I'd say the space combat portion of High Guard fails as a wargame. There are very few meaningful decisions one can make in combat. By 'meaningful' I mean 'decisions that matter and there isn't one obvious superior solution.' There's also a lot of rolling and mechanical crunchwork. In short, it's all fire and (almost) no maneuver.
Devin,
You'll be surprised, but I happen to agree with your assessment of
HG2 as a wargame...
... up to a point.
HG2 is a very poor choice when used for "player scale" combat - that is, when used for combat involving small ships, involving small numbers of ships, and/or combat in which player-charecter skill levels matter. "Tactical" is another word that can be used to describe "player scale" combat and we need to remember that
HG2 isn't a tactical level wargame at all.
HG2 is an operational level wargame and that's another kettle of fish entirely.
Expecting that there be spongeloads(1) of "player scale" or "tactical level" decisions in an operational level wargame is a bit of conceptual error.
(Wargames roughly fall into three catagotries; tactical, operational, and strategic. The boundaries of those catagories tend to bleed into each other. Also, games that operate on one level usually have aspects from another; i.e. operational games with tactical "flourishes".)
From an operational standpoint and IMHO,
HG2 is a successful wargame. It allowed me to handle large numbers of large ships with spongeloads of weapons in a fairly quick manner. I didn't need to move formations around a map and the statistical resolution of all the various rolls was obvious even before
TCS mentioned it. I can't emphasize the "large numbers of ships/weapons" aspect more strongly; play
Starfleet Battles or
Starfire with a dozen battlewagons on a side and see how long a single turn takes.
I also found there were enough tactical "flourishes" in
HG2's operational framework to add to gameplay without slowing the game down. Decisions about "pig piling" and the defensive use of weapons(2) are about as meaningful as you can get while still keeping the game flowing.
We also need to remember that GDW was operating under size constraints when it put together
HG2. Due to various "dead tree" printing restrictions, those
LLBs could only be so big and in
HG2 GDW had to find room for advanced naval chargen, large ship construction across multiple tech levels,
and a wargame. They created an operational level wargame due to the speed of play concerns I mentioned above (big numbers/ships/weapons) and further abstracted it due to size concerns. If you factor in the constraints GDW was under, I'm sure you'll appreciate
HG2 at least a little bit more.
One final note; I strongly agree with you that the ship design system is the best part of the entire
HG2 book.
Regards,
Bill
1 - That is one of my new favorite words! Thank you!
2 - "Pig piling" comes about because of the Ugo-Igo nature of weapons fire in the game. When your opponent presents a ship as a target, you must announce
all the batteries on
all the ships you'll fire at it. Because you only get partial information about the damage you've done, you can easily assign batteries to fire at a mission-killed vessel and thus "waste" them.
The choices about defensive fire are equally vital. If a ship is down in the firing "queue", you cannot use all of its batteries offensively because you don't yet know what weapons your opponent will target it with. With batteries "frozen" like this, you might not be able to use them offensively at all.