Robert Dunlop, a major contributor to Great War Spearhead, kindly introduced me to the rules. Rather than play on opposing sides we went through the sequence and mechanics of play together. This is an absolutely brilliant approach to teaching rules and makes me wonder why I've never tried the same thing myself!
GWSH evolved from Arty Conliffe's original WW2 Spearhead and was developed by Shawn Taylor with Robert's support. The current edition (GWSH II) is now a fully standalone set of rules. Different rules model different things. The Spearhead family focuses on orders which are marked on maps by arrows of advance. These become the absolute drivers of the game until the enemy are spotted and the play becomes tactical. For that the mechanics are relatively simple.
This approach forces the players to plan. They must study the terrain, look at the routes of advance, and consider the areas of deployment. Crucially, they must also take into account likely or possible enemy plans. Later in the game they may discover the holes and be forced to alter plans and move formations.
GWSH uses a scale of about 80 yards to 1 inch. The 30mm square bases used in the game represent companies and about 12-16 of these are grouped into regiments (British brigades) which are the principal level for order writing and manoeuvre. Four regiments might form a division and two divisions a corps. I generalise here in order to give an idea of scale. A divisional game is a reasonable size for an evening's entertainment, but much larger games can and have been staged.
I now look forward to playing a proper game. Spearhead's grand tactical nature does, of course, appeal to me. In fact, my 10mm Normandy armies were planned and organised for playing the original WW2 version, although I've never got round to using them.
Great War Spearhead
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