World War II has always held some appeal for me, inspired as I was at an early age by my father’s Life’s Picture History of World War II (I’ve since acquired my own copy). I fueled this interest at various periods in my life through films, books, and games of the roleplaying, board, card, miniatures, and board-and-chit variety. It’s led me to develop several game projects with World War II themes, including a roleplaying game sourcebook for Raiders of the Lost Ark; Pulp Egypt and Heroes of Rura-Tonga, two system-neutral sourcebooks for the pre-war years; and the solitaire wargame Operation Drumbeat (not to mention a few gaming and fiction projects on the back burner of my mind).
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Many complex games cover aspects of World War II. The venerable wargame company Avalon Hill produced a host of World War II games, including such titles as Breakout: Normandy, Victory in the Pacific, Rise and Decline of the Third Reich, the solitaire B-17: Queen of the Skies, and Squad Leader (with its other iterations, Advanced Squad Leader and the card game version, Up Front); the company also published more basic, introductory wargames, many now sadly out of print. The late, lamented West End Games got its start producing wargames (purportedly ones covering battles the owner wanted to play), including such World War II titles as Against the Reich, Eastern Front Tank Leader, the solitaire RAF, and Rommel in North Africa. Although several well-established miniature wargaming rules exist, perhaps the most popular – and most exhaustively supported – remains Battlefront’s Flames of War rules and miniatures. But these cater more to hard-core gamers than newcomers, people from wargaming backgrounds with an understanding and enjoyment of the complexities of the hobby, whether immersing themselves in a rulebook, setting up chit-and-board wargames, or painting armies of miniatures for tabletop play.
Those who have a strong interest in World War II without a gaming background – or even knowledge that such games exist – might find more complex and hard-to-find wargame options intimidating or limiting; but “gateway” games can more easily draw such aficionados into the adventure gaming hobby, satisfying their interest in re-playing the war’s significant engagements and tempting them to further channel their enthusiasm into gaming endeavors.
A number of gateway World War II games remain on the market today. They merge factual elements with game mechanics to provide a gaming experience grounded in some degree of historical accuracy (as much as manageable in an abstract representation of warfare largely removed from reality). I’ve compiled a short list of such gateway games, most of which I’ve played myself and have satisfied my own interest in World War II:
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Spearpoint 1943: This game combines deck building set-up with card game mechanics and dice rolling to create a fast-playing, head-to-head skirmish experience. Set during the campaign to overrun Italy in 1943, it pits German units against American forces, each represented by a host of cards. Using a point system to build a small skirmishing force including infantry, tanks, artillery, even aircraft, players then deploy available units in head-to-head encounters. Don’t let the unit card appearance fool you; it might seem complex at first with various numbers to hit different targets with available weapons, but it all works quite intuitively and the rules concisely explain what might look like numerous fiddly bits. The archival photos add an authentic touch to each card. Since tanks, artillery, and aircraft require separate crew cards to deploy, players must rely on the luck of the draw to bring units into their hand and then deploy them to the tabletop skirmish. Players can also enhance deployed cards with advantages from command cards. Damage cards offer different effects for various unit types printed along one of each of the card’s sides, adding an extra dimension of limitation for those surviving combat from one turn to the next. The variable nature of each force – as created from the overall pool of cards based on a point value for each battle – ensures a varied game experience with solid replay value. I discussed the game elements in slightly more depth over at my Game Design Journal blog. The Russian front version of the game – Spearpoint 1943: Eastern Front – recently concluded a successful Kickstarter campaign, breaking several stretch goals that significantly enhanced the game...five-card additions for both the German and Russian forces, and a 50-card heavy weapons expansion (25 cards for each side). Collins Epic Wargames no doubt has future plans for additional versions of the game covering other theaters of the war.
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These games all have far more comprehensible rules for newcomers than traditional wargames of both the board-and-chit and miniature variety. They vary across the many theaters of global conflict, though any World War II aficionado should find at least one of them catering to their interests. Some relevant gateway games have regrettably fallen out of print and hence remain hard to find among the various collectable venues. These include two Avalon Hill classics that haven’t (and probably won’t) see any redesign or re-issue from Wizards of the Coast/Hasbro anytime soon – the very comprehensible board-and-chit wargame Victory at Sea and the wonderful solitaire B-17: Queen of the Skies (which I’ve discussed before and inspired my own solitaire Operation Drumbeat). TSR’s old Sirocco board game deserves mention; it’s a classic “dead game” from a sadly long-gone company, but one that did a nice job of presenting basic and advanced rules for numerous skirmishes in North Africa.
No doubt I’ve overlooked a few pertinent World War II gateway games. Let me know what I’ve missed. Want to offer feedback? Start a civilized discussion? Share a link to this blog entry on Google+ and tag me (+Peter Schweighofer) to comment.