This is to serve as an Orientation Guide for those who wish to start a club utilizing Historical Games, (aka Wargames). This will be my fourth year leading the Historical Games Club, and I have a record high turnout for the first trimester. I teach 5th Grade, yet the Club is for the Middle School students (6th-8th).
What are the benefits of playing Historical Games?
First, it is an
intellectual activity that
will increase your knowledge and understanding of history, psychology, (think poker), along with planning, both long and short term, follow through, strategy (big picture- what I am going to do), and tactics (little picture- how will I fulfill the goals of my strategy)?
Second,
it is competitive in a way that many students, who will be drawn to these games, are ideal for students who are familiar with academic pursuits. (I find athletes only occasionally find interest in these games, though intellectually curious students are quite taken by them). From this competition, much, in the way of
how to win with grace, and lose with honor, and finishing what you start, (even if you aren’t going to win), are vital components of the Club.
Third,
it is a social activity. Many students, so drawn to the academic world may have a hard time with others in social situations. Because so many academically minded students are drawn to these games, it gives them a steady arena to work on skills that may otherwise be overlooked.
What are the various historical periods?
Ancients – roughly 3000BC through 900AD
Medieval – 900AD through 1500AD
Renaissance – 1500 AD to 1700 AD
Horse & Musket – 1700 AD to 1850 AD (Seven Years War/ War of Independence and Napoleonic wars)
Colonial – 1850-1914 AD mostly the colonial wars of imperial powers and the American Civil War
WWI –
WWII
Modern warfare – warfare since the development of jets, missiles, and computer asst.
Rules to apply, and areas that will benefit students who play Historical Games:
Be willing to adapt to new tactics, as new opportunities present themselves.
Cleaning up, and taking care of other people’s property.
New ways to have fun, while trying something new.
Playing fair=no cheating.
Learn from each of your games.
Be constantly aware of what your opponents are doing. What information can you use to help defeat him/her?
Think ahead. Be prepared for your next move.
Best Places to Get These Types of Games
www.bouldergames.com
www.FunAgain.com
www.thoughthammer.com
www.daysofwonder.com This site sells the games that they produce.
www.gmtgames.com This site sells the games that they produce.
www.dundracon.com/InfoStores.html This site has specific game stores in every part of the Bay Area, as well as Sacramento, Santa Cruz, and Monterrey.
East Bay Store:
www.endgameoakland.com Downtown Oakland. This is my personal favorite store of all the game stores I’ve ever seen.
www.ebay.com Type in the name, look under toys and games
Best Gaming Sites
www.boardgamegeek.com The best overall site for tens of thousands of games. There are reviews, session reports, lists of types of games, and rules corrections. Basically, you will meet friendly folk who are VERY interested in their hobby: Games.
www.grognard.com Site for reviews of Wargames.
www.consimworld.com Site for discussion about Wargames.
Gaming Conventions Locally (Can you imagine they actually have conventions to play these games?)
www.KublaCon.com
www.Conquest.com
Other Sites/ Resources of Merit
www.juniorgeneral.com Very good site for educators who want to work with miniatures, yet don’t want the added expense.
Armchair General Magazine
www.armchairgeneral.com
Military History Magazine
Military Book Club
The Battle 100 (History’s Most Influential Battles)
Best Games to Introduce Your Students In Order to Capture Their Interest/Ability
Battle Cry + Memoir ’44 These are by far the best introductory games out there. They both use the same ‘game system’ allowing knowledge from one game to transfer to the other easily. BC 6/7/ M44 6/7/8+ 2-8 players
Memoir ’44 has two expansions, one for the Pacific Theater of War, and one for the East Front. Both are excellent. 7/8+ 2-8 players
Ancients: Command & Colors This game covers battles between Rome and Carthage. The system was designed by the same guy who created BC and M44, so you know the system. The difference is that the publisher is a wargaming group, and thus they added more complexity. 7/8+ 2-4 players
World in War: Combined Arms Solid game of the entire Western Theater of War. You must generate new troops, based on territory you control. The heart of the game is the ‘Battle Wheel’ where Combined Arms will help seal victory. 7/8+ 2-3 players
Diplomacy Challenging pre-WWI game, considered to be Walter Kronkite’s favorite game. Here, you are a single country of the Seven Powers before WWI. You are using diplomacy to expand into various Supply Centers. When Diplomacy breaks down, you end up going to war. 6/7/8+ (Sixth graders will probably get creamed by 7+ level students. 7~player game
Gettysburg 125th Anniversary Smithsonian Edition (Avalon Hill) This is a gentle intro game, that takes up to four hours. Gives good insight to the stages of the turning point battle in America’s Civil War. 6/7/8+ 2~player game
Battle of the Bulge Smithsonian Edition (Avalon Hill) Another gentle intro to a turning point battle for the U.S. in WWII. 6/7/8+ 2~player game
Lightning D-Day A card driven game, where the Allies are trying to capture the five Normandy beaches on June 6, 1944. Easy and fast 30-45 minutes. 6/7+ 2 player.
