Heretical Gaming is my blog about my gaming life, featuring small skirmishes and big battles from many historical periods (and some in the mythic past or the far future too). The focus is on battle reports using a wide variety of rules, with the occasional rules review, book review and odd musing about the gaming and history. Most of the battles use 6mm-sized figures and vehicles, but occasionally 15mm and 28mm figures appear too.

Tuesday 6 February 2024

The Campaign Paradox - The Heretical Take

Top wargaming blogger Polemarch maintains his prinicpled refusal to court click-bait by showing pictures of gorgeously painted miniatures and lovingly sculpted lavish diorama battlefields and instead keeps on discussing a wide range of issues around wargaming. They nearly all pique my interest to some degree or other but this week's article was really searching. Perhaps it might be summed up as "so why don't wargamers play more campaigns, when many acknowledge it as the pinnacle of the wargaming experience?" And obviously, there is a lot to be said for this: I can think of many different wargaming 'thought-leaders' who designed, played and wrote a lot about campaigns. I can think of no wargaming writer who has argued that campaigns were a bad idea and a waste of time that could better be spent playing one more game of DBA (or one more game of 6th edition, 1000 points a side...).
 
I am not sure if this blog gets counted amongst those which do campaigns or don't. He mentions that most blogposts he reads concern historical refights (guilty) or scenario games, especially from Neil Thomas' One-Hour Wargames book (very guilty!). On the other hand, I have played and recorded quite a few campaigns over the years...but I guess they would be in the (slight) minority overall.  In any case, it doesn't really matter: I guess the point here is that if we think of campaigns are being the pinnacle, then I could have spent more time playing campaign games and less time playing historical refights or scenario games.
 
What are the positive reasons for playing scenarios and historical refights as one-off tabletop battles. Wargames scenarios are, on the whole, well-designed. They give a chance - definitely not an equal chance, but a chance - to both sides, either through balance of combat power or through victory points. Historical refights have a specific charm of their own. The 100 Days is interesting - but so are Quatre Bras, Ligny, Waterloo and Wavre as standalone events. The history supplies some context.  Of course, playing the campaign allows us players to look at the strategic and operational contexts...but wargaming with miniatures is largely (although not necessarily) an affair of tactics anyway. I think 'supplying context' is an over-rated justification for playing campaigns. If one's gaming interest is focused on the tactical - and there may well be an element of self-selection here, because if you weren't, it might be a bit surprising that you were into tabletop wargaming - then it isn't clear that setting things in a campaign context improves the tactical experience. The only tactical issue it solves is one that older players will remember as a real issue - rules tended not to have formation or army morale, so therefore it was always tactically optimal to keep on pushing until the last unit collapsed (because, you never know, right?). However, this was largely solved by rules adding in army and formation morale.

Both of these forms of game have other specific virtues too. The real-world is physically and conceptually complicated. Scenario games get around the problem of how to translate the real world directly onto the tabletop by accepting conceptually higher levels of abstraction, especially in terrain. The temptation to model every ditch and rise on a historical field is strong but that makes design and set-up quite difficult, sometimes. Typically campaigns won't generate the full possible range of scenarios unless the campaign rules have sufficient complexity to allow for the possiblity of rear-guards, raiding logistic hubs, reconnaissance parties and so on.In somewhat similar vein, historical scenarios, thrown up as an emergent property of that vast system 'real life', generates tactical situations that are hard to throw up as part of any campaign game, because the systemic constrictions on the latter reduce the possibilities that can be thrown up. Also, iconic battles have a romance of their own - again, Waterloo is interesting as part of the 100 Days, but also it is interesting in its own right.
 
There is also the reduced importance of failure: if a game doesn't work for whatever reason, then maybe you lost a couple of hours. But the failure of a campaign can represent a couple of months' investment of gaming time, perhaps more. And these seem relatively common.

So, those might be some of the under-played attractions of non-campaign games. What about campaign games themselves, why do they not lend themselves to as much play as might be imagined?

