Memorial Day 2013 in Brooklyn

Memorial Day in Brooklyn saw a crowd of the guys gaming and grilling at Metropolitan Wargamers, but I chose to spend the sunny day with my youngest son retracing the historic military past in my own backyard.

I live about a 15-minute walk from Green-Wood Cemetery, a National Historic Landmark celebrating its 175th anniversary this year. The cemetery occupies a 478 acre hilly, picturesque landscape traced with winding roads and paths. It is a who’s who of New York City and American history, and the design of its entry gates, grave markers and mausoleums provides a visual history of how Americans have celebrated themselves in the afterlife across three centuries.

What we celebrate today as Memorial Day began as Decoration Day when freed slaves decorated the graves of Union dead following the American Civil War. Green-Wood’s marking of the war is found with 1869’s Civil War Soldiers’ Monument (photos below). The pillared monument ringed with four bronze statues was restored and re-dedicated in 2002. The re-dedication kicked off interest in documenting and marking the Civil War dead interred at Green-Wood, and to-date the Civil War Project has identified some 3,300 residing for eternity in the cemetery.

    

    

The Civil War Soldiers’ Monument sits along Battle Avenue and atop Battle Hill, the highest point in Brooklyn. The hill won its name for its important strategic role in 1776’s Battle of Long Island as Colonial forces held off multiple attacks on the far left of the invading British line. Standing on the hill today, you can clearly see the military importance of the hill with its broad views of the sloping land down to New York Harbor to the west and the island of Manhattan to the north. The battle is marked with the Altar of Liberty (photo at right), a 1920 monument installed as part of the plot of Brooklyn India ink magnate Charles Higgins. The bronze statue of Minerva raises her arm to the Statue of Liberty standing in the distant harbor, making the view from Battle Hill on a clear, sunny day one of the most breathtaking vistas in the city.

Next, we wound our way toward the center of the cemetery and to the family plot of Abram Duryée (photos of Duryee and his monument below). I’m a fan of Duryee and his command of the 5th NY Volunteer Infantry during the Civil War. Known as “Duryee’s Zouaves,” these Manhattan men saw action throughout the war at such battles as Second Bull Run, Antietam, Chancellorsville and Fredericksburg. I’ve made the 5th NY with their baggy red chasseur trousers, dark blue jackets with red braiding and fezzes with yellow tassels a big part of my 28mm American Civil War painting project this past year, so it was great to stop and pay tribute to him at his final resting place.

    

Our final destination of the afternoon was to the grave of General Henry Wager Halleck, a relative of mine (photos of Halleck and his monument below). Halleck served as General-In-Chief of Union forces for about two years of the Civil War before being replaced by the much more famous General Ulysses S. Grant. Known more for his intellect than his military exploits, Halleck was nicknamed “Old Brains” during the war and spent his years after the war as a lawyer and author. While by no means a household name, I was glad to have the opportunity to visit his grave again after many years.

    

As a wargamer, my hobby wouldn’t exist without wars and the men and women who fight and die in them to this day. On this Memorial Day, it was a good change of pace to put down my dice, step away from the tabletop and venture out for a few hours visiting the monuments to those who have paid the ultimate price throughout American history.

Favorite Tabletop Games Kickstarters of the Month (May 2013)

Earlier this week, I wrote about how I believe Kickstarter to be the latest incarnation of how gamers have contributed to the decades-long conversation on who truly “owns” our hobby. This had me delving deep into what’s current on Kickstarter’s Tabletop Games section.

To date, I’ve honestly only contributed to one tabletop games Kickstarter project. The modest fundraising drive for A Las Barricadas which brought in just under $10,000 for a game that has since been delayed but promises to be shipping soon. While I wait for this little game of street protest pitting Occupy Wall Street-like demonstrators against the police to arrive, I thought I’d share a few projects I’m watching this month.

Moby Dick, or the card game: Like any good English Literature major, I’m a fan of Herman Melville’s epic American tale of one man’s obsession with a whale. On the flipside, I am not generally a fan of card games. That said, this card game of the high seas boasts some truly marvelous woodcut-like artwork and what looks to be an entertaining game of the best recruited crews trying to survive in their quest to spear the Great White Whale.

