is a few miles or less - sometimes much less - in size. Examples of tactical wargames include Advanced Squad Leader and Combat Commander: Pacific.

Operational wargames cover a broader scope of military actions, greater than single battles. These may cover an entire smaller war, or a series of operations or a campaign within a greater war. Units are larger than in tactical games. Examples of operational level wargames include Fortress Europa and 1914: Twilight in the East.

Wargames on the strategic level usually recreate a major war on a large scale. Typically units in such a game will be corps or army level, although in so-called "monster" wargames (no set definition, but usually a game with large maps and lots of counters that takes a long time to play) divisions and even smaller sized units can be depicted. Strategic wargames are more likely than tactical or operational level games to include big-picture issues such as production of new military units. Examples of strategic level wargames include World in Flames, Paths of Glory, and Here I Stand.

Edit: BTW, I chose Tactics II for this because of the word "tactics"! It's a venerable war game (and deserves respect for that) but is not representative of the modern hobby.
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Andreas Johansson
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Linköping
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Note that there is no necessary relation between the "level" and game size and complexity. It's easy to think that a game depicting all of WWII must be bigger than one depicting a single battle or skirmish, but there are very abstracted strategic games that play in an hour or less as well as highly detailed tactical games that have zillions of components and require a long time to play (sometimes longer than the historical confrontation took in real time).

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  • Posted Fri Oct 9, 2009 8:04 pm
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Sam Carroll
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Note that "strategic" and "tactical" refer solely to the scale of a game, not to the type of play that it favors. Strategic-level games have many tactical decisions to be made; likewise, tactical-level games depend on good strategy. It's just that the tactics of a strategic-level game are on the scale of the strategy of an operational-level game, and so forth.
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  • Posted Fri Oct 9, 2009 11:19 pm
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Donald Acker
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Suzhou
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A quick comparison set for players of light wargames:

Axis & Allies: Strategic
Axis & Allies - Guadalcanal: Operational
Axis & Allies Miniatures: Tactical

Memoir '44 is a confounding case: it jumps between tactical- and operational-level scenarios, although it uses the same ruleset, which is abstract enough to accommodate both.

Starcraft/Warcraft (the PC games) are also confounding: they straddle tactics (moving guys around) and strategy (running an economy and making diplomatic decisions).

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  • Posted Sun Oct 11, 2009 3:14 am
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Ken
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And as you "ascend" this ladder of game scale, you'll often end up with greater control over the units you have available. Tactical games almost always have a fixed order of battle that you'll have available to you throughout the game, with reinforcements that are dictated by a schedule (which may or may not include random elements). Operational games will tend to be a bit more flexible, either in the units you can deploy or how/where you can deploy them (e.g. a fixed schedule, but rules that allow you to vary placement). Strategic games will often provide even greater flexibility, often providing control over unit construction and deployment.
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  • Posted Tue Oct 13, 2009 12:29 pm
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Gary McCammon
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perfalbion wrote:
And as you "ascend" this ladder of game scale, you'll often end up with greater control over the units you have available. Tactical games almost always have a fixed order of battle that you'll have available to you throughout the game, with reinforcements that are dictated by a schedule (which may or may not include random elements). Operational games will tend to be a bit more flexible, either in the units you can deploy or how/where you can deploy them (e.g. a fixed schedule, but rules that allow you to vary placement). Strategic games will often provide even greater flexibility, often providing control over unit construction and deployment.


Thumbs! For you!

I had never thought the concept, but it makes sense. Which is also why you never see morale rules in strategic-level games; the guys who don't break outnumber the ones who do, and the aggregate effect is a force that always follows orders. (unless you're playing ancients, when armies were much smaller and morale infinitely more important.)

