Wargames by Mail:

A Case Study

by Doug Wilson


INTRODUCTION

What's the biggest problem you face when gaming the War between the States? Selecting a set of rules everyone can agree to? Designing a balanced scenario? Finding time to conduct a campaign, or even paint a regliment or miniature figures?

For us, the major impediment to happy wargaming has been finding other players: there simply aren't enough people who will give up a day to move toy soldiers around a table. And, just finding others willing to play may not be enough - we'd like our wargaming buddies to be compatible.

Throughout the years, (we first matched model armies almost thirty years ago), we've found that we both: 1) enjoy the game; 2) are pretty even in ability; 3) dislike quibbling over the rules; and 4) accept our losses, more or less gracefully. Unfortunately, this happy arrangement is marred by simple logistics. Jim currently lives in Kaiserslautern, Germany, while Steve lives in Oklahoma City. Yet, we have been able to successfully continue our garning in spite of the distance. To this end, we humbly offer some ideas for others who might like to try gaming by mail. We'll also provide you with the scenario we've just completed: we'll eventually describe and analyze how we fought the "Battle of Johnson's Creek."

GAMING BY MAIL

In an age of modems, e-mail, and the internet, it may seem that exchanging game moves by mail is an antiquated approach to playing wargames. However, it certainly does have an historical basis. In the years before instant electronic communications, commanding generals routinely waited considerable periods of time between giving orders and learning the outcome of those orders. We believe gaming by mail to be appropriate for players who might enjoy recreating generalship the way it used to be, and who prefer a slower, more contemplative approach to gaming as opposed to a quicker, instinctive style, or for those who just don't have a choice in the matter.

For those of you willing to give it a try, we suggest there are four essential ingredients to a successful battle by mail: patience, trust, rules, and maps.

The need for patience is obvious. Add a two-way delay to the time your opponent needs for decision-making, and you'll find that two moves a month is about the fastest possible pace. Consequently, one game can last quite a while. Our Battle of Johnson's Creek occupied an entire year! (How's that for an inexpensive hobby?) If you prefer, as we do, to use model soldiers on a wargames table rather than playing only on maps, one of you will need dedicated space which can remain undisturbed for long periods. Still, there are advantages to the delays: there's an opportunity to study each situation and carefully apply principles of warfare, there's plenty of time for the rest of your life's activities, and there's the excitement or anticipation, just like waiting on your next issue of The Zouave! (That's absolutely right!- editors.)

A Matter of Honor

Trust is probably the most important factor in successful gaming by mail. One player, the one maintaining the wargames table, will of necessity move your figures, interpret the rules, and act as umpire. When you direct a regiment to fire, the table-managing player will measure the range. If it's close to the maximum possible distance, you've got to trust that fair judgement will be made. And if, as scenario designer, you ask your opponent to secretly roll a die controlling when and where his reinforcements will arrive (keeping you in the dark), you've got to believe he won't "adjust" the result to gain an advantage. There are many more examples, but you get the idea: playing the game should always be more important than winning the battle.

We think you'll find games run smoother when opportunities for misinterpretation are reduced. The player who sends his desired moves to the table manager should be as precise as possible. And, it is our suggestion that the rules you adopt ought to be relatively simple. Consider the game of checkers - not much room or misinterpretation there. Obviously, the rules for wargames must be more involved than checkers as we attempt to create battlefields in miniature. But, while game designers will always argue playability versus reality, in gaming by mail we feel playability is more important.

Simplified rules, besides reducing the possibility of misinterpretation, decrease the number of letters which must be exchanged for each game turn.

Consequently, in the rules we've adopted which are an amalgamation from several sources - rifles are rifles, and cannons are cannons. Ammunition is not counted. Any unit which moves may not fire, and routed units cannot be rallied. In this way, fewer interpretations of rules are needed, and battles are focused on the essential elements of maneuver, fire power, and morale.

Here is a final note on our rules. Although we prefer simultaneous movement in face-to-face games, playing by mail necessitates sequenrial movement. To add a degree of uncertainty, our rules specify a coin toss at the start of each game turn: the winner chooses to move first or second. Thus, the possibility exists for your opponent to move twice before you move again. Each player must consider where the "enemy" might be one or two turns later.

The last element we consider essential in gaming by mail is a detailed map of the wargame table. This is especially true for the player who does not see the table directly. Without a detailed map, he may very well try to make impossible moves - sending infantry up an unclimbable cliff or advancing a cavalry regiment in line where there's only room for a column formation. While it does take some time to draw an accurate original, photocopy machines provide all the maps necessary for subsequent turns. We utilize a scale of two inches on the map to one foot on the table. This is large enough to show all significant details, and our entire table is mapped out on two pages.

Turns

In our rules, a game turn consists of movement, fire, melee, and morale. At the end of each turn, the table manager prepares a map to show the exact position of each unit. He then performs a coin toss which starts the next turn.

  • If he wins the coin toss and elects to go first, he prepares a second map showing his move; both are sent to his opponent.
  • If he wins the coin toss, but decides to go second, only the first map is sent on, and the table manager waits by the mailbox for his opponent's move.
  • On the other hand, if the table manager 1oses the coin toss, he prepares a map of his next move, seals it in an envelope, and sends it with the current situation map.
  • Should the opposing player decide to move second, he unseals the map ande decides on his own move.
  • If he elects to move first, the sealed map is destroyed, and the player's move is marked on the current map for return to the table manager.

Confused? Actually, it goes quite smoothly once you catch on. The sealed map is only used to speed up the process; it is really not necessary.

Map moves are always supplemented with written instructions, again, to reduce the possibilities of misinterpretation. One of our favorite instructions from the Battle of Johnson's Creek reads:

    "The 2nd Louisiana Zouaves will squeeze between the 3rd Texas and 14th SC Volunteers. They should not go into melee is possible. If not possible, they hit both the 3rd NJ and 2nd Wisc."

Pretty hard to misinterpret those directions.

In summary, then, gaming by mail can provide a means to indulge your favorite hobby with a friend, and to spread the enjoyment over a long period of time. We recommend you try it.

Battle of Johnson Creek Scenario


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© Copyright 1996 The American Civil War Society

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