The depiction of Waffen SS soldiers has been at times a controversial
subject in the history of tactical wargaming. The controversy has
stemmed not from the sensible dilemma of how best to portray their
training, doctrine and actual abilities in combat - these problems are
applied to all military forces that designers seek to depict in tactical
wargames - but rather from the problem of how to reconcile their record
of warcrimes with their military achievements. As most tactical
wargames depict fighting at the sharp end, and most war crimes, even
those committed by combat units, occurred away from the front line, that
element of controversy, at least, ceases to be relevant to the tactical
game designer.
Other Problems
In an age of increased sensitivity to issues of racism, equality, and
hatred, and an increased ability for mere symbols to acquire power,
exception has been taken in some quarters by the granting of special
symbols or abilities to Waffen SS troops. Such uneasiness has even
extended to German Army units.
For example, M. Evan Brooks, in two PC game reviews, stated online that:
PANZER COMMANDER
(I-95 CD) Strategic Simulations, Inc.; Rick Martinez; 1998; ***
Int/Land/Tac-Op
A detailed armor simulation of World War II, it only covered campaigns
on the Russian Front. Infantry/combined arms operations still came up
short, but the more objectionable aspect of the design was allowing the
player to be a member of certain questionable divisions -- while
Grossdeutschland was not a Waffen SS division, there is sufficient
historical evidence to question its participation in war crimes. (emphasis added)
PANZER GRENADIER
(A/C/Ap) Strategic Simulations, Inc.; Roger Damon; 1985; ***
Beg/Land/Tac
A tactical simulation of armored warfare on the Eastern Front during
World War II, it was marred by historical inaccuracy. Reconnaissance by
fire was overemphasized, and opportunity fire was hit-and-miss. It
lacked the panache and élan to yield an enduring game experience. Also, I
found it somewhat disturbing that the game identified so closely with
the "Grossdeutschland" Panzer Grenadier Division. Historically, that
Division was not formed until 1944, and since game scenarios occurred in
1942, it would seem obvious that the reference is to the
"Grossdeutschland" Panzer Division; while not a criminal organization
like the Waffen SS, "Grossdeutschland" was not adverse to being escorted
by Einsatzkommando extermination groups. The close identification with a
"tainted" unit left me with an uncomfortable feeling. (emphasis added)
Similar comments have been made in most online forums for games ranging from
Combat Mission to
Advanced Squad Leader.
Cross of Iron - Special Rules
Of all the tactical games yet published, perhaps the
Squad Leader/Advanced Squad Leader series has gone to the greatest length to impart on the Waffen SS unique capabilities. In general,
SL/ASL has exceeded other game systems with its national characteristic rules.
Cross of Iron (Avalon Hill, 1979), the first sequel to
Squad Leader,
the successful squad-level game published by Avalon Hill in 1977,
treated Waffen SS troops with an entire rules section. The Designer's
Notes read:
The German SS units were elite formations by virtue of their
superior training, and morale. They were not the supermen the German
propaganda would have the world believe. On the Eastern Front, however,
the Death's Head insignia meant just that for any SS trooper unfortunate
enough to fall into Russian hands. Surrender was akin to suicide. As
the war progressed and the front drew ever closer to Germany, the SS was
composed more and more of desperate men.
From left to right; the original counters in Cross of Iron - a first line squad above a red berserk counter; the "casual" posed squad counters supplied in G.I.: Anvil of Victory; the blue SS from Beyond Valor; the return of the black SS in A Bridge Too Far; and the "purple" SS from Kampgruppe Peiper.
SS troops were depicted in COI by white on black counters, and were
given special characteristics, applying only in Eastern Front scenarios.
This included a lessened subjection to Desperation Morale penalties
(i.e. a penalty on broken units attempting to rally if subjected to
enemy fire in the preceding turn), a higher morale rating when broken
(indicating that they were quick to rally, the only troops in the
Squad Leader
system so treated to that point in time), ability to use flamethrowers
and demo charges, an exemption from being taken prisoner by Russian
units, and a rule that all SS units were subject to the special Berserk
rules of the Russians (which made a unit immune to morale checks and
required it to charge the nearest enemy unit to engage it in close
combat).
Whether or not the rules are particularly accurate,
Squad Leader
tended to exaggerate national characteristics to give a distinct
"flavour" and in that regard, the SS rules were no more or less accurate
than those recognizing all Americans as automatically proficient with
captured weapons, or later rules that saw British troops treated as
"cool under fire."
