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Other Stuff => General Wargames and Hobby Discussion => Topic started by: TacticalPainter on 09 July 2023, 11:26:58 PM

Title: How can a wargame be realistic?
Post by: TacticalPainter on 09 July 2023, 11:26:58 PM
Some thoughts and reflections on the nature of 'realism' in table top wargames after many decades of gaming both in miniature and with board games. I think we all have strong opinions on this so I've no doubt others will differ in their levels of agreement with my thoughts, but this is a discussion that comes up regularly in clubs and on forums so here's my two cents worth. The full article is here https://thetacticalpainter.blogspot.com/2023/07/how-can-wargame-be-realistic.html

(https://imagizer.imageshack.com/v2/xq70/922/ymjOJn.jpg) (https://imageshack.com/i/pmymjOJnj)
Title: Re: How can a wargame be realistic?
Post by: jon_1066 on 10 July 2023, 08:55:03 AM
Interesting article.

You certainly make a good case for dice to represent events we don’t want to simulate in detail given we can have a good idea of the odds.

For me “realism” comes down to does the game reflect the actual tactics of the age and how much are you thinking in game terms compared to battlefield terms.

Eg do period tactics give period results?  Eg if I’ve formed my Austrian infantry into battalion masses and they have almost no chance of standing against cavalry then that game is unrealistic.

If I have to save three tokens to be able to form that formation instead of being able to have more corps artillery fire then that is unrealistic to me.  It’s taking me out of battlefield decisions and into game decisions.  This is one reasons I’m less keen on lots of chrome.  Most of those special rules or combo mechanics are purely game driven.  eg battleboards in Saga or saving flags in Sharpe Practice or Infamy.  In some ways they are introducing decision points that may create a good game but these are decision points that do not exist in a real chain of command.
Title: Re: How can a wargame be realistic?
Post by: Harry Faversham on 10 July 2023, 12:20:13 PM
Wargaming realistic? Daftest question I've ever heard, only a wargamer could come up with such drivel!
Does playing Monopoly give a good insight into the world of high finance?Does the CID (coppers in distress) learn detecting things from playing Cluedo?
A wise man once said 'there's no such thing as a daft question'.

'Are wargames realistic?'

Now, that's a daft question!

 lol

Title: Re: How can a wargame be realistic?
Post by: Rickf on 10 July 2023, 12:42:41 PM
I think there's far too much made of the 'well the military use wargaming' We do, but not in the way most wargamers know it. A particular problem will be presented to a commander and he may well say 'let's wargame it'  We don't get out some well painted 28mm figures and a copy of CoC. It generally involves sitting round a map or model of the ground and using lots of 'what if's 'so what' 'how would' type questions to find the most likely courses of enemy action and our responses. A bit like the muggers rules idea.
Title: Re: How can a wargame be realistic?
Post by: Aethelflaeda was framed on 10 July 2023, 01:53:15 PM
good essay.

I believe the only real breakdown in accuracy/realism in most of table top games comes from lack of true fog of war with our accurate helicopter views of the terrain and the positions of all units both enemy and friendly.  Real battlefield commanders rarely had that level of precise knowledge even of their own forces.  This coupled with immediate command control annd constant movement rates and our games are closer to chess than to real battlefields.  Dice rolls for  movement/command , logistics, random events, and spotting rules with lots of hidden units do much to make a game more of a simulation, but still many prefer a more “cinematic” game and don’t care for all the overhead necessary for all that, and really enjoy the empowered godlike aspects of instantaneous command control. Some are just happy tossing dice without much more nuance in maneuvers than a frontal assault. Horses for courses.

In war, the objectives are simple to define, but even the simple is very difficult to achieve.  Addressing “Friction” is what makes war an art form.
Title: Re: How can a wargame be realistic?
Post by: jon_1066 on 10 July 2023, 03:12:53 PM
Wargaming realistic? Daftest question I've ever heard, only a wargamer could come up with such drivel!
Does playing Monopoly give a good insight into the world of high finance?Does the CID (coppers in distress) learn detecting things from playing Cluedo?
A wise man once said 'there's no such thing as a daft question'.

'Are wargames realistic?'

Now, that's a daft question!

 lol

Did you actually read the article?

Thought not since he addresses this in the very first part and then moves onto considering the accuracy of a wargame as opposed to its realism since as you point out a wargame can never be realistic (since no one is getting killed.)

Title: Re: How can a wargame be realistic?
Post by: jon_1066 on 10 July 2023, 03:16:45 PM
I think there's far too much made of the 'well the military use wargaming' We do, but not in the way most wargamers know it. A particular problem will be presented to a commander and he may well say 'let's wargame it'  We don't get out some well painted 28mm figures and a copy of CoC. It generally involves sitting round a map or model of the ground and using lots of 'what if's 'so what' 'how would' type questions to find the most likely courses of enemy action and our responses. A bit like the muggers rules idea.

This was a classic real world use of wargaming:

https://en.wikipedia.org/wiki/Western_Approaches_Tactical_Unit (https://en.wikipedia.org/wiki/Western_Approaches_Tactical_Unit)
Title: Re: How can a wargame be realistic?
Post by: Easy E on 10 July 2023, 04:31:17 PM
@Harry - Monopoly does give a good indication of the Real Estate market.  Everyone loses except the bank! 


An interesting read.  I tend to think of a game somewhere in a triangle between three points.  Those points are Gamist, Narrativist, and Simulationist.  The closer you go to one edge, the further you get from the others.  Individual parts of the game may lean more one direction than the other. 

Realism (or simulation) is only relevant if it contributes to the overall goal of the game, Having Fun.  Of course, where the magical "Fun" exists within this triangle I created is open to interpretation. However, if ones fun leans more towards Simulationist you lose fun when a game leans Gamist; and vice verse.

There is no right formula for the perfect amount of the three points.  It varies widely by player and designer intent.   
Title: Re: How can a wargame be realistic?
Post by: Harry Faversham on 10 July 2023, 05:47:57 PM
Did you actually read the article?

Good God no, don't talk like a soft lad.
I'm 66, life's too short for reading long such winded drivel. Don't pontificate, get yer toy sowjers out, and just play with 'em!

 ;D
Title: Re: How can a wargame be realistic?
Post by: Pattus Magnus on 10 July 2023, 07:19:43 PM
Hey, don’t knock reading long winded drivel and pontificating about it, that’s my day job. It pays the bills for acquisition and maintenance of the toy soldiers!

