World at War, triumph and Folly
Now something different. I have been without camera for
several weeks so no new picture of my painting even if I had work quite a lot
recently instead I will dabble a bit on
the main playing side of my hobby paper
and counters.
Recently there has been a bit of flak on CSW, the premier
wargaming forum on the internet, on a game series I like quite a bit and that I
have been involved into. Mark Walker’s World At War. I have to admit that several of the people
trying to defend it have done a poor job, turning, in my eyes, more as Mark’s
fanboys rather than player really liking the game. And some of the critics have
said several good things. I have been involved in World at War from longtime so
finally I decided to put in writing my thoughts on it.
The Game:
World at War, WAW for short is a platoon level game
set in 1985 during an hypothetical Third World War. It is based on random chit
driven activations of formations (be NATO companies or Warsaw Pact battalions).
It is very table light with the majority
of information printed on counters (and as some of the critics on CSW have
pointed out the counters could have benefitted from a better font type) and
dice heavy with a lot of die rolling (to hit, armour save and the like). The
counters are quite attractive. Some of the side views are simply work of art.
If I have to pick something it would be the German recon battalion I designed. The counter artist did a splendid work. Also
the PLA tanks are impressive.
Having every bit information on the counter itself is not a
bad idea. I think a lot of the criticism
over the game system is not only unwarranted but completely without base. It is
not complex but it is not even simplistic. In my opinion it portrays quite well
tactical doctrine and relative strength and weaknesses of the equipment.
Despite the idea that it is a “hardware game made by someone who does not know
about hardware” I think it is quite successful in representing hardware at
system level. So one for the game zero for the idiotic pundit. They say WAW
did not portray doctrine. It is a tactical game, doctrine is often the realm of
the scenario designer, especially if your scenarios are involving an handful of
counters. One of the commentator say the game encourage the Soviets to assault NATO
positions and this is not historical. I
would dare to say that Soviet tank design and Soviet tactical procedures were
not designed for stand-off firing but by quick advance. Frunze Academy’s
tactical problems involved stand off suppression by fire only on the flanks of
the main attacks. And then by artillery rather than tanks or infantry.
Artillery could be a problem. It is not directly represented
but abstracted. Again a lot depend on scenario design. Scenarios deserve a bit
of a comment. Someone asserted you cannot design your own scenario because you
have not instructions. I do not feel this was necessary, Indeed is around 4
years I am designing my own scenarios… to that critic I will respond “do your
own homework and research”.
The Sandbox
If you think twice WAW is the perfect sandbox. It is
sufficiently open to give you whatever you want if you are willing to put
yourself on the line. It is not a spreadsheet with point systems and scenario generators,
but it has an almost open ended potential. There is nothing that, in case you
do not like published scenarios, prevents you from designing your own. Every
three or four months Line of fire is providing you with several new scenarios,
often with new units and sometimes with new maps. It is great. I love the old Assault, but WAW is continually expanding giving you more and
more possibilities for exercising your own judgement and creativity. Of course there are limits.
The Fence
The main limit is that WAW
is not a sandbox. Mark had decided to link it to a fixed setting. And now the
problem starts. Order of battles are often incomplete, units are presented in a
rather awkward fashion, often in a way that made designing your own scenario
based on actual research very difficult. Of course the gaps are slowly filled,
but it is not easy. Especially when you are told that “filling formations is
boring and not exciting”. Ok it is boring, maybe, but it is because someone
made a mistake at first.
And you have the story… Mark’s scenario, instead of being
based on tactical situation and doctrine are based on his story. At start it
was not too bad. The more the series progress the more the story is less
entertaining and the scenarios convoluted and, frankly, silly. Also the
scenario drives the counters making the formations included more and more silly. Again not a game killer
in its own if the sandbox is still there.
The horror
But the sandbox potential is further reduced by…
A complete inability to give us proper formations. Now we reach the stage of the last boxed
module; Paris is Burning. When I
opened that box and looked at the French forces I had the urge to cry. Whoever
did the research deserves to be shot. The French order of battle is completely
fantastic. No one has bothered to read anything about the French army. The 2me
REI a light motorized unit part at the time of the 6me Division Blindée Légere
instead of having its VAB (wheeled) has AMX10P (tracked). Allocation of formation
is frankly just made up. You cannot really field real French forces in Paris. And the scenarios are just the
product of someone who has never bothered to look at troops disposition in Europe
at the time or NATO plans and exercise.
But you get a ugly map of Paris that does not convey any idea of a big
urban setting, some campy scenarios not even barely plausible and some
rants. That “masterpiece”, that I rated
5 on BGG just because it gave me some French toys and because I did not want to
be too harsh on it, will be shortly followed
by America Conquered another sick
idea… at least in the middle Jeff
Schulte’s excellent Into the Breach
has appeared giving us sufficient forces to fill some important gaps. I am
really hoping it will wait for me when I will be home at the end of the month.
