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Chris' Introductory Wargame List
Chris Farrell
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Recommend
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The question of "I'm a eurogamer (or other gamer with no wargame experience), what wargames do you recommend?" has now become the most common question I get in my inbox, so in order to avoid my retyping a lot of stuff ... you get this GeekList.

Wargames, as games, do have a definite appeal. They are far more open-ended than most eurogames. I often think of eurogames providing you a number of "levers" that you can manipulate, choosing what values to input to what gaming subsystems. Wargames tend to be far more flexible, allowing you to use tools to solve certain problems. Tanks, infantry, archers, whatever all have different properties and behave in different ways, to be used on a wide-open playing field to achieve your objectives. Also, the head-to-head competition, the feeling of struggle, is appealing sometimes after the friendly, non-confrontational eurogames.

What this list is after is the wargames that will probably appeal to the gamer, i.e., the person to whom the historical situation or feel is not paramount, but who is drawn to good and challenging games. In most cases, the historical context is still facinating, but if you would be upset if a Roman legion contained Triarii in 64BC, this is not your list.
Posted Fri Dec 2, 2005 6:09 pm
1. Board Game: Rommel in the Desert [Average Rating:7.70 Overall Rank:184]
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Chris Farrell
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It should be no surprise, given what I've written elsewhere, that Columbia Games will feature prominantly on this list. Although I've made no particular attempt to rank these games, Rommel in the Desert has to be considered one of the best crossover games for a lot of reasons: the playing time is very moderate for many small scenarios (90min), while the full game covers the entire dramatic sweep and ebb and flow of the historical campaign. While I wouldn't call it a bluffing game, despite all the hidden information, the game has great tension due to all the guessing you have to do about your opponent's intentions, supply situation, strength, etc. While the rules are not teriffically well-written, the game is still quite straightforward and not dramatically more complex than, say, Puerto Rico (once you've factored in the implicit rules complexity of all the buildings). It's also highly playable, with a low unit density and a small map, while still presenting the player with myriads of tough decisions from strategic (do I attack or do I hoard supply) to operational (where and how do I attack, when do I break off, what is my tolerance for risk) to tactical (which units are best for which tasks). This is a top-10 wargame *and* game by any measure. This game is out of print unfortunately, but if everyone reading this preorders the reprint on Columbia's site, it will be reprinted in short order :) Or, you can just track down a copy on eBay, where last I checked it was still fairly available and not rediculously expensive.
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Douglas S
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Orange County
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You like this game better than Afrika orps? (Avalon Hill)
I have introduced a few non wargamers to
Afrika Korps..it usually works ;)

Doug
Derek H
South Africa
Durban
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Just to support Chris' (indirect appeal) - link to Columbiza games pre-order page:
http://www.columbiagames.com/cgi-bin/query/cfg/zoom.cfg?prod...
Chris Farrell
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The new version is out now, so this classic is finally back in print. And the graphics on the new version are pretty nice, an improvement over the 1984 issue.
Diz Hooper
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Osaka
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I might have to check this out.

Russ Williams
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At least in their original form, the rules seemed unnecessarily confusing and unclear to me also, and I'd played a variety of wargames when I got Rommel in the Desert. I wouldn't think of it as a good first wargame for newbies.
2. Board Game: Hannibal: Rome vs. Carthage [Average Rating:7.98 Overall Rank:20]
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Chris Farrell
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We the People has now spawned an entire genre of games, of which I have mixed feelings about many. We the People was tremendously innovative, but elements of it (like, the battle cards) simply didn't quite work. Later games from GMT have ranged from the very interesting but complexity-heavy (For the People, Napoleonic Wars) to the excellent but grognard-centric (Paths of Glory, Barbarossa to Berlin) to the good but somehow lacking somthing (Wilderness War) to the more or less completely dysfunctional (30 Years War). Although some 10 years old, Hannibal: Rome vs. Carthage towers over all its siblings. Now, it is more complex than your average eurogame by a not entirely trivial margin, but it's a "good" complexity - the systems are streamlined, and each bit of complexity serves an important purpose in the overall game which makes the whole thing easier to internalize (the hardest rules to remember are the ones you rarely use). The card system is great and serves a dual purpose of game (providing uncertainty about your opponent's actions, and giving you a lot of information with which to make strategic plans) and simulation (reflecting the difficulties of getting your units to do what you want them to). The battle card system is much maligned as being ahistorical, but it manages to capture certain historical tactical realities (the Romans really do favor Frontal Assaults) while still being fun & interesting. All-around great game. On the one hand, it is out of print and becoming hard to find; on the other hand, I saw copies at Origins going for $75, and while that's a lot, it's a game that is absolutely worth it (heck, Thirty Years War was $50 new and that game was - out of the box at least - completely broken).
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Mattias Elfström
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I agree, this is a great game and very useful both for grognards and as an introduction.
Richard Young
Canada
Victoria
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This is one of the best two player strategy games out there. I consider it to be more than just a wargame actually but I won't quibble with it being on this list and I won't go in to my usual rant about the tactics cards either. It works so well in so many other ways that it deserves my unreserved seconding of Chris' nomination.
Sebastian Sohn
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Yeah this is great game for new wargamers...like me. Looks complicated but actually quite simple.
3. Board Game: Napoleon: The Waterloo Campaign, 1815 [Average Rating:7.28 Overall Rank:334]
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Chris Farrell
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Another Columbia game, this one scores by being fast, simple, and fun. It doesn't have the same great depth as the best Columbia titles, but it is at an excellent balance point - not much more complex than Quebec or War of 1812, but with much more interesting play, and significantly simpler than EastFront or even Hammer of the Scots. The playing time is quite moderate, less than two hours in the Avalon Hill version, a little more in Columbia 3rd edition, which is again more accessible than even Hammer. It has a neat dual-layered design, with an operational game (where to focus your attack, which routes of advance to use given the terrain questions) layered on top of a tactical subgame involving breaking your opponent's line using the correct combination of infantry, artillery, and cavalry. Lots of interesting choices, and it has a friendly "roll lots of dice" feel. A classic, great game.

