The Battle of Hastings was the culmination of an unusual
three-sided competition to be elected Edward the Confessor’s successor as King
of England, with no chance of alliances, and each side the enemy of the other
two. As is typical of most medieval and ancient conflicts, we have few
close-to-contemporary sources, and little solid information. (Some historians
like to sound much more certain than the evidence justifies.)
Weather prevented William of Normandy from sailing to
England where Harold II was waiting, while Harald Hardrada of Norway was able
to land in the north and defeat the local English earls at the Battle of
Fulford. Harold of England, more or less in possession of the kingship, marched
north and surprised the Norwegians, resulting in a great slaughter (and the
death of Hardrada) at great cost to the English. Harold’s force at Hastings may
have been smaller than his force at Stamford Bridge.
Meanwhile William had landed. A mystery is why Harold didn’t
wait to gather additional forces (having left his archers behind). Instead he
rushed down as rapidly as he could to fight William. William wasn’t doing
anything, really, for example not attacking the heart of the country (London).
Harold could have waited, but he was a brave man and experienced soldier. In
the end, it cost him and his brothers their lives.
I actually got the idea to make a small game about the
battle when visiting the (supposed) site as a tourist.
Hastings 1066 is
the closest thing I know of to the microgames (such as Ogre (1977) and my Dragon
Rage (1982)) that were so popular in the earlier years of the hobby. They
were the least expensive type of wargame, simple, usually quick to play. Those
were board games, but it’s impossible to persuade many people to buy a thin
cardboard board and tiny pieces nowadays, so the clear alternative is to use
cards.
Cards inherently do not show the maneuver and geospatial
relationships that are at the heart of any battle, but I devised a simple
method to provide a board equivalent using the cards themselves.
Ancient and medieval battles are inherently poor subjects
for games if you stick with the reality, that the commander had little control
over what happened once the battle began (still seen in many miniatures rules
sets today). The initial version of Hastings
reflected this. So to make a better game I ignored some reality, allowing the
players to control all the units, making the battle more fluid so that the
players had more influence.
The system can be used to depict many battles, even
post-gunpowder battles. I’ve tried Fulford and Stamford Bridge, but they don’t
fit the standard line-up battle that’s ideal for the game system. I have
prototypes of Stalingrad (the city itself, reflecting the “meat-grinder”),
Waterloo (focusing on artillery, line, column, and square), and the naval
battle of Lepanto (cannons and ramming). The Worthington folks have devised
others. Every game using the system can concentrate on what was really
important, hence the possibilities that your leader will die during Hastings
1066, and the action of the Norman archers.
2 comments:
Hastings 1066 sounds like a fun game to play.
"... microgames (such as Ogre (1977) ... that were so popular in the earlier years of the hobby. They were the least expensive type of wargame, simple, usually quick to play. it’s impossible to persuade many people to buy a thin cardboard board and tiny pieces nowadays, so the clear alternative is to use cards."
Card use for wargames has increasingly become more popular since Magic: The Gathering came out.
Another clear alternative to microgames is miniatures. With 3D printing, miniatures are getting relatively cheap. I have no problems getting people of all ages to play OGRE miniatures.
https://boardgamegeek.com/boardgame/29026/ogre-miniatures
Miniatures? Surely not. I've always thought they were horrendously expensive (and not so easy to carry), and even with cheaper methods, they are much too expensive for any microgame that isn't a skirmish game (relatively few figures).
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