“It’s not what you look at that matters, it’s what you see.”
— Henry David Thoreau
I’ve enjoyed many of John Curry’s volumes in his History of Wargames Project, from republication of early wargame rules and historical wargames used for training and analysis to treatises on matrix games and other serious wargaming. I recently acquired one that had previously eluded me, Joseph Morschauser’s How to Play War Games in Miniature: A Forgotten Wargaming Pioneer: Early Wargames Vol. 3. I was initially lured to it by the claim it included an introduction of a gridded play surface into miniature wargaming, but I pleasantly found it filled with intuitive, concise rules, options for basing, and overall solid advice for miniature wargaming newcomers just as relevant and inspiring as when it was first published more than 50 years ago. It was a refreshing affirmation of many miniature wargaming elements I’ve come to enjoy over the years: concise simplicity; based units; flexibility between open battlefield and gridded surface; flexibility between eliminating units or keeping a roster for a multiple hit system; and an overall informative and welcoming approach to hobby.
Curry
edited the volume with wargaming luminary Bob Cordery back in 2010. Cordery
is a mainstay of the British wargaming scene, publishing his
activities and observations on his Wargaming Miscellany blog and
participating in the Wargame Developments Conference
of Wargamers (COW), both their meetings
and publications. Cordery designed numerous rules
sets
in his Portable
Wargame
series incorporating and further developing notable elements in
Morschauser’s rules. I’ve quite enjoyed many of those books, each
delving into different periods and adding more nuanced bits and
fresh ideas to
fighting period battles. I’ve used the original The
Portable Wargame
volume to refight various historical battles (though I’m also
particularly fond of Cordery’s Gridded
Naval Wargames).
I
originally sought Morschauser’s book for its insights into gridded
miniature wargames...and was pleasantly surprised to find it
contained far more insights into the hobby. From
the very beginning I found the book an easygoing introduction to
basic wargame concepts suitable for keen newcomers; though I’ll
admit with any such volume having some experience with a learned
friend and ready access to numerous toys helps one more
easily comprehend the rules through first hand
play. The first several brief chapters introduce the reader to basic
wargaming concepts: an explanation and overview of recreational
wargames; the importance of selecting a historical period to model;
the kinds of toy soldiers one might find (back in the 1960s); and
ideas on crafting one’s own battlefield terrain. His style remains
approachable all these years later, speaking directly to the reader
clearly and concisely to convey core concepts and nurture an interest
in the hobby. Several appendices list resources for purchasing
soldiers, magazines and books, and even board wargames (essentially
Avalon Hill at that time); while these are hopelessly out of date,
they provide a nostalgic impression of how niche the hobby was in
that time in America as well as the many retailers and publishers
lost to the march of time.
Morschauser
designates three principle historical eras based on wargaming
tactics: the “Shock Period” covers ancient and medieval times in
which melee combat figures prominently. The “Musket Period”
focuses on the emergence of ranged firearms combat in both infantry
and artillery while still allowing for close combat shock-style
assaults. The “Modern Period” covers 20th century advancements
incorporating new firearms as well as armored fighting vehicles with
far less reliance on close combat. His subsequent rules cover each
period using a simple core system with variations reflecting the
nuances of each period.
The
rules depend on forces represented by bases of multiple figures,
though he offers the option of single figures on bases as a more
economical alternative given the scarcity and expense of toy
soldiers. Each
period’s rules outline the kinds of units deployed along with a
recommendation of how many units (consisting of one base eaach) the
opposing armies should field. I
will
admit the
rules,
especially for the ancient/medieval shock period, requires a ton of
bases:
35
on each side; the
musket period requires armies of 28
units,
while the modern period (in which one uses points to assemble a
varied force) might include between 25 and 39 units (as shown in his
example of two 500-point forces). While I might balk at the
sheer numbers of bases deployed (and hence having to prepare in some
manner),
such large forces on the
suggested 6 x 8-foot
playing field offer ripe opportunities for maneuvering and strategy.
The
core rules rely on some very basic yet intuitive concepts Morschauser
presents in his clear format. Players take turns moving and attacking
with units, with the usual limitations on movement and missile range.
Close combat relies on rolling at or below a unit’s melee power
rating: if both “make the point” both are eliminated; if one
fails to make the point against a successful opponent, that unit is
removed. Ranged fire hits depend on rolling certain numbers (usually
even) based on the target type (for the shock period) and more often
the nature of the attacker, with variations for infantry and
artillery. Hits remove one unit. Given the lethal nature of this “one
hit per base) system — what Cordery would call the “sudden death”
option in his Portable Wargame rules — the large number of
bases in an army makes perfect sense.
As
in response to this, Morschauser included guidelines for a roster
system giving each unit the ability to sustain multiple hits with a
reduction in combat power as a result. Rather than keeping track of a
unit’s remaining strength with markers on the board, he suggests
creating a roster for one’s units (each sporting a unit label, as
he outlines earlier when discussing how to base units). This also has
the effect of concealing a unit’s condition from the opponent,
except when engaging in combat; even then, given the number of units
expected on the field, one would be hard pressed to keep track of
every bloodied enemy unit.
I
was glad
to see a chapter on “Your Own Rules,” encouraging readers to
modify his own rules with additions, options, and other adjustments.
He suggests ideas about incorporating morale, chance cards, and night
moves into play; though is overall attitude remains positive in
hoping players make the game their own with revisions catering to
their tastes. This
continues his overall style trend of reminding readers to adapt his
rules to their own situations. Morschauser
remains
sensitive
to practical concerns, notably the expense of fielding armies with
numerous figures (hence he often recommends putting only one figure
on a base when most gamers would pack it with ranks of infantry and
cavalry) as well as solid advice for quickly resolving conflicts
arising in the middle of a game. In
each of his rules he suggests resolving rules arguments by a high die
roll-off, with the winner deciding how to handle the immediate
situational discrepancy.
I’ll
admit I was somewhat surprised to find Morschauser focusing most of
his rules on open deployment, relying on measurements for movement
and range, rather than gridded spaces (which he’d explore later).
Despite
my slight disappointment, I was quite enamored
of the concise,
intuitive rules for
action ranging across a non-gridded battlefield. Finally,
toward the end of this volume, I found several brief pieces on
gridded wargames reprinted from wargame newsletter articles. These
included Morschauser’s “frontier” rules for
grid-based games, which I’d discovered earlier online (and which
convinced me to obtain How
to Play Wargames in Miniature)
and tried in a non-frontier mode.How
to Play Wargames in Miniature did
not disappoint, despite my mistaken impression I’d find more ideas
for gridded wargames. I certainly did...but the friendly tone and
concise rules spoke to my own gaming tastes along those lines. I
quite enjoyed exploring Morschauser’s ideas for fighting wargames
with miniatures. For its time and subject it was extremely
approachable and welcoming, an encouraging exploration of historical
wargaming practices of the time that remain relevant today.
“The real voyage of discovery consists not in seeking new landscapes, but in having new eyes.”
— Marcel Proust

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