Soldiers: Tactical Combat in 1914-1915
While this website
has focused its attention on games below company-level, it is making
an exception on early tactical level games that included
company-sized units. Soldiers is a natural exception and
seems to fit in well with early squad- and platoon- level games for
several reasons, the most important being that in the period from
August 1914 to May 1915, the period of warfare being covered by the
game, the company was in actual fact the lowest basic unit of
maneuver in the European armies. The development of squads and
platoons is discussed briefly
in this article.
With that in mind, it compares in some ways to
Squad Leader or
later games which also sought to portray combat at the lowest
tactical level of the time being portrayed. Soldiers is also
notable for being such an early entry into the field of
tactical-level board games, and also for being the first such game
in which combat in the 1914-1918 war was portrayed. In all then, a
worthy topic of consideration among the earliest of the tactical
wargames despite the squad- and platoon-level focus of this website.
The first year of the Great War was a
period of mobility and maneuver at the strategic as well as tactical
level. Armies were able to outmaneuver other armies largely because
the individual units of which they were comprised had outmaneuvered
their counterparts. Soldiers is a tactical scale game of
these small unit actions. With unit counters each representing
infantry companies of 250 men, squadrons of 150 cavalry, or
batteries of six guns, all of the units on the mapsheet do not
constitute more than one whole division.1
The game was first
conceived of in the spring of 1970, when
Simulations Publications
Inc. was still known as Poultron Press, located in a tenement
basement in New York, and in its first year of existence and full
scale game production. There were some heavy hitters as far as
researchers went in that basement; Dunnigan's bonafides are
legendary but Soldiers developer David C. Isby went on to
write 20 books and 350 articles on national security, contribute to
Jane's Intelligence Review, testify before U.S. Congressional
committees on Afghanistan, and appear frequently in the media as an
expert on national security, including CNN, VOA, C-CPAN, MacNeil-Lehrer,
the McLaughlin Group, Fox and Friends, The Washington Times, International
Defense Review, Military Intelligence, Field Artillery Journal
and others.2 Dunningan's question to Isby was
casual: "Dave, how would you like to do a tactical game on World War
One?" The research and design took two years, albeit on a relaxed
schedule, and in March 1972, Lenny Glynn, who had been on staff as
SPI for only four weeks as a proof reader and copy editor, was
brought in to assist with game development.3
The map underwent at
least four different very different drafts, though playtest (by what
SPI called the Friday Night Crew, the name they gave to their game
department and other "interlopers" they managed to find to volunteer
to playtest) was done on the original draft of the rules.
At the time, each hex on the map
represented 50 yards, and the basic maneuver units were platoons.
The idea was that on a higher level, (i.e. company) the battlefield
dominance of artillery and machine guns would be diluted. As we soon
found out, the Soldiers prototype certainly avoided this
problem: the game was a duel between opposing artillery and machine
guns. These duels were often resolved by a single roll of the die.
Infantry units which attempted to advance were butchered. Realistic
but unplayable? No, simply unrealistic. There was not that much
artillery and machine guns in the first phases of the war. We were
showing their power in mini-tactical situations which exaggerated
their impact on larger battles (Soldiers is set in 1914, not
1918).
So the first thing to change was the
scale: Hex size doubled to 100 yards, turn time to ten minutes and
the basic units became companies rather than platoons. One thing
that plagued us in these early games was the use of cavalry units as
Kamikazes. A player would send his cavalry unit charging up to an
Artillery or Machine Gun unit and wipe it out while losing the
cavalry. While this reflected the illusions of cavalry commanders in
1914, it far exceeded their operational ability. Surprisingly we
didn't find a simple way to fix this for a long while.4
The use of low value
units to draw fire or launch suicidal missions and preserve one's
friendly infantry will be familiar to players of more modern
tactical games; the problem has been discussed in such recent titles
as Combat Mission (the "gamey jeep rush" was often discussed
on the official forums).
The final product was
successful, if a biased source like SPI's own
house organ can be believed.
