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The Origins of Wargaming
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The world's first wargame, and the world's first wargaming
geek? Kaiser Friedrich Wilhelm III of Prussia was not unlike
any teenager who grew up with Avalon Hill products: he got his
hands on a high quality game, was sold by slick looking
components and a good rule book, and was apparently instantly
hooked. He devoted long hours to learning how to play, sucked
unwitting friends into the hobby, and indulged in "monster"
gaming sessions.
(Lee Daniel Crocker Photo at left) |
Kriegspiel
Wargaming, taken here to mean the use of maps and representational units to re-enact the major decision making of
military engagements, dates back several centuries.1 The army of Prussia, noted by historians for its professionalism (it was
they who invented the modern military staff system, for example) not
surprisingly invented the Kriegspiel
or the “war game.” Dating back to 1811, the importance of wargaming
was highlighted by success of the Prussian army in their war with
France in 1870-71. These early wargames were played with randomizers
- dice - to represent “friction”, with an umpire present to offset
bizarre turns of fortune as needed.
Baron von Reisswitz, a civil administrator, noted
that war games in existence at the time were based on the ancient
game of chess (itself dating in the modern sense the Middle Ages and
further back in more primitive forms) or else on some type of card
game. Despite multiple variations of the standard game of chess,
games of the period were non-representational and didn't require the
player to make decisions using the same types of logic that a real
life military commander would.
The Baron decided to start from basics; instead of a
map segmented into squares, as in chess, he would use realistic
terrain. After some thought he settled on a scale of 1:2373 - a
seemingly odd number, which worked out to 3 cm equalling about 100
paces. Armies of the 19th Century measured cadence, frontage, and
distances in paces. Commonwealth sergeants-major today still carry
pace sticks as a traditional badge of office; they still use them to
form up ceremonial parades, but at one time, an army lived and died
by how fast it could march or how well it formed into line of
battle.
Establishing a common scale helped to solve many of
the problems that are common to any wargame designer - most
importantly, how to regulate movement and combat. With a common
scale, one only needed to regulate time - segmenting movement into
units of time - and the distance that troops could move would be
known instantly, given that men and horses both moved at commonly
known rates of speed. (In the British Army, for example, regular
infantry travel at 120 paces to the minute). Regulating combat could
also be done from real world data; for example a 6-pounder cannon
had an effective range when firing canister shot of 400 paces (a
pace being averaged out to 2 feet 6 inches). The Baron segmented his
game into turns, each of two minutes in length.
The problem of command and control in wargames has
always been hotly debated; the Baron addressed these questions
through the use of what we today call a “double-blind” system:
Now that he had a framework that tied in space and
time other problems could be addressed. For instance, do troops
receive their instructions via some kind of mental telepathy or do
they have to receive instructions from the commander? Does one side
wait patiently under fire until it is their turn to move or can they
be allowed to move at the same time as the enemy? Does the commander
have a godlike all-seeing view of the action or can his view of
events be restricted to what he might actually be able to see from
his position?
The answer to all these problems was to have a
third party involved in the game, who would be a confidant to both
sides, a person who was trusted by both sides to act fairly. This
eventually became translated by the British as an "umpire". With an
umpire at the centre of the game so much became possible. Both sides
could write their orders down at the start of the game and pass them
over to him. He could implement them at the correct time, and since
the orders had been already given he could advance the game move by
move for both sides, so that they were in effect moving
simultaneously. He could give reports back to the players, and
receive fresh instructions in the light of these reports, which the
other side would not be privy to.2
Unlike modern wargames, combat was not resolved by chance, but
solely by the umpire. The Kriegspiel
was not a recreational tool, but an undertaking by professional
military officers as part of their individual training, or
collective preparation for war. The rules only covered the movement
of soldiers.