The Conclusion:
I
will be harsh, I think WAW is a good game despite Mark’s effort to reduce it to
a joke. While he is good at hardware
level he does not anything about doctrine, order of battle, tactics, history
and organization. His story is a joke at best, insulting at worse. His scenarios
have no bearing on reality. And do not really represent any real doctrine
except for “red hordes steamrolling west”, a myths serious researcher have long
dispelled. I would not have any problem
with that if Mark had just bolted on the story and developed it without stymieing
the system. As it turned out Mark ended up in the middle between the proverbial
rock and hard place. He had “subcontracted” a lot of scenario design to external
sources like me but he cannot resolve to let it fully free. He is attached to
his creation, I can understand it
(except when he mention the “great” work of Game Workshop with their own “game”
he did not know a lot on the troubles and the silliness of the evil empire),
but the game is suffering. And he is too defensive especially covering his
mistakes. The T-80 debacle was a famous example but I have my picks too. Paris is Burning, the French module is,
as already mentioned, the crappiest work
I have ever seen as far research is concerned. If it was the work of one of my
student I would have failed the student, in a game in Phil Sabin’s Consim class
probably it would have warranted and epic failure. As far research goes WaW
published boxed modules do not include anything that can be called that. Worse than all Mark is covering his errors
with patethic excuses (real formations are boring). I worked on an article on
real order of battle and potential approaches to Germany central front just to have turned it down because it
insinuated Mark’s research was wrong. Heck, his research? Again? AMX10P in the
2me REI? Black Eagles in 1985? South Korea invading the north in 3 days? With
what a 1970 infantry army with almost no mechanized infantry and depending on
US C3I? Japan invading Korea with no amphibious vessels? Anyone with basic
internet and library access can ascertain that. I have put a lot of effort and
time in WAW, desgined modules, including an excellent and well received (by
playtesters) one on a possible (and quite probable in case of WW3) Soviet
invasion of Hokkaido. It has cool Japanese
stuff that has been shown only on Japanese language only games… but a former
USN Officer with a Naval War College education seems to not have ever read
about the Bastion Strategy (no I am not believing he did not know about it, he
can pretend but not so far…).
And
now we have reached the critical point. WAW
is not a game about a hypothetical WW3. It is a game about Mark story that is
set in a setting that mirrors a bit 1985. And I think here WAW fails. He started the system with a different, or at least an
apparently different, premise. The crappy stuff came later. I think the entire construct is weak. You can
create your own world for a game and there is nothing bad on it but it has to
be your own world, just mixing and matching from the real world will not
suffice. Also other similar attempts have open worlds were conflict continues
and develop in part according to player wishes and actions. Even in Warhammer
you have an open end where your actions have a meaning, where you can write
your own record. In WAW the story sounds stale and on rails. I will never stem
the tide. Everything is already written. I cannot feel part of the story.
The
astute reader will say WAW is not
the first example. GDW Team Yankee
was similar. You got the point, but Team Yankee was published after the book,
and you decided if you want the story or not. Plus the book was much better
than the crappy Walkerverse.
I am
a cold war kid. I grown up when the GFSG was still there and played NATO-WP
games. WW3 is my own stories. I have done sufficient academic research on the
topic to have my ideas. I am not
interested in a closed crappy story set there. If the Walkerverse had been set in the future
or on another planet closely resembling 1985 it would have been great. The
current setting is just a joke.
Again
it would have been a no problem if Mark had been just used the game to tell his
own story as an addenda. But alas WAW
has not taken this approach. Designing scenario for WAW is thus a nightmare. I can live with physical and practical
constraints, I can curse countersheet limitations and go forward. But I cannot
have good modules and good exciting scenarios turned off because they do not
fit the crappy story, a story that for all practical purpose to me is awful. There
is also an underlining problems with the system, how you design a scenario,
that indeed is your own creation part of your own narrative, in a close system
written by someone else and then even been asked to have it fit in someone else
narrative? It is a question Mark has never addressed, I told him “I cannot write
your story, because I am not you”; I think it is pretty obvious. But I never
got any answer on that. I think we have
a sort of unspoken deal where I can write my scenarios and Mark is not too
picky on the background. It works, but it is not perfect, especially when you
have subpar work like Paris is Burning to work with. It also left the main contradiction of the
enterprise unsolved.
I
also left people weaker in addressing criticism. His criticism directed to the system
or to the setting?
Will
I continue to play it? Yes. Will I continue to buy modules? No. Will I continue
to design scenarios? Yes. Still I feel frustrated, disappointed and slowly
sliding toward a dead end. The system is sound; the potential is enormous. The
silly “apparatus” and restriction are really killing it.
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