G.I.: Anvil of Victory
The final game in the original
Squad Leader series released in
1983 replaced many of the original counters of the first two games to
reflect updates to the rules. The SS counters were rendered in white and
black once again, though the Berserk counters were deleted (Berserk
status had been extended to all units of all nationalities in
Crescendo of Doom
(Avalon Hill, 1980), the third entry in the series, though Russian and
SS units remained more likely to go Berserk than those of other
nationalities.) No changes in capabilities were made.
Advanced Squad Leader
Four rulebooks later, the living game system was consolidated into one
"Advanced" rulebook, and, controversially, the unit and system counters
were replaced
en masse. To those that were paying attention, the
SS were replaced with blue counters, though the distinctive SS runes
were added to the upper corner.
Capabilities in the new game system were similar to the original;
broken-side morale was higher than normal (a capability now extended in
the Advanced game to some other nationalities, most notably the
Americans); SS units still did not surrender to Russian units, were
permitted to carry out the new "Massacre" function - the rejection of an
enemy surrender - and could not become Disrupted (a severe type of
morale loss) when opposing Russians.
ASL should have been the final incarnation of the SS counters, but the Historical ASL module
A Bridge Too Far
(MMP, 1999) depicting the fighting at the Arnhem Bridge in September
1944 reintroduced SS units in black, "as a throwback to the old
Squad Leader series." Some SS units had been included in
Kampfgruppe Peiper,
another HASL Module released in two parts, with counters (mis)printed
in an odd shade of purple rather than the standard German blue. These
additional releases also included German units with values other than
the standard 6-5-8 firepower/range/morale, reflecting a more greater
recognition that SS units in reality varied greatly in composition,
training and equipment.
What Does It All Mean
As someone who went out and bought
Cross of Iron in the autumn
of 1984 at the age of 15 with hard-earned allowance money, the white on
black counters always seemed stark and dramatic, highlighting the
reputation that the Waffen SS had for no quarter on the battlefield. The
stark contrast, the colour of death, all spoke to the fact that these
characters were
bad-asses. It was visceral.
Allied troops in the field felt the same way. One could ask the
Canadians in Normandy whose unarmed friends were murdered shortly after
D-Day, or the Americans after the Baugnez crossroads massacre near
Malmedy in the Battle of the Bulge. One soldier in The Royal Winnipeg
Rifles was reported as saying that after word of the murders by the 12th
SS Division in the early days of the Normandy fighting, the Canadians
weren't taking prisoners. "Any SS man we see, we just give him the
works, now."
Canadian soldiers of Le Régiment de la Chaudière with an
SS prisoner a little the worse for wear, Normandy, 1944. Public Archives
of Canada Photo.
Allied troops genuinely believed the SS were badasses too and expected,
and often gave, no quarter. The sight of those "evil" black counters is a
subtle reminder of that - a history lesson achieved at a glance.
Master Gamers
Not to compare a game to what anyone goes through in battle, but even
the over-confidence of a smug, arrogant gamer pulling out a set of black
counters kind of matches that smug, arrogant over-confidence the Master
Race had when they made their insane attempt to take over the world. I
experienced a bit of that myself in 1984, and 1985, playing COI with
guys who loved the black counters, who called their intramural
volleyball team "Ball Waffe" and drew runes on their school textbooks.
It made the games entertaining because you wanted to do nothing more
than show them that a black counter didn't impart any special powers or
ascendancy over the rules any more than runes or blood group tattoos had
granted ascendancy over the realities of 25-pounder or 155mm HE, a
company of Shermans, and a battalion of determined men set on doing them
bodily harm. I suspect my buddies were equally keen to show me that
regimental cap badges and archaic names like The Sherwood Foresters or
Fife and Forfar Yeomanry or The Calgary Highlanders didn't make one's
troops bulletproof either. The victories - whomever won them - were
sweeter given the level of friendly rivalry that those little black
counters inflamed.
Other Games
Up Front, billed as the "Squad Leader Card Game", not
surprisingly, given its relationship to the board game, had special
rules for SS troops, though these were minor. Rule 39.6 gives an SS
player two discards if he has taken one, or no, actions during his turn.
I'm not aware of other games that impart some special abilities on the
SS, other than a reflection of the status of their first 10 or divisions
in receiving an increased scale of weapons and equipment by higher
attack factors in operational level games, or greater mobility reflected
by additional movement factors in those same games.
My Final Word
If there is an argument that the black counters somehow "glorifies" the
SS, I personally think it rings false, and loudly. In the end, it is a
matter for personal interpretation. If one chooses to get offended by a
game piece, that is their decision. There are many "legitimate" reasons
to see the SS given a dramatic representation on the gaming table.
My Question To You
Have I missed any? Which tactical games out there depict the SS with special rules?