As far as realism in recreational wargames goes, I think Easy E’s 3-point model captures the overall picture well (could also look at it as a 3-circle Venn diagram, with sub-types in the overlap between circles). I personally tend toward being somewhere between the Narrativist and Simulationist types. The criteria are interlinked on some level- the data that simulations are drawn on tend to be from narratives of one sort or another (historical reports, interpretations of archaeological materials, fictional canons, etc), and then there needs to be a set of game mechanics to organize the pieces and interaction between players.

Realism in wargames may sit at the intersection of the 3 points, but that’s hard to reach due to human factors - no set of players will bring the same set of knowledge and background assumptions to the table about which elements are the most important ones to focus on. A group of gaming friends that have compatible assumptions and get along well enough to adjust to each other are likely to have good games, but it is an open question what place Realism has.

 
Title: Re: How can a wargame be realistic?
Post by: FifteensAway on 10 July 2023, 08:03:11 PM
How can a war-game be realistic?

It can't, on any level.  It is a game, pure and simple.  Toy soldiers, toy terrain, toy buildings.  And, no, I did not read the 'article' though I glanced at it.  Like Harry, life is too short.

Who wants the bile in your throat, the horrible smells in your nostrils, the gut wrenching fear, seeing your best friend blown to unrecognizable pieces, or a life long trauma from the experience?  Certainly not I.

Yeah, sure, we can do our best to recreate a historical battle using terrain and orders of battle, done it many times, and - always - five minutes into the game the history is gone and the 'gaming' is on.  But sometimes the game has a 'historical' result, more or less.  And that is cool - but it is never like the real battle, just the result is similar in interpretation.

I land here and this is all I need to know, "Wargaming is grown men, mostly, playing with toy soldiers.  And having too good a time to care what others think."  I long ago got over trying to take it seriously.  But the 'take it serious' folk are still popping up here and there.

If I want history, I read a book.  A game is supposed to be fun.

Rules should be just enough to avoid real bloody noses and not much more.  Simpler rules, funner games.

Fun folks.  That is supposed to be the goal.
Title: Re: How can a wargame be realistic?
Post by: Easy E on 10 July 2023, 09:21:13 PM
Considering historians still are not sure how ancient battles were even fought, it makes realism really hard for Ancient games! 

 lol lol lol lol lol lol lol lol
Title: Re: How can a wargame be realistic?
Post by: Belligerentparrot on 10 July 2023, 10:52:31 PM
I agree with the folks above for whom fun is the factor that determines how much realism matters, but it has its limits.

An example:
In my favourite ruleset (2nd ed Space Marine, if you're wondering) there are at least two very unrealistic rules. One is that  shooting at the largest by far machines on the battlefield requires an extra test to see if you hit. I never play this rule, even though the mechanism is fun (and a hang-over from an earlier game where the mechanism made sense because there were no small targets). Despite the fun, I find it unplayably silly for a shot that would hit anything small to somehow miss a target bigger than a large building.

The same ruleset gives invulnerable saves to certain characters. That is also silly: a large bore artillery shell is realistically going to pulverise whoever it lands on, hero or lowly private. But the miraculous escape of the hero leading a charmed life adds fun to the story, so I don't mind the rule.
Title: Re: How can a wargame be realistic?
Post by: ithoriel on 10 July 2023, 10:59:55 PM
Rules should be just enough to avoid real bloody noses and not much more.  Simpler rules, funner games.

If that works for you then more power to your elbow but simple does not always equal better for me. I may not want to be up to my knees in mud and blood but I'd like my miniatures to react as if they were.

Each to their own, however.

Title: Re: How can a wargame be realistic?
Post by: TacticalPainter on 10 July 2023, 11:09:12 PM
How can a war-game be realistic?

It can't, on any level.  It is a game, pure and simple.  Toy soldiers, toy terrain, toy buildings.  And, no, I did not read the 'article' though I glanced at it.  Like Harry, life is too short.

Who wants the bile in your throat, the horrible smells in your nostrils, the gut wrenching fear, seeing your best friend blown to unrecognizable pieces, or a life long trauma from the experience?  Certainly not I.

Yeah, sure, we can do our best to recreate a historical battle using terrain and orders of battle, done it many times, and - always - five minutes into the game the history is gone and the 'gaming' is on.  But sometimes the game has a 'historical' result, more or less.  And that is cool - but it is never like the real battle, just the result is similar in interpretation.

I land here and this is all I need to know, "Wargaming is grown men, mostly, playing with toy soldiers.  And having too good a time to care what others think."  I long ago got over trying to take it seriously.  But the 'take it serious' folk are still popping up here and there.

If I want history, I read a book.  A game is supposed to be fun.

Rules should be just enough to avoid real bloody noses and not much more.  Simpler rules, funner games.

Fun folks.  That is supposed to be the goal.

That’s just your opinion. It’s totally valid, but that still makes it only your opinion including your rather narrow and subjective definition of ‘fun’.

Title: Re: How can a wargame be realistic?
Post by: TacticalPainter on 10 July 2023, 11:15:16 PM
Wargaming realistic? Daftest question I've ever heard, only a wargamer could come up with such drivel!
Does playing Monopoly give a good insight into the world of high finance?Does the CID (coppers in distress) learn detecting things from playing Cluedo?
A wise man once said 'there's no such thing as a daft question'.

'Are wargames realistic?'

Now, that's a daft question!

 lol

I don’t mind you disagreeing but I do mind being misquoted. I asked ‘how’ can a wargame be realistic, which is to pose a very different question. At least you had the honesty to admit you never read the article, which incidentally takes people with your opinion into account.

Thanks for sharing your opinion, but it is just that.
Title: Re: How can a wargame be realistic?
Post by: Harry Faversham on 10 July 2023, 11:57:45 PM
Thanks for sharing your opinion, but it is just that.

Exactly, don't fret. Opinions are like arseholes, we've all got one, and we all know wot comes out of 'em!
 ;)
Title: Re: How can a wargame be realistic?
Post by: Big Rich on 11 July 2023, 07:16:54 AM
Fortunately, some arseholes are easy to spot. 
Title: Re: How can a wargame be realistic?
Post by: Captain Blood on 11 July 2023, 08:21:26 AM
Annnnd - relax.

(Not your arse hole though).

Please keep your disagreements agreeable, lest the thread be realistically killed.

Thanks chaps.
Title: Re: How can a wargame be realistic?
Post by: Rickf on 11 July 2023, 08:35:22 AM
Further to my reply about how we use wargames in the military. I would just like to add that although a game can never be realistic as in actual combat, they can give realistic results, IF they are played using the actual tactics of the day. The biggest thing that makes games unrealistic is the massive casualty rates accepted by gamers. I often get comments like 'this is your job, why are you so rubbish' because nobody is making me roll a 6 before crossing the Line of Departure! lol
Title: Re: How can a wargame be realistic?
Post by: jon_1066 on 11 July 2023, 10:49:49 AM
How can a war-game be realistic?

