Saturday, 13 November 2010

A First Stab at Some Rules

Lets try to do some serious thinking about rules and mechanics for the Greeks and Persians.

We’ve not got much to go on, but lets try with Marathon. I’ve just got Peter Krentz’ new book on the battle; I’ve not read it, but having it is nearly as good, isn’t it?

We know a few things about the action.

Firstly, the Athenians and Plateans were hoplites – spear, shield, body armour and greaves. Secondly, the Persians were infantry – bow, short spear, sword, quilted armour. We’ll leave aside the mystery of the Persian horse for the moment (at least until I’ve read the book).

We also know that the Greeks had a thin centre and normal depth wings (Herodotus Histories 6:111). The best Persian troops were in the centre. The Greeks broke the Persian wings and the Persians the Greek centre. The Greek wings then turned in and broke the Persian centre. The fighting was lengthy – this was no walk over.

So, how do we develop some rule mechanics for this?

Let’s start with the Greeks. Let a normal (8 rank) hoplite base have a baseline fighting value of 3, assuming we are using a D6 based rule set. This is actually quite an important decision, because it means that everything else is going to be based on the perceived fighting value of hoplites.

Now, it is clear that, in hand-to-hand combat, the hoplites had the upper hand against the Persian infantry (bow, spear, kitchen sink etc – what Phil Sabin calls in Lost Battles “the elusive heavy infantry archer”). So let us give the Persian infantry a basic 2. After all, Marathon is said to be lengthy.

Now what?

Well, the Greeks in the centre were thin, so lets give that a –1, and the Persians in the centre were said to be the best, so lets give the best a +1. So that makes the centre clash a 2 (Greeks) against a 3 (Persians). The wings will be 3 (Greeks) against 2 (Persians). It is also possible that the wing Persians were worse than average, so they could be an additional –1. But this sort of balance looks about right. On average, the Greeks should win on the wings and lose in the centre.

There is also the issue of the Persian shields. Now, the rumour has it that the Persians fought in depth with arrows, with the front bloke with spear and big shield thing, possibly stuck in the ground in front of him. What do we do about this option?

Rather than invent a new troop type, I think a +1 to the Persians with this, in the first round of close combat only, would cover it. Again, I’d guess that the best Persians would have this, so the centre battle becomes 2 against 3 + 1 on the first round.

Now, the other thing is about the shooting. The Persians were archers, and we know that the Greeks advanced rapidly to cross the ‘beaten zone’. There are significant arguments in the literature as to whether this was possible or not. Additionally, I presume that this means that the hoplites hit the Persian lines at a run, as the result of a ‘charge’ in all but name. Persian archery seems, in this instance, to have been fairly ineffective, possibly because the Greeks were armoured with metal.

So, the archery should have maybe a baseline 1. I suspect that as an English person, I have in mind the Hundred Year War archer with his machine gun. Persian bows were a long way from that (unless anyone has any evidence to the contrary?), so lets make them fairly feeble. The Greeks defensive armour would give them say a 3 or 4 against archery, and we can fix the combat results table so that they do not get ‘halt’ outcomes unless it gets really bad. Furthermore, the defensive factor against shooting would not depend significantly on the depth of the formation.

Hitting the Persians at a run should give a positive factor; say +2 in the first round of combat. So now, in the centre, we have the Greeks at 2 + 2, possibly –1 for being shaken, giving 3, while the Persians are at 2 +1 for being ‘the best’ + 1 for the initial shield wall, giving 4. In the second round, the Greeks will be at 2 while the Persians are 2+1. The Persian centre should be able to stand against the Greeks and ultimately, beat them.

On the wings, the Greeks are 3 + 2 for charging, maybe –1 for being shaken, while the Persians are at 2, assuming they have no front shields and are ‘average’ as opposed to ‘poor’. At 2 vs 4 or 5, the Persian wings should crumble quite nicely to the Greeks.

