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Sunday, February 18, 2024

On wargames campaigns (after Polemarch)

The excellent blogger Polemarch has recently put up a couple of thought-provoking posts on campaigns. The first talks about types of campaigns, concluding that they are often better in the idea than the execution; the second offers further reasoning about why that might be. 

In the ancients era that I usually game and with the types of large set-piece battles I most enjoy, campaigns tend to not have much value. In this era, campaigning was (with one or two notable exceptions) essentially about bringing one's enemy to battle in circumstances least advantageous to them. The battle was had. If the winner was the home team, the invaders were dispersed and the game, so to speak, was up; if the invader was victorious, terms would be reached and the thing was over (unless of course you were fighting the Achaemenid Persians or the Romans, who would [eventually, or fairly immediately, respectively] raise another army and make you do it all again).  

The interest then in this era is to try to get battlefield advantage. That is not usually best expressed by manoeuvrings over a campaign map, but by some sort of pre-battle system which modifies morale, numbers, terrain, deployment or leadership to the benefit of one or the other side.

If one is to do this, it is quite useful (as indeed it is for just about any circumstance!) to read Caesar to see the kinds of things he considered important when choosing if or when to give battle. 

To me it seems that ancients campaigns work best at either the grand strategic or the tactical level. You can follow the fortunes of nations over years or decades, where competing powers look to prise provinces or regions from one another, or you can follow the fortunes of smaller entities raiding or subduing neighbours in lower intensity local conflicts.

I tried a solo campaign of the latter type set in tribal Iberia. I put quite a bit of time into it, but it simply wasn't exciting enough. It turned out I'd rather refight Zama for the tenth time than try to sustain interest in endless minor encounters between similarly equipped neighbours over local concerns.

For the former type, you can't beat boardgames. If you want to replay the Punic and Macedonian wars, it's far better to do it in a boardgame in one sitting than to stretch it out with questionable bespoke rules to take up three months' worth of miniatures battles, trying to involve players whose chance of winning was, after the first week, only slightly better than nil.

I remember that the time I was most excited about campaigns was back in the Warhammer Fantasy Battle days, when I was young, had oodles of time, and thought that defending a pass against a tidal wave of Orcs was the perfect way to spend a Sunday (and the week before it mulling over army choices!).

The difference here is the difference: you could have Orcs, Goblins, Elves, Dwarves, various humans, all with different characteristics and fighting styles, and all within a realm's distance of one another without doing violence to backstory. Celtiberian tribal dominion versus Celtiberian tribal dominion does not offer quite the same opportunites for variety.

For me, if I want to get six people involved in a game, there are two choices: a boardgame, or a multi-command set-piece battle.

But it's good to be open to being convinced otherwise!


9 comments:

  1. I see your point but I think there are a kind of games to make campaigns interesting, especially when sides have similar forces. For example Dux Britanorum from the Lardies, a sort of narrative campaign where what it happens before and after the encounter matters, so there are special rules for many things other than clashing armies, that spice up the games and gives identity to your forces to the point of getting you involved in their future. Here's a review of the game: https://meeples.wordpress.com/2014/10/09/review-dux-britanniarum/
    OTOH, I remember playing fun campaigns with DBA just because the players role played as generals and make pacts, treasons and general banting.
    However, nowadays people are not interested in investing much time in gaming or anything else, and they rather have a quick game than a campaign. Actually, they all say they do not want to play campaigns anymore even before I can say something else; and yes, we also have fallen into 4-6 players gaming board games as they are easier and faster to prepare and play, and you can also play them with snacks and drinks.
    Cheers,

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    1. Thanks for your thoughts, Blacksmith. Dux Britanniarum sounds good. It possibly has more of that imagi-nation / fantasy feel - you roll up a kingdom, leader, champions, and sort of create your own version of a dark age world (if I'm understanding the review correctly) and become invested in the character / role play aspects of it that complement the battles themselves.

      I suppose my own view of campaigns is coloured by the fact that I've mostly been a solo player. Boardgames however I've played in groups. I guess if you had enough likeminded folk to commit to a campaign you would get more enjoyment out of it as you suggest with DBA.

      Thanks again for your thoughts! Much appreciated.

      Cheers,
      Aaron

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    2. Yes Aaron, I think it's more about having friends with same interests and commited in a project than an appropriate ruleset to get a good campaign. Maybe something in the lines of the people from little wars tv. Best,

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  2. Great post Aaron and something that's always spinning cogs in my head. I'm inclined, mainly because of Rome total war, for a large area control type campaign (the long term goal of my ancients project) A large decisive battle to shift the control of a region or not, and I think Empire, Age of Hannibal or something of its ilk will have that covered.

    I wonder if something like Solitaire Caesar would generate some interesting linked battles with overarching consequences on the map.

    I'm also interested to see what Mark Backhouse has in-store, I believe he's working on a campaign system for Strength and Honour.

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    1. Hi Tony, yes, Solitaire Caesar would probably be a interesting choice if you wanted to select particular battles to play out. It would take a long time to get through an entire game if you were going to resolve each individual encounter on the tabletop, however!

      I haven't picked up Strength and Honour yet, but it is on my list. It sounds like an interesting set of rules, but it is slightly later than the period I usually play. No doubt it could be adapted for Macedonian and Punic wars if one wanted to though. A campaign system would be interesting as well.

      Cheers,
      Aaron

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    2. Yes resolving the battles in a timely matter is certainly what's been on my mind. It has again sent me on the path of homebrew rules. I have a friend coming round, fan of total war, interested in having a table top battle, so I've made up a very stripped back game. Its along the lines of Portable wargame, Lost Battles-esque combat and DBA PIP contorted into a Frankenstein's monster. Hoping it'll be quick, straight forward, easy to remember and hopefully satisfying. Ill find out Monday.

      Another solo campaign system potential was (yet unplayed) Hannibal ad Portas print and play from Wargames Vault.

      Strength and Honour has a Macedonian and Punic war supplement waiting to be published. I'm sure I've seen the author explain its both campaign system, successors, definitely Punic as Mark Backhouse has been showcasing Cannae at shows.

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  3. I have been observing a campaign game being run on a Discord Server with about half a dozen players per side and quite a number of spectators - who can see everything that is going on but cannot comment. When the campaign movement leads to a battle, this is fought out on a Tabletop simulator. The Game Master has a lot to do to keep the game going between everyone's work and family commitments - and different timezones, most being in the US but at least one player in Australia. They seem to be having a great time, so clearly campaigns can be made to work well.

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    1. Hi Kim, that sounds interesting, and has reminded me of an online campaign I took part in set in the English Civil War, which was a great experience. Remembering that I might have to reevaluate my opinion on campaigns!

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  4. Aaron, I'll try to convince you otherwise! :)
    We played a really interesting campaign based on the latter years of the Cimbrian War 103–101 BC using an article by a fellow named Ben Yates that appeared in Miniature Wargames Issue 209, October 2000. If I recall correctly, movement was by regions/zones, but the really interesting bit was the need to train the Roman legions to make them battle ready. I played the Romans and we are handed defeat after defeat (in sizeable battles), until the Senate took it seriously and we got some decent troops—not to mention one Gaius Marius.
    Regards, James

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