Introduction
One attraction of the hobby of Historical Tabletop Wargames (HTW), is the variety of associated facets. Over the years, I've had several false-starts back into HTW, that were probably due to the incorrect sequence of adoption of the facets.
This post is intended to help wargamers benefit from my experiences and eliminate false-starts. This post discusses: four facets of the hobby; a recommended sequence to pick up these facets as interest in a period develops; and experiences that have led to the recommendation.
Facets
The four featured facets are listed below in the sequence recommended for their adoption; although, note that some overlap is essential:
- History - factual and fictional material
- Rules
- Modelling - figures
- Modelling - terrain
Discussion
History
Books on the history of the western desert during WWII |
History also influences: the types of units to be fielded and their characteristics; the appropriate range of ratios of quantities of unit types; what the units should look like; methods of communication; the terrain and weather with which the troops had to contend; and the rules likely to be appropriate.
Mistake: In circa 2005, I developed an interest in the Napoleonic era, found some simple rules I liked, purchased a 15mm French army, then started to read up on the history. From the history, I learned that the rules were far too generic and ignored the differences in tactics; hence, were unrepresentative of the time. This knowledge meant I'd be unable to enjoy a game with the rules so I lost interest in the period.
Lesson: Have a reasonable knowledge of the period you wish to wargame before you invest too heavily.
Rules
A visual representation of yin-yang |
The rules are key to the enjoyment of a game. As with most things in life, to find rules that wargamers enjoy they must understand themselves and be able to identify the yin-yang of each set of rules they may wish to use.
What do you want your games to represent? As a commander, what type of challenge do you want to solve; maybe: how does my section clear this building when we've only limited ammunition and without being picked off by the sniper; or how can I secure this supply route without taking too many companies from defence of the front-line?
Rules appropriate for skirmish, where the wargamer effectively takes the role of an officer of rank from Corporal to junior Officer, are likely to be relatively detailed, with one minute or less represented by one game turn and probably significantly less than 100 troops represented on the battlefield.
Contrast this with a brigade or divisional level action, where the wargamer's role is that of a general. Rules need to be much less detailed; we're interested in the big picture with potentially thousands of troops represented (although, unlikely to be present) on the battlefield; one game turn represents perhaps as much as one hour or more.
Skirmish rules would be completely inappropriate for divisional level action. The wargamer would probably be bogged-down with records and distracted from the thought processes necessary to enjoy the action. Likewise, a skirmish action would almost certainly be impossible with rules intended for high-level formations.
Additionally, mechanisms used in rules to represent outcomes are an important characteristic. Do you prefer: for measurement - tape-measure or hexes; for combat resolution - long lists of parameters that may influence the outcome or leave it all to chance (or somewhere between the extremes); etc.
A small selection of rules for wargames |
Rules determine how troops are represented on the battlefield and the appearance of those troops and the battlefield; hence, influence the modelling facets of the hobby.
Mistake: In 2017, I started to wargame the 1642-1651 English Civil War (or whatever it's called when you read this). I read up on the history and found a few rules for the conflict but none of them felt quite right. Over a period of about 3 years, I tinkered with rules but found that I was going round in circles; one version would have too many bases to move, another would fail to represent the different ratios of Pike to Shot in units; I felt more comfortable with hexes (see this post) but most available rules used physical measurement devices; etc, etc. I've yet to find/ develop rules I'm completely happy with for this period but currently believe Snaphance may bear fruit.
Lesson: Understand what type of challenge you seek from your battles; hence, the granularity required of the rules. Be clear about the mechanisms you enjoy and those you don't.
Modelling
A village in Normandy * |
Figures
A unit of Pike and Shotte |
Wargames rules can be clear on the appearance of troops and their equipment and how they are presented with regard to Ground Scale and the size of stands for troops. Consequently, much time spent on modelling troops before rules are reasonably firm can be time wasted. The 15mm Pike and Shotte that are pictured, were purchase as used (and painted); I rebased them for the rules I used at the time but the jury is out on whether they'll be rebased.
Note that whilst getting to grips with and/ or developing rules, you need something to play with so use simple figures or attach only one figure to a stand ultimately intended for many figures and don't bother to make the stand look too pretty.
* This image was stolen from 'Panzer Marsch!' WWII wargames rules by Graham Birkley and Steve Dunn. At the time of typing, Graham sold wargame scenery commercially. To my eye, this is model-railway quality and a pleasure to behold.
Terrain
Similarly, wargames rules can be clear on the quantity and size of terrain items so creation of that amazing hill may be premature if you construct it before you've firmed-up on the rules you intend to play with.
Three scratch built tank transporters in cover with a Dorcester in a wadi as their loads trundle toward a fold |
Interesting Post. Great that you have learnt from your previous HTW experiences.
ReplyDeleteThank you.
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