The only other questions are about command and control. The Greek wings were controlled and turned in by their commanders. I wonder how they managed that, and how we are going to make a stab at reproducing it. But that is, I think, for another week.

Monday, 8 November 2010

When is a state not a state?

I suspect that we all have some idea of what we mean by a state. In these days, post-1918 anyway, a state is usually a 'nation state', by which we mean a state is something of one nationality with a recognised central government and a well defined boundary.

Simple really.

Unfortunately, this is not the case. Take the term ‘Greek’, for example. Well, today, the term 'Greek’ is well understood as someone who comes from Greece, or an artefact that is from there, or food, or similar sorts of things.

Wind the clock back 200 years. What is ‘Greek’ now? A geographical area under the nominal domination of the Ottoman Empire? Somewhere to borrow marbles from, Lord Elgin?

I’m sure I don’t need to labour the point any more. Notions of statehood, too, are elastic. To the classical Greeks, the city was the state – a polis.

Now, I’ve been reading Herodotus, and one of the intriguing things about this work is the practically everywhere in his world, there are Greeks. When he talks about the north coast of the Black Sea, there are Greeks to consult. In Libya, there he finds Greeks. In the south of Egypt, we find, wait for it, Greeks. All along the coast of Ionia, and far inland too, we find the Greeks.

Now, either the Greeks got around a bit, which is quite possible as Herodotus himself seems to have done, or we have a slightly different meaning to the word ‘Greek’ to the great man himself.

To Herodotus, it would seem, the term ‘Greek’ is a cultural one, not a strictly political, national or even racial one. This would seem to be why he can say, with a straight face, that Greeks were in the Persian army when, so far as we know, there were no significant troops from what we know as Greece today there. Greek to Herodotus means a certain cultural, linguistic group of peoples who regarded themselves as Greek.

It goes a lot further than that, of course. We speak of a Persian army. What do we mean? Contingents of soldiers were there from all over the place – Egypt, Persia, Asia Minor, Babylon, and who knows where else. But Persia was a lot closer to our modern idea of a state than Greece was. It had a centralised administration and taxation, and was, in ancient terms a powerful, united state with a single head. Yes, there were rebellions, but that was true of practically every state in the ancient world, and rebellions were not unknown even in early modern states.

I think, though, that we tend to read back our concepts of ‘state’ onto the ancient world. The Romans would not really recognise the term. They ruled various places, one way or another. If the natives didn’t like it, they could submit or be invaded. Our experience of say, the Austro-Hungarian Empire or the former Soviet Union, or Yugoslavia suggests strongly that a modern composite state, one of various nations, doesn't work. And yet there is no a priori reason why not. On a certain view, all pre-modern states were composite, because the smack of firm central government was not readily present. Only when nationalism gets going, more or less in the nineteenth century, does the composite state start to fracture and collapse. Before that, most peoples were fairly happy to be ruled by a foreigner.

No ancient state could actually run its affairs across the whole breadth of its territory. Various empires found various sorts of solutions. The Romans ruled by province, with officials sent out from Rome. The Persians ruled by satrap, which seems suspiciously similar to me. Yet the Persians are deemed ‘alien’ and the Romans are ‘us’, even though they were not.

The exception to this seems to be the Greeks. The Greek cities (in Greece, at least) were independent. This particular culture has handed down to us a lot of our political language, and that has made the way other politics work alien to us. Greek culture has conquered us more thoroughly than Alexander ever managed to conquer the world.

At the risk of slightly repeating myself from a previous post, we thus tend to project onto the Persians some prejudice. For example, we view the Persian army as a heterogeneous mass of unwilling conscripts, scarcely better than slaves, and are hardly surprised when they get thrashed by the freedom loving Greeks.

On the other hand, the Persians managed to project force very successfully over a wide area of the ancient world. They did get beaten by the Greeks, yes, but they ran a large a successful empire with a powerful army, and Greece was a bit of a sideshow most of the time. Concepts of state and nationality are different now than they were then. The troops may have been levies, but that does not necessarily mean that they were ipso facto of low morale or poor training. They would have been supplied by treaty or agreement with the rulers of the towns and provinces, probably equipped by them, and sent off to the great king’s army. Along the way they may well have got the hang of marching together, a bit of weapons training and, most importantly, generated some esprit de corps.