All Quiet On The Martian Front: Showcasing 15mm miniatures of Martians vs. early 20th-century human armies, this game uses the H.G. Wells sci-fi classic as a jumping-off point to imagine a world of humans locked in protracted combat with alien invaders. The models look fantastic, mining the very-popular steampunk trend in gaming today. Supporters of the game (particular those pledging in the hundreds of dollars) will net a lot of cool looking stuff with its funding.

Canterbury: Nothing gets me going like a great Euro-style worker placement game, so this is particularly enticing. The game places you in the age of Saxon Kings, and your aim is to build the greatest of cities starting with only a well in the wilderness. Managing your growing population, resources, culture, military and ongoing construction of buildings, the game claims to be one of pure skill and planning with no luck factor whatsoever. This one looks like a beauty and I’ll be anxious to give it a play when it is published later this year.

 Wargaming Terrain for the American Frontier: I don’t play games in the period, but the latest from Acheson Creations presents more than a dozen wonderfully-crafted 28mm buildings from the pioneer, settler and Native American era of 18th-century colonial America. I particularly like the longhouses and wigwams, possibly inspired by the local tribal history of the Western New York and the Rochester area where the creators (and I) hail from. The blockhouse, fort wall sections, barn and cabin models also look great and could easily be used in other eras or in fantasy gaming scenarios, too.

Civil War Toy Soldiers: This final project has less to do with gaming and more to do with the special spot in my heart for the toy soldiers of my childhood, especially around the holidays. Cast in soft plastic and a large 54mm scale, this new line of Union soldiers have been launched to compliment Cunnyngham Collectibles’s existing Southern troops. The poses, liveliness and equipment details on these guys make for some really cracking personality. A few bags of these fellas on the floor or in the tall grass and I’d be transported back to when I first fell in love with little plastic men nearly 40 years ago.

Gaming Wars In The 21st Century

I was pleasantly surprised to open the back page of this past weekend’s New York Times Sunday Book Review section to an article on the 100th anniversary of H.G. Wells’ “Little Wars.” The book’s Edwardian-era style, classism and occasional not-so-thinly-veiled sexism is mixed with the mechanics of a gaming system which makes it a relevant read even today.  Before “Little Wars,” wargaming had largely resided in Europe’s war colleges and in the parlors of the ruling elite. Even with its English intellectual, upper-crust trappings, “Little Wars” sought to expand the popularity of wargaming. As the article points out, “Little Wars” is an important foundational document and should be required reading for those who are interested in how we’ve arrived at the business of gaming on the tabletops and screens of the world today.

“Little Wars” is widely available for free online and for e-readers today, and “ownership” of gaming is largely the subject of a post today on BoingBoing about Dungeons & Dragons retro-gamers. Whether driven by nostalgia or as a reaction to corporate ownership of a beloved game of their youth, “old school” D&D gamers stress what they believe to be a truer game style more focused on role-playing and less-so on action-driven play. To stay relevant to a new generation brought up on CGI special effects, so the argument goes, the now-owners of D&D Wizards of the Coast have increasingly made the game more combat-heavy (read: more like video games). In reaction to this, retro D&D gamers have created an increasingly-active community of story-driven gamers who look to old rules for inspiration. The ability to share thoughts, opinions and out-of-print rulesets online has only fuelled the movement.

Old school gamers are just the latest combatants  in the war over gaming. The history of wargaming rules development winds its way from military schools and H.G. Wells to postal games and strategy boardgames in the mid-20th century. Games and rules were more fluid in the 1940s-60s where there was little profit to be had in wargaming, and a big part of the gaming community was in the debates over what rules were the most realistic or playable. With a few exceptions, ownership in those days was based more on pride and ego than copyrights and profit. This timeline is well-documented in Jon Peterson’s “Playing At The World” which finally arrives at the early days of D&D.  Even before D&D made the great leap into a world-wide phenomemon there were arguments and accustaions over copyright and ownership. Peterson’s recent analysis of a transitional draft of D&D (the Dalluhn Manuscript) not only adds greater nuanace to the development of the rules themselves but I think also provides another chapter on the concepts of evolutionary, intellectual and legal ownership of games.

