Tag Archives: wargames

[June 2, 1962] War and… more War (What's new in gaming: 1962)


by Gideon Marcus

When we think of the word "invention," the big-ticket items come to mind: rockets, nuclear reactors, jet planes, penicillin, nylon.  But innovation happens in all fields.  Take entertainment, for example.  A hundred years ago, music could only be heard live.  Now we have phonographs, wire recordings, tape cassettes.  A century past, and plays were strictly a live event.  In the present, we can enjoy television and films, too. 

Board games have evolved tremendously in the last century.  From the old standards of chess, checkers and backgammon, the rise of the boxed game has provided a profusion of diversions.  You've probably played some of the more famous ones like Scrabble, Monopoly, or Cluedo.  These are abstract games, fairly divorced from reality (though Monopoly's property names are taken from real streets in Atlantic City).

Now, imagine there was a type of game that immersed you right in the action, putting you in the role of a general or a President.  There is a new class of games that simulate historical conflict (which I covered a couple of years ago) called "wargames."  They put you in the seat of a battle leader, pitting your strategic wits against an adversary.  Unlike Chess (which is the spiritual granddaddy of the field), the units at your disposal represent actual divisions and brigades.

Well, sort of.  There is a wide range.  Take Stratego, for instance.  This new game from Milton Bradley is unlike any I've played before in that you have no idea how the enemy's forces are deployed.  Both sides start with forty units of varying strength.  At the top is your Field Marshal; at the bottom, your fleet-of-foot Scouts.  In between, you've got a descending array of officers, from the General to a horde of Sergeants.  Each unit has a number attached to it, and they can defeat any piece with a higher value (for instance, the Lieutenant, rank 6, is defeated by the Captain, rank 5, or the Major, rank 4, and so on).  In addition, there are immobile bombs, that destroy all attackers save the Miner (rank 8), and there is the Spy, which can destroy the Marshal, but only on the offense. 

The goal is to take the others' flag – but where is it?  It's a fun, chess-like game that will take about 30-40 minutes.  I must report that I was ignominiously defeated in my first game by The Young Traveler.

At the other end of the scale is just-released Waterloo, from the company that has become virtually synonomous with wargames: Avalon Hill.  Waterloo is an elaborate rendition of Napoleon's last campaign, his desperate attempt to defeat the Allied armies in detail in the fields of Belgium.  The actual units that fought on those late spring days of 1815 are represented with cardboard chits with combat strengths and movement factors printed upon then.

Unlike as in chess or checkers, the map is the actual battlefield overlaid with an ingenious hex grid that allows movement in all directions.  Rivers and forests hinder movement; slopes and rivers affect combat.  Battle is engaged when units become adjacent, whereupon a die is rolled and the "Combat Results Table" (CRT) referred to.  Fights at even or even two-to-one odds are chancy affairs.  Success is only reasonably likely at three-to-one, and that chance is drastically increased if you can cut off the enemy's avenue of retreat.

The combination of the CRT and terrain make Waterloo a fascinating and taut game of maneuver.  As the Allies, you try to take defensible positions while you wait for reinforcements to arrive in time for you to take on the superior French forces before they reach the road to Brussels.  As the French, you try to use your initially superior numbers and your fast-moving cavalry to defeat the Allies piecemeal.

It's highly immersive, but the time commitment may be more than you're used to – plan on spending five hours locked in mortal, 19th Century combat.  Best accompanied by a glass of brandy and some period-appropriate records from the Vanguard Bach Guild collection. 

My wife and I are still knee-deep in our first game.  I'll be sure to let you know how the conflict ends when it happens.  Perhaps the First Empire will survive beyond The Hundred Days following Napoleon I's return from Elban exile…

[Nov. 17, 1959] Dead Center (December 1959 Galaxy and wargames)

Hello, fellow travelers!  As promised, here's a round-up of this month's Galaxy magazine.