Just because the troops were not fighting for their king and country (at least directly) in our terms, that does not mean that they would automatically be of poor quality. After all, modern studies of fighting men suggest quite strongly that the principal cause they fight for is their mates in the squad. Modern armies spend quite a lot of time engendering loyalty to country and regiment. It is hard to imagine that a contingent from Sardis would not be out to prove themselves better men than those wets from Ephesus, or wherever.

So again, we need to be very careful when grading troops. ‘Levy’ does not mean ‘poor’ necessarily. Nor does ‘not Persian’ mean ‘not enthusiastic’. It might, if the territory from which the unit hailed had been recently captured, or had rebelled and been re-subjugated, but it is not necessarily the case.

Oh dear. This is getting rather complicated. Now, I seem to have argued myself into the position that, to rate troops, we need to know the history of the area they come from. And, of course, we probably won’t.

Monday, 1 November 2010

What do we Want from Rules?

What do we want from a set of wargame rules?

This is a slightly more complicated question than appears at first sight. Initially, it is obvious that we require rules that enable us to push toy soldiers around a table and obtain certain outcomes which are satisfying in a variety of ways. These ways could be intellectually, narratively or historically predicated.

By this I mean that the outcome of a wargame has to be intellectually coherent, that is, victory does not arrive via illogical outcomes or Alien Space Bats intervening. The game has to be coherent as a ‘story’ (I use the term loosely); there has to be some thread connecting the events. And the outcome has to be believable historically; if the French routinely stomp the English at Agincourt then most of us would probably conclude that there was something wrong with the rules.

Wargame rules can be regarded as the interface between a fictive world – that of the game – and the real world, that in which the players move, roll dice and eat crisps. A player states that he will make a move in the real world – ‘I will move the Imperial Guard to Hougoumont’. This speech-act triggers activity in the rules layer – how are orders transmitted, how far can the Guard move in a turn, and so on. Then, in the fictive game world, the Imperial Guard moves forward. The rules turn real world speech-acts into fictive world activity.

In this model, the rules are the transparent interface between the players and the game ‘world’. They provide the means by which the real world decisions of the players are interpreted in the game world. Of course, the interface acts the other way, as well, in that the rules transmit the outcomes of interactions in the game world to the players. If two bases collide in the game world, then the activity of the players is moderated by the situation on the table. The game proceeds by a complex of real world speech-acts, rules level interpretation and game world ‘activity’.

So, on this view, we want rules to provide the real – game world interface as simply and cleanly as possible.

Unfortunately, this desire for simplicity contradicts the desire for historical accuracy. Somebody once said that command and control structures in real life armies were to enable commanders to do things, while in wargame rules they were to prevent players from doing too much. There is a degree of truth in this as the rules strive to force or persuade the players to act (in the fictive world, of course) in a manner that can reasonably be interpreted as ‘historical’.

This of course, is where complexity kicks in. If I’ve learnt nothing else from re-enactors, I’ve learnt that controlling large bodies of men on battlefields is not a simple thing. A few people can interact and copy each other fairly straightforwardly. Even a corps de ballet can by lots of training and a bit of practice, do things in unison. But 500 men on a noisy, frightening, dangerous battlefield is a different thing. The problem then is, of course, that our intuition says one thing about the actions and reactions of the unit, while the reality of a large body of men is different. And then, if you put that into a wargame rule set, it is easy to get accused of historical inaccuracy.

So, I submit that writing wargame rules is not a simple or obvious activity, but one which attempts to convert one set of complex human experience – a battle – into another – a wargame. Having tried to write a few sets myself, I think that we can be forgiven for getting it wrong more often than we get it right.

