Michael Eckenfels, 11 February 2026
Part I: The Dilemma of Command and the Simulation of History
The modern board wargame stands as a remarkable, often intimidating, fusion of historiography, systemic design, and game theory. At its core, the wargame promises a compelling intellectual experience: the chance to step into the boots of a historical commander, test their strategies, and perhaps even rewrite a famous defeat into a stunning victory. This lure of agency is the very foundation of the hobby. Yet nestled within this promise is a profound, and often unrecognized, contradiction, that is what may be termed “The Wargamer’s Paradox.” The paradox is this: the zealous pursuit of historical fidelity in the design of a wargame often clashes directly with the player’s natural, goal-oriented instinct to achieve victory at the table. The player’s optimal strategy is often the one that the historical commanders, constrained by real-world factors that they could not ignore, would not have chosen. The player can ignore, or even never consider, these factors, leading to scenarios that are simultaneously mathematically sound and profoundly ahistorical.
This distillation represents the Lie of Clarity inherent in the medium.
The goal of the wargame designer is not merely to create a map and a set of units; it is to create a dynamic model of a past reality. This model is, by necessity, reductive, and cannot encompass all the possible factors that the historical commanders would have considered. A historical event, including anything from a day-long battle up to a decades-long global war, is distilled by the game rules into quantifiable variables: unit strength, movement points, terrain effects, and combat resolution tables. This distillation represents the Lie of Clarity inherent in the medium. The historical commander was submerged in a fog of incomplete information, unreliable communications, and political intrigue. The wargamer, however, is presented with a glossy map, perfectly ordered counters, and an omniscient rulebook detailing the precise consequence of every action. This perfect clarity, while necessary for a functional game, instantaneously severs the player from the messy reality of the past, creating the precondition for ahistorical optimal play.
A wargame, therefore, should not be judged by how well it reproduces a historical outcome, but by how effectively it simulates the constraints and friction that dictated that outcome. The true measure of an accurate wargame is its ability to force the modern player, with their 20/20 hindsight and computational efficiency, into the same excruciating dilemmas that faced the historical general. It is through the meticulous limitation of the player’s agency, rather than the simple enabling of their power, that a wargame truly approaches historical realism. The challenge for the designer is to move beyond mere geographical and organizational accuracy (such as the Order of Battle, or OOB) and into the realm of Procedural Fidelity: the simulation of the complex processes of command, communication, and logistical failure that shaped historical decision-making.
Part II: The Pillars of Ahistorical Optimal Strategy
The Wargamer’s Paradox manifests primarily through four key divergences between the simulated environment and the player’s operational reality. These divergences are the pillars of the Ahistorical Optimal Strategy (AOS), which savvy players inevitably exploit to win the game, often at the cost of what really happened historically. historical account.
1. The Disadvantage of Perfect Information and the Illusion of Omniscience
This perfect knowledge allows for an optimal, highly efficient allocation of resources that would have been impossible historically.
The most significant break from historical reality is the wargamer’s near-perfect information set in most wargames: the player knows the overall strategic goal, the precise strength and location of all their own units, and, crucially, the specific Victory Conditions (VCs). Historical commanders, in contrast, were beset by the fog of war. The wargamer, however, knows the entire Order of Battle from the moment the game begins and can calculate both the maximum and minimum required force for any objective. This perfect knowledge allows for an optimal, highly efficient allocation of resources that would have been impossible historically.
How could a design solution properly address this? One possibility is through “Degrading Information.” Effective wargames address this by introducing mechanics that actively degrade the player’s information advantage. For example, the use of block-style wargames such as Hammer of the Scots or Commands & Colors: Ancients, requires players to guess the strength and unit type of an approaching wooden block, forcing them to commit reserves based on calculated risk rather than certainty. Games utilizing dummy units or decoy markers that may represent a real enemy threat will often force the opponent to spend valuable actions or resources to confirm the nature of a threat.
The oldest and perhaps most pure example of this constraint is Kriegsspiel (“War Game”), developed by the Prussian army in 1824. It is a double-blind combat simulation, played with a referee who holds the only complete picture of the battlefield. The players’ only information comes from reports (which can be delayed or inaccurate) passed back and forth, entirely simulating the fog of war and the friction of command. Modern wargames, while typically single-map, often try to replicate this through randomized draws and limited intelligence, but few match the information scarcity of the original.
2. The Absence of Friction and the Myth of Perfect Execution
Carl von Clausewitz famously wrote that “everything is very simple in war, but the simplest thing is difficult.” The concept of friction encapsulates these countless minor “simple” obstacles that derail even the best-laid plans. Most traditional wargame mechanics treat execution as instantaneous and guaranteed.
Again, what does a design solution look like here? One is in simulating command paralysis. Advanced wargames combat this certainty with dedicated friction mechanics. Command Points (CPs) are an effective tool, limiting the number of units or stacks a player can activate in a turn, forcing them to prioritize ruthlessly and accept that large portions of their army will remain inert, regardless of their strategic desire.
