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Changed: 1c1
Wargaming (often called conflict simulation or consim gaming - see CoSims) is simulating battles or entire wars.
Wargaming (often called conflict simulation or consim gaming - see ConSims?) is simulating battles or entire wars

Changed: 6c6
* dice
* dice - generally used to add the element of chance. Given that many military actions have been influenced or even decided by odd events, straight-forward strategy games such as chess and go may be considered too abstract to represent real war.

Changed: 8c8
Board wargames typically use cardboard counters to represent the units, and a printed mapboard as the playing surface. Miniatures games typically use miniature plastic or metal models for the units and model scenery placed on a tabletop or floor as a playing surface.
Board wargames typically use cardboard counters to represent the units, and a printed mapboard as the playing surface. Miniatures games typically use miniature plastic or metal models for the units and model scenery placed on a tabletop or floor as a playing surface. Computer wargames may take either approach and display the units and scenery on the monitor screen.

Changed: 10c10
Wargaming should not be confused with [real time strategy]? games because wargaming is [turn based]?. Wargames focus on the ability to analyze in-depth, plan, and make strategic decisions. Real-time-strategy games focus more on reflexes, coordination, and the ability to make quick decisions with limited information.
Wargaming should not be confused with so-called [real time strategy]? computer games because wargaming is generally [turn based]? (an obvious exception being 'in-the-field' wargaming by military organizations). Wargames focus on the ability to analyze in-depth, plan to achieve a goal, and adjust plans to changing circumstances. Real-time-strategy games (which might better be called vastly-speeded-up-time-strategy games) focus more on reflexes, coordination, and the ability to make snap decisions with limited information.

Changed: 14c14
H.G. Wells' book Little Wars was about wargaming.
H.G. Wells' book Little Wars was an attempt to codify rules for fighting battles with toy soldiers (miniatures), and make them available to the general public.

Changed: 16c16
Wargames have existed for centuries, with chess as an ancient example.
Wargames have existed for centuries, with chess as an ancient example. In fact, one could make the case that all competitive games which have a winner and loser may be considered wargames.

Changed: 18c18
One of the main difficulties with wargaming is complexity of rules and record keeping. Extremely detailed wargame rule sets (some of which require hundreds of pages of small print and intensive recordkeeping) result in a slow game and have led to the rise of computerized turn based wargame programs such as Panzer General.
Wargames, like all games, exist in a range of complexities: some are fundamentally simple (so-called "beer-and-pretzel" games), while others (generally in an attempt to increase the 'realism' of the situation) produce rule sets that may encompass a large variety of actions (so-called "monster" games).

Added: 19a20,21
One of the main difficulties with wargaming is the level of complexity of rules and record keeping. Extremely detailed wargame rule sets (some of which require hundreds of pages of small print and intensive recordkeeping) generally result in a slow (and for many, less enjoyable) game. Simple rule sets, on the other hand, may not cover events that historically took place in a conflict, forcing the players to invent "house rules" to resolve disputes.


Changed: 22,24c24,25
* no recordkeeping
* ability to view the battlefield? from many different viewpoints (thanks to modern 3d games)
* ability to start, stop and save the game at any time.
* no recordkeeping (the computer handles all the 'paperwork')
* ability to start, stop and save the game at any time (if you have no need to coordinate with a human opponent). Note that this is also possible with board games, as long as no children or animals have access to the game area...

Changed: 28,32c29,33
* computer strategy may not be as good as a human opponent
* lack of human interaction
* computer arbitration allows more complex rules, which can be more difficult to understand and analyze
* ability to view only a small part of the battlefield in detail at a time
* players can't easily modify the rules or adapt them to similar situations
* computer may not be as competent as a human opponent
* lack of human interaction (of course the computer won't tip over the board if it is losing..)
* computer arbitration allows more complex rules, which can be more difficult to understand and analyze; especially since these rules may be "hidden" from the player(s)in the software code.
* ability to view only a part of the battlefield in detail at a time
* player(s) can't easily modify the rules or adapt them to similar situations

Added: 34a36
A faster alternative (not available with all games) is playing over a direct connection, either LAN, modem or Internet.

Wargaming (often called conflict simulation or consim gaming - see ConSims?) is simulating battles or entire wars

A typical uncomputerized wargame consists of

Board wargames typically use cardboard counters to represent the units, and a printed mapboard as the playing surface. Miniatures games typically use miniature plastic or metal models for the units and model scenery placed on a tabletop or floor as a playing surface. Computer wargames may take either approach and display the units and scenery on the monitor screen.

Wargaming should not be confused with so-called [real time strategy]? computer games because wargaming is generally [turn based]? (an obvious exception being 'in-the-field' wargaming by military organizations). Wargames focus on the ability to analyze in-depth, plan to achieve a goal, and adjust plans to changing circumstances. Real-time-strategy games (which might better be called vastly-speeded-up-time-strategy games) focus more on reflexes, coordination, and the ability to make snap decisions with limited information.

Modern wargaming grew out of the military need to study warfare? and to 'reenact' old battles for learning purposes.

H.G. Wells' book Little Wars was an attempt to codify rules for fighting battles with toy soldiers (miniatures), and make them available to the general public.

Wargames have existed for centuries, with chess as an ancient example. In fact, one could make the case that all competitive games which have a winner and loser may be considered wargames.

Wargames, like all games, exist in a range of complexities: some are fundamentally simple (so-called "beer-and-pretzel" games), while others (generally in an attempt to increase the 'realism' of the situation) produce rule sets that may encompass a large variety of actions (so-called "monster" games).

One of the main difficulties with wargaming is the level of complexity of rules and record keeping. Extremely detailed wargame rule sets (some of which require hundreds of pages of small print and intensive recordkeeping) generally result in a slow (and for many, less enjoyable) game. Simple rule sets, on the other hand, may not cover events that historically took place in a conflict, forcing the players to invent "house rules" to resolve disputes.

Computerized wargames have several distinct advantages over paper and pencil wargames:

Disadvantages of computerized wargames:

Computer wargames are often played against human opponents via e-mail (by exchanging save-game files) to provide the human interaction and a more interesting opponent than that of the program. This has the disadvantage of taking much longer to finish the game, depending upon how often the players check their e-mail. It is still much quicker (and easier) than the previous method of playing board wargames by postal mail. A faster alternative (not available with all games) is playing over a direct connection, either LAN, modem or Internet.

Types of military wargaming:

Usually, military wargaming can be broken down based on what technology is available to the 'armies' involved, what military era or war the 'army' is from, and the scale of the conflict.

Popular military wargame timeframes:

Scales:


External Link:
James F. Dunnigan, one of the leading commercial wargame designers, has placed the 2nd edition of his book [The Complete Wargames Handbook] on-line. It presents a broad view of wargames including professional military simulators, commercial simulations, and real-time-strategy games, as well as the turn-based wargames more commonly referred to as wargames.


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Last edited October 4, 2001 4:45 am by 162.129.26.xxx (diff)
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