I have been further pondering the
reasons why I really do not like more modern wagaming. By this I mean that I
have never, in fact, wargamed anything seriously (insofar as wargaming can be
serious) later than the Napoleonic period, and that was only because I was a
guest. All right, I have, somewhere, stashed away, some very old microtanks. I
can only plead teenage ignorance for that.
Still, I do feel somewhat
uncomfortable with games from, say, the start of trench warfare onwards. The
reasons for this might be manifold, of course, and I can think of a few, but
overall I suspect that there is one overriding reason.
Let me deal with the lesser
reasons first. To start with, wargaming in World War One has often been thought
to be boring and lacking in tactical interest and finesse. I do not think this
is a particularly good argument, largely because it is not terribly true.
Granted, there were only limited options for getting men from these trenches to
those, but the war shows immense grappling with how to do it effectively.
Innovations such as poison gas, tanks, hurricane bombardments and mining all
showed efforts to solve the tactical problems of the mastery of defence.
A second objection to twentieth
century and later wargaming is that it is not pretty. Armies had (mostly) gone
to ground and were wearing field grey, khaki and similar uniforms. Even
American Civil War armies had colour, it could be argued. A World War One game,
on the table, simply looks a bit dull, because that was the effect the armies
were looking for. As an objection to the period this is, I think valid.
Compared to a full blown Napoleonic game, a First World War one is simply not
going to have the same visual appeal, and visual appeal is part of the wargame.
Of course, this is a matter of taste, and mine might not be yours. On the other
hand, the aesthetic quality of a game is not the sole determinant of whether it
is worth playing.
Of course, we could go on with
these sorts of objections. I am sure there are many more which could be bought
against any particular period. For example, Second World War wargaming tends to
focus on the tank, with its problems and opportunities. Much of the fighting,
however, was between troops where the tank was of less use or, in some cases,
was simply a liability. Another problem, which I have mentioned before, is the
simply range of the weapons. A tank gun is accurate up to (say) two thousand
meters. That needs a big table at any scale. Artillery ranges, of course, are
even longer. This can, of course, be handled by ‘off the table’ guns, but given
the intrinsic appeal of models, where is the fun in that?
None of the above, however, are
the reason why I recoil somewhat from these games. I suspect that the real
reason is related to the issue of what is known as ‘total war’. This is a term
which begins to be applied roughly from the American Civil War onwards. It
describes a situation where the countries at war are regarded as fighting each
other, not just the armies, rulers or governments. Total war requires the
employment of all the resources of the state to defeat another state. Given that
this is the case, the war is conducted against civilian populations as well as
armed forces.
We can see this in a number of
ways. For example, the British defeated the Boers by rounding up the civilian
population, denying the enemy the protection and support they needed for a
guerrilla campaign. Similarly, Germany declared an open submarine campaign to
try to starve Britain into surrender. The target here were not combatants, nor,
in fact, necessarily British merchantmen, but any ship sailing to Britain. The
nascent bombing campaigns towards the end of the war were similar cases, and
these things simply grew in the Second World War.
Total war, therefore, is a
matching of state against state. Economies are placed on a war footing. Civilians
are targeted deliberately, as the production facilities and government capabilities
are attacked. Furthermore, the advent of truly industrialised killing, through
high explosive artillery and machine guns made the casualty lists incredibly
much longer. I seem to recall that the casualties at Waterloo on all sides were
about 47,000. The British army lost 60,000 on the first day of the Somme. Total
war pushes our ability to wargame, I suggest to its limits.
I am not saying that we cannot
wargame such battles as the Somme. I know that there are many sets of
innovative rules which permit such actions to be played at the tactical, grand
tactical and strategic levels. It is not, I think, a matter of whether such
games can be played, but what is represented when they are played. For example,
the Somme was only possible due to a huge effort of production and stockpiling
artillery shells before it. Without that, the battle could not have begun. Is
this to be represented in our wargame?
The answer to that question is
dependent on the level at which we are gaming. But the question pulls other
questions in. Do we represent the air raids on defenceless civilian
populations, which might reduce the rate of production? Do we simply ignore the
supply problem, assume that our guns have infinite supply and distort the game
another way? These and many similar
sorts of questions have to be either tackled 9in which case our rule book is
going to be massive) or tacitly ignored. In short, total war is vastly complex
as well as devastatingly bloody. How can a wargame represent, even in part, the
problems of the real armies and nations?
Most sane people, of course,
ignore these problems and simply play a wargame. But the underlying uneasiness
seems to be still there. There is a slight defensiveness from, for example,
players whose armies are the World War Two Germans. I suspect that this is
because, whatever the claims to the contrary, the army was involved in some of
the other acts of the German government, if only because it was defending the
nation from some of those acts being stopped.
I am not sure I have advanced my
thinking much, here, but I have tried a little. I do think that there is some
mileage in the concept of total war, and that, probably, we try to wargame such
conflicts too simply. But I’m still not sure.