Before we continue with The Art of Wargaming, there are four more categories of Wargamer you must know…
The Rules Lawyer
We’ve mentioned the Rules Lawyer before–unfortunately with a certain amount of derision. Why? Because, The Rules Lawyer knows the rules and insist that all participants follow the rules to the letter. No interpretation. No “spirit of the rules.”
This can actually be a good thing, because it can help prevent shenanigans at the tabletop. The downside: “no interpretation” often means nobody’s interpretation besides the Rules Lawyer’s.
And, gosh darn it, the Rules Lawyer will argue with you about it.
The best way to deal with a Rules Lawyer is to keep the game moving. Failing that, unleash the Bearded Bastard on him.
Where does he get all of those figures? And how does he have time to paint them?
The General has been a wargamer for long time, probably at least ten years. He seems to own a complete army for almost every time period and system. And if he doesn’t he can re-base his miniatures or pull some unpainted lead out of storage and start another army.
The best thing about the general is he can run a game almost anytime, anywhere. It behooves you to befriend him because he can expose you to a variety of system you’ve never played before.
The Two-Fisted Coward
Also known as the Blowhard.
This wargamer will not shut up on how he will beat you. He will brag, gloat, and otherwise rub his supposed superiorness in your face if you let him. He talks so much about himself that if he stopped, he would probably die.
If you’re on his side in multi-player game, guess who’s going to suffer the most losses while the two-fisted coward takes all the glory? You will. And if you lose, guess who’s fault it is? Yours.
He wants all the credit but none of the pain.
The best thing about the Two-Fisted Coward is beating him in wargame. Because, for a brief moment, he’ll be stunned and stop talking and possibly die. Or he will: A) rationalize how lucky got. B) Get mad and leave.
The Sovereign is the person who is running the game. The referee.
But the Sovereign could be anybody who’s loaned you their miniatures for you to run.
The best sovereigns are impartial, they don’t interfere with how your run their minaitures (or how you conduct your own forces on the tabletop).
The worst sovereigns are tyrants: they want to run the game their way. (Example: “I don’t care if your French cavalry broke through the English stakes. That’s not what happened historically at Agincourt!” )
The power of a Sovereign is dependant on the environment his is in. If the sovereign is running a game in your home, his powers are somewhat limited. If he running a game at at convention or gaming store, he has more power.
If his running a game in his own household, and his also a general who provides all of the figures for the game, his power is then absolute.