Generally I don't play science fiction wargames. As a model maker, I
am very tempted to get into sci-fi, because it would allow me to let
my imagination loose. Often I see a piece of packaging and think to
myself that it would make a great sci-fi building, or part of a space
ship. The games, though, have proven a disappointment.
The two main types of sci-fi wargames I have tried are space-ships and
skirmishes. The space battles were like World War Two sea battles,
played in two dimensions, with fleets, admiral ships, aircraft (small
fighter space craft) carriers, big guns, missiles, and even things
called "torpedoes". The only things missing were weather and
submarines. The skirmish games were like simplistic modern warfare
games. The troops roamed about in Vietnam-like jungles, carrying
guns, going about in squads and using support weapons. There were
anti-tank weapons, and tank-like armoured vehicles with big guns,
armour, and perhaps legs instead of tracks. The games didn't give me
a sci-fi atmosphere.
If I were to come across (or write) a sci-fi wargame that were
significantly different in kind from other games, demanding different
tactics, then I think I would get interested. The invention of the
machine gun turned warfare of open fields, cavalry, and dense
formations of troops, into the trench systems of the Western Front in
World War One. I want a sci-fi game where some new developments have
changed the nature of war again, rather than see the modern world
painted in different colours. What could these developments be?
Non-lethal weapons? Battlefields without people on them at all, but
intelligent robots or remote-controlled craft? Many of the possible
futures for war do not lend themselves to being played out on a
wargame table at all. Being vigilant for terrorist threats, making
buildings and their populations resistant to biological warfare,
policing the galaxy-wide-web against cyber warfare, industrial
espionage, propaganda wars, massive weapons capable of destroying
entire planets – none of these suits the traditional wargame, with its
troop deployment and movement.
What then, would a future war be like? Well, the plain fact is that
we don't know, but what might make a good game? I demand something
that makes the game unlike other wargames, and demands a different
understanding of tactics to win. One theme in warfare is the balance
between attack and defence. In the First World War, defence was a lot
easier than attack, once the enemy had dug in well. Towards the end
of the Hundred Years War, castles were vulnerable to the latest
cannons, and sitting behind their defences was not a winning strategy.
In Frank Herbert's Dune books, shield systems have been
developed that filter out fast moving objects, making bullets
obsolete. Instead, infantry fight each other at close quarters with
knives that they have learned to slip slowly through the shields.
Lasers that hit shields cause explosions that kill both target and
laser crew. Immediately with these two innovations, we have new
tactics. As a sci-fi game, though, a scrum of knife-fighters still
isn't appealing.
Detection is a major theme. In World War Two, troops wore camouflage,
and victory usually went to the side that saw the other first and got
off the first shots. One could imagine a future world in which
offensive weapons are capable of flying fast to any target and
destroying it, and so detection becomes paramount. This, though,
takes us away from wargaming as we know it. Throwing lots of dice to
see if a unit is spotted or not will probably prove tedious, and luck
will probably play a large role, which is not satisfying. Also, we
generally want to paint our pretty miniatures, and then see them on
the table top. A game mainly concerned with concealment will require
figures to be left off table, and when they are discovered, they will
not last long.
The knife combat in Dune meant that the skill of the
individual, his training, talent and resourcefulness became dominant
over having the better weapon. One could envisage a future in which
detecting the enemy by electronic means has become next to impossible
because satellites all get knocked out as soon as war starts, and
jamming technology has overtaken surveillance technology, meaning that
the only effective way to find the enemy is to send skilful troops on
scouting missions. In other words, it is possible to come up with
rationales for why technology has made no difference, and warfare
remains like modern warfare, but this does not give me the unique game
I'm after.
One way to create tactics in a game is through combined arms.
Napoleonic warfare is a good example. A bit like
scissors-paper-stone, infantry square beats cavalry, but artillery
beats square, but line beats artillery, but cavalry beats infantry
line. The game becomes at least in part trying to get the enemy
infantry to adopt the formation that suits you, by threatening him
with combined arms. In Second World War games, infantry can destroy
anti-tank guns fairly easily, but anti-tank guns can destroy tanks,
but tanks at long range destroy infantry, and at short range are
vulnerable to infantry. Infantry are the best counter to enemy
infantry, so getting infantry to work in co-operation with the other
arms is the key. Perhaps a future world can be envisaged in which the
arms that combine, and how they combine, is different. Perhaps there
are mobile shielding units that render some units near them
invulnerable to certain forms of attack, but remain in turn vulnerable
to other attack forms. For example, perhaps there are anti-aircraft
guns that are so effective that it becomes suicide to fly near them
with troop-carrying craft, but once used, the AA guns are easy to
detect, and then become vulnerable to suicide robot craft that fly
straight at the guns and explode if hit, taking the guns with them.