Though, from what I understand, some of the older wargames (especially from SPI) give very little control over replacements/reinforcements, even for massive WWII strategic-level games, (I get the impression that fixed reinforcement schedules are an expression of the idea that a game should mirror reality as closely as possible, that if the 7th Tank Division wasn't available until a certain date historically you shouldn't get it until then either.)
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  • Posted Tue Oct 13, 2009 2:33 pm
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14. Board Game: Second Front [Average Rating:7.24 Overall Rank:2976]
Stephen Gidney
England
Norwich (end of the line...)
NEVER IN THE FIELD OF CARDBOARD CONFLICT HAS ANYONE WAITED SO LONG AS FOR TOTAL WAR
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Specialist Units

Some wargames will provide different units with specialist skills and abilities (and sometimes disabilities). This makes picking the right attackers important in the right situations. For example:
- Units may have extra abilities in the attack, such as tanks/panzers in the open, engineers in attacking cities
- Units may be able to move faster than others in some terrain or weather - eg ski troops in snow, light infantry in forests or camels in the desert
- Fast units may get to move more often, like motorised units may be able to move, attack and move again
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Steve Herron
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Excellent choice of Second Front for the example of a game with special units. The Europa series had more specialist units than you could shake a stick at.
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  • Posted Sun Oct 11, 2009 7:42 pm
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Stephen Gidney
England
Norwich (end of the line...)
NEVER IN THE FIELD OF CARDBOARD CONFLICT HAS ANYONE WAITED SO LONG AS FOR TOTAL WAR
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sherron wrote:
Excellent choice of Second Front for the example of a game with special units. The Europa series had more specialist units than you could shake a stick at.


Don't get me going on that - I only mentioned the more general ones . In Second Front, from engineers only you get - combat engineers (can build and attack), construction engineers (can only build) , assault engineers (can only attack), construction engineer tanks (can attack in tanks and build), assault engineer tanks (only attack, but in tanks), railway engineers (Casey Jones only), port engineers (repair ports after the German have blown them up) and pipeline engineers (even the game designer ran out of gas at this point and didn't make up any rules for these, but the counters are there in case you want to). Some of these also come in different flavours - motorised and non-motorised, mountain etc. The Italians have a mountain construction brigade (for building ski slopes?)
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  • Posted Mon Oct 12, 2009 12:40 pm
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15. Board Game: Air Assault On Crete/Invasion of Malta: 1942 [Average Rating:6.25 Overall Rank:2367]
Stephen Gidney
England
Norwich (end of the line...)
NEVER IN THE FIELD OF CARDBOARD CONFLICT HAS ANYONE WAITED SO LONG AS FOR TOTAL WAR
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Combined operations

Some wargames allow you to try some really fun stuff, such as dropping paratroops behind your enemy's lines or landing amphibious invasions.

The player with the elite special forces shouldn't get too overconfident however, often the landings will go horribly wrong and your paras will get blown off course or your amphibious tanks sink before they hit the beach.
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16. Board Game: Gung Ho! - ASL Module 9 [Average Rating:8.08 Unranked] [Average Rating:8.08 Unranked]
Jeff Curtis
United States
Plainfield
Indiana
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Morale

The morale of troops often affects the other principals described in this list. Units genrally start with normal morale but combat results or moving through certain types of terrain/units may disorganize a unit. An adverse combat result may even break a unit and leave it with a routed status. These represent a loss of cohesion within the unit that negatively impact their ability to move or conduct subsequent combat actions. Routed units usually cannot move towards the enemy or conduct attacks. Disorganized units can, but with negative consequence to their movement and combat factors.

There are even some games where units go into a blood lust and take on a morale that increases their abilities in combat.

Most wargames have a phase where you have some opportunity to improve a units morale. Leaders inevidentably help in this situation, unless they are a poor leader.
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Richard Irving
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Salinas
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Quote:
Most wargames have a phase where you have some opportunity to improve a units morale. Leaders inevidentably help in this situation, unless they are a poor leader.


Often Morale is factored into a the combat rating or defensive rating of a unit. MOST wargames actually do NOT have morale as a specific statistic or a morale phase, but in tactical infantry games morale is common.

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  • Posted Tue Oct 13, 2009 12:46 am
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Jeff Curtis
United States
Plainfield
Indiana
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I agree that many games do not have a rating for morale, but many have disorganized and/or routed as a status, usually as a result of combat. Civil War Brigade series, Musket and Pike series, and the GMT American Revolutionary war series come to mind. Even the Napoleonic 20 series, has a routed status.
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  • Posted Tue Oct 13, 2009 4:34 am
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17. Board Game: Cortes: Conquest of the Aztecs [Average Rating:6.44 Overall Rank:3766]
Elwyn Darden
United States
Richmond
Virginia
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Asymmetry

Unlike many other games, wargames embrace asymmetry. One side is stronger than the other. One side has the burden of attack. One side is racing the clock, while the other is playing for time. If you are seeking perfect fairness, look elsewhere. The games may be balanced, but expect the demands placed on the individual players to be wildly dissimilar.

