Ten things that make a great wargame
Andrew C
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San Marcos
California
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As a wargamer, I relish every list or forum about my games of choice, and I thought it was about time I gave others something to waste a few minutes on. As my first list, I thought I’d keep things simple and list ten things that I appreciate about wargames, and that keep me coming back to the table.
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1. Board Game: Bonaparte at Marengo [Average Rating:7.41 Overall Rank:689]
Andrew C
United States
San Marcos
California
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Emphasis on maneuver

Sweeping flanking moves, reserves shifting to the front in reaction to the changing fortunes of war, encircling moves, pincer attacks, enfilade fire, crossing the “T”.

The best wargames allow the gamer to achieve a decisive advantage by outmaneuvering the enemy, and thereby achieve victory at minimal cost. Nothing is quite so exciting as seeing an uneasy look cross your opponents face as your legion, armor division, or battalion of paratroopers appear on the horizon to their rear!
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2. Board Game: Austerlitz 1805: Napoleon's Greatest Victory [Average Rating:5.77 Overall Rank:7351]
Andrew C
United States
San Marcos
California
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Unit facing

A corollary to the emphasis on maneuver. Units that can only “see” or shoot to their front add even more opportunities to outflank them. This mechanic also reminds me of playing paintball. Paintball gun: $800. Case of paint: $50. Your buddy laying down suppressing fire as you advance around the “bad guy’s” flank for a clear shot…..priceless. Obviously, this mechanic only makes sense in a tactical simulation. On the strategic level, see the next item….
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3. Board Game: War Without Mercy [Average Rating:7.09 Overall Rank:3103]
Andrew C
United States
San Marcos
California
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No retreat into enemy ZOC’s.

The classic game mechanic of surrounding an enemy unit with your ZOC, then killing him with a simple 2 or 3 to 1 attack that forces a retreat. This game mechanic also stresses the important of maneuver over the head-on clash of arms. I think I first discovered this mechanic in SPI’s quad of Napoleon (is that right? It has been decades). I was delighted to find it live and well in a recent purchase as well: War Without Mercy (Clash of Arm’s East Front treatment).
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4. Board Game: EastFront [Average Rating:7.69 Overall Rank:792]
 
Andrew C
United States
San Marcos
California
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Theme and History

The best thing about wargames is that they are steeped in theme. I think pretty much every wargamer is, at heart, part historian, part scientist. As a historian, we want to relive history. As a scientist, we want to keep everything as it was (hence the fiddly rules to simulate every aspect of a battle) but change this one variable (i.e. tactic/strategy) and see what the result is.

For me, I love games of the Eastern Front, the Civil War, Napoleon, Rome, and Alexander the Great.
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5. Board Game: Commands & Colors: Ancients [Average Rating:7.83 Overall Rank:49]
Andrew C
United States
San Marcos
California
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Artwork

I just recently got back into wargaming after a 15 year hiatus. When I first started buying games, I told myself “I’m going to stick with games that have a bunch of cool plastic miniatures.” Very soon, I realized I actually prefer cardboard counters and blocks- GASP! The thing is, I don’t have the time or talent to paint plastic mini’s. Without paint, they all just look “the same” and worse, their cost limits each army to just a few unit types. I'll take big colorful counters or wooden blocks that simulate dozens of different units.
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6. Board Game: Europe Engulfed [Average Rating:7.57 Overall Rank:493]
Andrew C
United States
San Marcos
California
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Wooden blocks...lots of wooden blocks

Okay, so its not just cardboard counters that I love, wooden blocks are great too. When you combine the variability of unit types and color of cardboard counters with the heft and tactile sensation of moving blocks around a map…you’ve got a winner.
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7. Board Game: Advanced Tobruk System Basic Game II: Streets of Stalingrad [Average Rating:7.27 Overall Rank:3555]
Andrew C
United States
San Marcos
California
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Large counters

If wooden blocks don’t work for a game, at least give us LARGE counters. They’re easier to see and easier to use. The 5/8” counters are great, but check out Advanced Tobruk’s ¾” tanks! Love ‘em.


edit five(!) years later - lots and lots of games have bigger and thicker counters now!
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8. Board Game: Panzer Grenadier: Eastern Front [Average Rating:7.12 Overall Rank:2059]
Andrew C
United States
San Marcos
California
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Low number of markers

There is something wrong with this picture : ) What good is all the nice counter art when its always covered over with markers? Markers cause three other problems as well: 1) they slow down play as you have to keep checking what’s underneath them 2) they hurt your situational awareness because you can’t see all your units at a glance if they’re all covered up with move markers! 3) they are tough to manipulate when stacks are practically leaning up against each other.
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9. Board Game: Glory II: Across the Rappahannock [Average Rating:6.36 Overall Rank:5026]
Andrew C
United States
San Marcos
California
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Low stacking limits

A ten high stack of armies is just as bad as a stack of markers when it comes to situational awareness and manipulation of the units.
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10. Board Game: The Great Battles of Alexander: Deluxe Edition [Average Rating:7.72 Overall Rank:866]
Andrew C
United States
San Marcos
California
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Historical validity

Every serious wargamer I’ve ever met has more than a passing interest in history. Having recently written a thesis on Alexander the Great, I was pleased, and impressed, to see that Richard Berg included a bibliography with his game Great Battles of Alexander. His choice of sources was well considered, and led to valuable insights into Alexander’s war making.
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11. Board Game: Liberty: The American Revolution 1775-83 [Average Rating:7.22 Overall Rank:1401]
Dane Peacock
United States
Stansbury Park
Utah
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Victory point conditions.