In Bruce Weigle’s 1870 series, players receive a limited number of orders each turn. If units do not receive an order, they sit still. This forces the player to focus their efforts, mimicking the historical difficulty of coordinating large, decentralized armies, and preventing the player from executing a complex, whole-of-army maneuver that relies on every unit performing perfectly in sequence. Games like Chain of Command (a historical miniatures ruleset) also center their play around limited command initiative and control, where the ‘reaction’ of troops is often based on randomized command decisions, not player omniscience.
3. The Temporal Distortion of the Campaign Context
The wargamer’s motivation is, of course, beholden purely to the specific Victory Conditions printed in the rulebook, which define the scope of the game. They operate in a temporal vacuum. The historical commander, however, operated within a massive, ongoing campaign context.
The historical commander, however, operated within a massive, ongoing campaign context.
Two possible design solutions are campaign victory conditions (VCs) and political friction. Card-Driven Games (CDGs) are particularly adept at mitigating this, using Political Tracks or Willpower resources that function as VCs beyond the map.
For example, in Twilight Struggle (a grand strategic game of the Cold War), the US player may have an opportunity to seize control of a crucial battleground country in the game. However, playing a highly aggressive military card (a coup or an intervention event) significantly raises their Military Operations (MILOPS) expenditure. If the player allows their MILOPS expenditure to be significantly higher than that of their opponent’s, they risk being penalized at the end of the turn – a penalty that simulates global political backlash, media criticism, or simply the difficulty of sustaining a high operational tempo. This mechanism successfully constrains the player’s purely military-optimal move (aggressively taking control) by linking it to an abstracted but historically critical political constraint.
4. The Loophole of the Rules (Ahistorical Optimization)
The ultimate failure of many high-fidelity wargames is that their complex rulesets, designed to accurately model reality, inadvertently create a singular, exploitable, and historically unused optimal strategy (AOS). This is the “Design Loophole” created by the designer’s inability to model every single factor, specifically logistical friction, with the same fidelity as combat.
For a possible solution, there is thematic abstraction and mandatory constraints. The best solutions often involve a thematic abstraction that forces the player to consider the unmodeled factors.
In the classic game Breakout and Pursuit (SPI, 1972), which simulates the Allied drive across France after Normandy, the logistics system serves as a crucial constraint. The goal is rapid, overwhelming advance, but the supply pipeline is modeled as a physical, vulnerable entity that must be extended and protected. A player can certainly attempt an ahistorically fast breakout, but the game rules dictate that units operating out of the supply range, established by the player, suffer catastrophic penalties to movement and combat. This mechanism doesn’t actually forbid a reckless advance; it simply ensures that the game’s consequences for that recklessness are brutal enough to mirror historical reality, which is that the army simply stalls out due to lack of fuel and ammunition, forcing the player toward the slower, safer, and historically accurate pace of advance.
Part III: The Triumph of Simulation: Embracing the Dilemma
The resolution to The Wargamer’s Paradox lies not in eliminating the player’s agency, but in refining the definition of historical accuracy. A wargame is not a simulation of events but rather, is a simulation of agency under duress. The true triumph of a wargame occurs not when the player arrives at the historical outcome, but when the game forces the player to feel the anxiety and face the difficult tradeoffs that defined the historical command experience.
The Elegant Constraint: Simulating the Cost of Success
The most sophisticated wargame mechanics are those that assign a hidden or delayed cost to success. This forces the player to contemplate an alternative history not out of choice, but out of necessity.
In the game No Retreat! The Russian Front, the aggressive advance of German units is constrained, not only by standard supply lines, but also by the relentless accumulation of Fatigue Markers and the escalating difficulty of drawing replacement units. A blitzkrieg-minded player may smash Soviet lines early on, but the resulting “success” they experience may lead to a rapid collapse of their own strategic capacity down the line. The game creates a positive feedback loop for failure, accurately modeling the exhaustion of the Wehrmacht and the vastness of the Soviet theater.
The Anxiety of Initiative and Simultaneous Action
The turn-based nature of most board wargames allows for a fundamentally ahistorical luxury by observing the enemy’s complete move, calculating a perfect counter, and then executing the response. This “I Go, You Go” mechanic erases the temporal pressure and simultaneity of real combat.
Mechanics that utilize Simultaneous Action Selection (SAS) are one example of a means to portray this simultaneity. The classic example is Diplomacy (1959), a grand strategic game that requires all players to secretly write down their orders for the turn and reveal them simultaneously. Since movement and combat are resolved based on these orders (which may brilliantly contradict an ally’s or clash unexpectedly with an enemy’s), the system simulates the anxiety and guesswork of operational command. Modern wargames, like the Commands & Colors series, achieve a similar effect by limiting the player’s possible actions to those available on a small hand of drawn cards, forcing them to react sub-optimally because the perfect counter is simply not available in their hand, simulating the limited bandwidth of command.
