The Battle of Wakefield, the insert game in C3i Magazine Nr. 31 (published by RBM Studios) recreates the War of the Roses battle of 30 December 1460 battle. Although this time period is not my preference for gaming, this Richard Berg-design is the near-perfect magazine wargame being easy to learn, fun to play, and interesting me further in the GMT Games Men of Iron-series.
My preferred time period for wargames is World War II, especially naval and tactical armored combat. Recently, I dipped into 18th century combat with the American Revolution Tri-Pack, again from GMT Games. The Battle of Wakefield is a step further back in time to the age of mounted knights and longbows. The complimentary articles in C3i Nr31 provide excellent commentary and educated me just enough to make we want to get the game to the table right away.
For a magazine wargame, The Battle of Wakefield hits all the items I feel are important. The map easily fits on my 3’x3′ sitting table with room to spare for the various tracking card and player aids. The counter-density is low (116 counters total) making the battle easy to solo and playtime a very manageable 2 hours for my learning game. The rulebook, all 12 pages of it, obviously traces its lineage to an established set of rules (i.e. the most egregious errata has already been corrected).
As a longtime grognard, I am interested in how wargames model battle. The Battle of Wakefield uses very interesting Activation & Continuity rules. A player can have multiple Battles (an organizational unit of a medieval army) and can activate one at a time. Once a Battle has been activated, if the player wants to “continue his ‘turn'” another Battle must roll for Continuity. There are mechanisms for Seizing Continuity using Seizure Opportunity or Seizure Negation. I enjoyed these rules that helped me to imagine the ever changing flow of battle without imposing an iconoclastic (and unimaginative) I-GO-U-GO or similar initiative mechanic.
The game is not perfect. I had (have?) a hard time wrapping my head around the difference between 12.0 Shock and 13.0 Charging & Counter-Charging. The note at the end of para 13.0 that states, “It helps to remember that Charge is just another form of shock that uses a different Combat Results Table” seems insufficient to explain why Shock and Charging & Counter-Charging both have 4-5 columns of rules! My rules confusion should not be seen as a showstopper to any potential buyers; I worked my way through the rules and after my first play I “think” I understand it. Again, I credit this to the roots of the game coming from an established rules system.
After my first play of The Battle of Wakefield, I want to try more scenarios in this era using these rules. When the game arrived I was not really interested in medieval combat but after playing this enjoyable game with it’s Activation & Continuity mechanics I want to try more. In this way, The Battle of Wakefield has succeeded; not only is it an entertaining game it has also driven me to search out more games in the Men of Iron-series.