Having produced a workable model, the Baron's fame was sealed when
Kaiser Friedrich Wilhelm III took notice. The Captain of Cadets at
the Berlin Military Academy in 1811 mentioned in a lecture that
Baron von Reisswitz had invented a war game; the Kaiser's two sons
happened to be in attendance and asked their governor to invite the
Baron to give a private demonstration. Impressed, the princes wrote
their father, who also requested a demonstration. The Baron
presented the game almost a year later at the SansSouci Palace.
Fearing his small sandbox display would not weather a trip to
Potsdam, the better part of a year had been spent designing a table
with a six foot squre top, filled with four-inch square plaster
terrain tiles, carefully painted, with porcelain unit markers,
complemented by such playing aids as dividers, rulers, small boxes
(for concealing hidden units, much like a concealment counter in
Squad Leader) and a written set
of rules.
The game became a permanent fixture of the Kaiser's
residence and became a favourite family pastime. Wargaming had made
the jump from a military tool to a recreational one. Commercial
viability would have to wait for The Avalon Hill Game Company;
dedicated six foot square tables and hand painted porcelain units
would keep wargaming out of the hands of the masses.
In
the meantime, the Kaiser also embarked on wargaming sessions that
any high-school or college age devotee of the modern hobby can
probably appreciate. He showed off his game to Grand Duke Nicholas
of Russia in 1816 and 1817. Like anyone who set up Avalon Hill's
The Longest Day on a pool table
in their parent's basement, the Kaiser travelled to Moscow in
October 1817 to take part in an improvised game with the Grand Duke
in which terrain was sketched out in chalk on card tables butted
together - perhaps the first geomorphic mapboards in wargaming
history.
By 1824, Baron von Reisswitz's son
was now also in the military, and Reisswitz the Younger continued to
develop the modern war game. Georg Heinrich Leopold Freiherrn von
Reisswitz served at Glogau under General von Blumentstein as a
teenaged volunteer. Commissioned as a Leutnant,
and awarded the Iron Cross II Class, he became adjutant of an
artillery unit in his 20th year, at Erfuhrt, and then was posted to
Artillery Brigade II at Stettin. Promotion to Oberleutnant
in 1819 and posting to the Guard Artillery Brigade in Berlin
apparently gave him free time to start a small Kriegspiel
group with other officers.
Three other officers from the artillery, and one of Foot Guards,
were occasionally joined by other officers, meeting once or twice a
week “testing and improving the developments Reisswitz was making to
the game.”3
In other words, perhaps history's first playtest and
design group.
Reisswitz the Younger made many significant changes to his father's
design. The scale was changed to 1:8000, about 8 inches equaling
one mile. A larger playing surface could thus be fitted into the
same space as before, and more units, allowing larger actions to be
fought with more room for manoeuvre. This too foretold the future
design conundrums faced by commercial wargame designers - what is
the best scale to portray the subject matter?
The
playing surface was also changed from terrain tiles to an actual
map. The advantage, aside from portability, was that in a
double-blind system having two opposing teams, separate maps were
necessary. Few modern wargames recognized this (some notable
exceptions such as the redo of the Sniper!
series come to mind), but modern commercial wargame rules developed
other ways of introducing “fog of war” and command and control
issues, making the cumbersome system of double-blind or umpired play
(and hence, duplicate maps) unnecessary.
The duplicate maps (marked individually for each
team, with a master in possession of the umpire) in this case also
eliminated the need for the wooden concealment boxes.
Pains were taken to improve the rules - a modern
wargamer would recognize this as an “Advanced” set of rules;
Reisswitz the Younger codified procedures for surprise attacks,
supporting lines, point defence, and also the use of tables to not
only calculate firepower of units, but also determine losses from
close combat. Apparently tables with odds of success were used,
something that would become a staple of modern wargaming also.