It can't, on any level.  It is a game, pure and simple.  Toy soldiers, toy terrain, toy buildings.  And, no, I did not read the 'article' though I glanced at it.  Like Harry, life is too short.

Who wants the bile in your throat, the horrible smells in your nostrils, the gut wrenching fear, seeing your best friend blown to unrecognizable pieces, or a life long trauma from the experience?  Certainly not I.

Yeah, sure, we can do our best to recreate a historical battle using terrain and orders of battle, done it many times, and - always - five minutes into the game the history is gone and the 'gaming' is on.  But sometimes the game has a 'historical' result, more or less.  And that is cool - but it is never like the real battle, just the result is similar in interpretation.

I land here and this is all I need to know, "Wargaming is grown men, mostly, playing with toy soldiers.  And having too good a time to care what others think."  I long ago got over trying to take it seriously.  But the 'take it serious' folk are still popping up here and there.

If I want history, I read a book.  A game is supposed to be fun.

Rules should be just enough to avoid real bloody noses and not much more.  Simpler rules, funner games.

Fun folks.  That is supposed to be the goal.

The problem with this approach is that it reduces a wargame to a completely barren exercise.  If "fun" is the only goal what constitute fun?  Why play a wargame?  Why play a miniature wargame?  Even at your reductionist simplified extreme there has to be a work of imagination in there somewhere or we could as easily play monopoly.  The game needs to engage your imagination and allow some suspension of disbelief in the same way a movie does or a novel.  You can stand there thinking this could have happened and the wargame is telling a story of what might have been.  Just like in those entertainment forms the point at which the game jumps the shark is when it loses that suspension.  In an extreme case if an F16 turns up on a ww2 battlefield you lose that.   So there has to be a hard limit to what is acceptable in a game.  Even if the game is a time travel Final Countdown rendition it still needs to operate within that context.  So you would still need the rules to be accurate to an extent such that Zeros can't fly as fast as a Tomcat.

Where that accuracy meter has to sit will be different for different people in the same way some people can enjoy watching Michael Bays Pearl Harbor and others can't.  It's like comparing  A Bridge Too Far and the aforementioned film.  The later looks more like WW2 to me and I'm able to enjoy it more because of it even though there are inevitable errors in the film.  Sometimes I can sit and watch SAS Rogue Heroes because I know what it is going in but sometimes I really want to experience something that tries a little harder to take you closer to what actually happened. 

To me this is the ultimate wargame or that Western Approaches Training Unit referenced earlier.
(https://en.wikipedia.org/wiki/Operation_Sea_Lion_(wargame))

Something that take the hard factors of what we know and is able to provide a decision tree to players based upon that.  The WATU game was all about fog of war and training the captains in what were the best approaches to take to protect the convoy and intercept the u-boats.  They did that with restricted information given to the players that mirrors the situation the captains would have found themselves in.  The accuracy of the game was an absolute given in terms of ship performance, turning circles, etc.  Still sounds like a fun game to me.

Any game that can get closer to that feel is what I would count as "fun".
Title: Re: How can a wargame be realistic?
Post by: carlos marighela on 11 July 2023, 11:03:34 AM
The problem with this approach is that it reduces a wargame to a completely barren exercise.  If "fun" is the only goal what constitute fun?  Why play a wargame?  Why play a miniature wargame?  Even at your reductionist simplified extreme there has to be a work of imagination in there somewhere or we could as easily play monopoly.  The game needs to engage your imagination and allow some suspension of disbelief in the same way a movie does or a novel.  You can stand there thinking this could have happened and the wargame is telling a story of what might have been.  Just like in those entertainment forms the point at which the game jumps the shark is when it loses that suspension.  In an extreme case if an F16 turns up on a ww2 battlefield you lose that.   So there has to be a hard limit to what is acceptable in a game.  Even if the game is a time travel Final Countdown rendition it still needs to operate within that context.  So you would still need the rules to be accurate to an extent such that Zeros can't fly as fast as a Tomcat........

This.
Title: Re: How can a wargame be realistic?
Post by: carlos marighela on 11 July 2023, 11:06:38 AM
Further to my reply about how we use wargames in the military. I would just like to add that although a game can never be realistic as in actual combat, they can give realistic results, IF they are played using the actual tactics of the day. The biggest thing that makes games unrealistic is the massive casualty rates accepted by gamers. I often get comments like 'this is your job, why are you so rubbish' because nobody is making me roll a 6 before crossing the Line of Departure! lol

Indeed. I think few games accurately reflect the added friction that even relatively small numbers of casualties can create. They also often overestimate the ability to hit things in the first place.
Title: Re: How can a wargame be realistic?
Post by: Mindenbrush on 11 July 2023, 11:55:43 AM
Whilst a wargame cannot be completely realistic, how you play it can be more “realistic”.

I was gaming with people that had no idea of tactics and would often get their forces wiped out which ruined the game.
The newer group look at the game from a more personal view in that they know that throwing that “Napoleonic” column of Union troops against defending Confederate infantry and artillery is going to end in defeat, so look for an alternative approach.

This is one reason why I like rulesets that have “casualty withdraw” levels (F&F, AoR) or the morale system as in CoC.
Title: Re: How can a wargame be realistic?
Post by: ced1106 on 11 July 2023, 12:11:14 PM
I believe the only real breakdown in accuracy/realism in most of table top games comes from lack of true fog of war with our accurate helicopter views of the terrain and the positions of all units both enemy and friendly.  Real battlefield commanders rarely had that level of precise knowledge even of their own forces.  This coupled with immediate command control annd constant movement rates and our games are closer to chess than to real battlefields.

Exactly that. I'll also add:

* Balance: As I understand it, most battles in history were uneven. Yet at least the fictional wargames constantly emphasize balance, obviously giving a skewed idea of war. Yes, orcs don't exist, but if this is your only experience with warfare, anything you don't know is false you might assume is somehow accurate.

* Commander incompetency: While we accept die rolls of less experienced troops vs. experienced ones, we lose control when we introduce both less experienced commanders working under you, and incompetent higher-ups giving you bad orders. Who'd want to play that? The current war in Ukraine is plagued by bad decisions at all levels of command. I doubt anyone would want to play a game where you know you'll lose because of your own side.

