I have, I think, written before
about emergence as a concept in wargaming, but I suspect that there is a bit
more to say, more specifically. This pondering was triggered by a piece on Ross’
blog about sixteenth century wargaming, and the cross over between skirmish
type games and big battle ones.
Specifically, I think Ross was
considering how small units, which we might find in a skirmish wargame, became
bigger units which we might use in a battle wargmae. When does one become the
other? When does an individual become part of a unit, and when does a unit become
part of an army?
Of course, this is a complex
question which I can only pretend to have a stab at answering. Intuitively we
sort of know the answers, at least at the extremes. A skirmish game is one with
a handful or so of figures in which they move and act individually and who are
identified as individuals, perhaps with some characteristics, personal goals,
individual injuries and so on.
A battle level game is one where,
on the whole, personalities are ignored. A unit acts as a unit, and the only
individuals who may be taken account of are at the general level, or at most
the individual unit commanders.
The question to ask here, however,
is how does one merge into another? Is there such a thing as a ‘small’ battle scale, one in which units and individuals
matter? If so, how on earth could we wargame that?
Now, obviously, at the smallest
scale, the individual comes to the fore. The choices the individual makes, for
example whether to keep his head down or to charge forward, are specific to
that individual and the context in which he (or she) finds himself. Thus, at a
role playing game level, individuals, controlled by a single player, can make
these decisions. The decisions made are moderated by the player, the other
players (“You’ve not done anything brave all game”), the skills and abilities
of the characters and so on. But the individual reaction is based around some
sort of risk analysis by the individual concerned, and whether the potential
benefits will outweigh them.
A group of role players is
probably not a terribly good place to start an analysis of the next level up,
however. Player characters are supposed to be the hero level in their world,
and thus to be a cut above the usual soldier in a skirmish. You could add to
that role playing is, perhaps the ultimate in the assertion of modernist
individuality. In some games, after all, a single player character can take on
an entire army with a reasonable expectation of winning.
The shift up from a small bunch
of individuals to a small unit means that, in order for the game to be
playable, we need to defocus from the individual to some extent. We might not
have the same level of detail of skills and outlooks. We may retain that for,
say, the officers involved, but the men
start to look more like cannon fodder than anything else. We can also start to consider
the impact of orders and reactions to them. In role playing, there are few
orders per se; mostly actions are from peer pressure or simply ‘doing the job’.
In a unit based skirmish game, individuals can be given specific orders, such
as ‘provide covering fire’. Whether they are carried out efficiently or
effectively is, of course, a matter for the players and the rules, but the
principle is there.
At this level and the ones above
it there is not much room for the individual as individual. Our toy soldiers have become less individuals
on the battlefield, and more tokens of the troops and their types. This increases,
of course, as the scale of the battle increases. Once a toy solider is
representing more than one individual, the effect of those individuals qua
individuals is washed out in any rule set. The mass starts to rule.
Of course, this impacts on our
rules. The effect of 100 men firing is not the same as the effect of one man
firing. The former has some sort of averaged effect depending on range, average
training and so on. The latter is a matter of skill, plus a bit of luck. The
effect of 100 men firing is not the same as the effect of one man firing 100
times. At least, the moral effect of being on the receiving end of a volley of
100 shots delivered at the same time is going to be different from 100 single
shots, even if they all miss in both cases.
Moving up the scale, we have to
leave behind individual morale and decision making, and start to consider
command, control and unit morale. And of course, the word ‘unit’ can mean
varying things. Is it this platoon, this company, this battalion, this brigade,
this division, wing or even the overall army? The emergence of these higher
levels tends to wash out the impacts of the lower ones, and yet somehow those
lower levels impact on the upper ones. A unit is still composed of individuals
deciding to keep their heads down or not.
So when we come to a wargame I
think we do have to consider what level we are playing at, and what sort of
effects we are aiming for. The older sorts of rules still regarded the toy
solider as an individual. Once that legionary has thrown his pilum, he had to
get stuck in with his sword. There was not that much consideration of the unit
as a whole. If half the unit had thrown their javelins, there were still a fair
number of javelins left to go around.
More recent rules do account for
the unit, but perhaps in more abstract terms. The most widely known abstraction
of unit morale I know of is in the DBA family of games, where it is implied
that unit morale is included in the combat factors and die rolls. This might be
acceptable, but it does seem to have abstracted the whole question of
collective behaviour away, and, in fact, parked morale squarely on the army as
a whole, and, in part, on the player.
So there is no real answer to the
question of when a skirmish game is a skirmish game. But I guess we know one
when we see it.