This would mean that you would choose not to shoot if you suspected
that such craft were in the area, which in turn could mean that an
attacker could exploit this and send in troops carrying craft. On the
ground, troops could have very effective detection equipment, but when
used, this itself would be detected immediately and vulnerable to
everything that had just been detected.
One way of tackling the problem is one used in the game Rivets:
a war has been fought, and factories were made that built warbots, and
these factories sent out these bots to attack the enemy factories.
There are several types of warbot, and each is particularly effective
against certain other types of bot, while being vulnerable to other
types. The game then becomes largely about predicting what the
enemy's force will consist of in a few turn's time, and then
manufacturing the appropriate types of warbot to take on that army.
Rivets, though, was not a serious wargame, but a quick
knock-about humorous hex-grid game. The notion that troops are being
manufactured on board quickly enough to join a raging battle is a bit
far-fetched, and makes for an unsatisfying situation, because it
suggests two things: in war, victory will go to the side with the
greatest manufacturing capacity; and the loss of a unit doesn't matter
because it was only a robot, and can be replaced in a jiffy anyway.
I remember playing a space-ship fleet combat game many years ago
called Star Fire, and much of that game's interest was in
building the fleets in the first place, rather than playing the
battles out. My brother built a fleet that had many missile launchers
and many systems that allowed him to combine the fire of his many
missile launchers against single targets. These targets then got
overwhelmed, and he had his super-fleet, so then I had to try and
build a new fleet that was good against his and on it went. If the
game was unbalanced, then it might be that co-ordinated missiles were
the best weapon of all, and only a fool would build any other sort of
fleet, or else a balanced (bland, predictable, like all other fleets)
fleet was the best, or (and this is the ideal) a balanced fleet would
normally be beaten by a specialist fleet, but all specialist fleets
had major weaknesses. This is the equivalent of making sure that a
game doesn't have infantry square as the best thing against infantry
line, cavalry and artillery (American Civil War games can be dull
because infantry line beats anything else, and defence beats attack).
Full Thrust is a more recent game, and is very like
Starfire in that it depicts two-dimensional space-fleet
actions, and can be won at the fleet-design stage. The games
themselves are largely about moving the fleets towards each other and
then rolling lots of dice to see what happens next. While there is
satisfaction to be had from seeing how well-designed a fleet might be,
I feel that these games lack skill at the playing stage.
Another problem with sci-fi games is that people can envisage a future
in which weapons are so effective that battles will be over in a
couple of seconds, after one side deploys a weapon successfully.
Perhaps one side detects the other, coming through the jungle on the
other side of the planet Delta-9-Epsilon, and one man presses a
button, and a small nuclear device detonates wiping out the intruding
expedition. One way to deal with this problem is to stage a battle in
which both sides are fighting over the thing they want, and therefore
cannot afford to damage it. Perhaps the fight takes place inside a
vital factory or power plant, for example, or in a densely populated
civilian area. Neither side would want just anyone to be able to
destroy the objective in order to stop it from falling into the hands
of the enemy, because a hot-head could panic and make the decision at
a bad moment, so any self-destruct mechanism would have to be limited
in how easy it was to use, and who could use it, which in turn gives
the other side a chance to stop it from being used. Another way round
the problem is to make very powerful weapons suicidal to use. A gun
that will punch a hole through an enemy, then through the wall behind
him, then through the seals around the base that protect it from the
toxic atmosphere of the planet outside, is not a lot of good; nor is
one that creates an explosion that kills the target, and brings down
the building that target and firer are both standing in.
A major decision that has to be made for any wargame design is what
part of the decision making process is represented by the choices made
by the players of the game. Is a player a supreme commander, and if
so, what information does he have to base decisions on, and how much
influence does he have over his forces? In historical games, troops
had very limited means by which they might convey what was going on to
their commanders, and so there is little excuse for allowing players
to micro-manage every tiny facet of each unit's behaviour. In sci-fi,
however, one could very well imagine that every soldier might have
sensors on him that send back more information to HQ that the soldier
himself can take in. HQ might notice things happening in the
soldiers' area before the soldiers do, such as suspicious changes in
temperature, a 2% change in the ratio of laser fire sounds to gauss
gun sounds, or the like. If the soldiers are robots, or creatures
bred specifically for combat, then they might be assumed to be
absolutely reliable in following orders, and so there is now an excuse
for micro-management absent in other games.
This last notion opens the possibility of a new kind of game. Many
children are disappointed with their early serious wargames, because
they were used to fighting their Airfix figures against each
other down to the last man, whereas the serious wargame tries to
emulate morale effects, and often large bodies of men run away without
even fighting. In sci-fi, it is possible to rationalise how units of
genetic infantrymen, or robots, or drugged-up and brain-washed people
might continue with a mission down to their last breath. Weapons
could be so lethal in the right circumstances, that the requirements
of victory become finding and eliminating every single enemy. This
might appeal to the infant mentality, and are not wargamers a load of
kidults?