Once again, there are some edition questions. For the eurogamer looking to become a convert, probably the edition of choice is the Avalon Hill and Gamma Two printings, which are identical and long out of print but fairly available on eBay. This version is a little sparser, easier to play, and shorter. The currently in-print Columbia edition features a divisional rather than corps-level order of battle, and so a lot more units, but is otherwise more or less the same fundamental game. It has the advantage of featuring more incremental play; one mistake can doom you in the AH version (as in Puerto Rico ... did I mention the game is short?), while the Columbia version is more textured. Both are excellent.
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John Stimson
United States
Menomonee Falls
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Chris.

Are there two Columbia versions of this game?
Robert Wesley
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:DYes, Jim, there are 2 of them as it was found from repeated play, that with a certain set-up, the Allied Player could hardly ever lose. We tried everything we could think of, but with the proper set-up, it still resulted in the P-A-A Player almost always winning. I have as yet to try the revised game of this so I am only speaking about the initial version, of which I had the original Gamma2Games which then became Avalon Hill, and then Columbia got it back again.???
Chris Farrell
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The Anglo-Allied/Prussian player is certainly favored at least bit between two equally skilled players in the AH/Gamma Two version of the game. There are a couple balancing suggestions floating around (I think they were originally in the General, authored by Alan Moon actually). But I think for new players, the imbalance isn't somthing to be too concerned about. There is a rebuttal of this theory in the "Allied Victory Assured?" thread under Napoleon game entry.

Another awesome block game with a lot of edge-of-your-chairness to it. The Avalon Hill version is good, but the Columbia version is better; more pieces (although a slightly different mix of pieces and types) and a few basic tweaks to the rules make it play a lot faster and more excitingly.
Mark Christopher
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Two friends and I just played this (the Columbia version) for the first time yesterday. What a fantastic game. The simple rules, the almost chess-like attempt to outmaneuver each other on the operational map and then out-fight each other on the tactical map all come together beautifully in this game.
Sebastian Sohn
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After reading this I bought 2nd and 3rd edtion. I like the short play time of the 2nd edtion but like the new rules and the leaders in the 3rd edtion.

I made a conversion kit that you can play 2nd edtion, 48 blocks, or a hybrid 2nd & 3rd edtion, 48 blocks + 3 leader blocks with 3rd edtion. Thus with 3rd Columbia Games edtion, you can play 2nd, 2nd & 3rd hybrid, and 3rd edtion.

Here is my link to my kit: http://www.boardgamegeek.com/thread/204944

4. Board Game: Storm Over Arnhem [Average Rating:7.09 Overall Rank:525]
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Chris Farrell
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Back to WWII, this is another game that spawned off a whole genre of games. While prior to this most wargames had an "I go - you go" format (a la Tikal - you move all your units, take all your actions, etc., then I do all my stuff), Storm Over Arnhem was the first big-time game to go with an impulse system, whereby the players alternate taking small, incremental activites - a platoon runs across the street here, an artillery blast there. This was combined with a much more abstract approach to modelling than had been used before, with city blocks traslating to areas on the map rather than being mapped out as individual hexes. This leads to a much more intuitive, high-level, and arguably more accurate feel of the ebb and flow of the battle than previous tactical games.

Storm Over Arnhem has two minor flaws - firstly, it's a little more complex than it needs to be. It still falls comfortably in the simple end of wargames, but it's still a little complex, mainly since it doesn't leverage as many concepts players are likely to be familiar with. Secondly, it's a bit long, on the order of 4-6 hours to play. Still, it's a great, tense, game.

I said I wouldn't focus too much on theme, but part of the appeal of this game is that this is such a great battle. Frost's battallion, which was expected to have to hold out against light opposition for hours, ended up holding Arnhem bridge against heavily-armed Germans and overwhelming odds for days. It's not hard to imagine a situation in which a small fraction of the bad luck that plagued this operation is reversed, and Frost and his men's valor result in British tanks driving across the Rhine into Germany in September 1944. Alas, it was not to be.

Storm Over Arnhem is also out of print, but used copies are not hard to come by on eBay. There are two editions, boxed and folio; I like the big, friendly counters in the boxed edition.
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Mattias Elfström
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We seem to share a taste in games ;-) This title is also on my list of nice introductory games. Not to mention that it is also fun to play with experienced gamers.
Darrell Pavitt
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Strange how this game on platoon size combat in a city should get blown out of all proportion by later games - first Cassino (Thunder at Cassino), then Stalingrad (Turning Point: Stalingrad), and eventually Overlord (Breakout: Normandy). The system came full circle by covering the whole Arnhem operation (Monty's Gamble: Market Garden).
5. Board Game: Wizard Kings [Average Rating:6.88 Overall Rank:508]
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Chris Farrell
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Wizard Kings is a personal favorite of mine. Columbia's games tend to fall into two categories. Firstly, the operational/strategic games like the Front games and Pacific Victory, in which you not only plot your operations, but also choose your tools, in spending money to build up an army to suit your needs. Secondly, there are the tactical games, which are much simpler, but tend to present you with a specific situation and set of units with which to accomplish it.

Wizards Kings succesfully finds a very nice balance between these two. You get to build your own army from scratch, and in this case each army has a wide variety of units to choose from, so you get great choices in this regard. You then get to apply it to a more tactical problem which, while it results in a less-grand game than EastFront, it also means the game is much less complex. This is, in my opinion, a very nice combination.

Another nice feature (depending on how you look at it) is that this is a game kit as much as a game, with lots of geomorphic maps and lots of different armies; so you can experiment with all kinds of neat stuff. The downside is that there really aren't as many scenarios as there should be; I have a few on my site that I've become fond of, but I wish there were quite a few more.