And then, of course, there is that fact that a few hundred or so equally intelligent and well read individuals around the world will go through the rules with a fine tooth comb and either complain about inaccuracy or find a way of weighting armies to squeeze maximum advantage out of the rules, in ways not envisaged by the writers.

This is, I think, what ultimately kills normal ancients rule sets. Someone finds that Inca, or Vietnamese or something similar, exploit the rules sufficiently to be almost unbeatable on the wargmes table. I seem to recall that Inca in one of the DBM incarnations was unbeatable simply because no one could kill the bases quickly enough to win, while their own side was worn down by sheer numbers and the odd lucky dice roll.

That is not, I think, wargaming, but rules exploitation, and it cannot be laid at the feet of the rule writer. But, usually, the writer does get the blame.

Sunday, 24 October 2010

Sulla He Isn’t

Just to prove that I do occasionally play wargames, not just pontificate about them, I present for your delectation a battle report; in fact, a playtest of the soon to be forthcoming Polemos: Imperial Rome set, Pontic vs. Republican Rome. I've even got some pictures, of dubious quality, but hopefully they will show the flow of the battle, even though they are hardly eye candy.

One afternoon some time in late summer in the 1st century BC, a Republican Roman army drew up in battle formation. To the extreme left were Moorish light cavalry, with cavalry to their right. Elements of an under strength legion formed the front rank of the centre, supported by their colleagues from the other legion behind. To the right came the main strength of the cavalry, Gaul’s finest.



Figure 1: The Roman Army from its right wing



The Pontic army, having arrived slightly later, formed up with light cavalry on its extreme right, followed by a mixed formation of stratiotas and bowmen. The pikes came next in a single line, supported on their left by skirmishers. Further left was the main force of Pontic cavalry, equal numbers of Greek horse and cataphracts. On the extreme left was more light horse.

Figure 2: Pontic Army from its left wing



The opening moves confirmed the two side’s battle plans. The Pontic aim was to strike with the left and then encircle the Roman foot while keeping the pike and soldateri out of trouble. The Roman aim was to hit the centre of the Pontic army with the legionaries while keeping the Pontic cavalry occupied.

The critical clash occurred on the Roman right, predictably, while the legions were still some way off contacting the Pontic foot. The cavalry action went totally the Pontic way; all the Gallic cavalry could do was flee.


Figure 3: The Clash on the Roman Right



Figure 3 shows the aftermath of the initial cavalry clash. Only one base of Gallic horse is still in action, while the Greeks and the cataphracts pursue the rest. In the foreground the Pontic light horse lurks. In the next bound it charged across the field and hit the surviving Roman cavalry in the flank, causing it too to disperse.

In the background, the legions are advancing and, further behind, the Roman left is moving forward to prevent the stratiotas from threatening the legion’s flank. The collapse of the Roman right meant, however, that the Roman left wing cavalry had to be transferred to prop up the right.

A slight lull in proceedings occurred as both sides reorganised. The Pontics rallied their victorious cavalry, while the rear line of legions about faced to counter the threat and the Roman left wing cavalry redeployed. The fatal clash occurred behind the Roman centre, as the rallied Pontic horse clashed with the Roman left wing cavalry.


Figure 4: The Clash Behind the Roman Centre



In this, too, the Pontic cavalry was successful, leading to the dispersal of the remaining Roman horse and, crucially, the incapacitation of the Roman general. The lack of command and control structure severely hampered the remaining Roman efforts, in spite of the fact that, remarkably, their morale held firm.

Figure 4 shows the cavalry clash in the foreground while, in the background, the Roman legion has nearly made contact with the phalanx. To the top left of the picture the stratiotas and bowmen can just be seen moving forward to threaten the legions, although their advance was slowed by the Moors.

The battle finished with the legion's attack on the phalanx which was uncoordinated and unsuccessful, a couple of legionary bases being lost and even the skirmishers holding against Rome’s finest. It had, the Roman commander considered, been that sort of a day.