In Cortes one side has gunpowder, the other has canoes. Further, only one side is permitted to practice human sacrifice
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Bulldozers
United States
Crystal Lake
Illinois
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Oh yeah. This one can be a riot.

In Empires in Arms you can soundly beat Napoleon and he can still be winning the entire affair.
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  • Posted Wed Oct 14, 2009 2:38 am
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18. Board Game: Paths of Glory [Average Rating:8.06 Overall Rank:23]
Phil McDonald
England
Staffordshire
UK
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Have you eased yourself into wargaming via Memoir '44 and/or Tide of Iron? Don't worry if some people try and tell you they're not really wargames... they're war-themed games and if the've piqued your curiosity for something a bit more hard-core, then what's the problem?

Are you put off by seemingly endless pages of dry text, with a myriad of ifs and ands and plenty of buts?

Does subsection 142.97 send chills of aprehension down your spine?

Are you looking for a game with an approachable manual that requires thought, but will then walk you through the first few turns of a sample game that you can play along with and set the lightbulb in your brain alight.

Do you want a game with more atmosphere than you can shake a stick at?

Would you like multi-use command cards to make your plays with?

Would you like those cards to become available to you progressively throughout the game?

How about a point to point map system instead of the dreaded hex based maps?

Do you like grand strategic games instead of the micromanagement of squad-based games?

If the answer to the above is yes, then have no fear, Paths of Glory will change your gaming life forever.
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Hunga Dunga
United States
Portland
Oregon
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Shill.
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  • Posted Mon Oct 12, 2009 8:32 pm
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Antonio B-D
Spain
Madrid
Madrid
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Worst game to introduce a newby into wargames. Rules, exceptions, temporary exceptions, WWI (i.e. lack of interest). Good game? Yes. User friendly? No way. CC:E is miles better, but I'll always go with A House Divided.
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  • Posted Tue Oct 13, 2009 10:21 am
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Phil McDonald
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Staffordshire
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abendoso wrote:
Worst game to introduce a newby into wargames. Rules, exceptions, temporary exceptions, WWI (i.e. lack of interest). Good game? Yes. User friendly? No way. CC:E is miles better, but I'll always go with A House Divided.


You're having a laugh chum
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  • Posted Tue Oct 13, 2009 11:12 am
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Antonio B-D
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Madrid
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Sorry but I do not understand what a laugh chum is.

Nevertheless, here you go, a thumb.
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  • Posted Tue Oct 13, 2009 12:12 pm
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Sandy Petersen
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Rockwall
Texas
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I concur this is not a good first game, but it is a great game, excellent for someone who already has some experience.

Would recommend something like Hannibal or Battle for Germany as far better first wargames.
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  • Posted Tue Dec 20, 2011 4:21 pm
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19. Board Game: The Great Battles of Alexander: Deluxe Edition [Average Rating:7.68 Overall Rank:513]
 
Ken
United States
Crystal Lake
Illinois
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Leaders

Many wargames will incorporate leaders into the mix. They should do this in a way that is consistent with the scale of the game and the other mechanics in use. This can result in a range of different rules:

- You may need a leader to issue orders to other leaders (Army Commander - Corps/Division Commander)

- You may need a leader to ignore orders issued and/or get a unit to act without orders (often to react to developments)

- You may need a leader to rally forces that have fled the battle or to restore some cohesion to damaged units.

- You may need to place units with a leader to move them at all or move them to their full potential.

- A leader may allow you to react to an opponent's move when it isn't your turn.

- A leader may provide a combat bonus, such as a shift of columns on the CRT or a die roll modifier when combat is resolved.

- A leader may provide bonuses to movement or allow units to move in different ways.

When a game contains leaders of some fashion, it is probably important to focus on what it is they do in the game. Their influence is often a critical part of getting the result that you want to occur when you want it. Using leaders effectively can often swing battles from defeat to victory, and using them ineffectively can create disasters unimagined.
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20. Board Game: Empires in Arms [Average Rating:7.48 Overall Rank:381]
Bulldozers
United States
Crystal Lake
Illinois
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Wargames have lots of charts and tables.