In early 1824, the Kriegspiel group was asked
to demonstrate the new game for Prince Wilhelm, by now commanding a
corps. The demonstration prompted Wilhelm to recommend the game to
the Kaiser and the General Staff, and Reisswitz the Younger was
personally summoned in front of the Chief of the Prussian General
Staff with his group and his game. Initially cold to the idea, the
Chief of Staff quickly warmed up to the game, and pronounced it more
than a recreation, but a training tool worthy or recommendation to
the entire army. His recommendation, published in the next issue of
a military magazine, highlighted, as we would say today, the
playability aspect.4
Mass production became the order of the day when the
Kaiser ordered a game for every regiment in the Army. Tinsmiths,
painters and carpenters were assembled by Reisswitz the Younger, to
create the blocks used as unit counters. Maps and rules were edited
and prepared for mass production.
Grand Duke Nicholas, in Russia, had heard about the
new version of the game from Prince Wilhelm - anyone who felt the
need to tell old friends about the arrival of Advanced Squad
Leader in 1985 can probably relate - and was anxious to learn
about it. The Russian military attaché in Berlin accompanied
Reisswitz the Younger to St. Petersburg and in the event spent an
entire summer as a guest of the Grand Duke. Upon his return a
“monster game,” as modern wargamers would call it, was planned for
Berlin that autumn to take place at Wilhelm's quarters, with the
Chief of Staff devising a scenario involving a full scale campaign
fought between the Oder River and the Elbe River, with a final
battle at Bautzen.
Extra players were found, and the
game was played once a week. Apparently, there were no housecats in
residence, as the game stayed set up from week to week. On occasion,
the Kaiser, his princes, and foreign dignitaries all looked in on
the game. (The closest modern wargaming has come to the interest of
nobility has been Curt Schilling.) Other units eventually formed
their own Kriegspiel
clubs. While the game's popularity spread throughout the Army,
apparently Reisswitz the Younger himself felt unfulfilled. Promoted
to Hauptmann, he was
passed over for a vacancy in his own Guard Artillery unit as a
company commander and transferred to Torgau with another artillery
brigade. He is rumoured to have committed suicide in 1827, feeling
that he had been banished. His game had been adopted Army-wide, he
had summered with Russian royalty, and had been decorated by the
Kaiser with the Order of St. John for his work with Kriegspiel.
When rumours of the death of Reisswitz first
reached Berlin some of his friends and followers simply could not
believe it. Von Troschke was one of those who had recently become
interested in the game. He was convinced at first that Reisswitz had
been seconded to the service of Nicholas (now Tsar of Russia) to
give advice on the conduct of Russian forces during the
Russo-Turkish war which had just broken out. But the rumours were
soon confirmed. His friends and followers wondered where this left
the Kriegspiel, and where it left them. They were aware that an
anti-Kriegspiel feeling arisen in some quarters. Some of the older
generals were of the opinion that the game would give young officers
an inflated idea of their abilities to manage Brigades and Divisions
and leave them dissatisfied with ordinary regimental service. There
may have been something in that, and it may have been why Reisswitz
had been shunted off to Torgau instead of getting his promotion in
Berlin.5
Like
many junior officers, Reisswitz the Younger may have made enemies
for himself inadvertently. Bill Leeson, whose research provides the
inspiration for most of this chapter, certainly thinks so.
(Incidentally, in 1983, Leeson translated the 1824 Kriegspiel
into English and sold it as a modern commercial wargame).
