Table of Contents
- Introduction-- 'Why Have a Campaign?'
- The Start Point
- Playing Mechanics
- Casualties and Hospitals
- Rivers, Boats and Bridges
- Campaign Diaries, Journals and Book Keeping
- Scenarios, Settings and Ideas
- Postal Campaigns
- Orders and Communications
- Campaigns at Sea
- Campaigns in the Air
- Random Happenings
- Technology and Wargame Campaigns
- Computers and Campaign Wargaming
- The Use of Board Games
- Seiges in Campaigns
- Other Aspects
- End Piece
At 153 pages and 25 chapters, plus intro, end piece and bibliograph, each section has an average of about 5 and a half pages. This is short, and I really noticed this while reading the book. It does give a very broad view of wargaming campaigns, though, and would be a good introductory book.
As an example, consider the Politics chapter. It weighs in at exactly five and a half pages. Grant first gives an introduction stating that Politics in a campaign are a very optional area, although very useful in campaigns with an umpire. Then there is a full page giving an example chart to generate the random political climate for the ruling government and opposition in a country. Another page gives a sample chart to generate randomly the relationship between two countries. Grant then gives a paragraph on alliances, a few sample conspiracies, some repercussions of civil unrest, an overview of investment, commerce and industry, and ends with a very brief summary. This is enough to get you thinking about these aspects of your campaign but, like the rest of the book, you rarely get to see examples of these topics used in an actual campaign.
Overall, it's a worthwhile book as long as you're looking for an overview of wargame campaigns. It left me, however, feeling my appetite had only been whetted, not satisfied, and that this is an area that could use a larger, more in-depth work.
C & S Publications, 1995