Multiplayer Games

The terrain is placed, the troops are deployed and players are due to arrive. Will the game produce an enjoyable event, which players will talk positively about for weeks, or will it be a disaster? Such is the potential for any game, but in some ways the stakes are higher for those involving a number of players. After a most enjoyable multiplayer game a week ago, involving six players, I found myself pondering what makes a good multiplayer game and what are the potential pitfalls.

Large multiplayer games can be a little like campaigns. They can be full of promise but sometimes the result is far less successful than intended. Over the years I have heard complaints around games taking too long to complete, fortunately not mine, with players standing around twiddling their thumbs as the game progresses at the speed of drying paint. Likewise I have heard reports of disasters, where some players have been clearly unhappy. Most notably on a podcast where the presenter was clearly frustrated that having painted both armies and worked out the terrain one player completely lost the plot effectively undoing the hours of work of the host. Clearly neither is ideal, so what is a successful formula, or at least what are some of the considerations that organisers may wish to consider?

Before I wax lyrical the astute reader may be asking what makes me qualified to voice my opinion on such things? Being this is on the internet then perhaps I don’t even need to be qualified to voice my opinion, but lets pretend I have some experience. Arguably a reasonable position, given I tend to run multiplayer games perhaps twice a month. My games tend to involve between four and eight players with four being more typical since the time of Covid.

As to our analysis, lets start with the rules. Firstly, what is the complexity level of your rules and are they suitable for a multiplayer games? Some rules are very detailed and this detail takes time to progress through. Often players need assistance with some of the detail. In my view such rules are not suitable for multiplayer games. In contrast some rules are simple and can be easily grasped. They have simple mechanics and allow the turns to be progressed through quickly. This tends to mean that a number of players can be actively involved simultaneously. Therefore I suggest you select your rules carefully. As an example one of the simplest rules I use are Wings of Glory. These are ideal for multiplayer games as the rule complexity is low and the pace of the game high. This means that players are active and involved every turn.

A Wings of Glory game in progress

Another aspect of rules often discussed is friction. But what is friction? Mr Google suggests it’s the resistance one object encounters when moving over another. In wargame terms it’s the resistance imposed on a player to achieve the desired outcome. The most common friction in modern games is what I will “command friction”. In a game with one player per side this command friction can be introduced by game mechanics limiting moves in parts of the battle. However, in a multiplayer games I would suggest that with several players command friction is inherent, simply because different personalities adopt different actions at different speeds. The cautious player will want to deliver a well coordinated attack while the rash player will be more aggressive perhaps intending to seize and maintain the initiative. In my view rule systems that are designed for one other player per side do not always scale to multiplayer games. In addition to command friction there is also “battle friction”. Here events on the table can change quickly and a well considered plan can begin to fall apart. Reserves are required to regain the initiative. Here some rules will work well and others can be a little more formulaic.

Next is the game size. When planning your multiplayer game consider the time you have available against the size of the game you wish to play. Next consider if the players have enough miniatures to command, but not too many. There is a balance here and sometimes experienced players can command more miniatures than less experienced players. But you need to ensure that all players have an ability to be involved. As an example in last week’s game the French had several corps on the table divided among the French players. We had one player commanding the centre, one the left and one the right. The reserve didn’t have a commander defined as the reserve would be divided between the three as determined by the unfolding game. This worked well. Having a player commanding the reserve may have resulted in that player not being heavily engaged.

An 1813 game using 6mm miniatures and six players fought recently

Assuming the rules are suitable and the game scaled for time and miniatures, what of the other components of the game?

As a game host I often feel I have a responsibility for everyone enjoying themselves. A number of years ago, when organising a competition, I was reminded by a friend that it was not my responsibility that everyone enjoyed themselves, but rather that was an individual player responsibility. My responsibility was organising the event and laying the ground work for the games so they can be enjoyed. Multiplayer games by definition involve a number of personalities. Unfortunately not all the players will get on and on occasion some will be having a particularly bad day. This could be because of work or life stress, or perhaps it is just their disposition. Over the years I have had a number of outstanding games and occasionally one that hasn’t gone so well. People have lost the plot, got grumpy and even thrown in the towel mid-game. My suggestion is if you are planning a multiplayer game choose your players carefully. Equally, if you are participating in a game hosted by someone else just remember that if you have a bad day it may impact other peoples enjoyment. As a player you have a social contract to be polite and considerate, both to the other players but also to the host.