Perhaps "wargame" is the wrong term, as "game" suggests player vs. player, when it's a "what if" simulation that the military was more interested in, so they could make decisions in war without expending troops and other resources. "War simulation" "War recreation" "War modeling" might be better terms...
Title: Re: How can a wargame be realistic?
Post by: ithoriel on 11 July 2023, 01:04:38 PM
In an effort to get back to the original question I'd like to suggest that if realism (for a certain value of real) is your aim then campaign games can lead to miniature battles that are not fought to the last man, where unequal battles may be unavoidable but where fighting retreats may prove more valuable than Pyrrhic victories.
The added paperwork need not be onerous. The KISS principle is essential to prevent the campaign collapsing under it's own weight.


Title: Re: How can a wargame be realistic?
Post by: Easy E on 11 July 2023, 04:01:08 PM
At it heart, what makes a wargame "fun" varies.  However, when I work as a designer, I try to focus on creating meaningful decisions where the act of making the decision IS the fun.

So, what is a "meaningful decision"?  I try to think of a simple formula to help visualize what a meaningful decision is. 

- Inputs are the game rules and mechanics
- Outcomes are what happens when you apply the rules
- Impacts are how the game is changed by the outcomes

When you have to consider how to use all three together, that is a meaningful choice.  If it does not impact all three than it is not a meaningful choice and should be removed from the game. 

Inputs + (positive/negative) outcomes + Downstream impacts = Meaningful choice

In this equation, "realism" can play a role in all three of the elements; Inputs, Outcomes, and Impacts.  However, as I talked about before all three elements can also be charted on the Narrative (story-telling), Simulationist (Realism), and Gamist (playing) triangle.  The closer you move to one point, the further you get from the others.

That is how I look at it.   
Title: Re: How can a wargame be realistic?
Post by: Harry Faversham on 11 July 2023, 05:48:22 PM
Rickf kinds of nails it. Arguably, the British Army has the best training in the world. But even that can't reproduce the devastating effect, of seeing yer pal, cop for a proper round of 7.62.
We just play at toy sowjers, wonder when the first wargamer will be diagnosed the PTSD...
Now that, I would call a tad realistic.

 ;)
Title: Re: How can a wargame be realistic?
Post by: Big Rich on 11 July 2023, 08:03:16 PM
Seems like some straw men are wandering around here.  Maybe not everyone likes the same approach? Just maybe we can all enjoy wargaming in whatever different ways we want? 

Most of us seem to do that without calling other people names or insisting that anyone who takes a different approach is talking drivel.

When we play a wargame we are, I presume, attempting to represent certain aspects of warfare. We are not trying to represent all aspects, and certainly the blood and gore is something we can happily do without.  However, there are aspects of warfare that we can model in a game.  Planning, making command decisions, issuing orders, calculating logistical requirement s (in campaigns more than one-off game); all of these are things that military commanders do and wargamers do. 

If we were to play a motor racing game, we would naturally seek some degree of plausibility. So a Jaguar would not just be be faster than a Reliant Robin, it would handle better, it would have better acceleration, it would brake better.  If we expect that degree of believeability from that type of game, should we not also attempt to make our wargames as believable as possible?

Of course it's all about personal choice.  I wouldn't want to play a HG Wells type of game firing matches out of toy cannons, but I recognise that other people might and I would never criticise them for wanting to enjoy the hobby in a manner different to my preferred route.  Seeking to make our games as plausible and as realistic as possible is not 'drivel' but rather a sincere attempt to produce the game that we want to play.   
 
Title: Re: How can a wargame be realistic?
Post by: FifteensAway on 11 July 2023, 08:26:25 PM
Not meaning to be rude on any level, truly not, but the below is hilarious - supporting realism with something that isn't even real. lol. But hey, if that's what floats the posters boat, more power to him.

"An example:
In my favourite ruleset (2nd ed Space Marine, if you're wondering) there are at least two very unrealistic rules. One is that  shooting at the largest by far machines on the battlefield requires an extra test to see if you hit. I never play this rule, even though the mechanism is fun (and a hang-over from an earlier game where the mechanism made sense because there were no small targets). Despite the fun, I find it unplayably silly for a shot that would hit anything small to somehow miss a target bigger than a large building.

The same ruleset gives invulnerable saves to certain characters. That is also silly: a large bore artillery shell is realistically going to pulverise whoever it lands on, hero or lowly private. But the miraculous escape of the hero leading a charmed life adds fun to the story, so I don't mind the rule."

---

As to what constitutes fun, sure, that is in the 'experience' of the 'beholder'.  But I'm pretty sure in my earlier reply I didn't try to define fun, just stated that was the goal. 

My simpler rules that I like to play (Rank and File, Fistful of Lead, MMWBK (maybe on the last)) do meet many of the criteria others have put forth.  Most importantly, RF and FFOL (bigger battles anyway) do not lean towards playing to the last man, quite the opposite.  Part of why I like them.  Simple rules that work and work well are probably the hardest rules to write. 

I know there are people deep into the whole 'rules' experience but I'm just somebody who likes to set up a nice looking table and push figures around - and history comes much, much more from appropriate terrain and buildings and, most importantly, from appropriate troops with appropriate paint jobs (quality of paint jobs aside).  The rules don't really do that - though I agree they should point to the appropriate period tactics - but, again, that is more down to the knowledge of the players than of the rules themselves.  If you don't know your history, how do you have any idea if the rules give a proper tactical feel?  And, yes, I like a 'tactical feel' in my games - but not in my wildest dreams to I expect anything along the lines of 'reality'.  I don't expect fun, either, but that is absolutely what I hope for.  And I seem to have gotten pretty good at finding it and providing it when game mastering if what the players tell me is truth.

I did my stint in the military, never in harms way, but that was as close as I want to get to 'real war'.  Like I said earlier, if I want history, I read - and that prodigious reading makes it clear how horrific real war is.  Why seek to replicate that? 

Title: Re: How can a wargame be realistic?
Post by: Belligerentparrot on 11 July 2023, 10:34:50 PM
No offence taken, Fifteensaway, but I am afraid you missed the point of the comment. The "realism" point of the comment was that in reality, the larger the target is the easier it is to hit.

That holds regardless of the setting, I would have thought. Feel free to test it by throwing a pen across a room: is it easier to hit the door, or the door handle?  ;)
Title: Re: How can a wargame be realistic?
Post by: TacticalPainter on 11 July 2023, 10:50:59 PM
I’d like to make an observation about the contributions to this thread. Several people have posted to the effect that they have no desire to see the violent reality of combat replicated on the table top, as if this was the primary thesis of the article. Frankly it’s clear they haven’t even read it and yet without doing so push their opinion as a counter to an argument that’s never made. That’s what you call a straw man.