They make playing more easily accomplished and pack oodles of information into handy little pages or cards or print outs.

For example: there are: "Combat Resolution Tables"in many games that can tell you when you roll a dice how much damage you inflicted as a result of the totals on your dice.

Another popular table or chart is most all good wargames include a "Sequence of Play" chart. Believe it or not many wargames boil down into maybe 7 steps or 13 and so on. Neither here or there even the most complex game is made wonderfully simple by this particular table.



There can be tables and charts on almost any variable you could imagine in any wargame. You learn to kind of browse them just for fun noting various whimsical changes in probability.

Many times in wargames there is downtime. In the downtime you have whilst your opponent is deciding his moves you find yourself admiring them.

Simpler games might have 4 charts. More complex games might have 4 pages with 20-30.
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21. Board Game: JENA! [Average Rating:6.85 Overall Rank:3237]
Bulldozers
United States
Crystal Lake
Illinois
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Wargames have not only maps, but on these maps many times there are other useful tools or bits of information.

There can by "Time Tracks" for example in some wargames. What you might have is some sort of marker (anything from a cardboard piece to a little astronaut...) that is moved after periods of play.

In these games with time tracks, one player will take one turn and then their opponent moves. Once both have moved etc. the piece on the time track is then advanced one space.

This can movement can symbolize any period of time. The period could be: one hour, one day. one month. one year, and so on.


There are many various things to be found on wargame maps in addition to the terrain and the limits of the theatre of operation (where the game takes place).
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22. Board Game: We Didn't Playtest This Either [Average Rating:6.65 Overall Rank:2317]
Ray
United States
Carpentersville
Illinois
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This is by far one of the biggest differences between wargames and non-wargames.

An unplaytested Euro? May as well throw it out.

An unplaytested wargame? Well if the map looks nice and the research is still very detailed and the rules cover novel ideas of what factors to take into account you can at least keep it to set up and read over. (The Battle for North Africa anyone>

---

As a related concept this needs to be applied to how you learn wargames too. You hand Case Blue to a non-wargamer and he'll never be able to learn and play it thinking her needs to learn all the rules completely before attempting it.

The veteran wargamers knows better. They know just skim them, dive in, and if you play some stuff wrong don't worry about it (with the right attitude monsters are very playable). You aren't playing the game for it to to be this perfectly balanced experience but for the joy of being immersed in the moment and what sense of reenactment you can get out of that moment.

If any lesson needs to be learned by non-wargamers giving them a try is this one. Don't sweat what you didnt pick up, just go on filling in missing rules with your best guess from historic practices. In that way learning wargames are a bit like role playing.
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Stephen Gidney
England
Norwich (end of the line...)
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That's a very valid comment DON'T BE SCARED OF BIG GAMES - even grognards who have been wargaming for many years often get the rules wrong or overlook something, and it's not always "accidentally on purpose" whistle ("what do you mean I can't ship my tank division to Malta under the nose of 300 stukas?").

All wargames feature a tension between realism - the desire to be historically plausible -vs- playability - it has to a be game you can actually play in a lifetime. However every wargame (with the possible exception of Air War: Modern Tactical Air Combat) has to have some degree of abstraction or simplification, so it''s a question of finding the balance that suits you. If you're out for a quick "beer n pretzels" session, then there's a game that suits that. On the other hand if you're sitting with a history book in one hand and a game OB (order of battle) in the other, then you might want something more challenging.

I lean to realism 'cos I hate a player being able to pull of a slimy move that couldn't have happened "in real life", and I am that geek with the history book open whilst playing.