Soldiers...is probably the smoothest
playing of SPI's lengthening tactical series, which includes such
diverse games as Centurion and AH's PanzerBlitz. One
reason for the difference is the relative simplicity of the
Soldiers weaponry. There are only five different types of units:
infantry, cavalry, machine guns, field guns, and howitzers. Another
reason for the smoothness is the map - unlike most of the tactical
games, the map for Soldiers is not overly cluttered with
terrain. Finally, a great deal has been added to the play of the
game by having simultaneous firing. The game provides six sets of
counters to simulate the armies of seven of the states involved in
the early months of World War I. There are 14 suggested situations,
including one that is designed for solitaire play and worthy of
being so played. Several of the situations are, as usual, designed
to teach lessons rather than to give each side a chance to win, but
most of them seem to be even. All situations show clearly, if the
participants are careless, the devastation that could be inflicted
by the weapons of the time. They also show that a cautious attack
still had a good chance to succeed without extreme losses in the
period before the trench lines.5
If one doubts that
SPI could be impartial in reviewing its own game (and there is no
real reason to suspect it could not), a reviewer writing in
Wargamer in 1990 could still report that
Soldiers is both a very good
simulation and a fun game to play. The large number of scenarios
allows for great flexibility in the number of units involved and the
length of games. The situations are most fluid in these days before
elaborate trench systems and massed artillery. There are ample
special condition counters which streamline play.6
Packaging
The game was sold in
four different modes; as an envelope game, in the white box both
with and without tray (as described in the
Red Star/White
Star article), and - presumably most commonly - in the
familiar "black box" shown here.7
Articles
Moves |
Nr. 4 |
Aug 1972 |
►"Game Profile: Soldiers" by
Lenny Glynn and David C. Isby (Analysis & Designer's Notes) |
Nr. 7 |
Jan-Feb 1973 |
►"A Guide to Conflict
Simulation Games and Periodicals" by George Phillies and
Martin Campion (Review) |
Nr. 10 |
Aug/Sep 1973 |
►"Vehicles in Soldiers" by
David C. Isby (Variant) |
Nr. 11 |
Oct/Nov 1973 |
►Errata |
Nr. 77 |
1993 |
►"Soldiers: Tactics in the
First Months of World War I" by James Werbaneth (Review) |
Wargamer |
Vol. 2 No. 23 |
Oct-Nov 1990 |
► "The Grandfather of Modern
War: The Great War, 1914-1918: World War One Games Anthology:
Part 2 - Land Games" by Eric Lawson (Review) |
JAGDPANTHER
Magazine |
Issue 7 |
|
►"Chaco-Soldiers Link"
(Variant) |
Issue 12 |
|
►"Soldiers Morale" by
Clifford L. Sayre, Jr.(Variant)
►"American Soldiers" by John Anderson (Variant) |
Line of
Departure |
Issue 26 |
|
► "Marching to Die:
Great War Tactics in SPI's Soldiers" by Jim Werbaneth
(Strategy) |
Phoenix |
Issue 25 |
|
► "Prelude to the Marne: A
New Scenario for Soldiers (SPI)" by Rob Gibson (Scenario) |
Issue 31 |
|
► "The First Battle of Ypres:
A Scenario for Soldiers (SPI)" by M. Barres-Barker (Scenario) |
Battle Flag |
Vol.1, No. 25 |
|
►"Surviving in Soldiers;
Some Hints and Advice on Tactics" by Gregory J.W. Urwin
(Strategy)
►"Soldiers" by Gregory J.W. Urwin (Review) |
|
Soldiers: Tactical Combat in 1914-1915 |
Developer: |
David C. Isby and Lenny
Glynn |
Publisher: |
Simulations Publications
Inc. |
Date
of Release: |
1972 |
Scale: |
Company |
Players: |
2 |
Campaign Type: |
none |
Components: |
►22" x 28" unmounted
map
►400 1/2" counters
►8 page accordion folded rules & scenario folder
►errata sheet (after August 1973)
►Box (see article) |
Add-ons: |
none |
|
Infantry
companies as depicted in Soldiers. |
|