I open the article saying this:

I've often heard it said that wargaming can never be realistic - no one is in danger, real bullets are not flying and there is no blood and gore. Well all I can say is, thank goodness. That's certainly not the realism I'm looking for in my games.

In other words, even the most cursory glance would have told you that’s not what the article is going to be about.

Second, the title of the article might also give a clue - “how can a wargame be realistic?”. It’s not ‘how to make a wargame realistic’, it poses a question that asks if it’s possible and if so in what ways. Replicating the extreme violence of combat is not one of them.

I make that point right from the very beginning but I suspect a few people haven’t come here for a discussion they’ve come to offer their opinions. In some cases as if those opinions were facts.
Title: Re: How can a wargame be realistic?
Post by: Rickf on 11 July 2023, 11:27:15 PM
Unfortunately mate, you've started a discussion about which quite a few people have very firm opinions.
Further to my other posts, I've been sat here thinking more about the realism most crave. I think another aspect I haven't  seen done really satisfactorily is the concept of time. Uber realistic skirmish games make 5 seconds of actions take 5 minutes of gaming, at the other end of the scale turning a huge formation that would take ages for real takes 5 minutes on the tabletop. Other scenarios that for real would require instant decisions, can allow far too much deliberation.
I'm quite inspired to have a go at writing some rules now, how hard can it be? lol
Title: Re: How can a wargame be realistic?
Post by: TacticalPainter on 11 July 2023, 11:53:34 PM
I think design of a historical game falls into two distinct parts. It needs the history and it needs the game.

I think a good starting point is to ask, what are you looking to recreate in your game? What role are you asking the gamer to take?

Then set up a table and assign two appropriate historical forces for the level of game you want to create, then without any preconceptions ask yourself, what happens next? Not in a game mechanic sense but historically - how does it all kick off? Who makes the decisions? What do they know? How do they get their subordinates to act etc etc

If you can map that out then I think you can begin to devise game mechanics to represent those activities and their responses.

To be honest I think the first part, the history, is quite straightforward and is really about researching the subject. The far harder part is creating streamlined and elegant mechanics that deliver a satisfactory playing experience that stay reasonably true to the history.
Title: Re: How can a wargame be realistic?
Post by: Belligerentparrot on 12 July 2023, 12:51:03 AM
I wonder, Tacticalpainter, if what you say about the mechanics - the 'far harder part' - is handled as much by the spirit the players play the game in.

E.g. suppose I could, within the rules, throw my small unit suicidally forward to tie up your much larger and more effective unit. Thinking of Carlos's point above about reluctance to engage, there are quite a lot of contexts in which this would be a very unrealistic move (though if you're the Marines and I'm the IJN maybe it makes perfect sense). Personally I'm OK with the rules leaving it a possibility, because if I want a realistic game I'll play with like-minded folk who won't try to exploit every advantage the rules allow.

Also, what you say about history strikes me as applying as much to sci-fi and other fiction settings: a well-built setting can add a lot to the design. 
Title: Re: How can a wargame be realistic?
Post by: Dale Hurtt on 12 July 2023, 03:04:54 AM
I haven’t read the article yet. That is next. Nonetheless, I had to reply about the comments. I find it interesting that the argument against realism is wargames is about blood and guts and how the individual soldier works. That might be a good argument if you always play skirmish games and each figure represents a single person, but let’s face it, looking at the posts in just this forum, that does not seem like the vast majority.

How many times have we heard about the higher level leaders being disengaged from reality when issuing down orders? They don’t smell the blood and guts. They likely are pushing models on a map (or computer screen) or only looking through a spyglass.

Stop trying to immediately crap on the idea and think a little bit.
Title: Re: How can a wargame be realistic?
Post by: nicknorthstar on 12 July 2023, 01:13:55 PM
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Title: Re: How can a wargame be realistic?
Post by: jon_1066 on 12 July 2023, 03:04:56 PM
I think design of a historical game falls into two distinct parts. It needs the history and it needs the game.

I think a good starting point is to ask, what are you looking to recreate in your game? What role are you asking the gamer to take?

Then set up a table and assign two appropriate historical forces for the level of game you want to create, then without any preconceptions ask yourself, what happens next? Not in a game mechanic sense but historically - how does it all kick off? Who makes the decisions? What do they know? How do they get their subordinates to act etc etc

If you can map that out then I think you can begin to devise game mechanics to represent those activities and their responses.

To be honest I think the first part, the history, is quite straightforward and is really about researching the subject. The far harder part is creating streamlined and elegant mechanics that deliver a satisfactory playing experience that stay reasonably true to the history.

I think you find the historical part is actually pretty hard as well!  Even just ww2 - one of the best documented wars in history has a multitude of things we aren't sure about, don't know, are contentious, etc.  The further back you go the more speculative the history becomes.

eg how many men were at the Battle of Shrewsbury in 1403?  How were they armed and armoured? How did they fight?  How were they organised?  Did they fight in mixed companies by lord, by type, some combination?  How was command and control exercised?  What constituted fighting in this period?  The popular version is two sides slaughtering each other in a grand melee.  Is the reality not far more likely that the two sides were loath to get within prodding range of a pike or sword for fear of death and disability? 

Now head back to ancients.  How on earth did they fight?  How did the Roman system work with the three lines?  Did they pass through each other?  How?  Were lines fed in to shore up the front line?  Again did the two sides simply batter each other or was combat far more circumspect?  I've not seen anything that reliably sets out how combat actually worked in both ancient and medieval times.
Title: Re: How can a wargame be realistic?
Post by: Easy E on 12 July 2023, 07:32:54 PM
Hard to design a realistic game when no one can agree on what is real!
Title: Re: How can a wargame be realistic?
Post by: ithoriel on 12 July 2023, 07:49:50 PM
The fact we don't know everything doesn't mean we know nothing!

For instance, we may not know the mechanics by which Roman legions rotated legionary lines but we have enough evidence to suggest they did. Unless we are reproducing legions at 1:1 figure scale we don't need to also reproduce the mechanism. However, we do need to reflect the ability of the legions to introduce fresh troops into the fight in a way other forces apparently could not, with a boost to Roman effectiveness in continuing fights or a reduction of the effectiveness of their opponents in the same circumstances.

Also, since ancient battles could last hours, it's a safe bet troops were not continuously hammering away at each other. Human Biology 101 should tell us that even if the relatively low reported casualties for the victors in many battles did not.