Much of the digital conversation today — whether about games, photos, movies or music — hinges on the topics of openness, control and copyright. Along with the free and independent gaming forums and sites, we’ve now been given a new frontier of games on Kickstarter. What used to take years (or even decades) of slow development and debate by word-of-mouth fanzines and postal newsletters, Kickstarter achieves in weeks or days. Players vote with their wallets in support of games which can now easily garner six and seven-figure funding levels, all but guaranteeing a fanbase that literally buys-in at the ground floor. Sites like BoardGameGeek can help make or break the success of a new game and then go on to serve as R&D for game expansions, rule variations and subsequent editions.

A hundred years after “Little Wars” pulled the ownership of wargaming out of the fists of Europe’s elite, we’re still warring over our games. Copyright laws, digital distribution and individual financial investment will continue to shape the next hundred years of the ownership conversation, but gaming is certain to remain a very personal investment for some time to come, too.

The History of Games in Western New York

I grew up in Western New York State about 40 miles South of Rochester. To my childhood self, going to Rochester was “going to the city.” Rochester was where I headed for big touring concerts, independent movies and museums. On my rare trips home these days, one of my favorites and one of the more unique museums to visit in Rochester remains the National Museum of Play.

Opened in the early 1980s, the National Museum of Play grew out of the Strong Museum and the collection of industrial heiress Margaret Woodbury Strong. The museum originally housed the enormous doll and toy collection Strong acquired over decades of worldwide travel in the first half of the 20th-century. In the past 30 years, the mission of the museum has evolved to be one of the preeminent repositories and exhibitors of toys, games, video games, dolls, action figures, children’s books and all things devoted to occupying the childhood development of children through that most basic of juvenile pursuits: play.

Among its collections, the museum has risen to prominence in the past few years with the opening of the International Center for the History of Electronic Games. The ICHEG publicly displays some 140 playable classic video arcade games and also maintains an archive of hundreds of thousands gaming systems, games, advertisements, manuals, corporate documents and other ephemera devoted to video games from their earliest development to their contemporary innovations and cultural dominance.

The museum made news this past week with the announcement of the temporary display of the “Dalluhn Manuscript” (photo at right) in their newest permanent exhibit called Game Time! This space will eventually devote the entire second floor of the museum to the history of American play through a series of interactive exhibits. The Dalluhn Manuscript is important as what is the earliest know draft of what would eventually become the world-changing game Dungeons & Dragons. The manuscript is on loan from Jon Peterson whose massive book “Playing At The World” took the scholarly investigation of the history of strategic gaming to new heights when it was published last year. Peterson has updated his book with a free appendix available through his blog that delves deep into the significance of the manuscript on display in Rochester. If you’ve read his book or have any desire to take a rare peek into the minutiae of how D&D came about, seeing this piece of gaming legend is a must-do over the coming months. Think of it as the Magna Carta or a first draft of the Declaration of Independence for gamers and you’ll have some idea of what a treasure these few pages are.

In general, I would urge anyone interested in games and play to visit the National Museum of Play in Rochester. It’s one of those rare museums where people of all ages will truly find something that speaks to them. If you can’t make it to Rochester, take a spin through their online archives where thousands of photos of toys, dolls and games are on view. With centuries of play behind us and unknown adventures ahead, a trip through our shared history is almost as enjoyable as a few hours of play itself.

Not Buying Monopoly

Hasbro’s Monopoly managed to insert itself into several news cycles over a week ago with an announcement that one of the classic player tokens would be retired and updated with a new token. The classic game, originally owned by Parker Brothers, holds a storied place in American culture and you would be hard-pressed not to find a dusty copy in nearly every household in the country. Despite it’s popularity, I am one of those growing number of gamers who maligns this game for its poor gameplay and overall lack of satisfaction in investing a couple hours slogging through taking laps around the board and pummelling opponents into bankruptcy.

Everyone knows Monopoly. Since its early development at the turn of the 20th-century and then its acquisition by Parker Brothers in the 1930s, a mythology developed around Monopoly as a game which grew out of the Great Depression and flourished in the post-war boom years of the 1950s and 60s. Monopoly has hundreds of boardgame variants (I have a Brooklyn-themed set at my house),  video games, state lottery games and an annual McDonald’s sweepstakes, all of which have extended the game’s tentacle-like brand across the country’s culture.

