There are a lot of reasons to play wargames, but one of them is to get some insight into real-world events.
When I think of a game that's a real "study" of history I usually think of some deeply researched and detailed simulation such as Harpoon 4, The Longest Day or perhaps the Tactical Combat Series games I've been reviewing recently.
But sometimes you don't need a lot of hardware-oriented detail to make a pertinent point with a wargame. A good of example of that is a Line in the Sand, TSR's game about the then-looming Gulf War in 1991. It's clearly no detailed military simulation. Yet despite all the fighting the region's seen over the last 60+ years the conflicts there have very little to do with military tactics or strategy. The Middle East is all about the politics.
Militarily there's no real contest at all between the "West" (U.S., Israeli and European) forces and the forces of the Islamic states (Iran, Iraq, Syria, Egypt, Saudi Arabia, etc.). Unlike the combat between great powers in the first half of the 20th century which generally pitted roughly comparable military organizations, fighting in the Middle East has been characterized by an enormous gulf in effectiveness -- the kind more usually seen in colonial warfare. So long as a wargame reflects that vast gulf in effectiveness, the details are unimportant.
A Line in the Sand does have a military game, based on the same system used in Red Storm Rising, but it really comes into its own in the Diplomatic Game where players secretly select goals and conduct diplomatic gestures to affect world opinion and the mood of the "Arab Street." Its an amazingly sophisticated design , especially considering it was designed and published on a tight deadline dictated by fast-moving current events.
While there are some mistakes and typos betraying the haste of the production, the design itself works rather well.
It's not "fair" but it is interesting and it's authentic. Every side doesn't have an equal chance of winning, but any body could win, depending on how cleverly they play.
And despite the passage of more than 17 years, the game still feels very current. Iraq may be occupied, but the Iraqi "player" is clearly not out of the "game," just as A Line in the Sand reflects. Nearly every other Gulf War and Iraq War wargame really missed the point of the conflict, which would NOT be decided on some desert battlefield, but in the political arena.
Commentary, reviews and news about games played by adults looking for a challenge.
Showing posts with label TSR. Show all posts
Showing posts with label TSR. Show all posts
Sunday, April 27, 2008
Sunday, March 30, 2008
Hunt For Red October -- mainstreaming attempted
Wargamers sometime fantasize about their hobby gaining widespread acceptance. At the very least it would make opponents easier to find! It might also save a lot of explanation. Golfers, hunters, snowboarders, crocheters and birdwatchers don't have to explain their hobbies, after all.
If only the game companies would try, the thought goes, the great unwashed would discover this great hobby. Of course, the reality is that gaming is a fairly niche hobby and wargaming a very small niche within that niche. And the reality is that there have been some mainstreaming efforts.
20 years ago, for example, TSR, which had succeeded in mainstreaming role-playing games, took advantage of its marketing clout to provide wargaming for the masses. And here I mean "real" wargaming, not just war themed, but something rigorous enough in simulation authenticity to pass muster with grognards.
So Hunt For Red October appeared. While not burdened with esoteric wargame concepts and terms such as ZOCs, CRTs and Hexes, it clearly was a real attempt at simulating modern naval warfare.
But it also had a lot of features meant to appeal to folks who would never have been tempted by SPI fare. First off, even though TSR still held the SPI rights at this point, it was not styled an "SPI" game but was under the "TSR" name, much more widely known because of D&D.
The game was based on a blockbuster best-selling novel, Tom Clancy's The Hunt For Red October. While the game includes a scenario based on the novel, its scope was much wider than just a presentation of the book in game form or mere theming.
The featured a huge, flat box with the same art as the novel. It had a large mounted board and colorful units while not selling for a high price.
The game took advantage of TSRs extensive D&D-based distribution to appear in retail outlets. I bought my copy in the bookstore of my local mall.
And it was a pretty good game, too. It had a lavishly illustrated rulebook that explained the game well-enough for new players to pick up without difficulty.
The game was a success, by wargame standards. TSR followed up with at several other similar games, so sales seem to have been acceptable.
But the game didn't result in any particular mainstreaming. Wargaming is still, and seems destined to be, a hobby of very limited appeal, no matter how well-presented.
If only the game companies would try, the thought goes, the great unwashed would discover this great hobby. Of course, the reality is that gaming is a fairly niche hobby and wargaming a very small niche within that niche. And the reality is that there have been some mainstreaming efforts.
20 years ago, for example, TSR, which had succeeded in mainstreaming role-playing games, took advantage of its marketing clout to provide wargaming for the masses. And here I mean "real" wargaming, not just war themed, but something rigorous enough in simulation authenticity to pass muster with grognards.
So Hunt For Red October appeared. While not burdened with esoteric wargame concepts and terms such as ZOCs, CRTs and Hexes, it clearly was a real attempt at simulating modern naval warfare.
But it also had a lot of features meant to appeal to folks who would never have been tempted by SPI fare. First off, even though TSR still held the SPI rights at this point, it was not styled an "SPI" game but was under the "TSR" name, much more widely known because of D&D.
The game was based on a blockbuster best-selling novel, Tom Clancy's The Hunt For Red October. While the game includes a scenario based on the novel, its scope was much wider than just a presentation of the book in game form or mere theming.