At last, a game that is in-print, no question. You can get it quite easily direct from FunAgain or Columbia :) Of the expansions, I like all the non-Island maps, and most of the expansion armies are very nice too - in terms of game interest, I'd rank them Undead, Dwarves, Barbarians, Amazons, Ferkin. The last two are a little borderline, but the first three are definitely worth getting. A pack of Chaos creatures or maybe two are recommended, and the Werebeasts are funky and neat (and include some decent aquatics, which most armies are a bit short of) but not a necessity.
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Richard Young
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Glad to see this mentioned here. I prefer this to most of the other Columbia block game titles because of the fantasy theme which suits the game system so well.
6. Board Game: Breakout: Normandy [Average Rating:7.72 Overall Rank:188]
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Chris Farrell
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Breakout: Normandy manages to do a great job conveying the realities of operations in Normandy, but it does it in a way that makes a tremendously playable, accessible game. While it's a little more wargamey than the *most* accessible wargames like Hammer of the Scots or Hannibal: Rome vs. Carthage, at rules that weigh in at a fairly verbose 9 pages, it's not that far beyond the Euros in raw rules complexity. However, it has an amazing depth of play beyond simply understanding the rules, which is why the best wargames still have so much appeal to me - while it's true they are more complicated, the bang you get for your buck is tremendous. Breakout: Normandy is also interesting for a wargame because both sides have significant strengths and can attack and counterattack, unlike many wargames which cast players into an "offensive" or "defensive" posture for the entire game (although not many of the games on this list fall into this category).

Breakout: Normany is, I believe, officially out of print now, with MMP no longer selling copies. However, this game has never been in short supply and while I haven't checked out the eBay market, I can't imagine copies are fetching a huge price.
Doug Cooley
United States
Wilsonville
Oregon
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An incredible game I've wanted to learn for some time. Definitely find someone in your area who plays and is willing to teach a newbie, as the rules are very complete but hard to parse. Figuring out the subtleties of bridges/rivers/flooded areas, for example, takes some doing. That said, this has become one of my favorite evening-length games, and like other games in the impulse system, has a lot of room for turnaround even when things look grim.
Tom Jensen
United States
Pacific Grove
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Breakout: Normandy is a great game but is perhaps too long and complex for a new game player. Instead, I recommend that you try the Cherbourg scenario that was originally printed in Boardgamer magazine and can be found on the BK: N website. This scenario uses the peninsula half of the map and covers the Utah Beach breakout only. The object of the game is to cut off the peninsula and then seize the port of Cherbourg... historical objectives and without the counting of VPs. I'll probably never play the entire BK:N campaign again. This scenario encapsulates the game nicely.
Breakout: Normandy is still available! Finegames is clearing them out for US$27.5. Too bad I just got mine from MMP for 40.:-(

Anyway the game is still available from the afore mentioned sources.
7. Board Game: A House Divided [Average Rating:7.14 Overall Rank:283]
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Chris Farrell
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A House Divided is a very good fundamental game with one rather significant issue - it takes a long time to play. The whole war is probably 6-8 hours, which will be a challenge and probably will end up being broken up into two sessions. Unfortunately, none of the shorter scenarios are quite satisfactory; you really want to get the the sweep of the whole war for best results, rather than the final years of the Union simply dismantling the Confederacy or the early, less decisive years.

However, if you can get past that, this is a fine and very interesting game. Interestingly, it isn't that "strategic" per se - it's not so much about choosing the historical Anaconda plan, or an Eastern strategy, or how to use your economic clout, as it is about the process of the Union destroying the Confederate army and the Confederate attempting to prevent this. There are, however, a lot of interesting tactical details - from how to improve your army by gaining experience, to favoring quality or quantity, to how to cope with the vagaries of the movement system which grants you only a limited number of moves per turn. This presents the player with lots of interesting choices, the game does have a good historical feel, and the system is fundamentally clean and simple, on par with the alea games for the most part. Unlike many of the games on the list, A House Divided is not a "highest recommendation"-type game, but it is worth checking out, especially if you are interested in the American Civil War.
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Alan Kaiser
United States
Aurora
Colorado
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A House divided is a really good game. The rules aren't overly complicated and are well written. The production value is great with a nice mounted board and really nice 1" counters. The point to point movement combined with the large counters makes organizing and keeping track of your forces a managable task for a beginner.

I really like this game but in terms of it being an entry point for nonwargamers I have two problems with it. The first is its length. Like Chris mentioned, this one can last a while, especially if you fight the whole war - which is the most interesting way to play this game.

Second, the rules, while well written and organized, do provide an obstacle. The rules are divided into basic, optional and advanced. You can get up and going quickly with the basic rules but the game play is not as satisfying as with many of the optional/advanced rules added. However, adding all these rules does make the game more complicated. If you decide to not add ALL the rules you still have to decide which of the many optional/advanced rules to add to give you a decent game (not a trivial task - especially for a beginner). There are some fairly nice player aid cards that assume the use of the optional/advanced rules available at Alan Emrich's website along with more optional rules, errata and a Q & A.

http://hometown.aol.com/aemrich111/aemrich11/default.htm
Chris Farrell
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I have a list of optionals that I recommend at the game entry here, under the "Recommended Optionals" article. The number of optionals I find to be worthwhile is fairly small (and to be honest, I'm not sure I would recommend *any* of the new options in the link above). Definitely worth mentioning, however, that you more or less have to use the command table, otherwise the Confederates are doomed. While I like a lot about the basic game, I have no idea how the Confederates are supposed to win against marginally competant Union play.

The configuration issues (which configuration of optionals, advanced, and advanced optionals to use) is a problem and I wish Phalanx had given a little better guidance on this matter; you've got to play a couple times to get the feel for it. But, it does make a highly configurable game that you can adjust the complexity and play balance to suit.
Alan Kaiser
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Aurora
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I saw your article when I first picked up the game and it was a great help. You're right that Phlanx should have maybe given some recommendations for a couple sets of rules that work well together for different of play (beginner, intermediate, advanced). With the straight basic rules your experience is the same as mine - the South is doomed. To figure out which rules will fit your level of play, you need to play the game a couple of times. This is exactly why I wouldn't recommend the game for beginners. If Phalanx would come out with some recommended rule sets that a beginner could just pick up and run with then I would say that the game would be decent for beginners, just a little long.
Richard Young
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Establishing balance in this game is key to enjoying it. Mostly it involves handicapping the North in some way, but it can work the other way as well. A very experienced player as the leader of the Confederacy can give an inexperienced Lincoln fits.