My family spent hundreds of hours in my youth playing Monopoly. Family friends often came over for rounds of play propped up by pizza, soda for the kids and beer for the adults. We played Monopoly so much that we wore out a couple sets, and when I visit my parents I can still find a set on the shelf in a crowded closet of games and puzzles. The game does have appeal in its relatively easy rules of acquiring property, collecting rent, building real estate empires and out-earning your opponents. Kids enjoy the game early on as they learn to count, add and subtract, and I think adults enjoy it since you can be pretty much be assured anyone knows how to play. The game has expanded into a worldwide presence, but it’s usually viewed as a very American game where simple winner-takes-all economics wins.

The problem with Monopoly for gamers like myself is that it is no fun and requires little to no skill or input by the players. Moving your top hat, battleship, race car, dog or other game piece around the board, a player’s fate is left almost entirely to the roll of the dice. A simple strategy (if you can call it that) of agressively buying any and all properties you land on (except the Ultilities, who buys those?) usually wins the game. Random dice rolls, an ever-shifting variance of popular “house rules” and economically destroying opponents makes the game incredibly frustrating. I have rarely played a game where tempers haven’t flared and people haven’t walked away mad at each other.

So, when Hasbro announced plans to retire one of its Monopoly game pieces recently, I was and wasn’t surprised at how much press there was. Newspapers, magazines, TV and cable news, blogs, talk radio and even usually-serious outlets like NPR lept on the story. What the whole thing was to me was a cycnical modern marketing ploy, a manufactured media event cooked-up by corporate boardroom marketers to place a decades-old brand back in the public consciousness and boost investor shareholder value.

As I often write here, there are so many great games to play with your kids, in your college dorm or with a group of friends on your dining room table. Unfortunately, most of the best games today (like Settlers of Catan, which I talk about a lot here) simply don’t have the marketing behind them to insert them into the public’s mind.

Monopoly is very American. It’s the fast food of gaming – cheap, quick, easy, tasteless and ultimately unsatisfying. Do yourselves a favor and find something more nutritious for your gaming.

2013 Goal Setting

We’re just over a week into 2013 but with more than 50 weeks still ahead, I think I have time to squeeze in some ideas on gaming goals I’m setting myself for 2013. Here’s five goals I’m setting for the year (including one I’ve already checked off the list):

1. Join a club

I have been dropping in on the Metropolitan Wargamers in Brooklyn for probably 4-5 years, and this year I’ve already finally got around to becoming a full member. The club occupies the basement garden level of a townhouse on a side street in historic Park Slope Brooklyn, just two stops from me on the subway. In a city where space for storage and gaming is at a premium, the club is a wonderland of gaming tables, boardgames and miniatures. While a lot of guys arrange to play a particular game ahead of time, there’s a big opportunity on the weekends to simply stop in at the club and grab a few guys up for playing whatever sounds good. The members of the club are incredibly supportive and passionate about gaming, and the diverse ages and backgrounds always makes for an interesting and entertaining mix over the course of a few hours.

If you’re in the NYC-area and you’re interested in what’s going on at the club, I’d suggest introducing yourself via their Yahoo! Group and then come in for a game at some point. You can also check them out via Facebook or follow them on Twitter.

2. Get back into World War II

A few years ago I got heavily into WWII gaming in 15mm with Flames of War. In pretty short order I painted up large German and American infantry armies, and then threw in a US paratrooper force for good measure. I signed up and played in a full-day tournament at a convention, and then I ran a game at another convention. Along with my infantry, I’ve also got dozens and dozens of tanks, jeeps, trucks and artillery pieces that have largely sat fallow for over a year as my interests (and schedule) have drifted elsewhere. In the interim, a new revised set of rules were released and a whole host of additional rulebooks focusing on the post-D-Day actions have also hit the market.

So, I’m jump-starting my interest in the era again in 2013. A big new starter boxed set containing the new rules and a bunch of new plastic figures and tanks wound up under the Christmas tree. I also scored the new Easy Company set of character figures who bring with them a whole set of special rules as you recreate the famed command exploits of the 101st Airborne Division. I spent part of my time off from work at the end of the year gluing up and priming my new forces and re-familiarizing myself with the rules. I’ve been talking up World War II with some guys at the club, my son seems interested in playing again and now I’ve just got to commit to returning to the tabletop battlefields of 1940s Europe.

