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Introduction to Wargaming with Decision Games

  • Introduction to Wargaming with Decision Games
  • What is Military History?
  • Why Military History Matters
  • What is War Gaming

The mini games….

Decision Games has created three lines of mini-games perfect for getting started in wargaming. All of the mini games include an 11” x 17” map and 40 playing pieces. Each game includes a 4-page game system rules booklet and a 2-page exclusive rules and set-up information sheet (some games have these combined into a 6 to 8-page rules booklet). The game lines were designed with a common game system so that players could learn one game system and have several games to play with the same base rules. All of the games take about 60-90 minutes to play so they also make great games to play when time is short.

Joseph Miranda designed the first two mini-game lines. He designed a line for solo play as well as a line for two players. The solo line places the player in charge of commandos or raiders (units represent individuals up to companies) tasked with various missions they must complete to achieve victory. Each game includes 18 mini-cards. Four mission cards describe the scenario objectives and starting resources. To win the campaign game, the player must win all four scenarios with each succeeding scenario getting more difficult. Fourteen event cards act as a timer as well as generate random events. Games range from Rogers’ Rangers (the first American commandos) to Lawrence (watch the movie while playing the game!) to Khe Sahn (defending a Vietnam-era fire base) to Phobos Rising (a SF theme of Martian commandos attempting to capture key installations at the beginning of an Earth-Mars conflict). Movement is generally point-to-point, and battles are resolved with a simple firefight combat system.

The two-player line has three sub-systems: Ancient Wars, Hand of Destiny (19th century), and Air Wars. Each game includes 18 mini-cards with each player having a deck of nine cards. In Ancient Wars and Hand of Destiny (HoD) the cards indicate the movement allowance of various unit groups as well as reinforcements. In Air Wars, the cards provide an advantage that can be played for one turn or cards can be collected and played to gain a permanent advantage in the game. Ancient Wars and HoD use point-to-point movement, while Air Wars uses a chessboard-like square grid. Air Wars introduces the basics of fighters and bombers with simplified bomb targeting and aerial combat. Some of the Ancient War games include Caesar in Gaul and Hawaii Unification. Hand of Destiny includes Custer’s Final Campaign (the whole year, not just the Battle of Little Bighorn) and Khyber Rifles. Air Wars includes Eagle Day (Battle of Britain) and MiG Alley (Korean War).

The third line introduces traditional hex and counter wargaming. The larger group is Musket & Saber Quick Play. It covers small battles and turning points in bigger battles from the 18th and 19th century. The counters represent formations ranging from battalions to brigades and include infantry, cavalry, artillery, and leaders. These formations are rated for how fast they can move, their combat ability, and the morale or elan. Artillery can fire at a distance within its range and cavalry can charge. Units that fail morale checks become disrupted and many units have two strength steps, meaning they can take losses but keep on fighting at reduced strength. Leaders are able to add their movement, combat, and morale values to units in their stack.

Movement is across a hex field and introduces basic concepts of varying cost for entering and crossing terrain (e.g. moving into a clearing costs one movement point while moving into a woods hex may cost two movement points). Combat is largely between adjacent forces (artillery can fire from a distance), and is based on the difference in attacking and defending forces (not the more complex ratio system found in most wargames). Games include entire small battles such as Saratoga (American Revolution) and Salem Church (American Civil War) as well as turning points within larger battles such as Little Round Top (Gettysburg) and Hougoumont (Waterloo).

The M&S Quick Play system rules have received a refresh and the rules are available on the E-rules page of this site and can be used with any game in the series.

The folio games …

The mini-game Musket & Saber Quick Play system also has a bigger brother in our folio line with larger games and greater detail. The rules are interchangeable so players can start with the mini-games and then advance to the folio series using the same Quick Play rules then add in the Musket & Saber folio rules as they want, one rule at a time or all at once. Games include battles from the Napoleonic period (Marengo and Leipzig), the Mexican-American War (Pedragal), and the American Civil War (e.g., Stone’s River, Chickamauga).

A second system, Pike & Shot, is a cousin of Musket & Saber and covers battles of the 1600’s and earlier. It includes Breitenfeld and Pavia, along with Kircholm (with Pike & Shot Quick Play rules).

Battles of the Ancient World is another system. It along with Battles of the Medieval World focus on pre-gunpowder battles (e.g. Zama, Acre). The rules are actually closer to mini game level, and before the folio lines were established, there were three boxed sets of BAW games.

Going forward, after the 18th and 19th century Musket & Saber line, we come to the 20th century Fire & Movement (F&M) line. The F&M system has a main set of system rules for WWII and Modern battles (Bastogne, Golan), and a sub-set for WWI battles (Gaza, Masuria). Because the system focuses on firepower and maneuver, as one progresses through various battles of the 20th century, one sees the lack of WWI-era mobile firepower reflected by the scarcity of units able to move in the second movement phase or fire in the second combat phase, whereas by the end of the century, most armies have a sizeable percentage of units able to use exploitation and momentum. Also, one sees differences in artillery and air support as well as training doctrines and elan quantified in fire support marker sets and whether units have second steps and replacements available.

A new system for naval actions was started recently (Battlewagons & Dreadnaughts) and includes a WWI (Coronel and Falklands) and a WWII (River Platte and Denmark Straits) game.

The F&M system rules have received a refresh and are available on the E-rules page of this site and can be used with any of the games in the F&M line.

All of these game lines offer a great place to start wargaming with several follow-on games in each system, making it easy to learn one game, and go to other games with the same system. Other games with similar systems and more detail are regularly published in Strategy & Tactics Press magazines and in the Decision Games boxed game lines when players are ready for larger and more detailed battles and campaigns.

About Us

Decision Games publishes tabletop games on military history and through Strategy & Tactics Press publishes magazines, games, books, and other media on military history. From ancient to modern warfare and on to hypothetical and science fiction situations, there is a game for every era.

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Contact Info

PO Box 21598
Bakersfield CA 93390
Phone 661-587-9633
Fax 661-587-5031

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