Victory: The Blocks of War Very fun challenging game. You are in charge of building armies, navies, air force, then tasked with taking over opposing objectives. All units are WWII style, though this is not an historical recreation. 6/7/8+ 2-4 players (team play)
Settlers of Catan A non-combat game. Melt the swords, turn them into plows. Here resource management is key to expanding your territory. 6/7/8+ 4~player game
Formula De Grand Prix Auto Racing Ladies and gentlemen, start your engines! 6/7/8+
Can play up to 10 on one track. The ideal number is 5.
Paydirt! NFL Football, that has each team’s statistics analyzed and put into a series of nine offensive plays, and six defensive plays. Each year, team-charts are available from
www.tc.umn.edu/~hunte006/paydirt.htm 2~player game
The World Cup Game Replay the 1930, or 2002 World Cup Soccer Tournament. Very easy card play, complex strategies to win. 6/7/8+ 3-6 players, (more if playing 2002)
More-Complex Games
Combat Commander: Europe Innovative card driven game that fully explores the chaos of battle. An excellent game, (my personal favorite). 8/9/10+ 2~player game
Bloodiest Day the battle of Antietam (Spearhead Games) A battle of a single day in U.S. history. Also, the most fallen soldiers in a given day, of U.S. soldiers, of all wars. 8/9/10+ 2-4 players (team play)
Bonaparte at Marengo This is chess, only you are dealing with terrain, and the challenges of using the terrain to your advantage. The strengths of your enemy are hidden from your knowledge, until you encounter them. Easy to learn the basics, a lifetime to master the subtleties. 7/8/9+ 2~player game
East Front The war in Russia 1941-1945 (2nd edition) This game takes on the vast steppes of Russia’s endless landscape. Can be played in shorter 6 month segments (of game time). Germany sweeps in, then winter falls, and steel freezes… 9/10/11+
4~players (team play)
Men of Iron Warfare in the Middle Ages This game demonstrates the importance of command radius of leaders. Beautiful maps, and counters. 8/9/10+ 2~player game
Bitter Woods ~ A battle for the Bulge game on a greater complexity. 10/11/12+ 4~player (team play)
Wooden Ships and Iron Men ~ Naval warfare in the age of Napoleon to the Revolutionary War. Learn how difficult it is to sail a Ship of the Line, anticipating your opponent’s moves while preparing the proper type ammunition to fire from your broadsides. 8/9/10+ 2~player, or team play
Summer Storm ~ Infinitely complex. Battle of Gettysburg. This game has hidden movement that you are unsure of where your enemy is, until you come into range with them. Hundreds of counters, gorgeous maps, dozens of hours to complete. Wonderful game. 10/11/12+ 4-6 players (team play) (This game is best set aside for a Summer Camp).
I have introduced all of the Best Games listed above to students in the Club. The most complex game we have played was Wooden Ships and Iron Men. We also have a banner, dice with our banner and initials HGC on them, and the Wall of Historic Immortals. To gain entry onto the Wall, a student must be "The Top Competitor" in a game. If they win the tournament in that game, they increase their "Military Rank" and get their name and the game put on the placard which is on the ongoing wall-mounted trophy. We also have a cross-bay rivalry with another middle school in the WWI game Aerodrome. We have yet to take top-place in it...this year...this year!
My Goals
1) To get others interested in starting a club at their school
2) To set up a tournament against those schools.
3) To give information about how to set up a club
4) To share what games work well
5) To network
6) To have students learn about history, strategy and the difficulties that the actual commanders faced, albeit with much greater uncertainty