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In 1970, The Avalon Hill Game Company released their own
Kriegspiel, as part of
their line of bookcase games. Handsomely packaged in a nested
cardboard box, this version did not require the personal
attention of monarchy, nor a team of tinsmiths and carpenters
to produce it. The game was unique in having no randomizers -
dice - or luck factors. Combat was simulated by computing odds
and cross referencing those odds using one of four defensive
strategies and one of three offensive strategies. Otherwise,
the game was what even by 1970 could be considered a
“traditional” modern wargame, with movement regulated by
hexagons and units represented by cardboard counters. The
rulebook declared the game to be “best suited (of all of
Avalon Hill's games) for introducing novices to the growing
science of game strategy." |
Leeson's opinion was that “Reisswitz
may not have been aware of it his sudden rise to prominence had put
him in a delicate position. Some people were bound to resent what
they would see as a young upstart pronouncing with authority on the
tactical decisions of his superiors. We are told that he was the
kind of person who, without being presumptuous, maintained an air of
self-confidence to those above him as well as to those below.” A
fellow officer and wargamer of Reisswitz the Younger's is quoted by
Leeson as saying that "Unfortunately he did manage to provide
these opponents of his invention with a certain amount of ammunition
through many witty remarks, which harmless as they were in intention
could have been misinterpreted if they came to the ears of those
they should not have reached".6
New
methods of doing things, particularly in the realm of tactics, are
often a bone of contention in modern militaries. When Battle Drill -
a method of training meant to inculcate initiative among the most
junior ranks of the infantry - was introduced into the British Army
during the Second World War, it was suggested that the new training
made “every man a general.” At least one unimpressed formation
commander suggested with some degree of frankness that he would
prefer it if he were the only general in his division.7
There were rings of truth to opposition to the new training; General
Montgomery felt it focused attention away from collective training,
for example.8
It
should not surprise us, necessarily, then, that Reisswitz the
Younger was eventually put in his place. What is more surprising was
the legacy left behind; any mention of his name in the amended rules
published in 1828 was deleted in favour of simple mention of
“existing rules.” Leeson tells us that the game never gained
widespread popularity though many high placed officers such as
Helmuth Karl Bernhard Graf von Moltke the elder (Chief of the
Prussian General Staff from 1857 to 1888) and Julius
von Verdy du Vernois (a general and staff officer under von Moltke) became fans. By 1873, a magazine article explaining
the game to a civilian audience also had no mention of Reisswitz the
Younger, and actually claimed that the game had been invented and
disseminated verbally until formalization in 1846. An old colleague
of Reisswitz's wrote a clarifying article for Militair
Wochenblatt to mark the
occasion of the game's fiftieth anniversary. An anonymous article
several weeks later told of how the game had come to the attention
of the Kaiser and the royal household; Leeson surmises the author
most certainly was Kaiser Wilhelm, who at the time the events took
place had been Prince Wilhelm and present at all the events
described in the article, along with his brother Prince Friedrich.
In
1870, rules-based Kriegspiel
once again fell into disfavour with a “free Kriegspiel”
system relying on the military experience of umpires gaining new
popularity. Military experience
was not in short supply in the Prussian Army at this time, with
recent wars against Austria and France in 1866 and 1870-71 providing
experienced umpires who could assess factors such as morale,
weather, intelligence and other battlefield intangibles not easily
codified.
In the meantime, John Thomas Frederick Jane, famous
for founding Jane's reference books, also created a naval war
game in the late 19th Century. Jane's Fighting Ships contains
a set of rules for The Naval War Game in the 1905-06 edition
of this annual guide book to the world's naval vessels.
Miniatures
The first reference we have to miniatures gaming -
the use of “toy soldiers” as game pieces - dates back to the 1890s.
Given the existence of toy soldiers dating back many centuries,
their use as the object of military maneuvers probably predates even
that (any 20th Century boy who ever owned a combination of toy
soldiers, magnifying glass, pellet gun, or other engines of
destruction can probably attest). The first tin soldiers became
popular in the 1700s, but the earliest published account of using
them for play comes from Scribner's Magazine in December
1898. Simple physical combat - hurling marbles at toy soldiers -
gave way to rules for logistics, combat and movement to make the
game an intellectual challenge.9
A
package set - soldiers and rules in the same box - appears circa
1910 as The Great War Game,
with the rule book titled separately as War Games for Boy
Scouts. H.G. Wells also
produced wargaming rules based on miniatures , first in Floor Games in 1911 and later
Little Wars in 1913.
