After Action Reviews

The "AAR"

by Pete Panzeri

The AAR or "After Action Review" is simply an account of how your battle went. It can be written and published, or done verbally by participants just after the event. When kept focused it becomes a VERY useful tool for both players' tactical expertise, and for GM's to tweak and improve their game.

Some things the GM or each player might cover: Who played whom, and each person's Mission? Who was my opponent and his mission? What did I try? What did he try? What did each team mate "try?" How did it turn out? Fun or funny points? Lessons learned? (historical? Tactical? E.g. "Mental note: "Don't wait 5 turns to drop Smoke and Artillery on the German 88's!") AAR of the Wargame scenario or rules, but you might do this separately (e.g. "Make mental note: "Cavalry shouldn't ride over squares so easily.")

When writing a written AAR, be sure to include battle and scenario details and when and where the game was played. However you'd like to cover it ... any method is fine! The value is in recounting of it! (And for some making a teammate or opponent look "less clever.") Present tense, past tense, 1st person, from the enemy's perspective, as a Bulgarian Newspaper Reporter ... Pretend you are the "Saxon General King" and even if you didn't PLAY the Saxon General-King! --The more creative the better!

AAR's help new gamers understand the hobby better, and help old gamers learn new tricks. Scenario Goals by Charley Elsden

1. It is possible to simply play out a balanced scenario including [for WWII] infantry, armor, air, and different types of units; in fact everything from flamethrowers and miniature robot tanks to radio communication and prisoner interrogation.

2. The important factors in any battle, even WWII, can be included simply (for example the difference between Shermans and Panthers).

3. "Fog of War" factors and multi commander interactions are lots of fun.

4. The trend to simple rules combined with thoughtful scenarios does indeed make for better games.

5. A mad GM is better than none! Appendix: Game Master Support Network GMSN MISSION: Meet GM Needs.

Coordinate and provide SERVICE to support Game Masters and Conventions. Coordinated though Directors and Liaison for HMGS.

GMSN PURPOSE:t Support Game Masters as an interface with Convention Managers, gaming group Directors, HMGS, for the mutual purpose of building and promoting Historical Miniatures Gaming.

NOT another Club or Association. Not exclusive to HMGS.tt DOES depend on HMGS for approval and support. ENCOURAGE and includes GM's from MANY gaming groups and locations Internationally.

IF interested email: peterpanzeri @yahoo. com

Some current GM PROJECTS:

GM Guidebook - Future Editions need you contributions. Something to share? Send it in!

GM HELP DESK at HMGS Conventions: GM's serving to help the hobby. ,

GM Recognition/Award Program: Recognizing GM efforts and contributions.

GM Registration Policy for HMGS Conventions

GM Security Awareness: How to insure GM's property is safe at conventions.

GM NEWSLETTER: GM Articles and files are shared in the "After Action Review" GI Newsletter. See att HYPERLINK http: //groups. yahoo. com/g roup/G I- Newsle tter

GM YAHOO GROUP: Join the GM Yahoo Group:HYPERLINK http://groups.yahoo.com/group/HMGS-GM

Some DISCUSSION TOPICS.
Ideal GM kit, set-up', portage & storage, Scenario Design, "Crowd Control;, Pet-Peeves, GM/Gamer etiquette, Best/worst GM story.
tHMGS Convention issues are often under discussion, informative & educational, but part of the whole picture. (Sign with your name. Please no anonymous GM's, Networks require identity.)

We value and appreciate your participation.
--Pete Panzeri and Orest Swystun GM Moderators


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