The nature of the game can lead to such swings owing to the design elements and the way they fit together, so it would have been nice of there could have been a matrix provided to allow players to more easily fine-tune the play balance. Each of the optional rules states which side it favors but more is needed to weave them together to accomplish the desired balance.
8. Board Game: EastFront [Average Rating:7.84 Overall Rank:194]
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Chris Farrell
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EastFront is not truly a simple game, and probably the most complicated game I would consider recommending for a first wargame. While my judgement is that complexity will not be a serious issue for someone who is a serious fan of alea's games, on the other be aware this going beyond the realm of euorgames in complexity. However, it is - along with Rommel in the Desert and Hannibal: Rome vs. Carthage - one of the best "wargames for gamers" and one of the best games going, period. It shares with Hannibal a sense of truly streamlined complexity - everything in there has a purpose, and no rule is "chrome" or of marginal utility, which makes the game feel much less complex than many games with the same raw quantity of rules. Like Puerto Rico, every decision the player is asked to make is important - no fiddling ZOCs or getting CRT columns to add up right, it's all about choices of how, when, and where to attack/defend, what tools to use, and how to spend you scarce resources between building up units (and which units in which proportions are best) and supply. Not only is this one of the best games there is, but the system can be applied with only a few new rules to WestFront, MedFront, and EuroFront - none quite as good as EastFront, but all very good nontheless.

EastFront is in-print and available from Columbia. If you buy it and like it, spring for the VolgaFront expansion which will significantly improve the 1942 & campaign scenarios and give some interesting alternate history games also.
Tom Swider
United States
Harrisburg
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Great game, but I couldn't recommend it as an introductory level game. Too many decisions, too many pieces and rules for a new player. Otherwise I think your list is fine.
Chris Farrell
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I dunno, it depends. One of the most important things to bear in mind when teaching new players IMHO is not to sell them short. If you judge your opponent right, you're more likely to hook a smart person by teaching them a great, somewhat more complicated game than a middling but simpler one. When taught, EastFront is not complicated, and neither is it that bad for a committed learner. EastFront is in the class of games which I think anyone who wants to learn it can enjoy, unlike, say, a Paths of Glory, which can be a bit opaque.

But your point is still well taken, I wouldn't recommend this to someone who isn't sure whether this whole idea is right for them. It's on the outer edge of manageable complexity, I suspect.
MAybe not an introductory game, but certainly the carrot...this is the goal to work toward as you grow in grognard-hood. When you finally get to it...it's awesome.
9. Board Game: Squad Leader [Average Rating:7.46 Overall Rank:138]
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Chris Farrell
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When most people say "Squad Leader" these days, thoughts turn to SL's behemoth successor, Advanced Squad Leader. ASL is a great product, but more of a lifestyle choice than a game and a little out of the scope of this discussion.

Classic Squad Leader, though, has a lot going for it. It was utterly revolutionary in many ways in 1977, and like many games that changed the way we think about things, is still good. It features "programmed instructions", a way to get into a modestly complex game fairly painlessly, by introducing the rules in playable subsets. It features interesting tactical gameplay that is unique - very much a matter of managing chaos, as units are fragile and firepower prolific, so you need to make your own opportunities and take advantage of them. Like many of the best wargames, it can be as much about player morale as the morale ratings of their cardboard troops, as the ability to persevere through the inevitable runs of bad luck makes a huge difference. All this is in addition, of course, to the wealth of tactical details that WWII squad-level combat provides - utilising terrain, coordinating different weapons systems, and using working with morale and leadership.

This is a great game, and there is absolutely a reason why it is, I believe, still the best-selling board wargame of all time. It isn't complex, it's comparatively clean until you get to some of the later chapters in the programmed instructions, and while it isn't true in all the details, it gives a good, historical feel.

Every later module (or "gamettes", as they called them at the time) has issues of some sort; Crescendo of Doom and beyond should be avoided. Cross of Iron is worthwhile if you like the basic system, but resist the urge to get the Brits; as tempting as it is, the rules got seriously out of hand later on.

Squad Leader is out of print, but copies are not hard to come by. Alas, now that ASL has come to dominate tactical wargames, players are not as easy to find as they once were.
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Glenn G
Canada
Oakville
Ontario
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I highly agree with your comments. I too wish players were easier to find. There are a lot of good two player games available to play and even more new games to try out so it's hard to find time and convince people to play SL. Nevertheless, I don't think any compare to the fun I have playing SL (except for the dice working against me at 32:1!) The Columbia games are good but I think the plenary fog of war is too much. I prefer the way SL/ASL introduce the scouting element to compensate when fog/camouflage is in place.
Russ Williams
Poland
Wrocław
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EastFront? Squad Leader? I think you've been a wargamer too long and forgot what it's like to be a nonwargamer. :) No way would I recommend these for newbies as a first wargame...
Keith Jones
Scotland
Kilmacolm
Inverclyde
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SL is a good choice for an introductory wargame but I would recommend using Alan Yngve's programmed introductory scenarios which can be found on the advancephase website mentioned above.
Joshua OConnor
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New York
New York
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This from Wikipedia entry:

"Close Combat was developed as a computer game version of the acclaimed Avalon Hill boardgame Advanced Squad Leader (ASL). The primary consultant for the morale model was Dr. Steven Silver, a combat-related trauma specialist. Atomic Games had already developed several games for Avalon Hill, such as Operation Crusader, Stalingrad, Over the Reich and Third Reich. However, with Avalon Hill embroiled in a financial crisis that would ultimately lead to its demise, Atomic Games took what work they had completed, severed ties with the boardgame franchise and completed the game's development for Microsoft."