3. Tackle my Anglo-Zulu War project

At a convention a few years ago I signed up blindly for a recreation of the Battle of Rourke’s Drift, one of the most significant engagements of the late-19th-century Anglo-Zulu War and a favorite of mine in the history of warfare. I tucked the game in the back of my head for a couple years, and then I happened upon some really inexpensive boxes of plastic British troops from the era at another convention last year. Well, once I had some Brits on the workbench I certainly needed some Zulus (and more Brits).

Months on, this project has stalled. I have hundreds of figures glued-up in various states of painting and a couple additional boxes of Zulus still waiting to be unwrapped. There’s a sameness to the British and Zulus which I haven’t quite cracked as of yet. I obviously need a system and a process to tackle all these guys in the coming year so I can finally get them up and running on the table. Long-term (really, really long-term), I fantasize about playing the battle of Rourke’s Drift in a true 1:1 scale of approximately 4,000 Zulu miniatures facing off against a contingent of 140 or so British troops. That said, getting this whole Anglo-Zulu project back on track this year is a promise I’m making to myself.

 4. Wrap up my American Civil War forces

If 2012 had a focus for me, it was the American Civil War in 28mm. With the 150th anniversary of the war in the news and Stephen Spielberg’s “Lincoln” in theaters, America’s greatest conflict was in the air. I worked along throughout the year painting away at the wonderful plastic and metal range of ACW miniatures offered by Perry Brothers Miniatures, and my sons and I played increasingly larger skirmish battles on the coffee and dining room tables.

At this point I think I’m maxing out with a couple hundred troops in both Blue and Gray. I have a few more models of artillery which are about 80% complete, some fez-hatted 5th New York Volunteer “Duryee’s Zouaves” to wrap up and one box of the new Confederate infantry to start. I’ve been really happy with results this year, and I’m looking forward to hauling the whole contingent out of my apartment by the spring to share my work with the guys at the club.

5. More boardgames (and maybe some card games)

I largely ignored all manner of gaming throughout the 90s, and, with that, I largely missed the boat on the rise of Euro games. Over the past year-and-half, I’ve re-invigorated my interest in boardgames. Settlers of Catan and Ticket To Ride have become mainstays in my home for “family game nights.” I’ve already added Small World to the mix this year, and a friend of ours introduced us to Bohnanza – a competitive bean-planting and harvesting card game – over the holidays. I’ve got a list of others I want to try this year, and there’s probably countless more I don’t even know about yet.

Playing games with friends, family and members of the local club is such a fantastic way to disconnect from the realities of the world and re-connect with people in a way we seldom do in the normal course of life. Here’s to 2013 and a year of play.

Setting The Scene

One of the aspects of wargaming I love most is setting up the tabletop battlefield. I first got into scenery building with a large basement HO scale model railroad as a kid in the 1970s and 80s. Through a mix of sculpting hills and roads, modelling trees and creating realistic tableaus of buildings, I spent hours bringing to life a miniature world.

Setting up a tabletop battlefield serves two purposes. Firstly, playability is affected in terms of terrain contours, defensive cover and lines of sight. Secondly, a well-laid and realistic tabletop brings an aesthetic appeal and excitement only to be found in miniature wargaming. While throwing down a big piece of green fabric and some simple trees or lichen shrubbery and maybe some rocks for outcroppings can provide a bare minimum play area, adding a few pieces of additional model detail really makes a game come to life.

Check out some of my WWII and American Civil War set-ups in the Gaming & Painting section above, and have a quick read on some easy resources below to get your own tabletop ready for battle.

Battlefield Basics

For my groundcover, I use a $10 green fleece throw I picked up in a discount store. I like that I can fold it or open it up to create different sized gaming spaces. You can also use felt or any other cloth easily picked up at a local fabric store. For roads, I use a rubber textured road system I bought at a gaming convention. On the cheap, you can cut felt or other material into strips to create roads of varying lengths and widths. Streams and rivers can also be cut from blue felt. For basic shrubs, a bag or two of lichen from a hobby shop in varying shades of greens and browns provides flexibility in creating hedgerows and other bunches of ground cover. Spreading some gravel or larger stones around the battlefield can also provide some texture and look to the table.