One point I mentioned previously was game pace. The pace of the game is important, especially so if you are trying to prevent players standing around for long periods while the game is still progressing at the other end of the table. Assuming you have selected your rules carefully, that is they are not too detailed, someone needs to keep the pace of the game moving. This could be an umpire or it may be the host. One of the best examples I have seen was a refight of the Battle of Stones River where I had the pleasure of being involved while visiting Tennessee. Here the umpire managed to have 12 players involved and moved the game through successive turns to resolve the battle in a single evening. Now, I I haven’t achieved such momentum, in part because I don’t want to always be a dedicated umpire but rather want to also move the miniatures I have spent many hours painting. However, as the host I do try and keep things moving. To aid this players need to be responsible for their own troops. It is easy for a game to slow as one player takes over and tries to manage the battle in other sectors. My advise is to try and resist this and let the other players make their own mistakes. I admit this is harder than it sounds and I need to remind myself of this on occasion. It is obvious that even in our group some players really do struggle with letting go. If you do you will get plenty of “command friction”.

Another 1813 game this time fought over a day and involving 3,500 6mm miniatures

Multiplayer games are a significant part of my wargaming. While I enjoy games against a single opponent a multiplayer game really provides an opportunity to share my gaming time with like minded friends. They allow me to fight larger battles or enjoy the some of the challenges of command tension as people attempt to resolve tactical issues, sometimes in a different way than I would. Multiplayer games really do have much to recommend them and if you havent played in one I would recommend you try.

I am aware this post is rather long. However, I do hope that the above thoughts are useful, especially if you are considering hosting a multiplayer game. Perhaps you have other suggestions or you disagree with me on some of the above points. Do please consider posting your thoughts on the merits of such games, as well as your suggestions on running them, in the comments below.

Frontier Battles

With the first of my Prussians for the Franco-Prussian War recently completed it seemed fitting that they should take the field. As a result just over a week ago my Prussians, along with my existing French, deployed for a Franco-Prussian War encounter along the Franco-German Frontier.

The 19th Century was a time of significant advances in weapons technology and by the time of the Franco-Prussian War both sides were still absorbing these changes. The older Prussian Dreyse needle gun was clearly outclassed by the French Chassepot with its superior range. Yet from an artillery perspective it was the opposite, with French artillery were outclassed by the breach loading Prussian Krupp guns and their associated percussion fuses. Then of course there is the Mitrailleuse, a completely different weapon system.

Prussian Jägers at Gravelotte by Zimmer

New weapons, as well as evaluation of their performance in recent wars, was resulting in changes to doctrine in both attack and defence. As we wargame this period it is obvious that tactics used for earlier periods simply do not work. As a result our group continues to attempt to understand the strengths and weaknesses of the troops and their weapons weapons, and most importantly, how to use them effectively on the table.

In our most recent game both players were clearly experimenting. The French commander was determined to maintain the initiative using the superior Chassepot to outrange the Prussian infantry. Yet he struggled with the deployment of his artillery and his Mitrailleuse batteries. When using French I often tend to fight defensively. With the Prussians this wasn’t going to work. Therefore I to was experimenting in an attempt to achieve a breakthrough in a reasonable timeframe – specifically before French reinforcements could deploy. Interestingly, I found my attacks bogged down and on one flank the Prussian infantry, despite having superior numbers initially, were unable to secure a result.

Our game was truly fascinating, which I believe is testament to the Volley & Bayonet rules we use and their period specific variations all built into the basic rules system. If you would like to read more a report of our game can be found here.

Revisiting the Cold War

Regular readers may recall that last year I made a little progress on reinforcements for my Cold War armies. Specifically the first two American battalions of what will eventually be a reinforced brigade for deployment to early 1980s Europe.

American M1s and M113s advance

For my modern wargaming I find Modern Spearhead addresses the late 20th Century battlefield rather well. Like its World War II version the rules allow brigade to divisional level actions to be played with a focus on planning, allocation of resources and combined arms.

Above and below, views of a portion of the Americans. Each stand represents a platoon with mechanised infantry (M113) and M1 Abrams tanks shown.

Elements of an American battalion move forward

Unfortunately opportunities to deploy any miniatures in a Modern Spearhead game have been limited for a while. So it was with some anticipation that recently a few models were finally returned to the table.

A few photos and a brief description of our game can be found here.

Prussians on Parade

A number of years ago I was fortunate to visit a selection of Franco-Prussian War battlefields, specifically Wissembourg, Froeschwiller, Mars-La-Tour, Gravelotte and Loigny-Poupry. Soon after I purchased a number of 6mm Heroics & Ros miniatures from their Franco-Prussian War range. The bulk of the French have been painted and used several times over recent years, but the Prussians have remained “in stock”, so to speak, awaiting their turn on the painting table. Recently I took the plunge and began the much overdue task of painting them. This week the first batch of miniatures have been completed.

