I am at heart a skirmish wargamer. I blame Mordheim battle reports in White Dwarf that I read as a kid and probably Games Workshop in general, since I suppose all of their games even Apocalypse are skirmish games in the classic wargaming definition of skirmish (1 figure = 1 man). Having never played a game on a larger scale than that other than Risk, let’s just say my experience is lacking.

So how do you fight a war on a global scale?
I once heard someone say (I can’t remember who, where or when) that a war is more about logistics than fighting. If you can continue to supply the front lines with men and munitions you will win.
Bearing that in mind as a game designer I’m thinking about modelling 4 Ps. The goal being to get some sense of the decisions top commanders would have to make in a war without things getting too out of hand and unmanageable. So the 4 Ps:
People – Simple enough. You’ll be needing people to do pretty much everything in your war, and for my purposes the Jendari Collective and House Baronor are not technologically advanced enough that they wouldn’t have to rely on people. Things may be different for the Allegiance of Gnossos.
Production – If a tank is destroyed it’s not too much of an issue if you can shortly replace it with two new ones. One of the major reasons the Axis powers lost WW2 is they were having to compete with both American and Soviet manufacturing. Which became extremely difficult once all of their factories were getting bombed.
Power – Power for me is kind of a nebulous thing since I don’t know how the different factions within the Deathzap universe power their things, whether that is by using fossil fuels, electricity, nuclear power or something else, whatever they use power is undoubtedly a huge factor. Again once the Germans were struggling for fuel their days were numbered.
Propaganda – This is debatable, and whether it is as important as the other three I’m not sure, but propaganda is a big influence on your side’s morale in a war. If you’re capable of turning some portion of your population into fanatics for your cause that is a big help. If the people think they’re winning the war they’re far more likely to keep fighting.
Diplomacy should be a big factor, but I’m assuming that all diplomacy has already broken down, however once the war starts to wrap up diplomacy may be key in ending it sooner as one side begins considering surrender. Also I couldn’t think of a ‘P’ for diplomacy.

So how do those Ps translate to mechanics for a game?
In short I don’t know.
I’m partially torn between using my world map to track the campaign and play games on a table and just playing out the entire campaign on the map as a wargame in and of itself, then maybe later re-fighting some big battles, or smaller actions within larger battles just for fun. The first option means a much simpler system but the second opens up room for more detail, and would allow me to generate more of Deathzap’s history in a much shorter space of time. That’s really appealing for me.
Going down the second route there are some questions that need answering:
Time scale – How long is a turn in a global wargame? For skirmish games you’re talking seconds elapsed each turn. For a game like Risk a turn is probably near a year or even more, since each turn in Risk is essentially an entire war. Deathzap has a level of technology hundreds of years in advance of your average game of Risk, so I can only assume that means your average turn is faster than a year as troops can be mobilised much faster and weapons are far deadlier.
The other question in regards to time scale is calendar. Since the population of the planet Jendar don’t speak even English it is unlikely that they’ll be using the same calendar. January, February etc. will have to be replaced, this also raises questions of the planet’s orbit around the star Xol. How long is a year? How many months are there? If a turn is a week how many weeks to a year? Even how many days fit into a week? What are the names of the days and months? Who or what are they named after and why? That’s a bit of world building I’ll certainly enjoy.
Energy and Production – Within the Jendari Collective and House Baronor which nations are responsible or simply best at manufacturing arms and producing energy? Who has the best natural resources? I know within the Collective Dabra has traditionally been the place to go for oil, but that’s about it. Considering this could have a huge impact on the war as those are two factors I’m planning on modelling I’ll have to carefully consider the locations of those nations or the war could be very one sided and over rather quickly.
Deathzap – Deathzap itself has unique considerations that haven’t been part of any historical war, and that makes things difficult to logically figure out. Starships are used to move corps around, which means troops can appear almost anywhere at anytime. Additionally the Heaven’s Peace Accord which was signed by both House Baronor and the Jendari Collective forbids starship combat within certain distances of planets. A starship crash recently ended the Camerian Civil war which sparked the now global war, so I think it’s unlikely either side will want to violate the Accord unless desperate. Violating the Accord would also affect any future relationship the victor might have with the Allegiance of Gnossos, League of Zandor and Legion of Kharthion which will be crucial in the aftermath. This does however create a war with essentially no front lines. That will take some mulling over I think.
I assume any nation would split its forces between those mounted in starships and ground defence forces, but considering starship troopers could be dropped anywhere at anytime it’s likely that the ground defence forces would be much larger since they would have to cover such a huge area? Or does it lead to guerilla tactics? Hundreds of miles of minefields?
There’s a lot of questions to answer!
This week I have also been painting some of those bigger figures featured a while ago, I have since returned to my local B&M to pick more up, but they’ve been sold out since:

