by Ted Grulke
I have been interested in wargaming and miniatures for twenty years, dabbling in various endeavors but never getting deeply involved. After learning of the WRG Ancients group that meets on the second and fourth Thursday of each math at the Lola Valley Masonic Temple in Medford, I resolved to drop by and dabble. My observations after five sessions are noted below. I had no experience with the rules or period. This is from the perspective of a newcomer. Just a comment on the group. I walked into the first session without introduction, empty-handed but full of enthusiasm. The group of roughly a dozen gamers welcomed me and provided a sub command within an hour [a sub commander is what ancients armies would be a wing commander or sub chieftain - directionally similar to a brigade commander in Napoleonics - Ed.]. Anyone who is interested in getting started should consider this group. In regard to the rules, after the first game I was thoroughly confused. The rules are complex and lengthy. There are hundreds of troop variations to further complicate things for the novice. I played under the direct supervision of a C-in-C (commander in chief) who taught me a lot in a friendly way. The second time around, I learned the basic framework of the game, resolved some of the confusion and realised that this was going to be a long steep learning curve. In the third and fourth sessions, I was exposed to some of the nuances of the game, again under the helpful supervision of experienced C-in-Cs. Terrain placement, regulars versus irregulars, troop deployment, tactical orders, charge distances and the old 'rock - paper - scissors' game are just a few of the thing a to learn. At the end of the third game I still had to ask who what and why. Finally, in the fifth game, I tried a battle on my own using Alexander's Macedonians. I went through the process of selecting my army and setting up a tactical plan (another learning process). Things went pretty much according to plan, but unfortunately several tactical blunders watched defeat free the jaws of victory. So, what is the point of all of this? I am anxiously awaiting next Thursday when I can try again. Perhaps I am hooked. The breadth and depth of the game are coming into focus. Like most miniatures games, it is a pleasant diversion. Come out and give it a try, but keep in mind that one session won't be enough. We will be looking for you. Editor's Note: On the Thursday following the day Ted drafted this article, he came in and hammered on the most expert players in the group - overwhelming him with massed wedges of Companion elite cavalry. He has also invented the practice of placing a brush over a knoll to create a pivot point for his army - an innovative tactic unthought of until now. Perhaps the learning curve is less steep than it first seems... This article appeared in Craig Tyrrell's newsletter. I felt that it was important to print because of the fact I've naught so such flak about my critique(s) of TACTICA's simplistic, unrealistic distortion of history, all in the game of ease of play and simplicity. WRG 7th is not an easy system. But it is mentally, emotionally and creatively stimulating for the gamer who is intelligent and patient enough to work towards understanding it. Every time I sit down to play, it's like a chess game, where I know I'll be challenged to use my utmost ability to win. The more you play, the better you got (well, most of us, anyway, with the exception of my co-editor!). This article is a ease in point. New gamers often come up with innovative and original ways to do battle, just like medieval generals! This type of player should be heartilly encouraged to contribute to the hobby, as he brings not only new blood, but new ideas as well. Back to Saga v5n5 Table of Contents Back to Saga List of Issues Back to MagWeb Master Magazine List © Copyright 1991 by Terry Gore This article appears in MagWeb.com (Magazine Web) on the Internet World Wide Web. Other articles from military history and related magazines are available at http://www.magweb.com |