Precursors Wargaming was invented in
Prussia near the end of the 18th century. The earliest wargames were based on chess; the pieces represented real military units (artillery, cavalry, etc.) and squares on the board were color-coded to represent different terrain types. Later wargames used realistic maps over which troop pieces could move in a free-form manner, and instead of chess-like sculpted pieces they used little rectangular blocks because they were played at smaller scales (e.g. 1:8000). The Prussian army formally adopted wargaming as a training tool in 1824. After Prussia defeated France in the
Franco-Prussian War of 1870, wargaming spread around the world and was played enthusiastically by both officers and civilians.
Birth In 1881, the Scottish writer
Robert Louis Stevenson became the first documented person to use toy soldiers in a wargame, and thus he might be the inventor of miniature wargaming, although he never published his rules. According to an account by his stepson, they were very sophisticated and realistic, on par with German military wargames. Stevenson played his wargame on the floor, on a map drawn with chalk. and his friends playing
Little Wars. The English writer
H. G. Wells developed his own codified rules for playing with toy soldiers, which he published in a book titled
Little Wars (1913). This is widely remembered as the first rulebook for miniature wargaming.
Little Wars had very simple rules to make it fun and accessible to anyone.
Little Wars did not use dice or computation to resolve fights. For artillery attacks, players used spring-loaded toy cannons which fired little wooden cylinders to physically knock over enemy models. As for infantry and cavalry, they could only engage in hand-to-hand combat (even if the figurines exhibited firearms). When two infantry units fought in close quarters, the units would suffer non-random losses determined by their relative sizes.
Little Wars was designed for a large field of play, such as a lawn or the floor of a large room, because the toy soldiers available to Wells were too large for tabletop play. An infantryman could move up to one foot per turn, and a cavalryman could move up to two feet per turn. To measure these distances, players used a two-foot long piece of string. Wells was also the first wargamer to use models of buildings, trees, and other terrain features to create a three-dimensional battlefield. Wells' rulebook was for a long time regarded as the standard system by which other miniature wargames were judged. However, the nascent miniature wargaming community would remain very small for a long time to come. A possible reason was the two World Wars, which de-glamorized war and caused shortages of tin and lead that made model soldiers expensive. Another reason may have been the lack of magazines or clubs dedicated to miniature wargames. Miniature wargaming was seen as a niche within the larger hobby of making and collecting model soldiers.
Post-War growth In 1955, an American named
Jack Scruby began making inexpensive miniature models for miniature wargames out of
type metal. Scruby's major contribution to the miniature wargaming hobby was to network players across
America and the UK. At the time, the miniature wargaming community was minuscule, and players struggled to find each other. In 1956, Scruby organized the first miniature wargaming convention in America, which was attended by just fourteen people. From 1957 to 1962, he self-published the world's first miniature wargaming magazine, titled
The War Game Digest, through which wargamers could publish their rules and share game reports. It had less than two hundred subscribers, but it did establish a community that kept growing. Around the same time in the United Kingdom,
Donald Featherstone began writing an influential series of books on wargaming, which represented the first mainstream published contribution to wargaming since
Little Wars. Titles included :
War Games (1962),
Advanced Wargames,
Solo Wargaming,
Wargame Campaigns,
Battles with Model Tanks,
Skirmish Wargaming. Such was the popularity of such titles that other authors were able to have published wargaming titles. This output of published wargaming titles from British authors coupled with the emergence at the same time of several manufacturers providing suitable wargame miniatures (e.g. Miniature Figurines, Hinchliffe, Peter Laing, Garrison,
Airfix, Skytrex, Davco, Heroic & Ros) was responsible for the huge upsurge of popularity of the hobby in the late 1960s and into the 1970s. In 1956,
Tony Bath published what was the first ruleset for a miniature wargame set in the medieval period. In 1971,
Gary Gygax developed his own miniature wargame system for medieval warfare called
Chainmail. Gygax later produced a supplement for
Chainmail that added magic and fantasy creatures, making this the first fantasy miniature wargame. This supplement was inspired by the growing popularity of
The Lord of the Rings novels by
J. R. R. Tolkien. Gygax later went on to develop the first tabletop role-playing game:
Dungeons & Dragons.
Dungeons & Dragons was a story-driven game, but adapted wargaming rules to model the fights players could get in. Battles in
Dungeons and Dragons rarely featured more than a dozen combatants, so the combat rules were designed to model the capabilities of the warriors in very great detail. Strictly speaking,
Dungeons & Dragons did not require miniature models to play, but many players found that using miniature models made the fights easier to arbitrate and more immersive.
Commercial wargames with proprietary models In 1983, a British company called
Games Workshop released a fantasy miniature wargame called
Warhammer, which was the first miniature wargame designed to use proprietary models. Games Workshop at the time made miniature models for use in
Dungeons & Dragons.
Warhammer was meant to encourage customers to buy more of these models. Whereas miniature models were optional in
Dungeons & Dragons,
Warhammer mandated their use and the battles tended to be larger. Initially,
Warhammer had a threadbare fictional setting and used generic stock characters common to fantasy fiction, but as time went on, Games Workshop expanded the setting with original characters with distinctive visual designs. Games Workshop's official line of models for
Warhammer eventually took on such a distinctive look that rival manufacturers could not produce similar-looking models without risking a lawsuit over copyright infringement. Although there was nothing to stop players of
Warhammer from using foreign models from third-party manufacturers, doing so could spoil the aesthetic and cause confusion. In 1987, Games Workshop released a science-fiction spinoff of
Warhammer called
Warhammer 40,000. Like
Warhammer,
Warhammer 40,000 obliged players to buy proprietary models from Games Workshop.
Warhammer 40,000 became even more successful than
Warhammer. The success of the
Warhammer games promoted the sales of Games Workshop's line of gaming models. Other game companies sought to emulate Games Workshop's business model. Examples include
Mantic Games,
Fantasy Flight Games,
Privateer Press, and
Warlord Games, all of which have released their own miniature wargame systems that were designed to promote sales of their respective lines of proprietary gaming models. This business model has proven lucrative, and thanks to the marketing resources of these companies, sci-fi / fantasy wargames have displaced historical wargames in popularity. ==Community and culture==