It seems fitting to recap on the Prussian organisation in 1870. I am using Volley & Bayonet for my Franco-Prussian War gaming and the base formation is the infantry regiment which typically represents around 3,000 men. Four such regiments form a division. Each division also contains a jäger battalion, or schützen if guard a division, as well as 24 cannon. The artillery comprising 12 field and 12 heavy guns. Finally, each division included a cavalry regiment or around 500 men.

Two such divisions form a corps which is reinforced by a further 36 cannon. Of these 12 would be field, 12 heavy and 12 horse. Three corps, sometimes more, would form an army – of which there were several.

A Prussian infantry division of four regiments with jäger deployed in front

The infantry are on 1.5″ bases while the jäger are on smaller bases and can operate independently, or be pushed together to act as a formed battalion. Below, another division is shown in the foreground with the previous division visible in the distance.

A second Prussian division deployed

The Heroics & Ros Prussian range has a variety of figure poses across the various packs. This enables some variety within each regiment. That said my regiments have the bulk of the miniatures either marching or advancing. Both however have additional figures firing in the front.

Another view of the first division

Because of the more open formations of the period I have settled on having between 20 to 24 figures on a regimental base. I use a reduced ground scale so each base measures 1.5″ square which equates to 300 yards of frontage as I use what is commonly called “half scale”. This allows me to refight very large battles with a reasonable number of miniatures and a reasonable sized table. This could be important if I am to refight the Battle of Gravelotte with its 300,000 combatants.

A view of the second corps

You will recall from the earlier organisational information that each infantry corps has a significant number of guns. Specifically, 72 field artillery pieces and 12 horse guns.

A portion of the corps artillery, a mix of reserve & divisional guns

Now while initially I have formed two corps I have painted the foot artillery for three corps, a not insignificant 18 artillery battalions. Above, a selection of the artillery from one corps. Each artillery stand in Volley & Bayonet represents 12 guns.

A general view illustrating two Prussian corps

While Franco-Prussian War project is far from complete I feel I have made good progress. Now its time to start some Prussian cavalry and see what I need to order as reinforcements from Heroics & Ros. I also need to paint some additional French…

Kangean Islands – 1942

This week a short report of a recent fictional WWII naval encounter set in the Far East in early February 1942. I have found the history of naval campaign in the Dutch East Indies fascinating so creating some of the situations on the table is a logical extension. Historically out-gunned but determined allied forces under took a series of naval actions against the Japanese invasion forces. Most actions occurred at night but some occurred in daylight. Our game attempts to capture one such situation in early February which historically resulted in the Battle of Makassar Strait where an allied strike force attempted to disrupt a Japanese invasion convoy.

In the historical action the Allied forces, comprising four cruisers and seven destroyers, were subjected to a series of high level aerial attacks from some 60 Japanese aircraft, a mix of “Nell” and “Betty” level bombers. The attacks resulted in damage to USS Houston and USS Marblehead and forced the the strike force to retire.

USS Marblehead in Tjilatjap undergoing emergency repairs

The success of the Japanese level bombing seems to be in part the result of allied tactics, which required the ships to operate independently rather than be “closed-up”. In the case of of USS Houston she was further compromised by defective 5″ anti-aircraft ammunition. In the end USS Houston suffered the loss of her aft 8″ gun turret, a significant result and one that would limit her in the subsequent Battle of Java Sea. USS Marblehead suffered even more extensive damage and which forced her out of the campaign.

Our scenario assumes the air attacks are less effective and the strike force pressed on only to be engaged by Japanese surface forces covering the invasion convoy.

In the historical action the cruisers comprised the previously mentioned USS Houston and USS Marblehead but were supplemented by the Dutch light cruiser HNLMS De Ruyter and the very small cruiser HNLMS Tromp. For our fictional encounter these have been reinforced by one additional heavy cruiser, HMS Exeter. Her addition provides a significant reinforcement to the Allied forces. Finally, some of the destroyers have been replaced with others of the same class, simply for convenience.

HMS Exeter under fire while three US destroyers pass astern

These destroyers are all elderly Clemson class vessels which do have a strong torpedo armament, though they are not positioned on the centreline and thus complicate their use. Unfortunately US forces at this time also suffered from defective torpedoes, which would further limit US destroyer capabilities in our game.

Historically of course Japanese surface forces were not engaged at Makassar Strait. However, for our purposes a selection of vessels operating in the Dutch East Indies provided a scratch force to engage the reinforced Allies. This included the powerful heavy cruiser Haguro, two light cruisers and five Japanese destroyers. A short report of the Battle of the Kangean Islands can be found here.