Close Combat was an excellent series which I still play today. I would really look forward to playing any computerization. To be more on-topic, it's probably Close Combat that got me to look at wargames in the first place.
Edited Mon Mar 3, 2008 9:07 am
Charlie Sheppard
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Seattle
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Close Combat was my first foray into wargames as well. Still an awesome game.
10. Board Game: Pacific Victory [Average Rating:6.87 Overall Rank:1097]
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Chris Farrell
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Whenever anyone says they liked or have fond memories of Axis & Allies, this is the game I would point them to these days. In some ways, Pacific Victory is a distant cousin to A&A, but it is a much superior game. Build your armed forces up from a pool of infantry, air, carriers, cruisers, battleships, subs, etc., deploy them to face the enemy, roll lots of dice ... The rules to Pacific Victory weigh in at about 12 pages, which is non-trivial, but which is still not a lot and once you've grasped the overall concepts, the details are not hard to master, putting it not to far out of the realm of the most complex euros. This is also one of the tenser of the block games, with the hidden units providing a lot of drama over who is deployed where. With quite a few strategic options for both the Japanese and the Allies, and a lot of tactical details to consider, this is a very rich game. Another nice feature is that the Japanese in the game are non-trivially stronger than they really were, which makes the game a little more balanced; like American Civil War games, WWII Pacific games can often seem like an exercise in the Americans simply dismantling the Japanese. In this game, the Americans will face more tough choices.
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Robert Wesley
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With the exception of Napolean, Quebec, and Rommel, of the Columbia LINE, the rest are a bit MUCH for a beginner. I was able to meet with and playtest the Pacific Victory game with the Company founder in Custer, WA a long time ago and even though HE thought MY playing was "too conservative" for the Japanese player, I had to point out to HIM that I intended to WIN and NOT repeat THEIR mistakes.
Historically Japan did nor stand a chance. The US could stand more than a few defeats and still carry on the war. Japan, on the other hand, were fighting to protect their production bases (the Asia Pacific rim).

One way of looking at the WII is that it's a conflict between the current holders of imperialistic possessions and an alliance of new challengers - Japan who were a hundred years late and the Germans who wanted a rematch.

For play balance's sake any game on that subject had better not be TOO historically accurate.
11. Board Game: Ambush! [Average Rating:7.18 Overall Rank:271]
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Chris Farrell
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This game is absolutely a blast to play, and it overcomes one of the main difficulties in wargaming - finding opponents who want to play the same game you do. This game is modestly complex, and it does take a while to play (you've got to look up every hex you enter in a fancy sleeve, which even if it just says "NONE" for the paragraph lookup is not swift), but it can be very rewarding. It's got a great Indiana Jones WWII action-adventure feel, the missions are frequently well-written, interesting, and exciting (definitely pick up the Purple Heart expansion), and you get really attached to your squad as they gain experience and become battle-hardened, which makes the opening rounds of the game gruelling as you sneak towards your objectives and wait for the German LMG to open up. Great game, and tactically interesting too - taking out nests of Germans is actually kind of tricky, and those tanks really put the fear of god in you as they are totally devestating, but can be beaten by gutsy play.
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Alan Kaiser
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Aurora
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I whole heartedly agree with Chris on this one. This is a very fun game. The rules can be a bit wordy for nonwargamers in some places but overall they are not overly complex. There weren't many well written rule books 20 years ago!

One thing I will mention is that I think this is the perfect game to get if you are just starting out with wargaming. All the basic concepts are here; hex movement, terrain, line of sight etc etc. However, you can take your time and learn it at your own pace since you don't have to worry about another player. Also, the number of units is very small so you don't have to worry about stacks of counters all over the place. You start the game with only about 8 men and that's all that is on the board! Other units get added (and removed) as the game progresses but I doubt I have ever had more than 25 counters on the map at a time.

The system is a little fiddly when you start since there are a fair number of things to keep track of but after a handful of turns you can get it all organized in your head and the turns flow nicely. The scenarios are mostly very good and can be quite challenging. There is also some variety built into each scenario so things won't always happen the same way if you play the same scenario more than once. Once you have played a scenario and have a little experience you can generally play a scenario in a long evening. Play a scenario or two and then set up a squad for a campaign game. This is by far the best way to play this game! Watching your men develop from scenario to scenario is fun and adds a good bit of tension to the game as you try to keep them all alive from one game to the next. If you find that you like the game you can even play it with a friend. Just give each player a squad of 4 men and only allow coordinated action when you are in communication range (with a radio or if adjacent). Most of the expansions are very good although I heard that there were a couple of dead end paths in the Silver Star expansion that caused some problems.
John Di Ponio
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Warren
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I am another fan of the AMBUSH!/BATTLE HYMN Series! These games, when first introduced, were a breathe of fresh air back in 1983 ( I think thatis when Ambush! arrived) the mechanics of the game are well thought out. As mentioned, can get a bit hairy checking charts, tables and movements...but it is VERY rewarding!!! I play with my two boys quite often and was a very good game to introduce them into hex gaming. I highly recommend this game when just starting out!!!!
Geo
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For a two player Ambush try Shell Shock.
12. Board Game: Fallschirmjaeger [Average Rating:7.75 Overall Rank:1038]
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Chris Farrell
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I am in general not a huge fan of The Gamers/MMPs Standard Combat System, but it definitely bears mentioning because it is in fact a very simple series of games - just 6 very straightforward pages of standard rules, plus a few extra pages of specific rules for each game in the series. Fallschrimjaeger is, in my opinion, the best of the SCS series of games because it's fairly modest. Ardennes is probably the most popular, but that is a huge and time-consuming game; Fallschrimjaeger is a much quicker, sharper action, for which small scenarios can be played in an hour and even the big campaign scenario is not out of hand. Another advantage of SCS is that it is largely designed as a stepping-stone to bigger, traditional wargames so if you like it, what you've learned will come in handy when you move on to The Gamers/MMP's OCS, one the best wargames ever (see below). This is the only entry on this list with a true "classic" wargame feel, with hexes, ZOCs, CRTs, and little interaction in the sequence of play. Unlike most of the games on this list, it doesn't earn my "classic game" tag but it is interesting, is very simple, will serve you well if you move on to bigger games, and is fun and action-packed. And still in print. The SCS series rules should be downloadable from MMPs web site ( www.multimanpublishing.com).
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Mark Watson
Canada
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Maybe a stupid question: I've always been confused about how the SCS/TCS/OCS games related to each other. Is there any relation outside of the fact that they are published by the same company? Does learning one help learn another?
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The games are more or less unrelated. Some of The Gamers' old series were at least tangentially related; CWB/RSS/NBS are all related systems I think (of course, I dislike them all :)). TCS is similar to CWB in that it has written orders, but not much beyond that.