Or should I say Galaxy Science Fiction?  According to editor Horace Gold (and I somehow missed this), Galaxy was misprinted last month with the old logo and the old price!  They really lost their shirt on that issue, sadly.  On the other hand, Gold is going to try not being ashamed of what he peddles and see if it affects sales positively or adversely.  I'm hoping for the former.

Diving into the stories, George O. Smith continues to write in a workmanlike fashion.  His The Undetected is part thriller, part who-dunnit, part romance, and features a psionic detective looking for a psionic criminal.  And you thought it could only happen in Astounding.


Virgil Finlay

The often-excellent Phillip K. Dick has a lackluster story in this ish: War Game.  In the future, the tricky Ganymedians are constantly trying to sneak subversive toys past our customs censors.  In this case, they succeed by occupying the attention of a pair of said censors with a sort of automated toy soldier kit.  It's the sort of throwaway tale I'd have expected ten years ago.


Wallace Wood

On the other hand, it provides an excellent segue to an exciting new arena of gaming.  A hundred years ago, the Germans invented sandbox "wargaming," wherein they simulated war with a set of rules and military units in miniature.  A half-century later, H.G. Wells proposed miniature wargaming as a way of scratching the human itch for violence without bloodshed.  Fletcher Pratt, popularized the naval miniature combat game in World War 2, playing on the floor of a big lobby.

A fellow named Charles Roberts has taken the concept of miniature wargaming and married it to the tradition of board-gaming (a la Scrabble and Monopoly or Chess, perhaps a prototype wargame).  Thanks to his revolutionary Tactics, and its sequel Tactics II, two players can simulate war on a divisional scale between the fictional entities of "Red" and "Blue" using a gameboard map, cardboard pieces, and dice.  While perhaps not as visually impressive as facing off thousands of tin soldiers against each other, it is far more accessible and inexpensive. 

War leaves me cold; I am a confirmed pacifist.  But there is fun in the strategy and contest that a wargame provides.  I look forward to seeing what new wargames Roberts' Avalon Hill company comes up with.  Perhaps we'll see games with a science fictional theme in the near future—imagine gaming the battles depicted in Dorsai! or Starship Soldier

To the next story: Jim Harmon is a fine writer, and his Charity Case, about a fellow hounded by demons who cause his luck to be absolutely the worst, starts out so promisingly that the rushed ending is an acute disappointment.  Maybe next time.


Dick Francis

Fred Pohl's The Snowmen is a glib, shallow cautionary tale covering subject matter better handled in Joanna Russ' Nor Custom Stale.  In short, humanity's need to consume compels it to generate power from heat pumps that accelerate the process of entropy leaving Earth in a deep freeze. 

I did like Robert Bloch's Sabbatical, about a time traveler from 1925 who quickly determines that the grass is always greener in other time zones, and one might as well stay home.  I enjoyed the off-hand predictions about the future—that Communism will no longer be the big scare, to be replaced with Conservativism; the patriarchy will be replaced with a matriarchy; the average weight of folks will be dramatically higher.  I guess we'll see which ones come true.

Finally, we have Andy Offut's Blacksword.  I had hoped for an epic fantasy adventure.  Instead, I got one of those satirical political romps wherein one man plays chess with thousands of inferior minds, and things work out just as he planned.  And then it turns out he's just a pawn (or perhaps a castle) in a bigger political chess game.  Inferior stuff.


Wallace Wood

All told, this issue tallied at three stars.  The problem is that this issue wasn't a mix of good and bad but rather a pile of unremarkable stories.  With the exception of the Sheckley and the Ley article, and perhaps Bloch's short story, it was rather a disappointment.

Of course, this month's Astounding prominently features Randall Garrett, again.  Out of the frying pan, into inferno.

See you in two!  Try not to get involved with any rigged quiz shows…


Note: I love comments (you can do so anonymously), and I always try to reply.

P.S. Galactic Journey is now a proud member of a constellation of interesting columns.  While you're waiting for me to publish my next article, why not give one of them a read!



(Confused?  Click here for an explanation as to what's really going on)

This entry was originally posted at Dreamwidth, where it has comment count unavailable comments. Please comment here or there.