Wargaming in Auckland New Zealand since 1974!


AATB No.2All to often we play games with little thought about victory conditions, usually just to shoot ’em up and she’ll be right! However with a little effort and time before each game it can be given much greater depth, and consequently be more challenging and interesting to the participants. I would like to suggest some ideas for how this can be done.

Many wargamers play their games in isolation with little “purpose” behind them, the recent suggestion that a gamer’s tactics would change if their opponent got to ‘hit’ each element they lost with a heavy hammer is all too true, and it is this ‘strategic’ purpose that is lacking (we would all be very cautious if playing with the above rule)! The ideal situation to impose this ‘purpose’ is the campaign, this always puts an all new perspective to things, the opponents in a battle may not have the same objective for instance. Unfortunately 99% of the time we do not have the luxury of participating in campaigns (which is a pity) and so we need some way of creating these constraints artificially, one system I have come across is in one of my many rulebooks; “Washington’s Wars”. These rules were designed for French & Indian war action and the American Revolution, disappointingly the rule mechanics and effects on the table did not match the impressive packaging! The rules did however include one good idea about victory conditions and it is a variation of this that I will present below.

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