Continuing on from my previous two posts about my microgame project, based on Clausewitz’ On War.
I omitted to put in a piccy of the Basic Game setup for the edification of potential readers, so here it is.
The Basic Game is abstract. It’s all about getting the drop on your opponent, so you can either take their Home Country or ensure you can get more than half the available VPs – although there is the philosophical side to the game too. Once you’ve played the Basic Game, the idea is that you experiment with variants, either by tweaking the rules yourself, or by cracking on with a pre-set variant, as follows.
18th Century so-called Limited War
Here we provide 2 neutral provinces with VPs varying between 1 and 3, representing possible targets for positional warfare. You can’t reduce your Home Country’s VPs dice to less than 2 (king’s tended not to want to devastate their own countries). You can’t score VPs for your home country, if you have no armies there when an enemy army is also there. The intention here is to force players to defend their core logistical area. As it’s limited war, the game ends when the first player reaches 13 points, compared with effectively 25 in the Basic Game. It’s possible in this variant to play a delaying and obstructing game, focusing on scoring points, rather than committing to battles.
Representing the French conscription and war footing, Blue starts with 2 armies in France, strength of 2 and home country of only 2, as it has already suffered from previous invasions. The Allies (Orange) don’t have their ATK+1 card, representing their lack of tactical flair, but can buy it for later with VPs. However, they have 2 armies in the neutral country, presumably Belgium and / or German states – but these are weaker than the French. Occupation of the capital ends the game, and the French have the early advantage, which may slip away.
World War 1 in the West
Getting to grips with trench warfare and potential stalemate is the objective here. In this variant, you can’t move past an enemy fortified army, so it’s possible to have a war of manoeuvre only until both realise the importance of fortification. The defender can discard a movement card to add 1 to their combat strength – representing reserves moving up to block threatened breakthroughs. In battle only one army is destroyed per engagement. While this looks like less casualties, in fact the dynamic means that armies have to be quickly re-cycled back into the meat grinder. If you score and pull your action cards back to hand without having attacked, you lose a VP – there’s an expectation on both sides that you have to attack the enemy to win. Finally there are game end conditions for a negotiated peace (by agreement), a peace as a result of revolutionary collapse (no VPs), and a peace from military defeat and exhaustion (all VPs claimed, most wins).
World War 2 in the West
This final variant for now hasn’t yet been played, and I’m not yet certain how many of the changes should be in it. Various changes reflect blitzkrieg, the forward defensive of the Allies into Belgium, German initiative, and the gradual increasing strength of the Allies. Using VPs as resources for increasing army strength represents industrial and manpower strength.
Conclusions so far
It’s been a lot of fun so far. I’ve learned that a surprising amount can be accomplished by very small tweaks. I think this shows the framework is robust (at least according to me, and play testing seems to bear it out). I’m hoping that this will be a fun game to play, as well as providing some insights for those that have a more academic perspective.