Monday, 18 October 2010

Ancient Wargaming and Sacred Cows

I shall now attempt to extricate myself from the messy pits of ethical quagmire, and turn to things a bit more wargamer-ly, at least. Be warned, however, I may not be done with ethics yet.

To disappoint those of you who are expecting to know all that is in the new, soon to be much vaunted, Polemos: Imperial Rome rule set, I’m going to tackle a different meta-issue, raised by one of the loyal readers:

What is this thing called ancient wargaming?

As noted elsewhere, ancient wargaming runs from 3000 BC or so to 1500 AD, covers all parts of the world and usually comes in a handy bound book of a hundred pages or so, with add on supplements (often called ‘army lists’) for the avid collector of such things to buy. Each supplement will contain lists of possible armies a wargamer can lavish money, paint and time on, often in arcane language and making assertions about particular troops that the soldiers own dear mothers would hardly recognise.

The problem is that these then become key to the wargamer’s understanding of history.

Let us consider a case study. In Tacitus’ annals, 6:34-5, a battle between Parthians, Sarmatians, Iberians and Albanians is described:

Both sides having been drawn up in battle array, the Parthian leader expatiated on the empire of the East, and the renown of the Arsacids, in contrast to the despicable Iberian chief with his hireling soldiery. Pharasmanes reminded his people that they had been free from Parthian domination, and that the grander their aims, the more glory they would win if victorious, the more disgrace and peril they would incur if they turned their backs. He pointed, as he spoke, to his own menacing array, and to the Median bands with their golden embroidery; warriors, as he said, on one side, spoil on the other.

Among the Sarmatae the general's voice was not alone to be heard. They encouraged one another not to begin the battle with volleys of arrows; they must, they said, anticipate attack by a hand to hand charge. Then followed every variety of conflict. The Parthians, accustomed to pursue or fly with equal science, deployed their squadrons, and sought scope for their missiles. The Sarmatae, throwing aside their bows, which at a shorter range are effective, rushed on with pikes and swords. Sometimes, as in a cavalry-action, there would be alternate advances and retreats, then, again, close fighting, in which, breast to breast, with the clash of arms, they repulsed the foe or were themselves repulsed. And now the Albanians and Iberians seized, and hurled the Parthians from their steeds, and embarrassed their enemy with a double attack, pressed as they were by the cavalry on the heights and by the nearer blows of the infantry. Meanwhile Pharasmanes and Orodes, who, as they cheered on the brave and supported the wavering, were conspicuous to all, and so recognised each other, rushed to the combat with a shout, with javelins, and galloping chargers, Pharasmanes with the greater impetuosity, for he pierced his enemy's helmet at a stroke. But he could not repeat the blow, as he was hurried onwards by his horse, and the wounded man was protected by the bravest of his guards. A rumour that he was slain, which was believed by mistake, struck panic into the Parthians, and they yielded the victory.

As wargame rule writers, of course, this is valuable information. The most valuable bit of data is that Sarmatian bows were of shorter range than Parthian bows, and that, of course, can go straight into a set of wargame rules, with impeccable documentary evidence.

But hang on a moment. We need to recall a few things about this text. Firstly, that it was written, by Tacitus, in Rome, about 117 AD. This should raise a few alarm bells: Rome is a long way from Armenia; the events take place in 35 or 36 AD and Tacitus was not a particularly military man, still less well versed in the ways of Parthian and Sarmatian warmaking.

According to Rhiannon Ash (Phoenix, 1999, 55, 1-2, p114-135), Tacitus spends his time in this passage making the ethnotypes of the Parthians and Sarmatians extreme. He is hyping up the differences, in other words, to make the battle more dramatic. The Parthians are decadent easterners, a cavalry army that cannot deal with hand to hand fighting, while the Sarmatians, or more specifically their allies, the Armenians and Iberians, are described along the same lines as northern barbarians, tough and hairy, up for a scrap.