Well, one possibility that I somewhat favour is that they are somewhat under-developed as a game form. Yes, I do know that several very good books have been written about them - I have read them. But, at best, it resembles a situation where the 'key texts' would consist of:
 
Don Featherstone's Wargames
Charles Grant's The War Game
Bruce Quarrie's Napleonic rules
Tony Bath's rules
Lionel Tarr's WW2 rules
Phil Dunn's Sea Battles
DBA & HFG
Henry Hyde's Shot, Steel and Stone
Chain of Command
Polemos: Napoleonics
Sam Mustafa's Blucher 
Most THW and Nordic Weasel games
(we might include Paul Leniston's blog on here as an example of serious devotion to Napoleonic campaigns and specific rules to support them - or should that be the other way around?)

I don't think I am being unfair here: these are the authors who I can think of who have written somewhat influential books or rules on campaigns, but I have listed their tactical rules rather than their campaign rules. Now, this certainly isn't a bad list at all, but I think it would be a stretch to say that campaign rules development has been a focus for rules development in the same way that tactical miniatures rules have been, and it shows. If you take a skim through The Wargames Website or The Miniatures Page and so on, you will find lots more discussion about the tactical aspects of period than aspects which relate to the operational level or the strategic level. This is reflected in a lack of models that can be translated into campaign structures. Of course, board games add something to the thought that has gone on here but almost definitionally, they haven't included the aspects relevant to refighting actions in miniature except incidentally. I think it is worth noting that relative to the popularity of the periods, I get the impression that campaign games in WW2 and C20-21 generally are much rarer than in other periods - I think this is probably a reflection that the game structures don't exist to generate the types of tactical action that players generally want for many of the rules systems, although the 'follow the platoon in action' system of Nuts! and the ladder campaigns of Too Fat Lardies' pint-sized campaigns do seem to cater really well for the section-platoon and reinforced platoon levels of action.

What I will say is that integrating the various levels of warfare is hard. What I mean here is how to incorporate and integrate political, strategic, operational and tactical elements. Now, we don't want (at least I don't want) to create a campaign version of the tactical rulesets which demand that you simultaneously adopt the personae of 1 general, 4 brigadiers, 14 colonels and 50 captains. But if we concentrate on a single command point - say a Napoleonic corps commander or a WW2 German Kampfgruppe commander - how do we incorporate the levels of command that we aren't focusing on? This can be somewhat easier in eras where an army commander was all things simultaneously (to some degree, I think I am right in saying this was never wholly true in any period), but the issues remain.

And finally we come to the practicalities. Although it is relatively easy to improvise some campaign materials - a sketched map, a few scribbled in hexes, some home made counters, some notes in a notebook - the equivalents wouldn't necessarily be that pleasing for a tactical miniatures game.  Making nicer yet practical versions of these things is somewhat harder and more time-consuming. This is especially true for digital components, which have great advantages in terms of storage, legibility, portability and so on, but a higher overhead in terms of getting it to work in the first place.
 
Now, I have concentrated in this post entirely on the positive aspects of not playing campaign games and on the negative aspects of playing them. This doesn't represent my views - I love campaigns! But there are practical and theoretical issues to overcome - although conversely I think this does give an opportunity space for wargames writers who really want to take this on. For myself, I hope to get more campaigns to the table, and soon...

 
 

11 comments:

  1. Interesting thoughts there. I have played or run (or both) various campaigns over the decades, and I'm increasingly of the opinion that they work best when they are geared to generating interesting tabletop battles and are (very) time limited, with some carry over of effects from one engagement to the next. The Skirmish Campaigns series are perfect examples of this approach. Anything more grandiose and you are better off playing a boardgame or designing your own operational game.

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    1. I think such considerations were behind the Lardies' focus on pint-sized campaigns (i.e. 4-8 battles) for their efforts too.