One possible kind of warfare is one in which the behaviour of the
enemy is manipulated. All manner of alien technologies might be used
to alter the behaviour of forces. Brains could be influenced by
drugs, gases, hypnotism, vibrations, confusing lights, illusory
projections, fiendishly subtle propaganda, perfect
impersonations/simulations of commanders, and machines could be
influenced by computer viruses, false broadcast information,
reprogramming/hacking, signal jamming and the like.
One theme that comes up in sci-fi is the electro-magnetic pulse
effect, or EMP. Most people know this as the radiation from a nuclear
explosion that is said to knock out all electronic equipment. Perhaps
EMP weapons could play a major role in a sci-fi game. Then again,
perhaps not. One thing not so commonly known is that EMP only has its
effect on Earth because the Earth has a magnetic field. The EMP
effect would not occur on the Moon or Mars, because these have no
magnetic fields, so a game could be set where electronics are safe.
Also, not all electronics are affected by EMP. Old valve equipment is
little affected by EMP. Indeed, some Soviet aircraft still carry
valve electronics to protect them against EMP, and the World War Two
bombers that dropped the first nuclear bombs in action were unaffected
by the EMP. To us, valve technology is laughably old-fashioned, and
perhaps today's circuit boards and silicon chips will soon seem
absurdly primitive, and be replaced by new technology immune to EMP
and things like it. Even today, battery operated equipment with no
wires longer than about 30 inches are very resistant to EMP, and cars
are seldom knocked out because they are insulated from the ground by
their rubber tyres, and have metal bodywork that forms an effective
Faraday cage around their electronics. Nuclear weapons detonated
hundreds of miles above the surface of the Earth would create EMPs
that affected whole continents at a time, and so a table top game
involving troops and tanks would be at a scale where both sides were
equally affected. Non-nuclear EMP weapons exist already, and so there
is an easy rationale for more localised targeted weapons. Of course,
since electronics of the future might be very different, we are free
to make up such weapons and their effects.
Many years ago I played sci-fi role play games. The main one I played
was called Traveller. Though I persisted with it for a while,
I never found it satisfying, and I think I knew why. When
role-playing in a medieval world, we the players know what is
possible. In a sci-fi world, since we are not of the future, we do
not know the things that people in the future would find obvious, and
so we cannot role-play them convincingly. Imagine a medieval man
playing in a role play game set in the modern world. He and his
fellows plan to rob a bank. They concoct a good plan, but it stands
no chance of success, because they reckoned without CCTV cameras and
telephones. We today cannot role-play people of the future for the
same reason. The referee might decide in his mind what is possible,
but the players have to know too, and it has to feel right to both
parties. Another problem is the unforgiving nature of modern
technology. A brilliantly executed piece of espionage could be ruined
by a single skin-scale being recovered by the enemy and its DNA
sequenced. In a medieval world, a good adventurer can talk or fight
his way out of a bad situation, using his personal skills and wit. In
the far future, major societies will have so many resources for
keeping order that one false move from anyone could throw everyone in
prison or mortuary.
Sci-fi I have concluded doesn't really work for serious role-play
games, although I have had fun playing in the familiar world of
Star Wars or the comedy world of Paranoia. Warhammer
40K already panders to the fourteen-year-old-boy market. For a
serious table-top game I conclude that a very different approach is
necessary. Ideally I would like to have to use tactics that bear
little resemblance to other periods of warfare, or at least
significant differences.
I haven't written my sci-fi rules yet, but I have some ideas. One is
that the people of Earth might be fighting aliens who see and hear at
different wavelengths from us, and so each side has to be careful how
it camouflages itself, and has to use equipment to detect in the
other's wavelengths. If both sides have a mix of species, then each
has to switch wavelengths to see its selected foe, and each might have
machines that can blind certain wavelengths while leaving others clear
(an analogy of this is the modern practice of wearing orange
camouflage patterned clothing when going deer-hunting, because deer
can't see a difference between green and orange, and orange clothing
makes accidental shootings of people less likely – now imagine
intelligent deer with access to orange clothing and goggles that allow
them to see the difference…). I want to avoid teleportation and
psychic attacks because they may spoil a game and I don't find either
feasible. Similarly mucking about with time-travel or distortion I
think I will do without. One side's having to use non-lethal force
while the other is free and willing to use lethal force is another
idea I think worth investigating. Some weapons that affect a large
area in such a way as to degrade some troop types in it more than
others could lead to new tactics. An example might be a weapon that
vibrates the ground and air in a way that damages hard things or heavy
things, while leaving light things, floating things, and soft things
intact. My main themes will be trying to envisage weapons and
defences that follow the paper-scissors-stone pattern – good against
one type of foe, vulnerable to another; and combinations of combined
arms that work, and the difficulties of achieving these combinations.
I would be interested to hear any other ideas.