However, don't be scared of the monsters! gooEven amongst more complex/realistic games, the best ones will come with different levels of rules - maybe a "boot camp" intro for he noobs, a set of standard rules for the standard players and advanced/optional rules for the chromaholics. And remember, it's just a game rule book, not the law or an exam test - if you don't like a rule or it gets in the way, so long as all players agree,then bin it or make up your own house rules. Players have been doing thats since Monopoly (free parking anyone?), so don't be scared of doing the same with a wargame.
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  • Posted Thu Oct 15, 2009 1:00 pm
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Jason Johns
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I lean towards playability with a HEAVY dose of realism. I have a few games that might be realistic as all get out, but if they are boring to play they don't see the table much ... at all. If a game is fun, but a BIT off, I'll still run it out.
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23. Board Game: Battlewagon [Average Rating:6.28 Overall Rank:4128]
Michael B.
Canada
Stratford
Ontario
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BATTLESHIPS

Coming into historical wargames from science fiction ones, you might want to have a force of all battleships, but in a historical wargame, one big ship is typically supported by a force of many smaller ships. No sane navy would sacrifice all its biggest, most expensive ships in one battlegroup. You'll never see even one BIG ship sailing around alone. Sorry, Star Trek.


TO THE DEATH

Most armies and navies don't fight to the last man.
They run away. Live to fight another day.


REDUCED FIREPOWER

Unlike some science fiction games, as your unit takes damage, its ability to fight diminishes. Some units become DISORDERED when they take damage, often meaning that they cannot fight at all until RALLIED or REPAIRED (army units rally; ships repair).
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24. Board Game: Storm over Hengyang 1944 [Average Rating:8.00 Unranked]
Terence Co
Canada
Vancouver
BC
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Great game.
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25. Board Game: The American Revolution: Decision in North America [Average Rating:7.17 Unranked]
Terence Co
Canada
Vancouver
BC
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Well Politics is seldom tackled in a wargame...In the real world, politics affects the battlefield in very critical ways...in fact...in affects the war as a whole mainly on the strategic level.

As for the game, its easy to play but portrays the fighting on the ground and the politics which influenced it very well.

Read my review

http://www.boardgamegeek.com/thread/713759/st-270-american-r...
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Colin Hunter
New Zealand
Auckland
Stop the admins removing history from the Wargaming forum.
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Fantastic List! I wish I had more GG to tip you, seriously, great.
More time spent on stuff like this, less bickering about small world/spacehulk and we would be a bit better regarded I expect.
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  • Posted Fri Oct 9, 2009 8:06 am
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Bulldozers
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Crystal Lake
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sherron wrote:
One of the things that bothers me now about playing is my eye sight. I was thinking of playing an old SPI game I had but I need glasses to read the small print on the counters. I have been spoiled by the 5/8" counters and those lovely 1" one of Warriors of God. New older players may want big print counters.


You've got an excellent point. I swear some games aren't meant to be played by anyone over 45.
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  • Edited Fri Oct 16, 2009 1:04 am
  • Posted Fri Oct 16, 2009 1:03 am
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Hunga Dunga
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Portland
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WOW! surprise 400 thumbs!

I thought that only happened to a geeklist when somebody died.

Seriously, though, thanks for all that recognition. I wasn't sure how this list would be received. There were a couple of posts that I thought might bring this above the simplicity level I anticipated (and debated deleting them), but there have been some good conversations here, and hopefully a few people who have decided that maybe they will try a wargame.

But the coolest thing fro me has been the dialogue. Wargamers and non-wargamers talking civilly to each other!

Thanks again!

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  • Posted Fri Oct 16, 2009 10:52 pm
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Wendell
United States
Arlington
Virginia
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Hey, get your stinking cursor off my face! I got nukes, you know.
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It's a good list. I regret that I have but one thumb to give it.
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Judy Krauss
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Pittsburgh
Pennsylvania
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bulldozers wrote:
sherron wrote:
One of the things that bothers me now about playing is my eye sight. I was thinking of playing an old SPI game I had but I need glasses to read the small print on the counters. I have been spoiled by the 5/8" counters and those lovely 1" one of Warriors of God. New older players may want big print counters.


You've got an excellent point. I swear some games aren't meant to be played by anyone over 45.


I got myself a pair of prescription "working glasses" to play games (and also work on the computer). They basically let you focus from about a foot away to about 3 1/2 to 4 feet away. With a longer focal range than most reading glasses (plus the prescription can correct any astigmatism and other of your eyesight problems), they also don't have the focal depth change "line" of bifocals. If I didn't have them, I doubt if I could play wargames or work on a large screen monitor anymore.
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  • Posted Mon Mar 7, 2011 9:18 pm
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