The comment about the bows, therefore, has more to do with justifying the ethnotype than describing the relative ranges of Parthian and Sarmatian weaponry. In fact the whole passage, Annales 31 – 37, appears to be more about justifying Tiberius’ foreign policy than about the battle. It seems unlikely that Tacitus either knew or cared about foreign bowmen and their abilities.

At this point, unfortunately, the aspiring wargame rule writer collapses into a foaming heap on his, or her, keyboard. They have just successfully argued away a piece of evidence that looked like it might provide a bit of interest. A way of distinguishing contemporary armies has vanished like the morning mist.

The real problem is, of course, that a lot of what we know about ancient history is like this. The more we analyse a text, the more it vanishes from around us. Contextualising, as above, removes the empirical evidence that we may crave and replaces it with a pile of ‘maybes’. This is not good for a wargames rule writer, nor a wargamer.

So what do we do? Over the last 40 years or so, a mystique has grown up around certain interpretations of ancient texts relating to war, and these interpretations have become normalised. This is not, in itself, a bad thing, but it does mean that some things are now encoded in wargamer’s DNA, as it were. New approaches, new ideas need a lot of unlearning, particularly when it is not clear where the original interpretations have been grounded in evidence.

Part of what I’ve attempted to do in Polemos: Imperial Rome, and what I shall hope to do in Polemos: Polemous (if it ever goes anywhere at all) is to link my interpretations to the literature that we have, both classical texts and modern scholarship. This may be laborious and irritating to the person who emphasises ‘game’ in ‘wargame’, but at least it might allow some to refer back to the originals, rather than just relying on my interpretation of what, as we’ve seen, can be texts of highly dubious utility.

Monday, 11 October 2010

More Ethical Wargaming

At the risk of flogging a dead horse, I thought I'd do a bit more on ethics, partly in response to the comments made on last week’s post.

My examples were, quite rightly, described as ‘tasteless’ and it was pointed out that there is no single boundary, it turns out be a personal decision. Our tasteless wargames may offend some people, but how much should that determine what we play?

There seem to be two extreme reactions to wargaming. The first is ‘it is only a game so it doesn’t matter’, and the second is ‘how can you turn violence and suffering into a game?’ The former is often the response of wargamers, and the latter of non-wargamers. People can be offended, in principle at least, by our games, but is that a problem for us as wargamers?

John Stuart Mill’s harm principle states:

That principle is, that the sole end for which mankind are warranted, individually or collectively, in interfering with the liberty of action of any of their number, is self-protection. That the only purpose for which power can be rightfully exercised over any member of a civilized community, against his will, is to prevent harm to others. His own good, either physical or moral, is not sufficient warrant.

In other words, my right to swing my fist stops at the end of your nose.

Harm in Mill’s view, does not include offense. My views or actions may offend you, but they do not cause you harm so you cannot prevent me from doing so. There is a thought experiment to show how this works. Suppose you are on a bus. You do not need to be on the bus, but getting off it would cause you some inconvenience.

Various people get onto the bus as it proceeds on its journey; people with clashing clothes colours, unpleasant odours, and similar things. As the bus proceeds, the activities of the people get more offensive: eating their own vomit, defecating, indulging in heterosexual and homosexual activity and so on. The thought experiment (the author of which I cannot recall, sorry) has about 40 examples. The question is at what point do you get off the bus?

This is the utilitarian approach to harm and offence. So long as I don’t harm anyone, except perhaps myself, you cannot do anything about my activities. Offence is insufficient to take action. However, the bus thought experiment indicates that there is some point (for most of us, anyway) at which we become so offended that we withdraw; at some point offence shades into perceptions of harm. This I think is the boundary and why it moves for us. The points at which we perceive harm to be starting is that point at which we object, and that is different for each of us.

There is another approach to public ethics, which dates back to Aristotle and has been revived in recent decades, called virtue ethics. This argues that what we do does make a difference to ourselves, to our character and hence has an effect in the world. We build our characters by what we do in the world; habit becomes ourselves.

