The Ultimate Spirit of Wargaming, circa 2006
There’s a story behind this, but it doesn’t really matter. The important thing is that, temporarily re-engaged with the Privateer Press community, I had to go and hunt out the first No Quarter that I ever bought, just to make sure I remembered “don’t quibble about millimetres in a game of inches”. Finding it gave me a few slaps in the face and reminded me what a sinner I am. I have kvetched about #3 and #4, I will be dead before I cam capable of #7 and I have indulged in #8 a few times, admittedly because I’m either dying of heatstroke or because someone’s due a bye anyway and I’ve had three miserable games. Finding it also vindicated me. See #1, #6, #9 and #10.
When I started playing (ten years ago this November, doesn’t time fly!), Playing Like You Had A Pair didn’t involve sticking the lip of your base right-next-to-but-not-within the woods so you could have the bonus without the penalty, or hanging one laser-calculated millimetre inside someone’s melee arc so you didn’t take a free strike. We accepted that blast templates are awkward, that one careless buttock passing by the table could send everyone whole inches out of place, and that these awkward tactile objects of ours mean we’ll never be perfectly precise in our measuring and placing, and we got on with the business at hand and gave a certain benefit of the doubt provided that intent was declared and mutually understood as acceptable. Nowadays it seems unreasonable to expect a quiet game of giant robot smackdown fun after work without precision-cut measuring widgets in a range of sizes, a grab-the-geometry scenario presented in layers of legalese, a laser line and a cry of GOTCHA! for when someone forgets exactly what one of the two hundred or so warlocks or warcasters in the game can do.