Essence of a wargame – III

continuing with part III of a two-part series…

Paths Of Glory

Convincing portrayal of topic

Definitely. The cards and rules restrictions give huge amounts of colour in that they are all derived from historical circumstances, and they strongly encourage political background actions to reflect this.

Encouraging players to carry out believable actions within the game’s context

The game restricts players to only 6 card plays per quarter of a year. So only important operations and events can be carried out. The players don’t represent a specific role, but rather a collective command view from either an Allied or Central Powers perspective.  This permits greater co-operation between fronts than would have been possible, and perhaps an air of unreality or ‘gaminess’ in the play. Certainly believable actions are possible, particularly attritional offensives. It seems much less likely to get to some of the hoped-for results that high command had, so players can become insulated from the expectations of success that pervaded high commands at times. There is also the problem that the VPs on the Turkish and Italian fronts make these more important than they actually were. These aspects may be necessary to make PoG into a more interesting game, but they do represent a compromise.

Excellent fit of mechanics to topic

The game has had some criticism because of its draconic approach to supply lines. If armies are cut off, then they are destroyed at the end of the turn, and have no attack capability in the meantime. I don’t agree with this criticism, preferring to see this as a way enforcing a more realistic approach to continuous front warfare.

I particularly like the rules that stacks cannot both move and attack, but only one or the other, and that moving units cannot end stacked with other units designated to attack. These rules ensure that there is no blitzkrieg possibility, and deployment of vast bodies of troops is necessarily cumbersome.

Appropriate level of challenge

PoG has a steep learning curve. It has a whole list of exceptions to the normal rules, in order to include or preclude a-historical events. For example German armies cannot end movement in the Channel Ports early in the game. These exceptions get in the way of a clean game system, but they add historical flavour and make the flow of the game feel right. So I give PoG the benefit of the doubt in this department.

Play balance has also been criticised by some. The primary scenario has a historical set-up and the nature of the strategic choices give the CP less chance of victory in a long game. This can be corrected; for example in tournament play auctioning using VPs will often mean a player spends 2 or 3 VPs in order to play the Allies.

Next: SPI’s La Grande Armee,


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