What a magnificent and memorable occasion! I am recently returned from a four-day wargaming extravaganza at our friend Phil's large and lovely holiday home in France. Eight of us convened there on Thursday evening and had fun fighting and feasting until our Tuesday morning departure.
The hardcore wargaming was leavened by non-military-related card and board games. The full list of games played was this, I think:
Gettysburg (BBB) - the iconic American Civil War battle, with custom terrain
Gravelotte (BBB) - the epic Franco-Prussian War battle, with custom terrain
France 1940 (O Group)
WWII naval Pacific (Nimitz)
WWII naval North Atlantic (Nimitz)
Startups (card game)
High Society (card game)
Junta (board game) - the classic game designed by Vincent Tsao, friend of BBB and quartermaster of the Corlears Hook Fencibles
Decrypto (party game)
Dorking 1875 (BBB)
Dorking 1940 (O Group)
I will focus on these last two because it was such a delightful conceit on Phil's part to run them both. Many wargamers will know of the book by George Tomkyns Chesney, The Battle of Dorking: Reminiscences of a Volunteer, published in 1871, about a fictional future German invasion of England in 1875. Some readers may even have wargamed the Battle of Dorking, as I am sure I have seen it done as a convention game a couple of times. Anyway, this time it was our turn, as Phil had decided he wanted to do it. In fact, he was so keen that he cut out custom hills for the terrain and was still frantically painting the last guardsmen when we arrived. We duly fought the 1875 battle and enjoyed it so much that it seemed a good idea to fight a 1940 version as well.
Some 17 annotated photos tell you how our two games went. A few reflections follow.
Reflections
The value of what-ifs. I wrote a "Reflections on Wargaming" essay on this a couple of years ago. Both our Dorking games were extreme what-ifs, gaming battles as part of invasions that never happened. Nevertheless, they were thought-provoking and generated much discussion about both putative invasions. Essentially this boiled down to the conclusion that the existence of the Royal Navy ruled them both out, barring some Wunderwaffe of the kind hinted at but not properly described by Chesney. As for the battles themselves, the 1875 one went pretty much the way Chesney has it - given another turn or two, the thin red line would have collapsed under the weight of German numbers; the 1940 one was instructive in how difficult it was for the Germans to make progress until the Stukas blew a hole in the defenders.
The value of custom terrain. The terrain shapes the battle. For historical refights to have the right shape, it is therefore important to represent the terrain reasonably accurately. Hills are a particular challenge in this respect (see my essay on that too). For the Dorking game (and Gettysburg and Gravelotte), Phil had gone to great trouble to carve custom hills of exactly the right shape. These undoubtedly made the games more realistic, not to mention looking great. It's not worth the effort for every battle, but for major ones like these that are likely to be played again and again it surely is.
Rationalizing the dice. BBB's use of 2D6 for unit activation, firing and assaults means that, while 'average' results will predominate, there is always a small chance of something rather less likely happening. When that occurs - the devastating fire being brushed off, the overwhelming assault repulsed, the vital brigade next to the commander-in-chief failing to move at the critical time - it is important to be able to tell ourselves a plausible story about what must have happened to produce that result. A nice case in point arose in the 1875 game. Dave's corps was poised to swarm my few defenders on my ridge. The random event for that turn was that the East Surrey Hunt appeared at Polesden Lacey. Three of Dave's brigades promptly failed their movement rolls and sat paralysed for an hour. Our rationalisation? Clearly, they had heard the Hunt's hunting horns and assumed a large force had arrived on their flank!
Getting the toys on the table. While a lovingly crafted, perfectly balanced scenario that generates a close contest and a nailbiting climax is always welcome, there is also considerable pleasure to be had from much less tightly scripted affairs. Our 1940 game was the sketchiest of scenarios - after all, it was entirely fictional anyway - Phil just gave both sides whatever he liked, reinforcing the Germans as they bogged down and reinforcing the British as their defences creaked. The ultimate meta-victory conditions were achieved - he got his toys on the table and we all enjoyed a good-looking game and a ding-dong scrap.
An army marches on its stomach. The rations during our four days were excellent. It behoves me to pay tribute here to the redoubtable Lisa, who conjured up culinary miracles every day, amazing in both quality and quantity. Fortunately Phil's cellar had sufficient wine and Armagnac to wash these down. Fair to say the troops' morale was high throughout.
The HQGE. Another of my "Reflections" essays was this one on the "High Quality Gaming Experience". It lists six key ingredients: Terrain, Troops, Venue, Rules, Scenario, Company. Our four days in France had all of these in spades. This was an Extremely High Quality Gaming Experience and one I hope will be repeated. A la prochaine!
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