There was a wargame I tried to learn in which you put a counter on your vehicle to indicate that the vehicle has started moving, but is not moving fully yet. And later you replace the counter with a counter that says that the vehicle is moving.
There are three kinds of complexity. There is the actual mechanical complexity of the game. […] Then there is […] teaching complexity. […] And the third level is what I call decision complexity, the actual strategic game itself.
My only beef is that sometimes wargamers can cop an attitude when looking at a game that doesn’t try to model activity at some insane level of detail and conclude that, because it does not, it is not a realistic game. That’s nonsense.