What Makes a Wargamer Tick?

Commentary and Feedback

by David Bellamy of London

Having received "Wargamer's Newsletter" for some six months now, I would like to make a few comments and briefly outline my own interest in wargaming, for what it is worth.

Firstly, I must say I find your periodical very interesting; the 'Must List', book reviews and notices are very informative, and several of the articles do show how other players fight their battles, though being a board player I would prefer to see more about board games. I note the Battle Report articles are apparently a sore point with a number of wargamers, and indeed I feel that a battle reported just as though it had actually happened and with no reference to the rules used, is hardly of much value to other wargamers. Obviously one cannot print vast pages of rules each month: I would think the greater part of most wargamer's rules would be 'old hat' anyway, but in every set I am sure there must be one or two points which could be brought out in these reports to illustrate the manner that a certain move was carried out. Perhaps a special format could be worked out, stating in general terms what a report should contain.

Briefly, here is my wargame in outline. The past two years I have spent in research for my World War II game (and I am still at it!). Collating all the abounding information has been my largest problem, as I intend to re-fight the whole of World War II, on sea, land and air, so I shall have several campaigns on at once.

Naval campaigns are fought as follows: Normal movement of ships is carried out on a large map of the world, covered in perspex; there are 2 maps, one for the Allies, one for the Axis. Chinagraph marks show the progress of convoys, task forces, etc. Searches are made by submarines, surface vessels and aircraft, and when opposing forces are within a certain range (depending on the visibility and types), battle ensues. Play transfers to the table- top when actual ship models are used; they move into the area depending on their course by means of a gauge. Firing takes into consideration range, weight of shell, calibre, etc. Ships can be attacked by torpedo-, level-, and dive-bombers and submarines. They can be repaired in certain ports; other features include minefields, aircraft carriers, shore bombardment, ice-bound ports. Each ship has a record card stating all its details.

Land campaigns are carried out on mapboards (one of my specialities) and are similar to the Avalon Hill game. Chance cards, weather, hidden movement, air and sea transport, commanders, minefields, supply, production, are just a few of the items involved.

All types of aircraft are catered for, and each circular counter represents a squadron. Then airborne counters remain over the mapboards or sea area; when grounded they are kept on control boards which show all air bases and carriers. Bombing can be carried out against ships, army units, factories, airfields and bridges. Fighter interception takes aircraft performance into consideration, and fighters are allowed to strafe. Paratroops and air transport are also used.

Certain conditions must pertain before Japan, U.S.A., Italy, Spain and many other countries can enter the war, depending mainly on the military situation. I intend being terribly biased towards the Allied cause, but being extremely fair to both sides giving the Axis side the advantage of the unknown factor. Being a computer programmer, I eventually want to write a series of programs for the 'enemy' if possible to give a maximum surprise potential, but including as element of chance.

I now find myself writing rules for making the game equipment. There are many ships, maps, aircraft, etc., to complete, blot it is all very challenging. I may even send in a battle report on one of my campaigns, as I intend keeping a diary of all proceedings. About the only thing I have not catered for in my game is a Hitler speech .... perhaps I can arrange even that, but the wife may object.


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