The featured a huge, flat box with the same art as the novel. It had a large mounted board and colorful units while not selling for a high price.
The game took advantage of TSRs extensive D&D-based distribution to appear in retail outlets. I bought my copy in the bookstore of my local mall.
And it was a pretty good game, too. It had a lavishly illustrated rulebook that explained the game well-enough for new players to pick up without difficulty.
The game was a success, by wargame standards. TSR followed up with at several other similar games, so sales seem to have been acceptable.
But the game didn't result in any particular mainstreaming. Wargaming is still, and seems destined to be, a hobby of very limited appeal, no matter how well-presented.
Wednesday, March 26, 2008
Onslaught Review
After it absorbed SPI the role-playing game pioneering firm of TSR made a brief foray into the hex-and-counter wargame market. Besides continuing to publish Strategy & tactics magazine and many SPI-style board wargames, it also tried its hand at a more Avalon Hill-style approach, with larger counters, mounted board and the traditional "flat box" style packaging.
Onslaught was published in 1987 and took advantage of TSR's extensive RPG distribution network to appear in a number on mass-market venues. I bought my copy at a WaldenBooks in a mall, for example.
The box art implies that Onslaught was envisioned as the first in a possible line of wargames because it was billed as "An SPI Lightning Simulation Game," which implies that there would be others.
It's an interesting commentary on the state of the wargaming hobby circa 1987 that a "four-hour wargame" would be termed a "lightning" game.
The game itself is fairly conventional hex-and-counter fare in most regards, with a CRT, combat factor-movement factor cardboard units with NATO-style symbols and zones of control.
The most distinctive aspect of the design is its use of an "action"-based turn sequence instead of the more typical movement phase-combat phase player turn sequence used in most wargames.
Instead the players alternate expending supply points to activate stacks of units which execute attacks or movement. The Allies have by far the greater number of these supply points, which gives them the initiative and is responsible for their greater combat power. The combat factors of units on both sides are approximately the same, although the Allied units are generally a bit faster than comparable German units.
As befits a game that's meant to be "low" complexity and appear in mass-market retailers, Onslaught avoids a lot of the complicating details seen in most similar wargames. For example, there are no unit designations and all units of the same type have the same strength. All allied armor divisions are the same, for example, with no attempt to make a distinction between U.S. and British OB or between the "heavy" regimental U.S. armored divisions (2nd and 3rd AD) and the "light" combat command armored divisions (all the rest).
The game still manages to include rules for supply, armor breakthroughs, paratroops, terrain modifiers and a Bulge-style German counteroffensive, so it's still clearly a "real" wargame.
The game didn't attar ct a wide following at the time, perhaps being too much for the mass market and too little for the style preferred by the "hard core" wargamers of the time.
It's worth rediscovering though, as it probably fits the tenor of these times better. The graphic presentation was superior by 1987 standards and still acceptable by today's standards. The four-hour playing time is a little long by current practice but still easy to fit into today's busy schedules. The large counters are also pretty easy on older eyes and easier for fumble fingers like mine to handle.
Onslaught was published in 1987 and took advantage of TSR's extensive RPG distribution network to appear in a number on mass-market venues. I bought my copy at a WaldenBooks in a mall, for example.
The box art implies that Onslaught was envisioned as the first in a possible line of wargames because it was billed as "An SPI Lightning Simulation Game," which implies that there would be others.
It's an interesting commentary on the state of the wargaming hobby circa 1987 that a "four-hour wargame" would be termed a "lightning" game.
The game itself is fairly conventional hex-and-counter fare in most regards, with a CRT, combat factor-movement factor cardboard units with NATO-style symbols and zones of control.
The most distinctive aspect of the design is its use of an "action"-based turn sequence instead of the more typical movement phase-combat phase player turn sequence used in most wargames.
Instead the players alternate expending supply points to activate stacks of units which execute attacks or movement. The Allies have by far the greater number of these supply points, which gives them the initiative and is responsible for their greater combat power. The combat factors of units on both sides are approximately the same, although the Allied units are generally a bit faster than comparable German units.
As befits a game that's meant to be "low" complexity and appear in mass-market retailers, Onslaught avoids a lot of the complicating details seen in most similar wargames. For example, there are no unit designations and all units of the same type have the same strength. All allied armor divisions are the same, for example, with no attempt to make a distinction between U.S. and British OB or between the "heavy" regimental U.S. armored divisions (2nd and 3rd AD) and the "light" combat command armored divisions (all the rest).
The game still manages to include rules for supply, armor breakthroughs, paratroops, terrain modifiers and a Bulge-style German counteroffensive, so it's still clearly a "real" wargame.
The game didn't attar ct a wide following at the time, perhaps being too much for the mass market and too little for the style preferred by the "hard core" wargamers of the time.
It's worth rediscovering though, as it probably fits the tenor of these times better. The graphic presentation was superior by 1987 standards and still acceptable by today's standards. The four-hour playing time is a little long by current practice but still easy to fit into today's busy schedules. The large counters are also pretty easy on older eyes and easier for fumble fingers like mine to handle.
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