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The Holy Grail of Wargames

 
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The Holy Grail of Wargames - 3/15/2008 4:32:10 AM   
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Custer1961
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All the wargame sites are packed with “best wargames” lists. But it seems to me, many war gamers play a game with an open history book too. In fact, for some, the “best” wargame is not the most fun but it is the game we think is closest to replicating the history of the battle being simulated. For some, the wargame is a time machine or a real live alt-history scenario tester. For those, the purpose of a wargame is to teach history and if at all possible, be a realistic simulation of “what might have been” if some basic factors were changed.

If the criteria is not the most fun, but the closest to realty, what is the best wargame in that sense?

Can a wargame even come close to replicating historical realty?



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RE: The Holy Grail of Wargames - 3/15/2008 4:35:25 AM   
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Terminus
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No.

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RE: The Holy Grail of Wargames - 10/29/2011 9:51:54 AM   
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ilovestrategy
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Nah. Too many variables in real life.

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RE: The Holy Grail of Wargames - 10/29/2011 1:57:20 PM   
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Phatguy
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Campaign North Africa from SPI might have come closest to replicating historical reality

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RE: The Holy Grail of Wargames - 10/29/2011 3:45:41 PM   
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sabre1
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^ +1

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RE: The Holy Grail of Wargames - 10/29/2011 3:50:35 PM   
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sullafelix
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The only thing that game didn't have was a inflatable toilet so you didn't have to leave the gaming table. That would have shaved at least a a few hours off the 1500 hour expected game play. Of course that was with 7 or 8 players.

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RE: The Holy Grail of Wargames - 10/29/2011 3:50:59 PM   
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sabre1
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From Boardgame Geek Description of game:

"This is a war game like no other. Although the map is big (10 feet) the game is smaller than other games (Europa for one). There are not as many rules as in ASL. And yet this is the biggest monster game out there for a number of reasons.

The game is detailed to a degree no other game has come close to. If using the full rules you keep track of every individual plane and pilot in the three year campaign. Each counter on the board representing a ground unit is composed of many units which are kept track of on logs. Supplies are kept track of and dispersed in a very detailed manner.

From the rulebook we read how to run a game. "CNA is a logistically-oriented game, and its play requires not only a lot of attention to logistics, but, if you will, a logistically sound methodology." It is suggested that you have 5 persons per side with the following duties.

Commander-in-Chief: responsible for strategic decisions and to settle intra-team disputes.

Logistics Commander: In charge of all supplies. Accepts supply requisitions from the others and keeps all informed of supply shortages. Is in charge of supply dumps, Third line trucks and some second line trucks and is in charge of Naval convoys.

Rear Area Commander: Gets the supplies to the front. In charge of security, reserves, prisoners and construction.

Air Commander: In charge of all planes and pilots. Is responsible for planning air missions and deployment of air bases.

Front-line Commander: Executes all attacks and troop movements in the front line. Helps with coordinating defensive efforts.

Playing time with 10 players is listed at 1200 hours."

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RE: The Holy Grail of Wargames - 10/30/2011 1:25:02 AM   
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Capt. Harlock
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quote:

Can a wargame even come close to replicating historical realty?


It can, because it's happened. The Pentagon (and doubtless many other militaries across the world) is now using some impressive simulation software. The casualties from Operation Iraqi Freedom were predicted with impressive accuracy up through the fall of Baghdad, and several senior officers didn't believe the butcher's bill would be that low.

The bad news: what happened in the aftermath of the capture of Baghdad came as a surprise. The simulation is apparently only good for army-vs-army conflicts.

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