So, we can take the things we know, add our best guess at the things we only partly know and fill in the bits we don't know at all with inferences from other areas and come up with something that comes as close as we can get to the real thing or we can go,"It's only toy soldiers, what does it matter?"

Neither approach is inherently wrong but those approaches, and all the others in between will float some people's boats but not others.

Pick your poison.

I trust I can post this without needing to don my asbestos underwear  :)
Title: Re: How can a wargame be realistic?
Post by: TheDilfy on 13 July 2023, 11:58:50 AM
Unfortunately mate, you've started a discussion about which quite a few people have very firm opinions.
Further to my other posts, I've been sat here thinking more about the realism most crave. I think another aspect I haven't  seen done really satisfactorily is the concept of time. Uber realistic skirmish games make 5 seconds of actions take 5 minutes of gaming, at the other end of the scale turning a huge formation that would take ages for real takes 5 minutes on the tabletop. Other scenarios that for real would require instant decisions, can allow far too much deliberation.
I'm quite inspired to have a go at writing some rules now, how hard can it be? lol

True. The time aspect has come up before. There was an interesting series of articles in MW many decades ago that talked about telescoping time to make wargames more accurate. In terms of skirmish games - Steve Blease as come up with some interesting mechanisms in the past on this and Space Hulk weirdly uses telescoping time to reflect the slowness of humans versus the lightning speed and reflexes of the alien genestealers. Whether realistic or not, it feels accurate. Great interesting debate!
Title: Re: How can a wargame be realistic?
Post by: Easy E on 13 July 2023, 03:11:27 PM

Good stuff!  Go read it!


As long as a game has a point of view and sticks with it I am fine.  Whether that view is long, continuously engaged battle lines, the more dispersed node approach, or a battle with lots of movement I don't care. 

It is more important to me that the mechanics have a POV on how it worked and are internally consistent.  So if it thinks staying in battle line is critical, there should be positives and negatives for using the correct tactics.     
Title: Re: How can a wargame be realistic?
Post by: jon_1066 on 13 July 2023, 04:32:32 PM
The fact we don't know everything doesn't mean we know nothing!

For instance, we may not know the mechanics by which Roman legions rotated legionary lines but we have enough evidence to suggest they did. Unless we are reproducing legions at 1:1 figure scale we don't need to also reproduce the mechanism. However, we do need to reflect the ability of the legions to introduce fresh troops into the fight in a way other forces apparently could not, with a boost to Roman effectiveness in continuing fights or a reduction of the effectiveness of their opponents in the same circumstances.

Also, since ancient battles could last hours, it's a safe bet troops were not continuously hammering away at each other. Human Biology 101 should tell us that even if the relatively low reported casualties for the victors in many battles did not.

So, we can take the things we know, add our best guess at the things we only partly know and fill in the bits we don't know at all with inferences from other areas and come up with something that comes as close as we can get to the real thing or we can go,"It's only toy soldiers, what does it matter?"

Neither approach is inherently wrong but those approaches, and all the others in between will float some people's boats but not others.

Pick your poison.

I trust I can post this without needing to don my asbestos underwear  :)

All good points, I guess I would go a little further and posit that a well designed wargame may be a crucible for testing some of these ideas about ancient combat.  eg if it was like X then how would that look, what are the implications for the game, what are the results of the wargame?  Can it produce historical results given those factors we're attempting to simulate?  If not, why not? 

This is where I see wargaming as an extension of history and not just fluffy pastime of going pew pew and pushing toys about.  I think wargames can give real insights into historical events. Likewise they can be very misleading as well.  eg no French player given a typical Waterloo game bothers to feed all those troops into Hougoumont and La Haye Saint as the French, just bypass them or bombard them with artillery. In reality they couldn't be seen by the artillery due to the lie of the land and Napoleonic commanders wouldn't dream of forming up a line in musket range of an enemy to their flank.
Title: Re: How can a wargame be realistic?
Post by: Ray Rivers on 13 July 2023, 07:30:42 PM
I read the article.  :)

I have served in the military and participated in many military "wargames." However, I'm very old dude now and sometimes get things very wrong because my brain box doesn't always work as intended.

Seems to me that the OP is struggling with 2 distinct issues.

The first is whether a wargame can accurately recreate a situation in which "known" variables are reflected in game play. Well, that is an easy one. Of course they can and most often depends on the rule set.

The second issue is whether a wargame can recreate the atmosphere in which opponents find themselves on the field of battle as this is far more abstract. Here again, most rule sets try to recreate the atmosphere using various mechanisms. For example, a "morale check" is such a mechanism.

When studying war, we find 2 very important concepts which are very difficult to apply to a wargame. The first is Fog of War. Many folks believe that Fog of War applies only to the enemy. That is, like many video games, we can't know where the enemy is until we are actually within range. But in true fact, as written by Clausewitz, Fog of War pervades the entire battlefield including your own forces. So, for example, a cavalry picket sights enemy troops.  He may then send his commander a message that he has encountered the main body, where in fact, it is not. As Clausewitz wrote "Great part of the information obtained in War is contradictory, a still greater part is false, and by far the greatest part is of doubtful character." In the Navy, we had a saying "The first report is always wrong." As we normally are God like creatures in our battles, these kinds of issues are normally not addressed.

The second issue about trying to accurately try to recreate the atmosphere of war is called "Friction." Friction is a concept in which things invariably are going to happen in which it is impossible to account for. For example, we order a portion of our army to attack the flank of the enemy and the Commander takes the wrong route. Or perhaps the messenger misinterprets the orders of his commander and sends a Brigade of Light Cavalry into a valley of death. As Clausewitz wrote, "Everything is very simple in War, but the simplest thing is difficult."

At the Navy War College I participated in a "wargame" in which various Command Staffs were placed into different rooms and had to communicate by "radio." The folks running the wargame had the ability to introduce all kinds of situations which replicated both the Fog of War and Friction. That was its purpose. In this kind of wargame, accurately reflecting weapons effects was far down the list in importance.

Overall, personally, I believe the best we can strive for is a rule set which reflects the realities of the period involved (fire ranges and effects) and at least attempts to replicate some of the variables of Fog of War and Friction. We shouldn't get too carried away though, because, given the myriad of human and accidental imperfections which actually define war, such an attempt would greatly reduce the fun factor and make the game almost unplayable.
Title: Re: How can a wargame be realistic?
Post by: Easy E on 13 July 2023, 08:27:53 PM
Excellent post Ray Rivers.  Thanks!
Title: Re: How can a wargame be realistic?
Post by: Pattus Magnus on 13 July 2023, 08:44:57 PM
It doesn’t seem like your brain box is performing poorly, Ray, even if it is past the warranty date on the original circuitry! That all makes a lot of sense to me.
Title: Re: How can a wargame be realistic?
Post by: Patrice on 13 July 2023, 10:09:27 PM
Uber realistic skirmish games make 5 seconds of actions take 5 minutes of gaming, at the other end of the scale turning a huge formation that would take ages for real takes 5 minutes on the tabletop.