The pieces can be great, the mechanics engaging, and the strategy deep, but the victory point conditions can really make or break a game. They can set the theme and drive home the historical validity. Battle Cry comes to mind as a huge offender. There is so much to like about the light, fast, flexible, asthetically pleasing system. But game play is all about destroying the weakest and most vulnerable units, because that's how you earn victory points. The ebb and flow of victory points in Liberty, on the other hand, creates a tense, fun experience.
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12. Board Game: Vietnam 1965-1975 [Average Rating:7.27 Overall Rank:1328]
Oh my God They Banned Kenny
Canada
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Making decisions the actual commanders faced

When I'm playing a wargame where I'm deciding how to allocate scarce resources (supplies, artillery / air support etc.) or whether to continue an attack vs. breaking it off, then I feel like I'm in the decision making position of the actual commander at the time. When I'm deciding things like how to 'allocate hits', or whether to launch an offensive with the French on the western front vs. taking Russian reinforcement on the eastern front, I feel like I'm just 'playing a game' (which is not necessarily always a bad thing, but it makes the difference between a good WARgame vs. just a game in my mind).
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13. Board Game: Panzergruppe Guderian [Average Rating:7.24 Overall Rank:1221]
Mo Caraher
Canada
Coquitlam
British Columbia
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(May I add...) Untried units - such a simple yet effective way to evoke the uncertainty of fielding an unexperienced army, as well as fog of war. "Is that an armored division in that stack or are you just happy to see me?"
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14. Board Game: Paths of Glory [Average Rating:8.04 Overall Rank:46]
Dan Poole
United States
Goldsboro
North Carolina
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If I may add...Card Driven mechanics
I used to hate this with games such as Memoir 44 and Battle Cry, since the cards were so simplistice and restricting. However, with the more complex war games, and with the use of more clever cards (i.e. cards that can be used for more than one purpose), this can achieve several things:
1. Add flavor to the game with the use of Event cards.
2. Limit what a player can do in one turn or round (I hate having to wait forver while my opponent moves every unit on the board).
3. Create tough decisions with regards to how and when to use juicy multi-purpose cards.

Some examples are Paths of Glory, Hammer of the Scots, and Combat Commander.
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15. Board Game: Rommel in the Desert [Average Rating:7.54 Overall Rank:635]
Ted Kostek
United States
Camano Island
Washington
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Incomplete information

In real warfare you don't necessarily know what the other guy has arrayed against you. All the block games handle this really well, and Rommel adds a further element via the supply cards. I admit the supply cards sometimes feel a bit 'gamey', but overall I love 'em.

Between the blocks and the cards, RitD adds bluff and nerve to wargames. For F2F its hard to beat.
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16. Board Game: For the People [Average Rating:7.63 Overall Rank:490]
Chris R.
United States
Unspecified
Missouri
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Leaders: How can you have a Civil War game without leaders?

Let's compare "House Divided" with "For the People". WAIT A MINUTE! "House Divided" ranks as a better game, but "For the People" ranks as a better wargame. I think my head just exploded....
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17. Board Game: Stonewall in the Valley [Average Rating:7.63 Overall Rank:1716]
Les Haskell
United States
Tennessee
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I'm surprised that nobody has mentioned:

AWESOME MAPS!!!

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18. Board Game: Advanced Squad Leader [Average Rating:7.88 Overall Rank:126]
Jon Zug
United States
Charlottesville
Virginia
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How about re-playability? As far as I'm concerned, that is a must in any game I play. If I can't replay the game again and again, with different alternatives and different outcomes, all of which are challenging, fun, and sometimes filled with nail-biting endings, decision-making and play, then the game can't be considered great.
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19. Board Game: Great War at Sea: U.S. Navy Plan Black [Average Rating:6.85 Overall Rank:5150]
Xander Fulton
United States
Lake Oswego
Oregon
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What about the ultimate 'historical, with one factor changed'...

Hypothetical units! Tanks, aircraft, ships that, for one reason or another, did not get finished in time or did not get used historically...

...but might have! (Or, 'almost were'!)
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20. Board Game: Hammer of the Scots [Average Rating:7.59 Overall Rank:179]
Marc Morley
United States
Rainier
Washington
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Border crossing limitations.

I'm not sure if their in their for a more realistic simulation of crossing different terrain types but they definitely make the decision to move a unit that much more critical.
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21. Board Game: Napoleon's Triumph [Average Rating:7.98 Overall Rank:194]
David Ells
United States
Baltimore
Maryland
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Here the truceless armies yet / Trample, rolled in blood and sweat; / They kill and kill and never die; / And I think that each is I. // None will part us, none undo / The knot that makes one flesh of two, /
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Sick with hatred, sick with pain, / Strangling -- When shall we be slain? // When shall I be dead and rid / Of the wrong my father did? / How long, how long, till spade and hearse / Puts to sleep my mother's curse?
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Diceless combat. The random element, so often scorned when it turns against a player arbitrarily, is now gone here; the random element is replaced by revealing the respective combat strengths only upon movement to contact & combat. Half of this is under your control, the other half not. See http://www.simmonsgames.com/design/Chance.html for the designer's philosophy here.
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22. Board Game: Popular Front [Average Rating:7.18 Overall Rank:2229]
james elmore
United States
St. George
Utah
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Teamwork Often overlooked as most wargames are 1 on 1. Axis and Allies and Napoleon are 2 other exceptions that jump to mind.
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23. Board Game: Empires in Arms [Average Rating:7.51 Overall Rank:612]
Andrew Migliore
United States
Portland
Oregon
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Diplomacy

Getting a reluctant ally to do something for you in exchange for something you are willing to give up or because it is your mutual interests.

There is nothing more satisfying than calling an ally after being declared war on, or doing a declaration of war on another power with the support of one or more allies.
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