Professional Documents
Culture Documents
Wargame
Tactics
for Beginners
by John Desch
It is said that advice is no substitute for
experience. I maintain that the welladvised beginner who knows a little about
the fundamentals has an excellent chance
of beating the experienced player who is
smugly couched in his old ways. Hopefully
this article will impart a little in the way of
valuable advice to new gamers planning to
further explore the hobby of wargaming.
Perhaps the most important part of playing
any game is the formulation of a viable
planning strategy. Ive seen many gamers
who like to play as they go win their fair
share of contests, especially when luck is a
major factor in the outcome of the game.
But most of the time, this admittedly
flexible attitude fails when no planning is
done.
Know the Goal; Make a Plan
The first thing to look at is the games
Victory Conditions. I like to read these
before delving into the rest of the game
rules because later, when the balance is
read, I can determine how to best apply
each rule toward winning the game. Ask
yourself a few questions before setting
your pieces up. What is required to win?
Where do I have to go? How do I get
there? What is my opponent likely to do?
Once these questions (and others you
might come up with) are answered, start
your basic planning. This is when you
determine how you are going to achieve
your objectives. Games with free set-up
require some organization of your forces;
games with predetermined set-up will need
a review of the viable courses of action.
Ask questions like:
Where can the chariots, cavalry or tanks
best maneuver?
Should I deploy my infantry units
forward or take cover in terrain?
Should I keep a reserve of fresh troops
and await further developments?
Should I take the northern route where
the terrain is easier to negotiate but more
heavily defended, or the southern
mountainous route that is defended by a
few scattered troops?
Naturally some of these questions may not
be obvious or even answerable; it is the
logical process you go through that will
Brilliant Maneuvers
Aside from combat, movement (using the
military principle of Maneuver) is the
most important aspect of a game. A weaker
but well deployed force stands a good
chance of defeating a stronger enemy who
is strung out all over the map.
Effective movement gains a number of
advantages for the astute player. Flanking
attacks are set up, pockets of enemy forces
are created, effective withdrawals are
conducted and strategic situations are
overturned... all by understanding how to
properly maneuver your pieces. Indeed, if
a player cant get his forces near the enemy
in good order, the even the most promising
attack can go to waste.
In general, players are allowed to move
units along roads at a faster rate than crosscountry. Control of a road network,
especially a lateral one that permits the
rapid shifting of reserves from sector to
sector (i.e., one that can be exploited when
you are operating on interior lines), is a
worthwhile intermediate objective. Often a
city or village sitting at a crucial junction
will be worth victory points in addition to
its important geographical position on the
map. Unfortunately, these locations are
normally well-guarded and difficult to
seize without substantial effort. Denying
the enemy the use of his road network
through interdiction by paratroopers, air
strikes, partisans, or artillery fire can have
far-reaching effects.
There are times, however, when a road is
not the best route to take. Many an
outflanking maneuver takes place through
the mountains, forest and desert (i.e., a
terrain obstruction referred to as a curtain
of maneuver). The movement cost may
seem prohibitive at first, but it is entirely
possible to unhinge an entire enemy
defensive line with a nature hike through
the rough terrain. Consider all your options
first before ordering your troops to move.
Good Housekeeping
There are several methods to moving your
pieces such that no unit is inadvertently
forgotten. One way is to start at one end of
the map and work your way methodically
to the other end. This is a simplistic way to
approach the problem, and often not the
most effective; but it almost guarantees
that every one of your pieces will get
attention. I like to rotate the counters after
their movement to denote the fact that they
have been moved.
Many experienced players, however, move
their pieces in order from the least