The Wargame as a Hypothesis Test
Ultimately, the Wargamer’s Paradox is best resolved by redefining the player’s role. The player is not a historical commander; they are a (mad?) scientist in their very own wargaming lab, working as a “Hypothesis Tester.” The historical event serves as the control experiment, and the player is testing a counterfactual thesis.
The success of a wargame is not necessarily, though, that the player wins, but rather that the game system accurately models why the historical real-life commander did not attempt the player’s obviously superior, ahistorical moves. (I am being facetious, but you understand, I think.) The design succeeds when the player attempts an optimal, high-risk maneuver and the rules, through supply checks, friction points, or morale failures, among countless other factors, depending on the game, can cause it to collapse in a manner that validates the constraints the historical commander operated within. This realization transforms the game from a mere contest into a genuine tool for experimental history, allowing for a dynamic, systemic understanding of the past that static text cannot provide.
The real victory condition is not the capture of a key city or the destruction of an army, but the profound realization of why things happened the way they did.
References
- Clausewitz, Carl von. On War. Edited and Translated by Michael Howard and Peter Paret. Princeton University Press, 1984. (The foundational text for military theory, defining key concepts like Friction and Fog of War, essential for understanding the constraints that wargames must model.)
- Dunnigan, James F. The Complete Wargames Handbook: How to Play, Design and Find Them. Revised Edition. William Morrow & Co., 1992. (A classic work that addresses the design philosophy of wargames, including the inherent difficulties in modeling command and control.)
- Perla, Peter P. The Art of Wargaming: A Guide for Professionals and Hobbyists. Naval Institute Press, 1990. (A seminal work that distinguishes between simulation and gaming, focusing on the use of wargaming as a tool for analysis and hypothesis testing.)
- Snyder, Glenn H. “The Game-Theory Approach to the Study of International Politics.” International Politics and Foreign Policy. Edited by James N. Rosenau. Free Press, 1969. (Provides the intellectual framework for understanding how player rationality and goal-seeking behavior—the core of the AOS—operates within a constrained system.)
- Various Rulebooks and Designer Notes: Including but not limited to Advanced Squad Leader, Twilight Struggle (GMT Games), Diplomacy (Avalon Hill), No Retreat! The Russian Front (GMT Games), and games from Columbia Games (for block wargames). (These provide the practical examples of how designers implement Fog of War, Friction, and Campaign VCs to steer player behavior.)
There is also this fascinating (ACDC, natch) video which discusses the history of wargaming, starting with the original Kriegsspiel and its emphasis on fog of war and command friction, which directly relates to the Paradox of perfect information:
200 Years of Modern Wargaming: Kriegsspiel Now and Then (ACDC presentation, 13. January 2024).
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Excellent write-up, distilled to the essence.
It is indeed of the utmost importance to establish, right from the start of a rulebook, what type of hat the players will be wearing.
And it is impossible, or rather ridiculous to wear a dozen hats. i.e. Am I Napoleon or Berthier, as I cannot be both.
Michael, this is an extremely well-written article exploring one of the trickiest aspects of simulation. I have always thought that games that attempted to mimic the historical outcome too rigorously were missing the point. In a really good simulation, a player is placed in a box of constraints, many of which are not, initially, obvious. But no matter which direction he pushes in, the game system pushes back, informing him of the existence of these constraints. This feedback is where the learning occurs.
A thing I personally experienced – after designing and publishing multiple wargames, I went to university to get a History master’s degree and I notice it is harder to design nowadays because I strive for too much historical accuracy. I notice I close more avenues to ahistorical play, but overly restrain my players that way … it is a tough dilemma.
Excellent article! The perfect intel that most wargames use fell apart for me my first day in the woods as a PLT LDR. All the confidence I had playing Squad Leader melted away once 1st SQD started shooting at something that I wasn’t expecting. Couldn’t see what was going on due to the vegetation, and the SQD LDR was busy fighting, so I had to run to his position, make a quick assessment, then call out commands over the radio. Not at all like playing most wargames.
I actually quit the hobby for years until a buddy convinced me to try Conflict of Heroes. On the surface, very similar to Squad Leader (plays much faster) but the appeal came with the cards. As long as the opponent still has a card left you can’t assume you know how everything could play out, and wow, what a change that addition had to the tension. Much more like my PLT LDR time.
And all of this drove me to make True Command as well!
Excellent article, Michael! Easily one of the best ever on The Armchair Dragoons. Wargames are the ultimate “what if” question but too may read too much into the answers for many of the reasons you discuss. For casual wargamers the issues you raise are often overlooked in the name of entertainment; for those who want to use wargames for serious learning or analysis the concerns you raise become paramount—and often insurmountable.