Thus concludes two turns of Drive on Metz. The game is only about a third over, and already you can see how it could have developed quite differently if different strategies had been used. You can also see how the game still has considerable potential left in it, potential for a number of things happening. The burden of the attack will continue to be upon the American player. This gives the Americans the advantage of being able to dictate where the battle will be fought. On the other hand, the American player also has the potential for digging a hole and proceeding to fall into it. If you like to take control of things and are willing to accept the risk, being the American player in this game would fit you perfectly.
The German player, on the other hand, merely has to react, and react efficiently. Alas, this position leaves little leeway in the mistakes department. One or two imprudent moves, and the German player is permanently out of the game. Although it is relatively easy for the German player to make the right moves, there is always the temptation to gamble. Almost all wargames offer ample opportunity to stick your neck out too far.
If you have not played wargames, and want to try it, refer back to this section. The above description captures the essence of most wargames. It is this combination of historical information, dynamic situations and risk-taking potential that makes wargames so attractive to so many people. What I have just shown you in Drive on Metz is but a tiny sample of what lies beyond.
Wargame Test Drive : Turn 2: German Movement Phase
Chapter 2 - How to Play Wargames