Board Wargame - Overview

Overview

Like all games, wargames exist in a range of complexities. Some are fundamentally simple (often called "beer-and-pretzel games") whereas others attempt to simulate a high level of historical realism ("consim"—short for 'conflict simulation'). These two trends are also at the heart of long-running debates about "realism vs. playability." Because of the subject matter, games considered 'simple' by wargamers can be considered 'complex' to non-wargamers, especially if they have never run into some of the concepts that most wargames share, and often assume some familiarity with.

Wargames are best considered as a representational art form. Generally, this is of a fairly concrete historical subject (such as the Battle of Gettysburg, one of several popular topics in the genre), but it can also be extended to non-historical ones as well. The Cold War provided fuel for many games that attempted to show what a non-nuclear (or, in a very few cases, nuclear) World War III would be like, moving from a re-creation to a predictive model in the process. Fantasy and science fiction subjects are sometimes not considered wargames because there is nothing in the real world to model, however, conflict in a self-consistent fictional world lends itself to exactly the same types of games and game designs as does military history.

While there is no direct correlation, the more serious wargames tend towards more complex rules with possibilities for more calculation and computation of odds, more exceptions (generally to reproduce unique historical circumstances), more available courses of action, and more detail or "chrome". The extreme end of this tendency are considered "monster games", which typically consist of a large subject represented on small scale. A good example of this would be Terrible Swift Sword, which tracks individual regiments in the Battle of Gettysburg, instead of the more common scale of brigades. These games typically have a combined playing surface (using several map sheets) larger than most tables, and thousands of counters.

Wargames tend to have a few fundamental problems. Notably, both player knowledge, and player action are much less limited than what would be available to the player's real-life counterparts. Some games have rules for command and control and fog of war, using various methods. These mechanisms can be cumbersome and onerous, and often increase player frustration. However, there are some common solutions, such as employed by block wargames, which can simulate fog of war conditions in relatively playable ways.

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