An imagi-nation is, of course, a fictitious country upon
which wargames can be thrust without any need to worry about historical
accuracy or whether Zulus fighting Medieval France makes any sort of logical
sense. I suspect that the idea is as old as wargaming. Both Tony Bath and Don
Featherstone comment on the idea in their books.
Bath, of course, was by far the most enthusiastic,
suggesting very strongly in ‘Setting up a Wargames Campaign’ that, at least for
ancient wargaming, an imaginary continent was by far the best way of wargaming.
His own continent was big, took a lot of effort to run and famous, as he wrote
bits of it up for Battle Magazine, and when that closed, in Military Modelling.
Featherstone seems slightly more ambiguous over the subject.
Both comment on one campaign where ACW armies fought ancient ones, and lost
comprehensively. As Featherstone was the horse and musket collector of the duo,
perhaps his lack of enthusiasm stems from this experience.
Nevertheless, it does seem that ancient wargaming is a more
popular era for imaginary warfare, perhaps followed by the Eighteenth Century,
perhaps under the influence of Charles Grant’s ‘The Wargame’ where he included
a mini-campaign from the Dover group’s imaginary principalities.
I do tend to find fewer imaginary campaigns in other
periods, and it is slightly interesting to speculate why. Why not, in fact,
have an imaginary Napoleonic war, or an imaginary World War Two. In terms of
the issues with ethics of at least the latter which I have previously commented
upon, it would seem to be the perfect solution. No concentration camps, the SS
could be represented as a courageous elite with no shooting of prisoners or
civilians to be taken account of.
And yet there seem to be very few imaginary WWII wargames.
Even something like ‘A Very British Civil War’, which I have seen at shows,
does not really fit the bill as it takes as its background the real world. Even
fictitious scenarios within the war are more likely to be based on a particular
action, within a given campaign, than, say, your average ancients game.
I suppose that there is a lot more information around for
World War Two, and an awful lot more battles of all descriptions. If you look
hard enough you can certainly find, for example, British against French forces,
or Russian against Japanese, alongside the obvious and main protagonists.
Perhaps there is less in the way of imaginary combinations because most of the
combinations which can be imagined actually happened.
The situation with ancients is, of course, very different.
There are a lot more nations, to start with, giving a much, much larger pool of
armies. The time scale over which ‘ancients’ wargaming spreads is also much
wider, and the protagonists are, it is at least plausibly claimed, much more
equally matched in terms of equipment and organisation, while armies from, say,
the Napoleonic Wars and World War One (only a hundred years different) would
not be a fair match up.
I suppose (and I have never indulged in this, so cannot
comment directly, but someone (Chris?) observed in a comment) that colonial
wargaming is a sort of imaginary world gaming. Now, obviously there were real
world colonial battles, some of them quite interesting, but a lot of colonial
wargaming is, I suspect, based on a sort of imagi-nation style. If you do not
believe me, then check out the chapter ‘Domestic Wargaming’ in Featherstone’s
‘Solo Wargaming’. It is a brilliant idea, and one I have never quite got around
to executing (along with many others, of course).
The point, surely, about imagi-nation wargaming, is that it
allows us firstly to divorce our battles from real world constraints, so we do
not have to find the historical precedents for what we put on the table, just
some sort of justification, and secondly that, as mentioned, we can also
divorce the ethics (or lack of them) of the real world armies from those of our
table top.
Perhaps, however, we already do this; the person who places
an SS Panzer division on the table may well have already entered an imaginary
nation where the nasty brutality of the units is washed away, and all that is
left is a brave and efficient unit with cool weapons and uniforms.
I suppose that all that has been leading up to a report from
the imaginary front line of Fuzigore. I have no intention of posting battle
reports (unless anyone really insists) but a brief resume will suffice. The
battle following on from the campaign I reported a few weeks ago was nothing if
not chaotic, with Ht-uos emerging a narrow winner and Ocram and his new Cillag
lady friend nearly getting caught up in the rout of the Ht-uos infantry, only
to be saved by the father of the said lady friend’s cavalry base.
After the battle, the T-sae army unexpectedly surrendered (I
rolled a 1; what can you do?) and the campaign closed. However, some elements
of T-sae were not happy with the outcome (or the loot) and promptly crossed the
border in Emor and besieged a city, Trazibon. The Emoran relieving force was
very neatly ambushed and defeated, and the city surrendered.
So now the full Emoram army has deployed to recapture the
city and administer a beating to the T-sae. The T-sae, looking to restore their
honour in battle are deployed just outside the city to defend the Cillag
civilisation and their way of life, and to bring it to the barbarians of
Trazibon (of course, you could look at that the other way around).
This was done with a few dice rolls and a bit of prose
narrative. It probably also helps that I have recently finished painting every
Early Empire Roman figure I possess, so they need a bit of an outing, although
I didn’t expect them to get such a beating in the ambush.
But that is the joy of wargaming, and wargame campaigns,
even in Imagi-nations.
That pretty much sums it up I think. I'll add the extra thought that it makes it easier to adapt out of period battles to the table without worrying about soldiers wearing the wrong hat or carrying cylindrical vs oval shields.
ReplyDeleteAnd you can even switch back to a historical scenario is you have the mind.
DeleteAnd don't discount the sheer joy of creativity that a lot of people are getting out of their imagi-nations.
ReplyDeleteThere seem to be lots of blogs written by wargamers about Ruritanian states they have invented and populated with characters, situations and armies of their own devising. It sometimes seems that fighting battles is secondary to the fun of building countries, governments, royal houses, etc.
Oh, yes.
DeleteIn fact, quite a few seem to be so taken with their creation that they forget to have battles.
But creativity is as creativity does.
Absolutely excellent blog, most inspiring.... if it weren`t already take (by you) I`d steal the name "Polemarch" for my own imagi-nation campaign... what a neat name for a county or state.
ReplyDeleteSteve :))
I have been playing a campaign, for some years, involving medieval nations Bogavania (vaguely eastern European) and Beerstein (vaguely Germanic).
ReplyDeleteAfter the defeat of Bogavania the remnants of its aristocracy and armies have been given land in neighboring Fezia (equivalent of the ottomans combined with ancient Persia), to secure the border against Beerstein.
We are gradually moving it into the renaissance and then horse and musket. We might just keep moving it into later eras, using the same hex map and plastic drawers with hidden sips of paper noting troopss and supplies. to determine our 1/32 armies positions prior to deployment.
We also have some non-human neighbors who have not. as yet entered the conflict - orks, undead, Chaos and Dark Elves.