Wargame: Red Dragon is a difficult and confusing game on first inspection. For me the game really came together once I started paying attention to real world doctrine. Wargame’s complexity and impenetrability comes partly from its mechanical adaptations of real-world weapon and command systems. The rest of its complexity comes from the employment of these systems effectively, the realm of doctrine.
Once a player has a grasp of the unit types, their roles, and the means to command them the player then has to learn how to use their units to win. This means understanding their objectives, creating a force capable of the necessary maneuvers, and executing that plan. In other words, players need a doctrine to play effectively.
Diagram of Deep Battle in Action |
The economic system in Wargame is perfect for the employment of deep battle with its ticking income. As the player’s first echelon’s attack is winding down they will have accumulated a decent amount of points to put towards their second or third echelon. This leads to many players practicing a kind of deep battle simply by necessity of the game’s mechanics. As it is rare that one’s opponent leaves their flanks exposed, this doctrine depends on striking at weaker points in the line. Where the doctrine really picks up in Wargame is when you have multiple players conducting either their own deep battle operations across the map or coordinating a single attack on a thin frontage. Even if other players only assist via artillery and airpower, the effect can be stunning. This is usually necessary if the enemy is presenting a strong line throughout their width where a set piece battle to achieve such a breakthrough is necessary.
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