SCS is arguably OCS with almost everything stripped out. The two share some fundamental comments, and if you try to learn OCS after playing SCS you won't be starting from scratch, but the games are related only in a very simplistic way.
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Chris Farrell
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Now, I'll mention a few recent releases that I don't personally have a lot of experience with yet, but are worth doing some research on. Recent games are good in the wargame world same as in the euroworld, because people want to check them out :)

Liberty is the latest release from Columbia, and a cousin of Hammer of the Scots. It looks promising for two reasons: firstly, it's a little simpler and less chrome-laden than Hammer of Scots, which while it was a simple game was burdened a bit with special rules for Kings, Celts, Norse, etc. Secondly, it's got hexes instead of areas, so it should be a little more wide-open, with less of the constricting channeling that eventually stereotyped play for me in Hammer. Also, it's a bit shorter; Hammer is not long, but it felt like it was a little longer than it wanted to be. Anyway, definitely one to check out, and the rules are available online at Columbia's web site.
Doug Cooley
United States
Wilsonville
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Another WBC play, although not one I bought there. Had Tom Dagliesh at the table, always good when working with Columbia rulesets. I'm sure they make perfect sense to Tom, but the grammar always seems to have a lot of room for interpretation for me.

While we only played a few turns, it was good fun. The river movement can be devastating if you aren't ready for it, and prisoner exchanging is the best rule ever! Definitely one I'll pick up soon.
David Wilson
United States
Carsoin
California
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I have to disagree with Doug regarding the prisoner exchange rule. I was with Grant while this rule was being hashed out and I think it lost some steam in actual production.

The prisoner exchange rule doesn't work well. If one player is really beating up on a player he has little motivation to make a trade. The other player has little to truly induce the winning player into such a trade. The only exception might be if either player lost all of his warships, he may NEED to make such a trade.

Still, the game is an excellent design, and I recommend using the optional rules, which REALLY add the flavor to the game.

David "the preacher" Wilson
Eric Smith
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Philadelphia
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recently, I played this game for the first time, solitaire, and I think it is outstanding. Playbalance may be a question, but the game was just great fun and it seemed quite balanced to me.

To be able to simulate the entire American Revolution in a game that you can play in one sitting is just great - don't miss it.
Greg Nichols
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Ann Arbor
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This is a game that is ALMOST a winner but misses the mark because currently the play balance is problematic. The French are an extremely determing factor in the games' outcome. If the French enter too early (1777), the Americans walk to victory. If they enter too late or not at all, the British beat up the Americans. It's a definate pattern that requires an official fix. The 1.01 rules are acceptable and the components are decent but until play balance is corrected, it's frustrating.
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I have now played Liberty twice and I admit that I agree, it just doesn't quite seem to cut it. A lot of things about the play are very nice ... but it just seems too hard on the British. Now, I do trust the Columbia guys on this, so it may simply be a matter of playing a few times until you're comfortable with the issues each side is faced with. Then again, *precise* playbalance has never been one of Columbia's stronger points either (Napoleon is a little pro-Allies, Pacific Victory a bit pro-American), so who knows. The game *is* quite fun to play, but as long as I remain skeptical of the play balance I have a lot of other really good Columbia games I don't get to play enough.
14. Board Game: Lock 'N Load: Forgotten Heroes Vietnam [Average Rating:7.31 Overall Rank:954]
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Another recent release from a computer wargame company turning to boardgames, this is a promising effort which goes against the recent grain of ever-more complex wargames. Will in return to the promise of Squad Leader? I don't know, I haven't played yet, but I have downloaded the rules (which are on Shrapnel Games' web site) and it is now on my list of games to purchase. Again, it probably will be easier to convince people to try than classic Squad Leader, and probably has the same appeal.
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I have managed to play this once and was very impressed. The game is about on par complexity-wise with classic Squad Leader, although the less-well-written rules makes things a little more complicated than they need to be. Still, I enjoyed my one play a great deal and look forward to playing again. It's been a very long time since I played a "tactical" game I really liked.
Ed Brickell
United States
Dallas
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This is a good 'un and may be up for a deluxe Matrix Games reprint (along with its expansion module) ... at any rate, it sounds like it will at least be up for a "preorder" vote very soon. Check the folder on the Consim website for more.
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You can now buy the WWII version, Band of Heroes, also.

I don't get to play Lock 'n Load as much as I'd like, but I always like it a lot; it's a very fun, fairly clean system that brings back a lot of the fun of classic Squad Leader, fun that has been lost a bit in later, much more complicated tactical games.

The games do have a bit too much attitude, and the history is more Ambrose than Keegan (as one can tell from the title). This may make the game less palatable to some, which is a shame. But it is still a good game.
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Chris Farrell
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This is a new Operational card game from Lost Battallion games, with cards representing Battallions. Players struggle for control of Stalingrad, either in the fields (Drive on Stalingrad) or in the streets (Streets of Stalingrad). Behind a massively opaque rulebook is a fairly straightforward game with some nice elements - there is a little more than just playing the cards you've got and seeing what happens, you've got to plan your attack and judge the risks. The tactical play is often not hugely compelling, but as you link multiple hands together you get a nice level of resource management. Where this game really scores, though, is in the nice level of historical feel it provides without a great deal of complexity. The Panzer and Infantry divisions behave differently, and use appropriate tactics. The Soviets and Germans have a different feel to them. And the game plays quickly. I almost think of it as a land-based cousin to Modern Naval Battles, but with much better attention to historical detail. The flavor text on the cards does define a new floor for the genre, though.

