FreddyCon: A Seven Years War Convention (October 2011)

Der Kreigskunst is a set of battalion level rules based on the General De Brigade system. Battalions are 4-6 bases of 4 castings on a 40x40mm base. Cavalry are in units of 20 or so castings. Many people have SYW armies in mothballs and this might be a good opportunity to dust them off and give them a run

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Wargaming Scales

Figure scales are expressed two ways, either as a simple measurement, e.g. 25mm, defining how high a figure of a normal man or woman stands or as a ratio, e.g. 1/48th, defining how big a model vehicle, vessel, aircraft, or construction is in relation to the real thing. The emphasis here is on the former classification with the latter provided where possible as an approximate comparison.

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Brief History Of Wargaming

The following is a brief history of modern wargaming told in quotes from various wargaming books & authors:

“It was in Europe that the early forms of wargaming gradually took on a more sophisticated appearance. During the Seventeenth Century several variations on the basic game of chess were introduced. During the Eighteenth Century a number of games were introduced into France which departed from the idea of pieces and which used series of cards designed to impart basic military knowledge to the players. Also, at about this time, silver model soldiers were being used at the French Court to instruct the future king, Louis XIV, in the art of war” – David Nash (Wargames – 1974).

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Wargaming Periods

Periods are the “Eras” or “Level of Technology” present for wargaming. Having a Greek Army of 300 BC facing a Russian Army of 1944 AD is obviously quite a mismatch and both armies need quite different sets of rules to control how they perform. Hence we have “Periods” in which armies all operated in similar ways, or with similar weapons, and can be ‘played’ using a common set of rules.

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Victory Conditions in Wargames

All 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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