by Joe Kussey
Besides this command and control issue, Wellington's Victory, a-mong other paper wargames, offer another feature not too prevalent in computer games (although much of this thread has gone towards miniatures, I initially was discussing paper games vs computers). And that is corps/army level morale. To some degree, this is a command control issue. Wellington's Victory contained a corps level morale table, and such things as casualties, victory points controlled, and unit activation could eventually make a corps hors de combat. This concept nicely shows the theory of proper application of reserves. If you commit too soon, your corps become more brittle. I have yet to see this in a computer war-game, especially the Battleground games (Talonsoft). Also, there are numerous games that have orders system that only require gamer input when they are to be changed. This doesn't require a lot of complexity as some imply, and is certainly vastly more realistic than command radii, even at the higher operational level. Back to Strategist 329 Table of Contents Back to Strategist List of Issues Back to MagWeb Master Magazine List © Copyright 1999 by SGS This article appears in MagWeb (Magazine Web) on the Internet World Wide Web. Other military history articles and gaming articles are available at http://www.magweb.com |