The game is still a bit pricey for what you get, and a couple of games has not been enough to entirely sell me. But, it does show promise and is worth checking out. Again, rules are on Lost Battallion's website.
Doug Cooley
United States
Wilsonville
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Picked this up at WBC and played it with a friend. The rules are a *mess*: When you have to figure out which section of the rules contain information on what a particular instruction on a card is (Assemble, for example), and you can't find it in 10 seconds, that's a problem. Fortunately, there is a very good "Terminology" FAQ on the website. I also recommend looking at their sample game to get a feel for how things work. Without seeing a demo at WBC, I would have taken hours to figure out combat.

That said, the game is a blast. Even when all looks grim, a couple of cards played at the right time will turn the tables on occasion, and that makes every mission exciting. Note that I've only played Drive On Stalingrad, I haven't tried the Streets of Stalingrad decks (yet).
MTG Ninja
Canada
Toronto
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I'm thinking about getting this one. Can you guys give me an update? How is it after more plays? How is it with 4 players? Have the rules been redone? Thanks
Chris Farrell
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No re-do on the rules yet, nor is one in sight as far as I know (the LBG forum site requires registration, and I can never remember my userid and nor can my browser, so I've given up going there).

I've only played this two-player, it's a decent, fun, modest-complexity, short-ish game, although some units are more fun to play than others (I'd avoid the Rumanians like the plague). It's not a top-tier type, but I find it much more engaging than the more simplistic card wargames like Down in Flames, Attack Sub, etc. Just from reading the rules, I'm not entirely convinced on the 4-player game; it might work, it might not. It would be nice if it did; even Up Front wasn't that great as a team game.

So ... after playing this a bit more, I judge it as "solid" if not truly spectacular. The short playing time, relative simplicity, & portability is a big plus. But it isn't really deep enough to be a true classic. Still, it's pretty good.
MTG Ninja
Canada
Toronto
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Damn I need a cool 4 player wargame.
16. Board Game: Monty's Gamble: Market Garden [Average Rating:7.13 Overall Rank:888]
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Chris Farrell
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Monty's Gamble: Market Garden is in the hands of a few people who went to WBC and is being shipped as I write this. This game is, in the main, identical to Breakout: Normandy in rules, which is a plus (get 'em both for the price of learning one). As I mention in Storm Over Arnhem above, this is a great campaign, and it has the advantage of giving both sides the initiative in different sectors so it's not a strictly attacker/defender situation as in most games. The only glitch with Breakout: Normandy is the playing time, which could be a little long at 6 hours; Monty's Gamble is shorter at only 4 days for the main game vs. 7, so playing time should be a little lower. Unfortunately, the rules are not posted online anywhere and MMP does not always do this, so you might have to check out the forum on talk.consimworld.com.
Mike Rinella
United States
Albany
New York
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I'm hopeful that the Monty's Gamble: Market-Garden rules will be posted on-line, with some clarifications and minor errata. Pdf file format. But I wouldn't expect it before mid-Fall.
Ubergeek
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Camas
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Just got this latest incarnation of the area movement/impulse system, though I'd hardly classify it in the "light and introductory" category. This would fall right in the middle of my medium complexity category for wargames, with something like Tigers in the Mist being on the "light and easy" side and L2's Streets of Stalingrad as being in my "hard and experienced" category.
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I too was disappointed with the rules once I finally got the game. They are significantly longer than and nowhere near as clear as the Breakout: Normandy rules, despite being clearly based on them. The lack of good player reference cards is also an issue; the BKN ones are very good and helped a lot. While Breakout: Normandy has non-trivial rules, it always struck me as a comparatively straightforward game, and one I've had plenty of luck teaching people to play. But I had a hard time with MGMG, although this may well have been aggravated by the fact that I know BKN so well, and MGMG is not *quite* BKN.
Mike Rinella
United States
Albany
New York
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The MGM rules were given a thorough revision by a group of gamers and posted on-line (MMP website) in February 2004. With the passage of a year, it seems rock solid, virtually nothing additional has had to added or clarified. IMHO these rules are now superior to any of the Avalon Hill area-movement titles.
Michael Rinella
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It is now three years since the Living Rules 1.2 were posted and there has been virtually nothing new that has been added since then. I'm satisfied they are now as solid as a game's rules can be.

I am anticipating this now out of print game will be released in a Second Edition in either 2008 or 2009. Hey, that means your "Thunderbirds" copy will be a collector item! :laugh:
17. Board Game: Grant Takes Command [Average Rating:8.05 Overall Rank:652]
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Chris Farrell
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I'll close here with 2 medium-complexity games, games that I don't exactly recommend you check out as your first wargame, but games which are both only modest complexity, comparatively, and amongst the absolute best wargames going in my opinion, and which might be interesting to think about. Plus, these three are all series games, which means you can invest the energy to learn them once and then play them for many years.

If you're at all interested in wargames, even if you're not a Civil War geek, you're really missing a treat if you haven't played the Great Campaigns of the American Civil War series. It's a rare wargame that can combine modest complexity, tremendous playability, and solid historicity all it one package, and GCACW is one of those games. Grant Takes Command is probably the best entry in the series, with an awesome set of scenarios and campaign games that capture the grand sweep of the bigger games while still being quite playable (the larger campaign game should be doable in two long sessions, the smaller one in just one full day. The longer one is better though, I think). Grant Takes Command is a tremendous game and was my pick for best pre-20th C. wargame in 2001, but the slightly more accessible but rather less impressive Wilderness War swept the awards. The only knock on the GCACW games is that unlike many of the big operational/battle games (The Gamer's Operation Combat, Civil War Brigaide, and Regimental Sub-Series, GMT's East Front Series and Great Battles of the American Civil War), GCACW just doesn't scale at all beyond two players unfortunately. Not a drawback in my book, but it depends on what you like.

Series rules are available at www.gcacw.com.
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Hannes Riener
Austria
Vienna
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> you're really missing a treat if you haven't played the Great Campaigns of the American Civil War series

Hmmmm - can someone explain me: "why?"

I have played Stonewall Jackson's Way years ago and was pretty disappointed. There was no excitement at all. Movement was somehow too random and the battles seemed like simple and massive 'clash of arms'.
Chris Farrell
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It is true that the games which feature Jackson (HCR, SLB, SJW) are not quite as compelling as the others. Jackson is just such a dominating presence with his obscene tactical rating, all the Union can do is avoid him like the plague.