Thus, I think the objector to wargames would argue that the representation of violent acts, even in the imagination, makes those violent acts more acceptable and thus lowers the threshold for actual acts of violence. It is the sort of argument that people make about pornography, for example, and has certainly been used to bash role-playing games when people who commit violent crimes have been found to play RPGs or, more recently, video games.

On Mill’s harm principle, we cannot but agree with those wargames who play tasteless games but claim ‘it is just a game’. They do no harm to anyone, and even if they did, it would only be to themselves. No one else can intervene; the toys go back in their box at the end and are not hurt.

On the other hand, I cannot help but feel that the virtue ethicist has a point, but a difficult one to defend as a wargamer. Various defences for a wargaming virtue ethicist can be advanced, such as that the game is complex chess, or it encourages the study of history, or it is social and the violence is abstract and not represented (which is probably why people may be more uneasy with RPG and first person shooter video games), but these don’t seem terribly strong to me.

Perhaps the best virtue ethics defence of wargaming is that of George Santayana:

Those who cannot remember the past are condemned to repeat it.

As a species, we have a predilection for violence, as is clear from any study of the past. Wargaming, at least, brings that to the forefront, instead of hiding it behind the respectable veneer of civilisation.

Wednesday, 6 October 2010

Wargames and Ethics

A slightly shorter blog this week, due to work suddenly rearing its ugly head. On the other hand, it means you only have to read a shorter quantity of my deathless prose. But I do want to pose a question which only gets occasionally asked.

Is there a need for an ethic of wargaming?

Put like that, the answer is probably ‘no’.

But asking “are there some wargames you wouldn’t play?” is perhaps a different question, and may well get a different answer.

So, are there? At this point, of course, by giving examples, I could run the risk of being accused of bad taste, or giving people ideas. So be it.

Would you play the ‘Princess Diana Demolition Derby’? The players, as paparazzi, pursue a car through the deserted streets of Paris trying to get a picture. Dice rolls are included for the drunkenness of the driver, oncoming traffic and the degree of injury of the occupants upon crashing.

Game or no game?

How about then a game of the terror bombing of Amsterdam, the aim being to encourage citizens to flee, clogging up the road system and ensuring that your armies have more freedom of movement as the defenders cannot move?

Game, or no game?

What about a game set in the Thirty years War, where you are an army commander trying to obtain food for your army from the local peasantry by whatever methods seem appropriate. Or a game based on the Assyrians removing the population of Samaria to exile beyond the Euphrates?

Which of these would you be willing to play? Where do you, or I, draw the line, and why?

It is fairly clear that there is some moral boundary to wargaming and similar activities. There was a furore at one of the shows a year or two ago when some SS-re-enactors turned up, and another kerfuffle when a vendor started selling pornographic (I beg your pardon, I think I mean gentleman’s) models. There was also a bit of a hiatus in Miniature Wargames a year or four ago when an article about the British SS Freicorps was published, in the basis that it was a neo-Nazi whitewash (which it probably was).

In the 1970’s, Paddy Griffith wrote an article in Lone Warrior called Uncomfortable Wargames. He argued that we simply don’t play some sorts of game. As examples, he cited World War 1 trench warfare, Elizabeth’s wars in Ireland in the 16th Century, and, if I recall correctly, English chevauchee raids in France. Why not, he asked.

Griffith put forward a few reasons. Firstly, some situations are simply boring games, such as WW1 trenches (although there have been some valiant efforts recently). Secondly, some games can provoke unexpected reactions of a political sort. Elizabeth’s Irish wars might fall into this category (although, again, more games along these lines are now played). Finally, there are some wargames which simply make us uncomfortable. Raiding defenceless villages in 15th century France might fall into that category.

There are various responses to the question of ethics and wargames. Mostly, however, the issue is simply ignored, and we play the games we like to play. That is fair enough, for most games and most people. But every once in a while some limit is breached, but we never seem to actually define that boundary. Perhaps someone should start thinking about it.