Trees

While a lot of gamers prefer making trees from scratch using twigs and lichen, I like tree systems like those offered by Woodland Scenics. Whether you choose to build your own or buy pre-made trees, you can easily find what you need via websites or stores that cater to model railroading hobbyists. Keep scale in mind that shorter HO-scale trees suffice for 15mm scenarios and taller O-scale trees will stand in nicely for forests and treelines in 28mm games.

 Buildings

There are tons of options for wargaming buildings. Many experienced gamers make their buildings from scratch using foamcore, balsa wood and other kit-building materials found at any decent hobby shop. Another cheap option is downloadable paper cut-out buildings, many examples of which can be found online for free or in easy and immediate pay/download format.

A number of companies specialize in model buildings in lots of scales, eras and geographic locations. Some relatively inexpensive buildings come cast in solid resin and unpainted, while others come completely assembled and detailed with removable floors and roofs. More recently, laser-cut wood buildings are becoming a popular option.

I like using plastic kits from model railroad suppliers, particularly O-scale buildings when I’m gaming the American Civil War in 28mm. These kits are pretty inexpensive ($10-30), easy to find online or in stores, simple to glue together and lightweight. The often simple detailing is easily enhanced with some simple painting and weathering removing the plastic gloss. Companies such as Bachmann (log cabin and covered bridge pictured), Atlas and Lionel all make model railroad buildings which can easily stand on an 18th or 19th-century American battlefield. I love my big Lionel K-Line O-scale American church I picked up for $9 on sale, and it always takes center stage in my American Civil War set-ups.

Boxed Terrain Systems

While pricey, several companies offer full lines of pre-packaged terrain systems made specifically for gaming. Flames of War offers a big line of 15mm WWII terrain through their Battlefield In A Box sets with roads, rivers, buildings and battlefield accessories to fit different regions of the war. Games Workshop also offers a number of products specific to their games from Citadel but much of it could be used for other gaming in Medieval and fantasy gaming environments in 28mm. For gamers with particularly deep pockets, Games Worshop all carries highly-detailed modular gaming boards for nearly $300 each.

Gaming In Challenging Times

Most people know H.G. Wells as one of the modern inventors of science fiction literature with such masterpieces as “The War Of The Worlds,” “The Time Machine” and “The Invisible Man.” Wells is less well-known as one of the first popular writers on the subject of miniature wargaming. Published just before Great Britain entered World War I, Wells’ “Little Wars” outlined one of the first widely-available English sets of rules for miniatures wargaming. Using cast metal toy soldiers and artillery, Wells and his Edwardian friends created elaborate wargames on their parlor floors and English gardens. Using wooden projectiles fired from small model canons, these proper English gentlemen waged war on opposing sides of tiny infantry and cavalry armies. Many of the concepts of movement, effects of model terrain and chance still present in 21st-century wargaming were set down in print by Wells.

Wells was also a socialist, pacifist and supporter of the concept of a world-governing body to preserve peace and avoid increasingly large-scale warfare that would eventually come to haunt much of the 20th-century. In “Little Wars,” Wells lays out the idealistic aspiration that men, young and old, would someday permanently remove themselves from the real killing fields of modern war and instead settle great international conflicts through wargaming and boardroom diplomacy. “The tin soldier leaves behind no tin widow, and no tin orphan,” said Wells.

I’ve spent well over half my life gaming, with countless hours spent locked in play violence. I’ve also made the study of history and warfare one of my educational and personal pursuits. I’m fascinated by why people make war on each other, and I wonder at what makes one human decide to do violence against another. With this, I too hate war and violence, questioning even when attempts are made to choose what fights are historically just.

The modern pervasiveness of video games, movies and news media makes violence real and immediate in ways Wells and his contemporaries could have never imagined a century ago. Even as a kid just 30 years ago, I couldn’t imagine for myself a culture so covered in virtual blood, real or fictitious.

I have two sons now, and like most parents, I wish to share and pass on some of my interests to them. For some parents, it’s baseball. For others, it may be a love of camping or cooking or knitting. Me, I want my kids to play wargames. I want them to do this because it is an incredibly rewarding hobby, combining artistry, historical research, complex decision-making, math, teamwork and management skills. I also want them to take up my interest in wargames because I think, when done right, wargaming can
still teach why war and violence is a horrible, horrible thing to be avoided at all costs.