What I like about GCACW, especially Grant Takes Command, On To Richmond, and Stonewall in the Valley, is their emphasis on maneuver and the tension inherent in the system. Are your guys going to get into position in time? How hard should you push them to get there in terms or racking up fatigue and doing force marches? Should you press home an attack now, or wait for more backup, knowing the opportunity may pass by if you wait? When should you attack and when should you do a flank march? And where is the critical terrain? All the uncertainties in the movement system make these choices difficult because you never know for sure, you're just trying to give yourself a good shot, and the system is always tempting you to make bad choices.

Plus I think it's absolutely the best game for conveying the difficulties of ACW campaigns. You really get a sense of how difficult coordinated actions were to set up, and how much more important the operational maneuvering was than battle. Compare to The Gamers' CWB, which tries to simulate ACW command difficulties with a much more concrete system, but one that becomes overwrought and unworkable. GCACW does it much more cleanly.
Richard Smith
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Coquitlam
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What do you think of Gringo as an introduction to this system?
Chris Farrell
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That would be a different system ... Richard Berg's Great Battles of the American Civil War, or GBACW, not GCACW. I am not a particular fan of GBACW. They're big and take a long time to play and are rather fiddly IMHO. GCACW is a much cleaner and more interesting game, and there are many good scenarios that can be played in 2-4 hours.
18. Board Game: Korea: The Forgotten War [Average Rating:7.92 Overall Rank:732]
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Chris Farrell
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OCS is an awesome system, currently my favorite "big" wargame. It packs a huge amount of decision making and planning into a comparatively modest rules volume, as well as being tense and exciting. Although many entries into the OCS are top-notch, Korea is an excellent place to start. Both players in this game have a wide variety of capabilities, from tanks and elite infantry (for the Koreans) and Marines, jets, and beefy US Infantry divisions (for the UN) all the way down to conscipt infantry on both sides. Both sides take their turns as attackers and as panicked defenders, and the campaign has a great sweep to it. Plus, Korea has a lot of different scenarios, as well as a very interesting campaign game.

OCS may actually be easier for players without an extensive wargaming background to learn, as it can whack experienced wargamers by several rather non-traditional approaches to traditional problems (very weak ZOCs, highly variable and rather defender-friendly CRT, variable turn order, and of course the emphasis on supply), as well as the fact that OCS focusses on managing operations and pacing and choosing how much force to apply, rather than the traditional model of being given a certain amount of force and deciding how to use it. Anyway, this is an amazing system and actually in my judgement significantly the most realistic operational wargame, certainly the best tradeoff between playability and complexity (compared to some similar games such as the Piercing the Reich games, Barbarossa, etc., which often do far less with more), and well worth the effort to understand.

I believe the 3.0 version of the OCS rules can be downloaded from The Gamers/MMP web site.
Vincent Frattali
United States
Spokane
Washington
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I always thought Korea by Victory Games was a lost classic. Designed by veteran designer Joe Balkoski, it showed the mobile face of the war with a very low unit count. It also showed a great interaction of outside political events that OCS Korea does not. The opening scenario is a classic. Sweeping movemnt, low unit count, and errata free rules makes this a must buy IMO. Excellent for beginners also!
19. Thing: N/A
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Ray
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I've been eyeing this, but I can't get past my history with Richard Berg designs (I find them too fidley). Given that I haven't bought one of his games since Successors, is it time to try another one? I really like Ancients...
Chris Farrell
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That's why I didn't recommend it as an introductory game, but rather somthing to work up to.
Nicholas Jost
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Fresno
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Given that it seems in ohhhh almost a year now, you haven't returned to this game, do you think it still belongs here?

NJost
Chris Farrell
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Nope :)

I had originally included it for breadth, to get a good moderate-complexity Ancients game in there with some promise to go with the ACW and WWII games, but obviously I may have jumped the gun. RRR is a neat system, but the scenario issue in this first game is a major issue. And from what I hear, the second installation (1st Punic War) is going to significantly add complexity which is a real potential problem. And Richard Berg seems to be spread really thin these days with what, at least a half a dozen games on GMT's recent P500 flyer? It seems unlikely he'll be able to devote the attention this game requires while he's working on so many other projects.

I'll do an update pass momentarily, where this will be deleted, Lock n Load will be upgraded, Battlelines will probably be deleted, and Hammer of the Scots added.
Michael G
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Pembroke Pines
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This is an awesome game. Carthage (vol 2) has just come out too. I think this is as much an intro game as some of the others above (E Front?) and the same thing applies - don't underestimate your opponent. Teach them a game they will appreciate.
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kaysville
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Since this is an introductory list, don't forget to at least mention Axis & Allies and its variants (Europe and Pacific) as well as the Risk variants. These are easy to get copies of, easy to find other players and a good beginning point. Nice list though . . . I think I will be picking up a couple off this list soon.
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Chris, what do you think about Blitzkrieg General?

With advanced rules BG can be considered a wargame and it's very good as a introduction to global games of WWII...
(If you are a very novice wargamer you can begin with basic rules)

http://www.boardgamegeek.com/game/5172
Michael Hellyer
United States
Aurora
Illinois
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I go back a ways, but 2 of my favorite introductory wargames are from Avalon-Hill in the 1960s: WATERLOO and STALINGRAD. Both are simple to learn, but have enough strategic options to keep them interesting when replaying them. If you don't like waiting for the other player to move his units, then play two games simultaneously, so you both have constant action. These games are easy to learn and fun, and playable in about 2 hours. The combat results table may be a little simplistic and risky, but it keeps the game moving quickly.

The next step up from these is SPIs quad game "Leipzig: The Battle of Nations". Another simple game to learn, quick to play, and with enough strategic options to keep it interesting.

Great list -- thanks for putting it together!
Andy Stout
United States
San Diego
California
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Any thoughts on updating this list with good introductory wargames from the past three years?
Nicholas Jost
United States
Fresno
California
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One can only hope...I keep stopping by for new gems.
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