GENERIC WARS – FINAL UPDATE
I finished the test of the game rules with interesting and
satisfactory results. I did not take any battles off the board because I was
looking to test the game rules only. I used the Risk battle rules (red dice vs.
white dice) and they worked well to fill in. In fact this is almost like Risk+
and can be played as a game by itself. But adding the actual battles will make
it more than just a game.
My general view of war in general, and the wargames that
play it out, is that there is a hierarchy:
- Political situations and world events dictate conditions
for war
- War
- Campaign (as phases of a war)
- Battles
Most wargaming seems to be either at the one-off battle
level or battles within a campaign scenario. Some may go to the next level up.
The scenarios have either been already written and you follow them, are
historical events and you try to recreate them, or imaginary which means you
write the scenario, like in Imagi-nations. I wanted to try an imaginary “world”
in which the top level of the hierarchy comes first. It is not pre-written, but
almost writes itself as situations change, disasters occur, conflicts arise. War
is then the result usually because: 1) rulers become greedy and aggressive, 2)
nations are threatened by possible or actual belligerent actions by other nations,
3) loss of access to natural resources, etc. 4) unexpected natural disasters
and world events.
1. Simple rules and concepts
2. Challenging decision-making opportunities
3. Fog of war throughout
4. A framework for wargaming using all levels of the “war
hierarchy”, and usable in any period and with any battle rules the player
desires.
5. Built primarily for the solo wargamer.
6. Long enough to be challenging, but not too long to be
boring.
The following pictures will show the Risk board at the
start and end. I will not try to explain in detail what occurred, but they show
how much things changed in the course of the game …..
Conclusion
This was my first effort of this kind to create a wargame “game”,
and it worked well for me and was satisfying. I will put this aside for now for
other wargaming projects, but I will come back to it because I want to try some
other stuff out such as:
- get more naval action into it
- trying using other maps
- build in mechanisms to speed up or slow down the game
action depending how it goes
- consider other randomizing methods like:
* random events – ruler dies and is replaced by a lunatic,
revolt occurs in one of the territories and it must be quelled
* variable movement
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