He provided mainly a juvenile rule set for physical combat involving
spring loaded miniature cannon, but also an appendix that captures
the spirit of the earlier Prussian Kriegspiel.
He was, however, devoted to the idea of physical combat resolution
rather than dice or tables. In 1929, the first rules published in
the United States appeared, called Sham Battle: How To
Play With Toy Soldiers, written by by Harry G. Dowdall
and Joseph H. Glason.
In 1940 a Naval War Game was
published by naval historian Fletcher Pratt. His Navy Game
was a development of Jane's, using wooden ships on a scale of 1:600
(or one inch equaling 50 feet). Mathematical formulas were used to
calculate combat results, and though many rules were arbitrary, the
results that the game provided were considered more realistic than
Jane's.
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Picture from Making & Collecting Military Miniatures by
Bob Bard (1957), with a drawing originally appearing in
Illustrated London News) . |
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In addition to providing fodder for later generations of
wargaming fanatics with his Jane's
series of books (an excerpt of the 1906-07 edition of
Jane's Fighting Ships
is shown here), and laying the foundation for a multi-media
and information technology industry in its own class, Fred T.
Jane was a pioneer in naval wargaming in the late 1800's. Most
wargame designers - certainly those concentrating at the
tactical level - are information junkies or trivia masters to
begin with. |
The disadvantage of miniatures-based game systems was expense;
increases in leisure time and disposable income among average
citizens in industrialized nations made the games more accessible.
The first widely published rules and mass produced miniatures began
to appear in the 1950s, when Jack Scruby started Scruby Miniatures
in 1957 and his own magazine, War Game Digest.
Thus began what is known in the miniatures hobby as
the Second Age. Different systems and scales emerged over the years.
One system, Tractics, first published in 1971, was the first
game ever to be published with a 20-sided die.
At least one fusion
of miniatures and board wargaming was attempted by the introduction
of Deluxe Advanced Squad Leader
and the use of GHQ's line of 1:285 scale “micro-armour” miniatures
with the expanded board game maps. While miniatures have never
really disappeared, they have made a resurgence in the 21st Century
with various published game systems including Flames of
War and the Axis and
Allies line, both featuring
pre-assembled and painted miniatures.
Military War Games
Modern militaries would also continue to use war
games, though the terminology would change. In addition to field
exercises, in which full scale rehearsals of maneuvers were
conducted, simulations, or games, allowed commanders to manipulate
models without the costs involved in deploying actual troops and
other resources. These came to be known as sand table or cloth model
exercises, or in the Commonwealth armies as TEWTs (Tactical Exercise
Without Troops).

Intobattle.com was selling these exquisitely detailed 1:285 scale
miniatures on ebay in June 2007.
Building the miniatures can be, and is, a hobby unto itself.
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United States President Lyndon Johnson views a model of Khe
Sanh, a United States Marine Corps base besieged during the
Vietnam War. Ultimately, wargames, cloth models or any kind of
simulation is only as good as the kind of data that the
creator of the simulation feeds into it, and the number of
factors the creator has taken into account when working out
the mechanics of resolution.
United States Federal
Goverrnment Photograph. |
Notes
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Leeson, Bill. “Origins of the Kriegspiel” accessed online at
http://www.kriegsspiel.org.uk
-
Ibid.
-
Ibid.
-
Militair Wochenblatt (no.402, 1824) Leeson quotes the Chief of
Staff as saying "Anyone who
understands those things which have a bearing on leadership in
battle can take part immediately in the game as a commander, even
if he has no previous knowledge of the game or has never even seen
it before".
-
Ibid.
-
Ibid.
-
Farran, Roy. History of the Calgary Highlanders
p.98
-
Copp, Terry. The Brigade
(Fortress Publications Inc.,
Stoney Creek, On, 1992) ISBN 0-919195-16-4 pp. 26-30
-
Osbourne, Lloyd Scribner's Magazine,
accessed online at
http://www-personal.umich.edu/~beattie/timeline2.html
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