
In the first Introduction to Wargaming article, which lives here, I gave you the low-down on why wargaming exists, what it is, and why Skyrim’s existence depends on it. I then promised that in the follow-up article, I’d get to talking about what it’s like to be a wargamer. Let’s begin!
The first thing that you’ll notice if you want to pick up wargaming is that it’s expensive. It’s cheaper than a lot of hobbies (arguably including video gaming), and the nice thing is that the stuff you buy lasts as long as you want it, but to build an army will set you back anywhere from £50 (for a small skirmish game, or a cheap naval battle title) to £500 (for a fairly large Warhammer 40,000 army). On top of that, the first time you buy miniatures, you’ll also want glue and other assembly tools, paints and brushes, dice, rulebooks and/or army books, and something to carry the lot around in without breaking them (although the latter can be improvised with bubble wrap and cardboard boxes). That stuff adds price, and will probably set you back, oh, another £70 or so, possibly more. Fortunately, there are plenty of ways to get miniatures for a lot cheaper, which I’ll get to in a later article.
The upside is that once you’ve spent your – let’s say – £300, which’ll net you everything you need to play a decent-sized game of most systems with spares/options to boot, that army is yours for the rest of time. Unlike card games, where cards go out of date or are superseded by more recent releases, and most video games, which run out of content at some point or fall by the wayside as people move on to the sequel, a wargame army gets updated along with the rest of the ruleset; each time a new edition of the rules comes out, updates to your existing Gaunts or Warpwolves or hoplites also appear, bringing them in line with the new rules. If you play realistic games, or aren’t fussed about having precisely the right models for the right games, you also have the advantage that your minis transfer easily between any number of rulesets that approximately match them (or are set in the same historical period). They might become more or less effective in moving between editions and game systems, but they persist.
![Chaos Land Raider (c) Games Workshop [www.games-workshop.com] Chaos Land Raider (c) Games Workshop [www.games-workshop.com]](http://www.gigagamers.com/wp-content/uploads/2012/04/CSM-Land-Raider.jpg)
Once you’ve bought the models and the rules and whatnot, you’ll need to find an opponent. Most people gather in gaming clubs. These can be attached to a store (any miniature supplier worth its salt will have gaming tables to play on) or independent groups of locals. If you’re a student, your university probably has one. Other people play at Games Workshop stores, which always run gaming nights a couple of times a week, with the caveat that the games and miniatures being used have to be GW’s own. (GW stores are also often overrun with ten-year-olds.) Clubs are of course very much based on the people within, and run the gamut from extremely welcoming to almost cold. Finding one is a matter of looking around local gaming stores (who will usually be appraised of the club’s existence) and the Internet (a lot of clubs have a website or forum).
The best way to wargame, though, is with friends. Actual tables are not required; just sit on the floor, use books and whatever else is scattered around the room as scenery, and have at it. If you have a friend willing to show you the ropes of a game you’re interested in, that’s great; not only can your friend teach you the rules, but they’ll probably also loan you their stuff to begin with, and generally be accommodating and helpful.
![Kharn the Betrayer (c) Games Workshop [warhammer40k.wikia.com] Kharn the Betrayer (c) Games Workshop [warhammer40k.wikia.com]](http://www.gigagamers.com/wp-content/uploads/2012/04/Kharn8.jpg)
The explicitly turn-based setups wargames use invoke a fascinating metagame: what will your opponent do in reply to this action? In which order should you move each unit? Which of your opponent’s units do you need to kill before he next uses them? In short – how much damage (or other tactical benefit) can you achieve in one turn, and after you’re done with your turn here, which situations can you present to your opponent so as to minimise what damage she can do to you in her turn? It’s a very interesting setup rarely seen in videogames. Since most turn-based videogames (in my experience) feature simultaneous turns or a grand scale, and rarely give you the same level of granular control over the situation that you get in wargames, this seems to be quite a unique selling point. Even wargames which allow you to react to your opponent’s movements during her turn maintain this balance of precise setup, risk, and response.
![Yu Jing Ninjas & Pan-Oceania Kamau (c) Corvus Belli [infinitythegame.com] Yu Jing Ninjas & Pan-Oceania Kamau (c) Corvus Belli [infinitythegame.com]](http://www.gigagamers.com/wp-content/uploads/2012/04/280332-0177-maqueta1.jpg)
“But Adam,” I hear you cry. ”Which games should I even play?”
Well, I’ve written a pretty large number of words now, so that’s one for the next article of Sort Of Like Chess, methinks. Enjoy your cliffhanger ending!
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