I don’t often talk about
chit-and-board wargames (or “traditional” wargames for brevity’s
sake). Although the adventure gaming hobby evolved from this sector
of gaming (and from its miniature wargaming cousin), it seems the
prevalence of roleplaying games, board and card games, and more
visually appealing miniature wargames have eclipsed their popularity.
We don’t always hear about these through the usual buzz on the
internet. News covers the latest OSR games and supplements,
Euro-style games, major releases from publishers with pre-painted
miniatures and numerous collectible powers to enhance tournament
play, Kickstarter juggernauts, licensed games, and a host of flashier
products.
Regrettably the days of traditional
wargaming’s popularity have long passed. Giants like Avalon Hill
and SPI have faded, though the former lives on under the auspices of
Wizards of the Coast and focuses primarily on proven brands (such as
Axis & Allies). Rare are massive bookcase game boxes with
cardboard-mounted maps and hordes of half-inch, die-cut unit
counters. Traditional wargaming has given way to the more visually
appealing miniature wargaming hobby and to lighter “battle games”
like Memoir ’44, Battle Cry, Wings of Glory, and
the Axis & Allies Miniatures Game which incorporate
more elements from board gaming with a wargame theme.
Yet that extremely niche portion of the
hobby still remains active, with a handful of companies still
producing new titles to satisfy this aspect of gamers’ interests.
Some remain minimalist efforts, thin rulebooks with a half-sheet of
counters (at best). Others revel in the massive boxed games packed
with components, frequently financed by crowdfunding efforts like
Kickstarter. I’ve come across a number of traditional wargame
publishers who remain active; the list below is by no means
comprehensive, but offers a relatively current glimpse at this sector
of the adventure gaming hobby:
Dan Verssen Games (DVG):
The game company headed by award-winning game designer Dan Verssen,
whose first game designs were produced by other wargaming publishers
before he himself decided to start his own company in 2002. DVG
currently offers a number of traditional wargames, some standard
chit-and-board games and others relying heavily on card play. I’ve
not played any of his games, just wandered around the company
website; yet he covers several historical periods including modern
military, World War II, Napoleonic era, ancients, and, oddly enough,
Cthulhu and zombies. (Okay, now I realize I have played one of
his games, though not a traditional wargame...delightfully solitaire
and insanity inducing The Cards of Cthulhu.) Their price tags
seem fairly hefty (between $50-$100) and the rules relatively complex
by my own, limited standards, though the production values (quality
maps, full-color rules, and counter sheets) seem high. Many DVG games
were specifically designed for solitaire play. The entire Field
Commander line (with a solitary Fleet Commander title)
look very tempting for solo play as Alexander, Rommel, or Napoleon.
(As an aside, I vaguely recall receiving a prototype Star Wars
fleet battles wargame Dan created and pitched to West End Games in
the mid-1990s, though I believe – and so did management – that it
seemed a bit too complex for the brand’s core gaming audience at
the time.)
Decision Games: The company that
acquired rights to many of SPI’s wargame titles and the iconic
Strategy & Tactics magazine continues producing
traditional wargames and offering innovations to keep them fresh and
appealing to gamers. Although the company produces the more
traditional chit-and-board wargames with the commensurately high
price tags (starting around $25 and reaching upwards of $200 for the
truly comprehensive offerings), it also produces a diverse host of
smaller “folio” games in regular and mini sizes (starting around
$9.95 to $19.95 respectively) that satisfy the traditional wargaming
urge without the high price tag and monumental components. The folio
approach seems ideal for keeping the traditional wargame hobby fresh,
with lower price points, less complicated rules, and a wide-range of
periods, from ancients and Renaissance to American Civil War,
Napoleonic wars, both World Wars, and later 20th century conflicts.
Mini folio games come with an 11x17” map, no more than 40 counters,
and a rule sheet so gamers can start playing within minutes;
regular-sized folio games include a 17x22” map and 80-100 counters
with the rules. Either size seems perfect for folks dabbling in
traditional wargames set during their favorite periods. I picked up the mini-folio game Eagle Day:
The Battle of Britain but haven’t yet found time to sit down,
immerse myself in the rules, and give it a try solitaire...but the
$12.95 price tag and the size of the game (in terms of both it’s
physical qualities and rules complexities) seems just right. I
already have my eye on two more I might pick up at a convention this
summer: Caesar’s Wars: The Conquest of Gaul, 58-52 BC and
Salem Church: East of Chancellorsville, both relevant to secondary
interests in my adventure gaming activities.
