Mar 152014
 

The art of wargaming has evolved over the past fifty years and that is a good thing. I don’t mean to take away from the wonderful designs of the past, I myself am an avid collector and player of classic wargames. Designers have introduced new mechanics and modern elements to wargames; and I speak not just of Card Driven Games (CDG), Point to Point movement (P2P), or Area Control; but of the way rules are written. Modern, well-written rulebooks are clear and precise when compared to earlier efforts. Also, in terms of components we now have excellent map artwork, accessories, and storage.

Yet with all of this evolutionary glow we still suffer from the pox of 1/2” punched counters.

There is no single element that has caused me more consternation than 1/2” counters. Hard to place, difficult to pick up, and lo-the-chaos caused when tightly stacked on small hexagons in a line or formation. It’s as if the original intent of these micro-cardboard chits were to unhinge the gamer who naively believed he could keep his French grenadier lines straight in his Waterloo game.

I can just hear the Sergeant of the Grande Armee saying from under his bearskin hat, “Do you know how hard it was to keep a formation orderly?” I am sure they took quite a bit of discipline and drilling to achieve, but must we suffer this while playing a simulation of the battle?

I have this vision of Charles Roberts, the founding father of modern wargaming, setting upon the task of representing units in his watershed title Tactics in 1954 and reaching for what was handy and available: a 1/2” die cutter. For decades afterward the 1/2” counter and hex grid continued to appear. Yes, there were a few titles that deviated from this as time went on and gamers were grateful, but the mini-counter reigned supreme.

To compensate for the difficulty of using 1/2” counters, gamers have invented various techniques of coping. The most well known of these is “clipping”, where a diagonal cut is made at each corner of the counter. One step up from that for those who can make the investment is rounder tools; I personally use a 2mm rounder tool on my sets. Both clipping and rounding permit for easier handling of the counters by offering more grip on the corners. The most extreme mitigation I’ve seen is reproducing the counters in a larger size and remounting them at the gamers own cost.

It is 2014, and last month I received a copy of Blood & Roses from GMT. There in the box, 60 years after Mr. Roberts first took hammer to punch, were sheets of 1/2” counters.

Attention game publishers! It is time to move beyond 1/2” counters. With modern production methods we can do better. Make them 3/4”, set that as a new standard, and your customers will be happy. You will have support for the very modest increase in cost for this. The economic environment of the 1970’s no longer applies, and we, your struggling, grasping, pinching, tweezing customers, would be forever grateful.

Feb 082014
 

“…I need something more real.” One of my favorite scenes from Star Wars Episode I is the first meeting with Watto at his shop. Bartering for a used hyperdrive component, the heroes run into an age old problem: currency exchange.

Most often in my RPG games, money has been either the generic Gold, Silver, Copper coinage; or for the sci-fi theme, Credits, all tracked on a sheet of paper. Nothing actually changed hands. There were no “Watto moments” where an issue with payment lead to an adventure or series of encounters. I’ve always wanted to get some tangible, tactile money exchange into my game. Something the players could hold onto, something as Watto would say, is “real”. However, such currency available to gamers in the past was either too expensive or of such low quality to be a vehicle for in-game jokes.

As in many things in today’s gaming world: Enter Kickstarter.

Recently, we have seen some quality hobby gaming coin sets come up on Kickstarter. Myself being a long time a-wishin-and-hopin for such reasonably priced options have jumped at the opportunity and backed two such projects. The fruits of the first have recently arrived.

Future coins is designed to supply in-game currency for Minion Games 4x title Hegemonic. However, they can very much be used for any purpose. My primary use for these will be in my sci-fi RPG’s, specifically Traveller and Star Wars: Edge of the Empire.

I was very pleased with the quality of the credit coins. The coloring, shading, and trim, is very well done. My only nitpick is the color for the highest denomination coin, 100,000, which looks black. The other denominations more than make up for this however, the shading between the raised text and the primary coin color give them a good depth and actually enhances the feeling of being a solid coin. There are both straight colors and metallics. For those of you who lust Ferengi-like after cold-pressed latinum, the 1,000 coin will more than satisfy.

If you are interested in picking up some of these for yourself and missed the Kickstarter campaign, not to worry, Minion has you covered and you can get your hands on some right here.

The other collection of coins I have jumped into is Conquistador Games Best Damn Metal Gaming Coins. This collection offers quite a bit of diversity in choice of era including Roman (my favorite), Spanish, Celtic and others, as well as fantasy and pirate themes. This particular kickstarter has not yet shipped, so if you are interested in picking some up it is possible that Conquistador or their partners in this project, Game Salute, will be selling additional coin sets later this year.

Sep 152013
 

This week one of my long sought after games finally arrived at my doorstep. A World At War is one of those monster war games that requires loads of time to play and a likeminded opponent to play it with. I am not sure what is rarer these days, the time or the person; and that person would be fellow a grognard. Not exactly someone you will find without a bit of searching.

But even knowing this I put myself on the GMT Games P500 list for a reprint of this 2003 title. That was five years ago.

Yes, I’ve been waiting that long for the number of pre-orders for this behemoth to reach five hundred, which it actually didn’t reach. I think GMT felt everyone had waited long enough and showed great mercy in setting up a print run with almost one hundred fewer orders than the minimum. I don’t know if it was sympathy or not, but regardless of the reason I am thrilled to finally have my copy.

A World At War has a line of progenitors that led to its current incarnation. The game is actually the ultimate revision of the original Rise and Decline of the Third Reich, a European theater World War II simulation published by Avalon Hill in 1974. The original Third Reich was one of my first war games and has always remained one of my favorite gaming memories. In 1992 Avalon Hill released the next stage in the games evolution with Advanced Third Reich, followed in 1995 by a sister game set in the Pacific theater, Empire of the Rising Sun. These releases really extended the game rules into a rules system.

Here we are in 2013, and this second edition of A World At War (or AWAW as its fans call it) contains the most mature version of the system. If you have ever wanted to get your hands on one of the hobbies most enigmatic titles, your chance is now. If you are brave (foolhardy?) enough, you may even experience a life-altering journey and write a manifesto describing your pilgrimage to one of wargaming’s most sacred mountain tops.

I don’t know when I’ll have an opportunity to play. If the space was available I would lay it out and play through some turns solo but alas, I don’t have a good spot where a game of this size and magnitude could lie undisturbed long enough. Well, there’s always the next consimworld!