Having gamed historical miniatures since about 1965,
and for the most part together, we have noticed emerging trends at conventions like
Historicon, Cold Wars, Bayou Wars, Recon and Hurricon, to name the major
ones.There are fewer “big battles” with
1000 to 1600 figures on a table that take 6 to 8 hours to complete – if a
conclusion can even be reached!Even threads
on the Internet strongly suggest that many local clubs, both large and small,
no longer play big, time consuming War Games.
This has posed quite a dilemma for
us in as much as over half of our 28/30mm wargame armies are in the “big”
category.Even though both of us are now
retired and live 2-1/2 miles from each other here in New Orleans, we too have shied away from time
consuming “big battles”.But we were not
going to give up on our large, wonderful armies that were painstakingly amassed
through all these years.There must be
an answer.We analyzed this puzzling
phenomenon and after much crunching of our ancient brains we finally got
it.The
Rules, stupid!
After lengthy perusals of our own
and other published rules that we have played or observed, and endless
conversations with other gamers, we have determined that the maneuvering of our troops on the field
of battleis the primary focus
of all our table-top effort.To close
and defeat the enemy is what we all strive for in a game.Whether we game using alternate, simultaneous
or random move procedures and fire or settle close-combat by bases, individual
figures, regiments or brigades, we all want decisive results for all our
efforts in getting our troops where we want them when the action is
critical.Every other facet of activity
on the table is irrelevant and should be as simple as possible.
Like most gamers as we learned more facts
about a historical period we instinctively added more detail to our game
rules;the result being more detailed,
complex rules systems that took longer and longer to finish on the game
table.Let me cite just one example from
our own past rules; you elect to Charge an opponents unit with one of your
own.So first roll a die and consult a
Leadership probability table to see if said unit will react. Then roll movement
dice to see how far the unit can move.You
take a defensive volley, mark casualties and check Morale, you may fall
back.If you made contact you check to
see if you actually Close and if your opponent Stands.If so, a hand-to-hand combat will take place.
So, to save time on incidental table
top actions and concentrate on the essence ofmaneuver, we have
taken a drastic course for our gaming.Our
new approach, considering the above example, is an elegant simplicity; merely
roll movement dice for
distance.If you make contact, a Close
Combat ensues.If not no Combat
takes place.By one simple roll
of some dice, leadership, discipline, training, unit morale and terrain
irregularities, to name a few considerations, have all been addressed with no
more consulting of endless probability tables and dice roll results.Let the dice decide what happened on the
table, not endless, verbose paragraphs of rules.
The last approach in our madness is
to settle the final, decisive, table-top actions with what we call, “The Close Combat”.Simply fight all the units involved, roll some
D6’s and get an instant result.The
losing side falls back, all casualties are removed, one simple Rally roll for
losing units (they Rally or leave the table!) and the next game turn
commences.Depending upon the number of
players and the size of the armies involved, we have cut game time almost in
half and our beloved “big” armies can once again take to the field.And our 15 to 20 page game rules of battles
past are now 6 to 9 pages.
Play
Games, Have Fun !!
Larry Brom and George Carr Sr.
May 2007
"A Designer has his say..." ~ by Larry Brom
I
have been gaming for 47 years. In that time, including 26 years of
published rules and 15 as a Game-Master at conventions, I, like other
designers, have had my share of coping with the irrational, irritating
and sometimes down-right obnoxious behavior of some 3% of the
gaming community. (This is based on my own experiences at
conventions. Yes, I do keep names.)
We all know some of
the more infamous types I'm referring to; "the rules-lawyer", "the
pseudo-historian", "the win at all costs player", and that gamer who we
hesitate to name, "the cheater". Never having had a public forum at my
call, I now take this opportunity to "have my own say". These are, of
course, my own opinions, based entirely upon my personal observations.
My
first "Official" tirade will be regarding that most universally
recognized perpetrator, the "rules lawyer". Or, as I define that gamer,
"one who plays the rules, not the game". This gamer usually shows up at
conventions, having read a particular rules set from beginning to end,
18 times, and memorizing every sub-section, paragraph and game
table. He plays not necessarily for the enjoyment and camaraderie
of our hobby but purely to question every rules misinterpretation that
the harried Game-Master may make and every mis-move by an
opponent. This is the heart and soul of the "rules lawyer".
Over
the years, I've heard (and read) from many of my fellow Game-Masters
regarding this disruptive gamer and any recourse we could take.
The best solution, in my opinion, is for the Game Master to mention the
"rules lawyer" by name and ask the other gamers to vote, with a show of
hands, on whether they want the "rules lawyer" to leave. In two
instances, I've used this solution and both times, the vote was
unanimous - the "rules lawyer" was voted out. And he left,
usually with a curse on his lips. The game then continued, with
the remaining players having a great time. In the long run, it is
imperative for you, as a Game Master, to have control of a convention
game. The other players will thank you for it, believe me.
"From A Sergeant's Notebook"
This
is the finest definition I have ever read of an infantry
rifleman. It is from a book entitled The Long Road of War (1998)
by James W, Johnston, Machine Gunner, 5th Marines, 1st Marine Division,
WWII, New Guinea, New Britain, Peleliu and Okinawa..
"....a
"flat-trajectory" Marine is directly on the front lines, fully exposed
to the enemy's flat-trajectory small-arms fire. Flat-trajectory
soldiers were a doubly-endangered subset of the human species.
First because of their small numbers and second because of their
precarious, exposed position. Only a comparative handful of soldiers
ever experienced the enemy's flat trajectory gun fire."