The notion of analyzing problems to find the best solution is something that I enjoy doing. I think there is something in every guy that finds this interesting and fun. And I think this is an aspect of War-Gamming that we often do when we are playing but don’t think about in terms of problems and solutions.
Here is what I mean…When you are creating a list for your army or trying to decided what unit and HQ to include, don’t look at it like a simple model or troops choice, but instead look at it like a possible solution. Every game and battle we face and play in has its own set of problems. I.E. the mission objectives, the terrain, your opponent, your teammate…coughcough..Simon cough, deployment, etc. Now look at your army and tactics as the solution. Hopefully this will put a slightly different spin on the game. Now when looking at a unit in your army, think of it as a solution to a set of problems you might face on the battlefield.
This can be a very helpful approach to someone trying to make a competitive army or really anyone desiring to win in tabletop war games. So when you look at your army list think about all the different problems you might face in battle, if you don’t have a solution for them, then I would expect defeat or pray to the dice gods for a match up you can handle.
The better of a player you are the more you will be able to incorporate into your solution when figuring out how to beat your opponent. For a beginner, their solution will be found by looking at their army for an answer to the problem of “how am I going to win this game”. They will see the mission objectives and look at their Army list for how to achieve them. The intermediate player will begin to look beyond their army for solutions. They will incorporate terrain and deployment and think about how to use the field itself as a means to achieve victory. The most competitive players will go even further. The will intentionally use not only terrain, deployment and their army as solutions, but they will also use turn and time control (this means playing for the turn you will actually be ending on, so if you know the game is 2 and half hours long and you will probable only make it to turn 4, realize you have 4 turns to win or loose). They will use their opponent as a weapon against himself, goading him/her into making mistakes in order to capitalize on the laps in judgment. This just gets more and more complicated.
No matter where you are in your War – Gamming carrier the principle is simple. Problem/Solution. The problem is “how am I going to win this game and get the most points possible”, the solution is found in what army and experience you bring to the table.