BOOK SUMMARY:
The Games of War has a subtitle that pretty much tells it all. It’s a collection of rules for using toy soldiers, ships, and planes in tabletop games of strategy and tactics. There are rules that cover nearly every conceivable conflict from the ancient past to the fanciful future. The book is divided into seven chapters, each with a different theme.
Chapter one introduces the reader to what wargames are and aren’t. There is advice, not only on what’s needed to begin gaming, but also on what’s needed to host a wargame. This chapter contains a simple but adaptable set of rules that is the basis for most of the rules that are in this book. Chapter one includes a framework for campaigns. Campaigns are extended games that rely on strategic movement to bring the miniature armies and fleets to battle. Finally, the author, a science teacher who has also taught history, has incorporated these “war” games into his history classroom as “labs.” Student interest rises and they experience “first hand” what they studied. There are several sample labs and directions for their use in the history classroom.
Because it only improves the whole experience to have some knowledge of the era that you’re gaming, each of the subsequent chapters provides an explanation of the period and a bibliography of useful books.
Chapter two covers the warfare of the ancient empires into the Middle Ages with four separate sets of rules. “We who are about to die salute you!” is unique because it covers gladiatorial contests.
Chapter three is titled “The Horse and Musket Era.” From the pike and shot of the English Civil War to the killing fields of the American Civil War, nine sets of rules let you game with the most colorful armies ever to take the field. While these rules use units ranging from regiments to divisions as their basic playing piece, “Ambuscade” provides the opportunity to skirmish in small groups where one figure equals one man. You won’t have to be crazy to be Napoleon!
Chapter four takes the reader into the 20th Century (Actually, it includes the 21st Century as well.). Seven different sets of rules cover the changing face of ground war from WWI to the present. “Combat Patrol” is really more a method to use the other rules to replicate small unit patrols, sort of “paintball” without the “pain!”
Chapter five is titled “Sky Warriors.” There are three sets of rules that cover air warfare from the first flimsy biplanes to the latest jet fighters. Detailed listings of aircraft and their capabilities bring these warplanes to life. A unique “kriegspiel” type of movement is incorporated to give a fast moving game in limited space.
Chapter six sets sail with nine sets of rules. From the Greek triremes to Aegis destroyers, naval warfare is thoroughly covered. For the pirate wannabes, “Cannon and Cutlass” lets you swash your buckles with the best of them. “At Periscope Depth” lets you command a submarine on patrol in the equivalent of a naval dungeon adventure. Most of these rules utilize a free form of movement that lets you get your feet “wet” in high seas action!
The last chapter with its five rules sets, covers everything the previous chapters don’t. “Spears and Spells” lets the reader do fantasy games with or without miniature figures. “Dodge City” is trip back in time to the Old West, or at least as it was portrayed in the classic Westerns. “Law and Disorder” is a cops and criminals game. The author wrote these rules to challenge one of his former students who is a police officer. He met the challenge well! “Saturn Blocked Our View” takes a different twist on space wars, especially as portrayed in the movies.
There’s a short table of unit organizations for WWII armor divisions to help organize armor battles. And finally, there’s one more set of rules. Really, it’s just a modification to a set presented earlier.
THE BOOK’S APPEAL
Why play wargames with miniatures when there are computer and board games that do the same thing? Computer games have great visual and auditory effects. But, playing a computer game is just not as social as wargaming with the “toys.” The toys are just as visually rewarding and have a tactile satisfaction that a computer interface can’t. If the computer game has a flaw in its design, other than waiting for a new game to be released, you’re out of luck. With rules such as the ones in this book, you can “fine tune” the rules to suit your taste. Your only limitations to your game scenarios is what you own and your imagination! Finally, part of the fun with miniatures is the collecting!
Why wargame at all? Doesn’t it train people to be violent? Well, no more so than the first major wargame, chess! While it may be possible to use the games for training purposes, it’s still just a game. It’s more like taking a role in a “movie” that you’re watching. Playing wargames won’t make one more prone to violence anymore than playing baseball would. With baseball, you beat a ball with a large club.
THE BOOK’S AUDIENCE
Who would play wargames? Anyone who has an interest in history, particularly military history, would have their opportunity to safely step back in time and “experience” it! People who like to play paintball would love miniature wargames. Paintball has its limitations (no tanks and air strikes available!). If you loved your old toy soldiers, or still collect them, now they’re not just collecting dust. Who else would like this book? H. G. Wells, in his own wargame book, Little Wars, wrote “for Boys from twelve years of age to one hundred and fifty and for that more intelligent sort of girl who likes boys’ games and books.” That pretty much sums it up!