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Brief Notes from the designer of Hastings 1066

Brief Notes from the designer about Hastings 1066

The Battle of Hastings was the culmination of an unusual three-sided competition to be elected Edward the Confessor’s successor as King of England, with no chance of alliances, and each side the enemy of the other two. As is typical of most medieval and ancient conflicts, we have few close-to-contemporary sources, and little solid information. (Some historians like to sound much more certain than the evidence justifies.)

Weather prevented William of Normandy from sailing to England where Harold II was waiting, while Harald Hardrada of Norway was able to land in the north and defeat the local English earls at the Battle of Fulford. Harold of England, more or less in possession of the kingship, marched north and surprised the Norwegians, resulting in a great slaughter (and the death of Hardrada) at great cost to the English. Harold’s force at Hastings may have been smaller than his force at Stamford Bridge.
Meanwhile William had landed. A mystery is why Harold didn’t wait to gather additional forces (having left his archers behind). Instead he rushed down as rapidly as he could to fight William. William wasn’t doing anything, really, for example not attacking the heart of the country (London). Harold could have waited, but he was a brave man and experienced soldier. In the end, it cost him and his brothers their lives.

I actually got the idea to make a small game about the battle when visiting the (supposed) site as a tourist.

Hastings 1066 is the closest thing I know of to the microgames (such as Ogre (1977) and my Dragon Rage (1982)) that were so popular in the earlier years of the hobby. They were the least expensive type of wargame, simple, usually quick to play. Those were board games, but it’s impossible to persuade many people to buy a thin cardboard board and tiny pieces nowadays, so the clear alternative is to use cards.

Cards inherently do not show the maneuver and geospatial relationships that are at the heart of any battle, but I devised a simple method to provide a board equivalent using the cards themselves.
Ancient and medieval battles are inherently poor subjects for games if you stick with the reality, that the commander had little control over what happened once the battle began (still seen in many miniatures rules sets today). The initial version of Hastings reflected this. So to make a better game I ignored some reality, allowing the players to control all the units, making the battle more fluid so that the players had more influence.

The system can be used to depict many battles, even post-gunpowder battles. I’ve tried Fulford and Stamford Bridge, but they don’t fit the standard line-up battle that’s ideal for the game system. I have prototypes of Stalingrad (the city itself, reflecting the “meat-grinder”), Waterloo (focusing on artillery, line, column, and square), and the naval battle of Lepanto (cannons and ramming). The Worthington folks have devised others. Every game using the system can concentrate on what was really important, hence the possibilities that your leader will die during Hastings 1066, and the action of the Norman archers.

Comments

Review

Detailed video review (less than 13 minutes) of my game Hastings 1066 by prolific reviewer Marco Arnaudo: https://www.youtube.com/watch?v=SrAGmMfAN_k&feature=youtu.be I couldn't ask for better than this. (Though he doesn't even mention my name, does he?) "Lunchtime wargame" is an interesting phrase. I call it a modern example of a microgame.

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