“Doing it right” is the rub. Like so many worthwhile things, wargaming takes time. Lots of it. You need to have a real interest and a real commitment in not only yourself but in your fellow players in order to play wargames. Wargames are for people who care.

And here, I will expand beyond miniature wargames to include video games in the discussion. Just as Dungeons & Dragons was accused of being the realm of loner weirdo teenage Satanists with a penchant for violence and anti-social behavior in the 1970s and 80s, video games are the target now. Yes, the video gamer community and industry is far, far larger than the D&D community ever was. Yes, video games depict violence in a far more realistic way than tabletop wargaming can. But the problem is not inherent in the games. The problem is a lack parental involvement with their children’s gaming pursuits.

A parent who is fairly tuned-into their kids’ playtime is a participant and a partner. I’ve spent hours watching my kids play video games, playing video games with them, reading about video games with them and discussing video games with them. I am willing to bet most parents’ level of involvement with their children’s gaming begins with buying their kid a game they know nothing about and ends with the kid vanishing into their bedroom to start logging dozens of hours in a game. The same parent who will re-arrange their schedule and devote hours to their son’s baseball practices and games will probably not make a similar investment in the same son’s hours devoted to racking up kills on Call of Duty or levels of progression in Skyrim.

Play – parentally-invested play – is an indispensable part of childhood that can provide a lifetime of healthy and creative thinking. Maybe he is outdated, but I’ll stick with Wells and his utopian hope that games can and do provide the path to a better world.

“Where Do I Start?” Some Thoughts On Starter Sets

One of the more daunting things for people just getting into tabletop wargaming is where to start. There are countless systems to choose from, many scales, different levels of complexity and hundreds of thousands of products to choose from. Shopping online or walking into a local hobby store, the newcomer can easily be overwhelmed by the sheer quantity of “stuff” that’s out there in the hobby.

Here’s a few pointers on how to get yourself (or your kids) started.

1.) Try a game first. If you have an opportunity to try a game before buying, that’s the best (and cheapest) first step. Spending a few hours with a local gaming club, visiting a gaming convention or playing at a nearby hobby shop will give you a broad overview of how complex and fun a game can be. It’s also good to speak with other players so they can relate their personal experience in what they do (or don’t) about particular games, and what kind of a time and money commitment you may be making by undertaking a new game.

2.) Pick a theme. There is a tremendous variety in the playable world of gaming. If your kids like comic book superheroes or sci-fi space battles, there are games for those. If you like reading about history and are interested in playing a particular historic era, chances are there’s a game for it. If you have tendencies toward swords, sorcery and fantasy monsters, there are plenty of options. And, for those of you into horror and zombies, there are definitely games to suit your taste for the macabre.

3.) Visit a local store. It’s great to support local businesses, and getting to know the folks at your local hobby store, comic book shop or specialized wargaming outlet is key to your intro and growth with a game. People at these stores are usually gamers themselves, and they know and love this stuff. Be honest with them when just starting out. Explain your level of previous experience, interests, budget and the amount of free time available to play games. If you are looking to play a World War II game for a couple hours a week and have a budget of $50, they’ll probably steer toward the great board or card games available. If you have hours of free time and are willing to invest hundreds (or thousands) of dollars in a World War II game over the long term, a good store employee will point you in a different direction.

4.) Get a starter set. One of the great things about wargaming is the wide array of products the industry churns out. Settling on just one gaming system can present a new player with thousands of options. Experienced gamers usually go the a la carte route, picking and choosing the specific miniatures, models and rulesets they want. As a new gamer, however, what you usually need to get started is some miniatures and rules.

Thankfully, many popular wargaming systems offer packaged starter sets. These usually contain a set of rules, dice, maps and enough miniatures to wage a small game right out of the box. The other bonus with starer sets is the costs savings, as many companies package there starter sets with contents that might be double the cost if bought separately.

Here’s a couple of my favorite starter sets, covering a couple different scales and eras. If you’re looking a for a great wargaming gift this holiday season, start here.

Flames of War: Open Fire!

If you’re interested in World War II, start here. For about $70, this incredible set gives a player a 50-page quick-start guide, a full 300-page rulebook, dice, nearly 120 soldiers, eleven tanks and lots of other goodies. The set encourages you to glue up the miniatures and models and start right in playing. Once you’ve got a game or two under your belt, you can get started painting and then head back to the shop to start building out your forces for even bigger games.

