The 10 Commandments of Wargaming

Having played wargames for a few years now, I'm certainly no expert but there are certain elemental truths that apply to improving your wargaming experience.  For your delight and delictation they are provided below.  Feel free to amend and add to as you see fit.  These apply to just about any historical era and genre.

1. Thou shalt use combined arms

I've always found that attacking or defending with combined arms (i.e. troops of more than one type) is always more effective than attacking or defending with a signle troop type.

So, for example, sending in tanks on their own is less effective than sending in infantry and tanks.  Similarly having artillery alongside infantry (especially in Napoleonic, ACI, SYW etc.) is far more effective than having infantry or artillery fighting on their own. 

So whenever you can - send in different troop tyoes together rather than singly.


2. Thou shalt protect your flanks

I've learned quickly that flanks are often the key to success.  Some rule sets (such as Grand Armee) make flanking almost compulsory, so

Of course, some genres lend themselves better to flanking than others but anything which involves moving across terrain will involve flanks.  Leave yours unprotected and - trust me - your opponent will take advantage.

Always, always. always make sure your flanks are as secure as they can be.


3. Thou shalt not have isolated units

Sometimes there is a great temptation to send a unit off on its own to take out an opposing unit or to flank the opposition.  This should always be tempered by the thought 'what happens if it gets attacked?'  I've learned to my cost that troops sent off on their own have a brief but exciting life.  So always make sure that each unit is supported by another - and if it can't be, be v


4. Thou shalt send your strongest units against your opponents weakest units

Most wargames have disparate units on both sides - some which are better armed, better fighters or have bigger guns etc.  It is always best to line up good units against weak units (or those over which the facing troops fight at a disadvantage).  By doing so you virtually guarantee some victory points or a hole in the line to exploit.  The reverse is equally true - avoid pitching your weaker units against stronger ones as they will lose, die and cost you the battle. 


5. Thou shalt concentrate your firepower

In the general principle of 'its better to kill one than wound several' it is usually best to kill / sink / down one unit by concentrating fire (or attacking units).  This weakens the opposing force (usually dropping morale levels or other key factors) - and dead units can't fight back. 

As an example, sinking one ship is better than damaging three.  The three can usually fire back and may sink one of yours.  Sink one, and only two can fight you next time.


6. Thou shalt play to your strengths

This is not about putting strong against weak.  This is about ensuring that any advantages are positively used.  So use Gauls and elephants to break lines rather than try some Fancy Dan flanking stuff.  Use spears rather than swords to take on opposing cavalry.   If you have a mobile army, then use that mobility.


7. Thou shalt have a plan

I've sometimes just started a game without any thought as to what I was going to do - and have been soundly whupped every time.  It is a truism for wargaming that even a bad plan is better than no plan at all.   Think about what you want to happen and arrange your units and orders to achieve it. 



8. Thou shalt use the terrain

Terrain is not just there to look pretty.  It can (and often does) play an integral part in winning a battle.  Reading some of my ancients battle reports - especially for the Romans - you'll see that I often use impassable or difficult terrain to protect my flanks and therefore create a 'killing zone' into which the opposition must enter (think Agincourt, for example).  Similalry, put Gauls in their natural habitat of hills and woods and they become deadly.  As I found in a recent Spearhead battle, Japanese troops in the jungle are absolutely rock hard. 

There are also rule sets that provide an advantage for being above the opposition (Grand Armee is one) - hence the need to take and hold the heights.

But the general rule is this - if terrain is there, use it!  Your opponent will.


9. Thou shalt not cheat

We sometimes pick each other up for 'trying it on' - more in jest than anything else.  But there are some wargamers out there who feel they must win at any cost - and so engage in nefarious practices to achieve their ends.  In non-umpired games, this can be a problem - but if caught out you have a stigma that can never be shaken off.  If you don't want to be the lonely guy in the corner who no-one wants to play with, then play fair!


10.  Thou shalt be a good sport

We all like to win our battles, but sometimes it is not to be.  The dice conspire against you, your plan went awry, your opponenet outfoxed you.

Regardless, remember its a game.  Enjoy the experience, enjoy the night and shake paws (win or lose) at the end.  People always like to play a friendly opponent.