Case Studies & Analysis
Exploring what specific wargames teach, how their mechanics work, and using games to understand historical and strategic questions.
How Combat Commander Teaches Tactical Uncertainty
Question: What does Combat Commander's card-driven system model that other tactical games miss?
Approach: Compared Combat Commander to other squad-level games (ASL, Conflict of Heroes) focusing on how uncertainty and friction are represented.
Findings: The card-driven system creates real fog of war: you can't execute your perfect plan because you don't have the cards. This models command friction better than deterministic activations.
Modeling Gray Zone Conflict Through Matrix Games
Question: How can we explore modern 'gray zone' competition when no traditional wargame exists for it?
Approach: Designed a matrix game around a hypothetical South China Sea scenario, focusing on ambiguous actions and escalation risk.
Findings: Matrix games excel at modeling political-military gray zones because they don't require pre-defined rules for every action. Players invent moves, which mirrors the ambiguity of real gray zone competition.
Using Wargames to Understand the Battle of Kursk
Question: What does playing Kursk scenarios teach us about the historical battle that reading doesn't?
Approach: Played multiple Kursk scenarios across different game systems, analyzing what choices players face and what constraints the games model.
Findings: Wargames make visible the operational dilemma: German forces had to attack despite unfavorable conditions because waiting meant letting Soviet defenses strengthen. The games teach through constraint, not narrative.