The Hobbit: Escape from Goblin Town

Millions of people are going to be marching into movie theaters this month to see The Hobbit: An Unexpected Journey. If your interest in things Tolkienesque goes beyond the Hobbit and Lord of the Rings books and movies, then Games Workshop’s line of games should be your next stop. To coincide with the new movie, a whole new line of miniatures, rules and this incredible limited starter set has been introduced. The set costs $125, but with that you get all the hero characters (Bilbo Baggins, Gandalf the Wizard and Thorin Oakenshield and his band of dwarves) and dozens of goblins. The set includes a 50-page rule book plus some terrain models, dice and a ruler. Everything is plastic and modelled with incredible detail and personality. When painted, the models really come to life on the table. There’s also a full line of Hobbit-themed (and previously-produced Lord of The Rings) miniatures and rules ready to be added to your future games.

Warhammer and Warhammer 40K

Games Workshop also offers two long-standing favorites in the miniatures gaming world: Warhammer and Warhammer 40,000 (or, 40K to fans). Each gaming system offers a starter set for $99 that comes packed with incredibly detailed miniatures, rule books, starter guides, dice and other gaming accessories.

Warhammer is set in a fantasy world of magic and monsters, The Island of Blood starter sets allows you to field an army of High Elves against the Skaven, a race of giant rats. The 74 models exclusive to this box include Elves on horseback, an Elven prince riding a giant griffon, Skaven ogres and a whimsical cannon strapped to the back of a giant rat.

Warhammer 40K inhabits a universe in a far off future plagued by armies in endless intergalactic planetary war. The dark vengence starter set gives you 48 plastic miniatures depicting the Dark Angels against the Chaos Space Marines. Theses figures come armed to the teeth with gruesome hi-tech weapons and clad in enormous suits of armor. A squad of bikers and a walking death machine armed with laser cannons and giant claws round out the armed forces.

“Airfix’s Little Soldiers” by Jean-Christophe Carbonel & “The Boys’ Book of Airfix” by Arthur Ward

As I’ve previously written, many kids’ first introduction to plastic toy soldiers in the 50s-70s came through the Marx playsets offered through Sears. Marx’s colorful plastic toys offered the ability to imaginitively play right out of the box. But for a lot of us, our interest graduated from casual play to an actual hobby with Airfix.

For people with fond memories for Airfix model kits and plastic soldiers, there are two must-haves for your bookshelf. Arthur Ward’s “The Boys’ Book of Airfix” traces the development of the company from a toy-maker beginning in the 1930s to their late-20th-century growth into a leader in scale modelling. “Airfix’s Little Soldiers” by Jean-Christophe Carbonel focuses almost exclusively on Airfix’s 1/32 and 1/72 scale plastic soldier lines. With intensely creative packaging depicting soldiers in action, Airfix’s plastic soldiers were unparalleled for their detailed sculpting and variety of poses. Unlike Marx plastic soldiers, Airfix appealed to budding miniatures modelling hobbyists willing to put in the hours painting tiny plastic soldiers. Although the soft plastic Airfix used was notoriously difficult in holding glue and paint, many a future miniatures wargamer got their start with Airfix.

Aside from plastic soldiers, Airfix produced a large line of scale model kits (planes, ships, cars, military vehicles, etc.). Because of the hobbyist focus of Airfix, their models and sets were available not only in department stores and five-and-dime shops, but they also became a presence in more traditional hobby shops. The company also created marvellous diorama playsets such as the Beachhead Assault and Coastal Defense sets to enhance play with their expansive selection of plastic soldiers. Many of these sets continued to be re-packaged and sold over the years as anniversaries of World War II battles were celebrated by the media.

 (photo via Vintage Airfix)

For fans of Airfix, you should also check out the Vintage Airfix website for a comprehensive look back at the evolution of their models and kits over the years. Both books conclude with the corporate mergers, changes in distribution and a look at competitiors Airfix faced over the years. By the end of the 20th-century, Airfix became more of a specialty brand in the US while their plastic kits remain widely available and popular in Europe. For me, holding one of those little Airfix boxes of soldiers still takes me back to the hours of painting and playing with plastic as a kid.