PBEM Multi-Player wargaming

A basic guide for new players to the NHWC system and
notes on the differences from standard computer games for the older hands

Links Use the links on the left, which can be found on all main pages, to navigate around this site. Some minor pages just have a text link back to their parent page or the home page. Otherwise, using your browser Back button should get you back into familiar territory.

Play by email (PBEM) multi-player (MP) wargames are conducted between two groups of players who must each have the same game on their computers, updated as appropriate with the same patches and file versions. We use 32bit versions of the 'Battleground' (BG) programs made by Talonsoft. Copies of the original discs are available - contact me for details. Go to "http://fly.hiwaay.net/~tiller/" for links to patches, upgrades to 32bit programs and scenario editors.

Read the wargame rules and learn at least their basic premises. Use the links to the rule notes page and examples to understand why each rule exists and some of the thinking behind them. Going into a game without at least a basic knowledge can be frustrating to you, your fellow commanders, your opponents and the umpire and could damage your chances of success. It is strongly recommended that now you have the opportunity to play historically you do not play against the AI (artificial intelligence) of the Battleground system, which use methods quite unlike Napoleonic tactics, unrealistic actions and generally poor game play. You will learn nothing of use from it and it encourages the wrong sort of play.

Getting started

Joining an existing game

All current activities are listed on the games page, where email links to the umpire of each will get you in contact with them directly. Battles are described and progress reports and other information are available through links from the battles page, which show what type of game it is and what players can expect from it. Pick the game(s) (there is no prohibition on joining more than one) that suit you and get in touch.

As a respondent to an invitation for a game, your reply should include something of your background and preferences for a role in the game. Add any other notes or comments as you see fit. Ask for a specific place if you know which are available, but be prepared to be put into a different post if your preferred one is unavailable or the umpire needs you elsewhere.

You can advertise on the notice board here or otherwise contact players interested in using the rules and victory conditions. A scenario can be set up or altered for you if you don't want to use the well-tried originals.

The nature of umpired wargames

The method recommended for tactical wargames is one of indirect player participation. This means that although all players will be able to play through the movement phase (and possibly other phases) of each game turn, their actions will not go directly into the game but are copied into a master scenario file by the umpire. Each player's input can be accompanied by written orders, maps and descriptions of their intentions for the remainder of the turn as applicable. This method enables a lot of players to join in one game (because all can make their moves simultaneously and send them to the umpire) and keeps the action within the rules and as historically accurate as possible.

It is intended that our wargames should be very different from standard 'computer games' against single opponents and on a different level entirely from those played against the AI. The umpire will interpret the orders you give in the light of the rules and his understanding of historical accuracy. Obviously this varies between individuals so players should be prepared to be subject to some ideas which might differ from their own and to accept the fact that they will not be in direct control of all their forces in the same detail as in a standard game. One of the objectives is to give players the sort of problems that commanders of the period had, particularly with communications and control of distant units, which are absent from any single-player version of the game. To this end, the BG game is only a vehicle for the bigger idea and a means of making more realistic wargames possible between several players. See the rules and rule notes for more on these ideas.

Points arising

As play progresses, it sometimes happens that rules are transgressed or events occur that a player finds himself in disagreement with. Unfamiliarity with the rules will naturally be found more among new players, but everyone can suffer an oversight from time to time. If you think your umpire or opponents are in error they should be told. Point out where you think the error occurred and, if it was not irrevocably damaging to your game, carry on. If your umpire tells you of a mistake on your part or interprets your moves differently to your intentions, accept it as the normal practice in trying to keep the game on historical and realistic lines. If players accept the basic principles of historical wargaming set out on this web site they should not find themselves very much at odds with any of the games' contents.

The Drill Book gives details of the conduct required of players. It is hoped that members will behave in an agreeable manner without reference to the Drill Book anyway. We are presumably, after all, a set of players who are here because we agree in the way we play the game.

However, healthy argument over the interpretation of the rules, or whether certain rules are needed, is not to be discouraged. Many of the rules and victory conditions have arisen or been amended through just this course of action and thought. If a discussion point arises, bear in mind that others might benefit from it and be able to add to it, so rather than batting ideas back and forth with your game turns, send them to all the other players in your game to see and argue for or against.

Reaching a conclusion

Campaign battles have the advantage of providing their own victory conditions. However, there is a method of calculating a result which can be used to make it 'official' and should always be used in single-player wargames. Read the victory conditions page of the website, preferably at the start of your game so that you know what you are trying to achieve. Along with the linked notes page this explains what will bring you victory and how to calculate the result. The process might look complicated at first, but going step by step through the examples to see how their conclusions were reached should help. To make the calculation easy, an Excel spreadsheet is available from me, into which you only have to insert the opposing armies' overall strengths and losses for the result to be indicated.

Either side may capitulate or invite their opponents to do so at any time, though results should only be calculated at the end of a whole turn. The umpire may decide on a level of result which might differ from one calculated.