The Operational Wargame Series: The best game not in stores now
The Operational Wargame Series (OWS) simulates combat from 2025-2050, integrating military capabilities across domains. Developed by Ret. Col Tim Barrick, it blends strategy and chance, appealing to wargamers and military professionals.
Read original articleThe Operational Wargame Series (OWS) is a tabletop game designed to simulate combat between 2025 and 2050 at the operational level of warfare. Developed by Retired Col Tim Barrick and a team at the USMC Warfighting Lab, OWS integrates military capabilities across all domains. The game uses hex and counter mechanics familiar to hobby gamers, with a focus on blending different capabilities for success. OWS features large-scale theater maps and detailed unit counters that serve as both markers and information cards. The game's core mechanic involves dice rolls that adjust based on unit status and environmental factors, offering a blend of strategy and chance. OWS has been successfully tested in professional military education settings, helping students understand joint concepts practically. While currently only available to DoD offices conducting wargaming, there is speculation about its potential in the commercial market. The game's complexity and strategic depth make it appealing to serious wargamers and military professionals alike, showcasing its potential to revolutionize wargaming across the Department of Defense.
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They seemed interesting, and I came away with two main observations:
1 - A game can take a very very long time. Turns might even take days or weeks on particularly elaborate ones. Thus there is a major time commitment during which you must leave the game out and setup for an extended period of time.
2 - My first thought when encountering these was "why aren't they just using a computer?". But I quickly learned that the ability to spread out a map, that might be many square meters, and see everything happening on it at once, without having to slide a monitor's viewport around (or zoom in and out) has a number of massive advantages -- and (at the time I was looking at this) there's really no display technology today that can replicate this.
I feel like both of these observations have changed significantly with the advent of cheap, high-resolution, networked AR/VR headsets. I don't think I'd want to wear one entirely for the length of time a game might take, but we're much closer now to having truly digital versions of this that eliminate many of the downsides.
[1]. https://en.wikipedia.org/wiki/Kriegsspiel
[2]. The Art of Wargaming: A Guide for Professionals and Hobbyists by Peter P. Perla (Author), R. Dawn Sollars (Illustrator)
[3]. https://spyscape.com/article/meet-the-cia-spy-who-creates-wa...
They are not supposed to be "fun". They are supposed to be analysis tools. Their goal is different to a wargame for hobbyists, where "playability" is usually a greater factor than the simulation of real war concerns.
That's why it's OK that in a single day you can get one or two turns done. It's not a game, people who attend these exercises are doing work-related stuff.
That's why it's also "not in stores".
Game does sound very cool, but lol, author has different game-playing expectations than I do.
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