This.

I wouldn't dare to engage too far in this debate, but for me sure it's a main issue (but then, I play mostly RPG-minded skirmishes, and that's me).
I can't believe that an action which takes more time on the gaming table than in reality is realistic. If players have to calculate lots of things that their characters / commanding officers on the gaming table cannot even imagine, it breaks my immersion in the reality of the gaming situation.
Title: Re: How can a wargame be realistic?
Post by: Belligerentparrot on 13 July 2023, 10:27:08 PM
Great posts, Ray and Patrice.

I've also now read the article, which I enjoyed, and it really just reinforced for me a question I tried to articulate earlier. I think I can articulate it better now I've thought about it a bit more.

There are two parts to a wargame, for me: the rules, and the actual game.

I certainly want the rulesets I use to handle some aspects of realism. E.g. when shooting, very large targets shouldn't be harder to hit than small targets. I also don't mind if some aspects of Fog and Friction, to use Ray's great terms, are handled by (perhaps modifiable) chance. Too much of that gets frustrating though - it is no fun if it is too hard for your plans to come off due to dice.

But I'm not sure I want rulesets to handle immersion. Isn't the best way to achieve a really realistic game, whatever you want that to mean, to play with people who are playing in the same spirit? That's the "game" side of things, rather than the "rules" side of things.
Title: Re: How can a wargame be realistic?
Post by: TacticalPainter on 13 July 2023, 10:39:53 PM
Ray’s post covers many of the issues I raised. When I talked about the human factor and its variables I meant this for both sides. I think friction is a big part of this. As Clausewitz says, the most simple things are often difficult. They are certainly difficult for the commander to predict. It’s one reason I like variable movement in a game, which is not to be confused with random movement but allows for a bell curve of possible variation in the way a unit moves.

Many games avoided fog of war to avoid the bookkeeping, no gamer I know likes keeping notes. For that reason I particularly like the idea of blinds, or even better the jump-off-points in Chain of Command or the combat patrols in O Group, these are elegant mechanics for a very playable fog of war that produces plausible outcomes.

Crossfire introduces both in a combined way by doing away with a predictable turn length (actually no turns at all) and the possibility of continuous movement. Both introduce friction and fog of war and in doing so go some way to removing the all-seeing control of the players’ helicopter view .
Title: Re: How can a wargame be realistic?
Post by: Ethelred the Almost Ready on 14 July 2023, 01:49:01 AM
Personally, I enjoyed your article, TP.
I was a little dismayed at some of the strong feelings expressed here, as this is usually a very friendly forum.  Out of interest I also read the comments on another prominent forum discussing your post.  A similar range of responses there.
We all come to wargaming for different reasons, but some of us do wargame for the purpose of trying to understand the history of war - not the experience of it (far too grim) but either the tactics or the difficulties of command.  Others do just want to push toy soldiers around.  Wargame rules for the latter are far easier to come by.
I liked your comment that perhaps "realistic" is the wrong term and perhaps "accuracy" is better.
Some rules aim for very realistic mechanisms which often slow down a game and don't always achieve the realistic outcome they are aiming for.
I have become more drawn to games that have, what many would see, as unrealistic mechanics but do achieve a more realistic or accurate outcome.  Perhaps it depends on whether you feel the ends justify the means or not. 
Command radius is a good example.  I have seen arguments for and against these.  While, in itself, a command radius is unrealistic, does it help achieve a more accurate outcome?  Rather than just thinking this limits how far a commander projects his influence it might also reflect just how much the commander can see and respond to.
As much as I personally don't like Black Powder rules, I can appreciate what they are trying to do with their activation system.   Poor battlefield visibility or misunderstanding orders might see a brigade halt.  Inspired leadership may see a brigade move across the battle with alacrity.  This system may also allow for the percieved difference of the passage of time in different parts of the battle.

There are many things we don't know about historical battles, as others have already mentioned.  Rather than agonising over how things were done I prefer rules that fudge things a bit but deliver a believable outcome.  Preferably without lots of tables or calculations.  A long game with fast action is what I am after.

Anyway, thanks for your article and for all the comments that others have made.

Edit:
A couple of things came to mind after posting.
Possibly we want "selective realism" - there are some aspects we are looking at trying to replicate while other aspects we are not so worried about.
And perhaps the aim for some of us is to "approximate realism" rather than be realistic.
Title: Re: How can a wargame be realistic?
Post by: Easy E on 14 July 2023, 03:52:11 PM
People who lean into the Game side of things hate Friction and Fog of War. 

People who lean into Simulationist demand Friction and Fog of War.

People who lean into Narrativist tolerate Fog of War and Friction as a way to help the story unfold.

Therefore, as a Designer there is a tricky balance to put in enough Fog of War and Friction but not too much of it. 
Title: Re: How can a wargame be realistic?
Post by: Elbows on 14 July 2023, 06:51:08 PM
To me, realism in a wargame (both fictitious and historical) consists of a few things:

1) Things should function more-or-less as intended in the real world.  Rifles shouldn't kill tanks, etc.
2) Some realistic aspects are presented - even if abstract. Command chaos, unit morale/fatigue, etc.
3) In a historical context maneuvers/strategies should work, and things which didn't work historically should not suddenly become useful in the game. (i.e. breaking the game's realism by abusing a poorly written/designed rule).

Flying in the face of realism, as others have stated, it must also be a game.  "Real" historical combat was often short, fierce, and one side retreated or fell back to solve the problem in another way.  Short of set-piece battles in the age of muskets or sword/shield...plenty of battles were decided with very minimal casualties.  That gives a game a feeling of "dressing up for nothing".  No one wants to see their units of 100 fusiliers lose nine men and retreat from the fight, etc.

Likewise, a lot of players hate command chaos.  They hate that they can't issue an order - and the unit responds perfectly without question.  I personally enjoy that, but I understand plenty of people don't.  If there's one thing I've gleaned from vague studying of military history (from ancients to modern combat) it's that stuff never happens when you expect it to, or how you planned.  Historical combat is filled with units arriving late or not at all, commanders refusing to engage out of spite or ignorance or cowardice, etc.  So this is a game feature, which while realistic, can piss off some gamers.