They’re painted as Volkovian Star Navy by the way.
They’re big enough that I even picked out the eyes:

Great to see the B&M bargains figures painted – how frustrating to have so few! Maybe email B&M and ask when reinforcements are coming (and could they do mail order?)
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A linked narrative or (campaign) map turns a loose couple of skirmish games into a campaign, especially if you are counting “attrition”.
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Your 4Ps are interesting from a campaigns point of view. Several wargames campaigns books around, from back in the 60s of Tony Bath (Hyboria) and Donald Featherstone (see history of wargaming.net for reprints) through to the about to be published Henry Hyde Wargames Campaigns book.
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Propaganda is an interesting one – my Spanish Armada invasion forces are painted as I imagine their target / enemy of Elizabethan England would see them in diabolical black and red.
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Propaganda also plays a big part of Orwell’s 1984 film (good for visual references) where the allies and enemies keep changing … so the memory / archive, newsreels, posters and propaganda have to change also.
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In terms of Game Design, I have a scribbled notebook of mechanics ideas from these Youtube lectures from the now retired George Phillips (friend of Gary Gygax of early D&D /Chainmail fame) https://manoftinblog.wordpress.com/2018/07/01/george-phillies-us-game-design-lectures-on-youtube/
Sorry that should read George Phillies but not according to my Spellchecker …
Nice work on the Volkovians. What were the figures originally meant to be. I haven’t seen them anywhere.
I’ve posted on the full lot before, I think they’re WW2 Germans and some modern Americans thrown in for good measure but I’m not sure, you’ll probably be better at identifying them than me: https://thedeathzap.wordpress.com/2021/10/05/big-boys/
With regard logistics you could just go for the 5th P, points. 🙂
I’m sure it was Napoleon who said that he got a million francs and a hundred thousand men to spend a year.
Give each of your states points to spend.
So for people each point is so many men you can replace a year. For production it’s how many vehicles, star ships whatever
For power you could have to spend a point every time you moved a mechanised or flying unit. (Keeping it simple)
For propaganda, you can substitute 2 points in propaganda for one point in people, production, or power as people believe in you and do things more efficiently or whatever.
As for calendar, In Hellfire Campaigns I invented the financial year 🙂
To quote
“As you can imagine, space travel and the colonisation of countless different worlds created problems for numerous people, including accountants. When a company traded across a score of different worlds, all with different day and year length, how do you decide your financial year end? Indeed how do you compare annual figures across a planetary sector?
Fortunately the accountants were on top of their game here and invented the ‘Financial Year.’ This has ten, thirty day months. A year lasts 7,200 hours. Given that the hour was standard across the galaxy, this sort of worked.
Admittedly there were very few worlds where the financial year matched perfectly the sidereal year. In most cases various measures were adopted to fudge the situation. One fudge was to make the extra days a generalised public holiday. On other worlds where there were too many days to allow for this, they would just allow the financial year to get out of synchronisation with the sidereal year. Indeed on some highly developed worlds, it isn’t a problem because they ignore the sidereal year. So few people see the sun. On other, backwoods worlds, the problem is also ignored. They stick with the sidereal year as nobody does accounts.”
Great questions! I’m sure the points approach is right, and most importantly I’d keep it dead simple so the focus is on the combat (unless you are drawn to resource management games, of course).
That bit about the ‘starship problem’ got me thinking. If the factions knew that their opponents could drop troops on them out of the sky unannounced, they would surely have done some of these things:
– developed suitable area defence systems (ground-based missiles, fighters, force fields, ECM etc) to threaten or disrupt the starships
– fortified important ground locations to make it hard to capture them quickly
– established rapid-reaction forces to respond to landings
There might be some food for thought from historical parallels, e.g. Alfred the Great responded to the Viking raids by building fortified boroughs, arranging for devolved command and standing forces, and building a fleet.