Steve Jackson Games: While known
primarily for its GURPS roleplaying game and ubiquitous
Munchkin game, Steve Jackson Games began with some core
chit-and-board wargames, most notably Ogre. One player
controls the “Ogre,” a monstrous cyber-tank with numerous
weapons, while the other player deploys infantry, tanks, and
artillery to defend their command post from the lone yet powerful
assailant. The company recently made the original Ogre game
available as it was when released in 1977 (with a few updates) for
the same price...$2.95. Although it isn’t a conventional historical
wargame and incorporates some departures from traditional mechanics,
Ogre remains one of the earliest such science fiction games
and arguably one of the most popular. The Kickstarter campaign for
the Deluxe Ogre – including a huge hex board, custom
pieces, and tanks built from punch-out cards – raised almost $1
million with $100-each mega-boxed sets. The original Ogre Pocket
Edition still contains all the maps, rules, and counters to play
five engaging scenarios; it’s worth picking up not simply because
it’s a great traditional wargaming experience but because it’s a
piece of adventure gaming industry history.
As noted above, this is by no means a
comprehensive list, nor am I familiar with many of the other players
on this vast field, merely a small niche in the greater scope of the
adventure gaming hobby.
Why Chit-and-Board
Wargames?
Some might debate what kind of a life
traditional wargames sustain today and whether such products remain
relevant to the greater adventure gaming hobby. I think James F.
Dunnagin nicely summarized why gamers play traditional wargames in
The Complete Wargames Handbook: How to Play, Design & Find Them and pointed out some of their merits, particularly to the
solitaire player:
“Playing wargames solitaire is by far the favorite mode for most wargamers. The most common reasons for playing solitaire are lack of an opponent or preference to play without an opponent, so that the player may exercise his own ideas about how either side in the game should be played without interference from another player.... For those players who do like to play with opponents, solitaire play is valued as a means of perfecting tactics and techniques in a particular game that will enhance the chances of success.”
Traditional wargames offer players a
chance to explore a conflict without having to draft a host of
friends to play...though they can do that, too. Multiple scenarios
provide additional play value with or without an opponent. They also
require very little preparation; gamers can start enjoying them right
out of the box. Sure, players still have to immerse themselves in a
rulebook, but they don’t have to paint hordes of miniatures and
craft a table filled with the correct type of terrain like those
engaged in miniature wargaming. They also take up less room than all
the accessories for the more visually appealing minis games.
Certainly a host of publishers still
strive to produce traditional wargames, many developing innovations
to refine the mechanics and make their offerings more appealing to
the old guard and newcomers alike.
My Hope for Traditional
Wargames
I’d love to see traditional wargames
make a comeback. That’s an overly optimistic view in light of our
digital Internet Age drawing newcomers from analog, tabletop games to
electronic diversions; and with games overall transitioning to
flashier, more appealing formats packed with plastic pieces,
amazingly designed boards, and other extravagant components.
I think the companies mentioned above
have done a good job maintaining interest in traditional wargames
while infusing them with enough innovations to engage modern players.
Many use key elements I see as advantages: smaller games with more
manageable components and more affordable price tags (from the
beginner or dabbler’s perspective ) complimented by game lines
offering more traditional “big box” games at correspondingly
higher prices; innovative gameplay developments (like blocks instead
of chits, or solitaire game engines) that emerge from and compliment
traditional wargaming elements; and, of course, games covering a vast
range of periods, from those currently enjoying popularity to more
esoteric subjects of interest.
Ideally I’d love to see shorter,
simpler traditional wargames with engaging themes (historical or
otherwise), and larger pieces (¾-inch or 1-inch) for an aging player
base. I’d expect fewer than 40 counters; although I realize that
limits options for players, it also allows for a faster game.
Solitaire rules always represent a bonus for me, whether for playing
an otherwise two-player game alone or solely designed for solo play.
If all this came in an affordable package – say in the $15-25 range
– the traditional wargame field might retain some experienced
gamers and attract some newcomers willing to experiment with a new
aspect of the adventure gaming hobby.
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