Copyright 2006 T. Sheil & A. Sheil  All Rights Reserved

Milihistriot Quarterly


The Journal for Military Miniature Enthusiasts

MILIHISTRIOT ONLINE


From the Bard Files

WARGAMES

for Bob Bard's new book

By Jack Scruby


Until Bob Bard's first book, "Making and Collecting Military Miniatures" was published, nothing had been written about War Games since H.G. Wells' famed booklet, "Little Wars" for public consumption.  Bob devoted one chapter to this interesting phase of collecting military miniatures, and several photographs of 54mm scale "battles" were included.

Since that time, war gaming has come into its own - both with military miniatures and with "board games".  It would impossible to guess how many people actually play war games, as I am sure that at least 75% of such people keep their hobby a "secret".  In a few short years, we have seen several hard bound books being published on the subject of wargaming with military miniatures, and several regular publications dealing with both this and the board game.  If one counts the manufacturing concerns making plastic soldiers, there are several dozen companies turning out small-scale figures just for war gaming.  Ten years ago no one catered to this section of the hobby.

At that time the only available figures inexpensive enough to be considered for miniature battles were the famed 54mm Britains.  Shortly there came out the Holger Eriksson designed SAE 30mm scaled miniature, and then the 20mm model became popular.  All this due, of course, to the demand to have more "room" to fight on on a table top.  Today one seldom hears of 54mm models being used in war games, and I have recently seen some very fine 1/2 inch size soldiers made by a fellow in Sweden who uses this scale for his table top battles.  And then, of course, one must consider the wooden or paper "markers" used in the board games, such as Avalon Hill manufacturers.  The board games in themselves must interest many thousands of customers, for every toy shop in the country handles these.

Not only the models war games are played with have changed and improved, but also the "game" itself has gone through many subtle changes.  Although there is no such thing as a standardized set of rules (like Chess), the trend has been to come up with "realistic" rules of your own, based upon historical fact, and considering £he most minute detail of what might happen in a real battle. Such factors as weather, morale, combat values and other miscellania of war, enter the picture and are re-created where possible, in a realistic manner on the miniature battleground.

This trend towards realism is actually causing a "split" within the hobby itself.  One school of thought believes war games should be a "game"-a competition between the players and their ability to maneuver miniature troops along historic lines, using simple rules which give much action, and little argument.  The other school insists that a war game must be as real as real war, and their rules reflect this in being somewhat cumbersome because of the massive amount of detail they must cover. More time is spent in firing guns (for example) because of the many varied types available to a player, than in maneuvering and moving.  One large war game that I know of, involving many thousands of 30mm soldiers, lasted two days - yet only 9 game moves were made, so complicated were the rules and the judging of the combat that occurred.

The use of dice to give a war game the element of "chance", and the fact that every player makes up his own rules, is what makes a war game

different from any other game now in existence.  Where the "board" war games and Chess - for example- use standardized rules, the war game rules are left up to each individual to make up as he sees fit.  This leaves wargaming as a very "individualist" hobby indeed, and  it is this attraction that seems interest the beginner in this phase of the hobby.  For today, when everything is standardized, and where conformity is king, the non-conformist individualcan create a lively hobby himself - and for his own individual use and taste. And, whereas Collectors of military miniatures must stick to exact painting reproductions of historic uniforms, the war gamer- if he desires- may paint his model soldiers to represent any "dream country" he wants; can make his own "wars" over anything he wishes, and fight his table top battle with any set of rules that please him.

I believe this is the main reason there are so many unknown war gamers fighting war games.  Only a few will band together in clubs or groups, or read the publications dealing with war games.  The others are content with their own setup and rules, and so long as they have a compatible opponent to "fight" with, are happy with what they have.

At the same time, there is a constant challenge to better your own rules, and I have never yet seen any war gamer content with the rules he plays by.  This one factor creates a kind of "super-interest" in the hobby, and keeps the hobbyist interested at all times.  For to improve his rules, he must read more military history, must play enough war games to see where improvement can be made, and often corresponds with others to get their ideas.  All this keeps interest in his hobby at a high pitch, and leads to the type of enthusiasm one keeps finding among those who play this interesting game.

As for the future of war gaming, it seems to me that it will keep growing.  Anytime there is a challenge, people are bound to become interested. Like collectors, who are always looking for the "hard to find" things, the war gamer is looking for the "perfect" set of rules, and keeps plugging away in this attempt.  In the end, it my feeling that war gaming will grow into as large a hobby as model railroading, and that the growth in the next ten years will be double that of the last ten years.

Editor's Note: this article was written for a book that Bob Bard never finished.  Scruby was a long-time friend of Bob's and one of the founding fathers of modern wargaming. This piece was probably written between 1969 and 1975. 


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