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  2. A thought provoking post for sure! I like to play campaigns, whether it be WWII or the SYW or anything inbetween. With the various time pressures and other distractions of today, I find that a simple narrative campaign works best for me as it involves minimal book keeping etc. So a current one I have planned is based around the Canadians on D-Day, using BKCII as the ruleset, which does have a sort of campaign system within it. Others I have played have used the Warplan 5/5 boards to generate the terrain, with again a simple narrative and counters to generate the action. This works perfectly well for me but sadly I do not always (or should I say most of the time) have the time to do even this simple set up.

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    1. Yes, it can be surprising how little time costs can add up and quickly = 0 game playing.

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    2. I think I should take some more inspiration from your approach though, and spend just a tiny amount of time preparing the narrative linkages between games, it would be quite fun.

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  3. Very interesting, thank you, although I've never been called 'top' in anything before...
    I suspect that one further problem in campaign games is that it is actually hard in real life to make a tactical victory count strategically. That is, exploitation of victory politically can be difficult, especially if the enemy decide not to give up. This, it seems to me is really hard to duplicate.
    Still, probably the limited campaign can ignore such problems, but it does limit the scope rather, in that the campaign becomes more about resource management and deployment rather than actually choosing a strategy and executing it. If we use campaigns as wargame generators we will often land up with fairly simple clashes rather than more complex actions.
    There is also the problem of record keeping. I am a fan in wargames of encoding the information relevant onto the battlefield. This is much harder in campaigns, I find. On the other hand modern computer software can make drawing maps much easier.
    But the focus of most wargaming is the tactical battle, rather than the more chess like manoeuvring. And your blog does a nice line in campaign games - I was carefully trying to speak in generalisations, not specifics....

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    1. I do see what you mean about the difficulty in translating tactical victories into strategic success. If the wargame campaign battle matters too much, then the campaign dynamics won't replicate; if they matter too little, players may wonder what the point of fighting the battle is at all. IRL the fog of war is so all-encompassing and the 'models' so opaque that commanders may 'guess' that battle is worthwhile, but when making a more explicit model, that fog dissipates and everyone makes explicable rational choices. One interesting thing about insurgency warfare IRL is that insurgent leaders usually spend very little time thinking about tactics: they concentrate on prosletyzing for their cause, because the more converts they get, the harder they make it for the counter-insurgents: in comparison, tactical losses for either insurgent or counter-insurgent are rarely that important.

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  4. Interesting post. Both yours and the one you link to. I've played in a few campaigns mostly run by Henry Hyde for our annual Ayton games a few years ago. Map movement by email on hex maps. All coordinated by Henry. Not an open ended campaign as they were geared towards getting a disparate group of forces together for two days of actual on table gaming. Sometimes the 'campaign' part was done over a month before the weekend and was quite involved with players providing detailed orders, others were a bit shorter.

    My C18th armies are all ImagiNation based and I'd love to run a campaign and develop the background (even if only solo) but I keep trying to go the whole hog: maps, towns, economy, armies and flags and commanders... And it all gets too overwhelming and I never achieve anything. I've thought of just starting with linked OHW games with a simple narrative, recording it and then using that info to gradually build up maps and a 'history'...

    Campaigns are great. And well worth the effort. But they do require commitment from both players and umpire. Not an easy thing to achieve with real life often getting in the way...

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    1. Thanks Andy. Wholeheartedly agree with your last point: RL really can get in the way. But I think part of the solution - not entirely because obviously RL can get so intense that no gaming is going to happen whatever - is to make the campaign systems and structures easy enough so that they don't require the levels of commitment that is often the case now.
      The linked OHW games with a simple narrative...I have already been working on something like that, which I would like to turn into something a bit more structured and useful.

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  5. Tony Bath's Setting up a Wargames Campaign. Ian Heath's 'A Wargamer's Guide to the Crusades'. Phil Barker's 'Alexander the Greats Campaigns', All are good books for camping settings. But I don't think writing on campaign mechanics has changed, unlike the changes in thinking in rule writing, much in the last 40 years.

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    1. I think one could quibble a little at the edges, but this is basically spot on.

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