While I agree no game - regardless of scale - can accurately reflect the dangers and bloodshed experienced by a normal soldier...it's also not supposed to.  Abstract concepts can accomplish all that.  A general sitting on a hill, for instance, sees a unit under his command at a distance - often in order, or not.  The unit is is either holding the line, advancing, or retreating, etc.  The general isn't concerned with the lone soldier's trauma...but rather how the unit is performing as a whole.  So I'm fine with abstract considerations.

I think the most unrealistic thing present in...almost every single wargame which is not tied into a campaign, is the level of violence/risk that we all enjoy.  Even the most historical of us will issue a semi-suicidal charge in the hopes of winning the game.  Wargames frequently have casualty rates of 40-80% which would be ludicrous in all but the rarest of real battles.  So...to that extent it is just a game.  This slightly silly stuff is diminished if you move to a grand strategy game (such as a hex-based boardgame where you're moving divisions or armies), as you can abstract the dangerous orders you tend to issue.

To me all game design is taking a convoluted, crunchy, detailed thing...and converting it into some simply understood dice rolls, and structured levels of chance.  That's what sets it apart from something I'd label a "simulation".
Title: Re: How can a wargame be realistic?
Post by: Easy E on 18 July 2023, 04:21:32 PM
This thread prompted me to write down some of my thoughts on the Designer's Triangle on my own blog.  It might be helpful to this discussion:

http://bloodandspectacles.blogspot.com/2023/07/wargame-design-ngs-narrative-gamist.html

I discuss what the Triangle is, how to use it, and walk through an example with Castles in the Sky.

However, I think Elbows and I are pretty well-aligned on this topic.
Title: Re: How can a wargame be realistic?
Post by: Dolnikan on 19 July 2023, 03:40:56 PM
For me, there are a few aspects that play into a feeling of realism which of course is pretty different from actual realism. There isn't really a way for a game to simulate how careful with lives and materiel you have to be as a real general because of the consequences even a victory can have for your future. There also is the issue that real commanders don't have nearly as much influence on a battle, especially if you go more into the past. Once the army was committed they could mostly just look on and maybe interfere at a few points. That however wouldn't make for much of a game.

So those aren't things that play into a game's realism for me. Factors that do are more like units and tactics functioning as they should (forming square for instance shouldn't be a great tactic to resist artillery and you shouldn't easily take out a tank with pistol fire). Another aspect is in command and control. It makes no sense for all orders to be followed perfectly but many realistic outcomes, like a unit going the wrong way, can't really be put into a ruleset because that would just be too complicated. Morale also should be a factor because people aren't suicidal robots. Most of the time at least.
Title: Re: How can a wargame be realistic?
Post by: frd on 20 July 2023, 07:15:34 AM
As someone (relatively) new to the hobby, it's interesting to see everyone's take on the topic (including the disagreements). Seems that the "tales" I head of trying to get a group of wargamers to agree on something are not that far off  ;)

Had a convoluted message here about my take on the topic, but in the end I realized it doesn't really matter to me. Our hobby wargames are games first and foremost, and as such can't really ve realistic - rules limit the possibility of what can happen and how players can respond. Professional wargames are not really games and can get a lbit closer to realism.
Title: Re: How can a wargame be realistic?
Post by: nou on 06 August 2023, 05:41:09 PM
After reading both the article and responses, I think one take on „realism” has not been raised yet - „realism” in SF/fantasy genres context.

Obviously, no „hard realism” can be achieved here. There is no way of validating „plausible historical outcome”, we have magic and all other imaginary elements. And yet some SF/fantasy games feel more „realistic” and some more gamey. In my opinion, this boils down to the priorities of perspective: is the perspective of the player as a commander more important, than the perspective of the model and soldiers/creatures they represent within a setting. This is somewhat related to the Fog of War / Friction and their reception by gamist/narrative/simulationist player types, but encompases broader array if game aspects.

For example, there is a purely gamist interaction in 40k, called tri-pointing. If you surround one model from the enemy squad with three models from your squad so that there is no room to physically move the enemy model’s base between those three models, no withdraw rules can be applied, neither volountary nor mandatory. Gamist players call this interaction „tactics”, narrative/simulation players call this interaction unrealistic nonsense.

To keep this post brief - for me, the baseline for „realistic” is the reception of the flow of the game - does it feel more like your toy soldiers enact an in-world battle, according to concise enough „engine” of their imaginary world, or does it feel more like a gridless boardgame, where pieces can move a non-discreet distances and affect other pieces at a distance, and every other aspect is just decoration.

One particular aspect of the discussion above is really baffling to me - the argument from the discrepancy between how much it takes to perform an action in the real world and how much it takes to resolve it in the game. Of all possible arguments to be made against the realism of a simulation, this is the most bizzare one. All of the most realistic simulations in science take either way more time than the simulated event or way less time. Does anyone really expect a skirmish wargame to be played out in mere minutes and naval games to be resolved in days?
Title: Re: How can a wargame be realistic?
Post by: Brummie on 06 August 2023, 08:04:11 PM
Its a good question and I agree with the general sentiment of the original post.

So long as the game achieves the basics in terms of the military theory of its day rather than attempting to replicate too hard the nuances of reality, I'm generally satisfied. Like imagine a rule set that adds random pre-battle events; "Unit X (your elite unit) had a dodgy breakfast this morning and are now afflicted with the sh*ts, combat effectiveness is now halved" or "Pte Conscriptovich and company received new combat gear and a commendation from command for their bravery in a previous engagement, 1+ to all dice roles for this unit".

Wargaming certainly has a value to it though. Being part of a unit that follows activities as close to "wargaming" as the army allows (big room with lots of maps and counters), the importance of wargaming is to help provide - at the very least - a basic understanding of why things have occurred and the events that lead to them. In one event I managed to predict an enemy attack days before it happened, but was warned off because I lacked the hard evidence to back it up - I simply had a hunch based off the enemy disposition/doctrine and lay of the land - I argued my case, presented it to whoever was pretending to be our CO and was ignored as other events took precedence at that time. As an event it was very enlightening; it replicated a very specific part of what the army does, so was realistic; but we didn't delve into the nitty-gritty of events, or track the exact (to the the last 0.1 of a km) range of artillery or its expected expenditure, or how a mechanized company conducted an attack, or what types of munitions might be used to conduct an airstrike - generally that wasn't our problem and more importantly would be a waste of time trying to track.

Wargaming is something that we apparently don't (to our detriment) do much in the British armed forces. The U.S and others do a much better job of wargaming as a means of informing how a conflict might pan out or be fought, some have even been arguably quite close to reality when things do occur.