Chapter 117


Bellunus

A simulated battle simulator that operates on a terrain board that can freely change according to various troop types.

At first glance, it seemed like a dice game similar to “Warhammers,” a miniature game created by the military for simulated battles rather than an actual game.

But my preconceived notions were completely shattered when I read the game manual.

  

“Wait, we’re supposed to fight using orders!?”

The progression of this game “Bellunus” relies heavily on orders. In conditions where communication is possible, it’s done verbally; if not, I send written commands that the units follow.

In other words, it’s not a simple click-and-go model like in an RTS, but involves sending written commands such as:

[Keep Unit 3 ambushed in the forest of Area A]
[If enemies approach Area A, coordinate with Unit 3]

This might sound like just a realistic miniature game with magic, but the true essence of “Isekai Wargame” starts here.

[Commander, we are hungry.]
[Moving has been hindered due to heavy rain.]
[The mercenaries are demanding payment.]
[The prisoners have revolted.]

Just sending orders doesn’t end there; everything that can happen in a war occurs.

In fact, if I don’t receive reports through communication or written documents, I wouldn’t even know about those events.

Managing troops, scouting the terrain, checking logistics, and patrolling the enemy camp – experiencing all these made me feel like I understood why Zhuge Liang worked himself to death.

Just when I was figuring out the rules of “Bellunus,” Jiren barged in.

[Waaaaaaah!!!]
[It’s the enemy!!!!]

Wait, already!?

I was just about to wrap up logistics and set up my main base when Jiren’s unit surprised my stronghold, and I could only be flustered.

I had just gotten a handle on the game and prepared, and he came rushing in this quickly?
Did Jiren have some hidden talent?

Fortunately, I had trained through countless early rushes in Galaxy Craft, so I had built defenses beforehand and was able to hold my ground.

Phew, I thought I’d aged ten years.

After failing the attack, Jiren retreated, and I sent a pursuit unit to locate his position.

However, it turned out that Jiren hadn’t constructed any defensive buildings at his main base.

This would leave him vulnerable to sudden attacks…

Well, I thought maybe he had a plan, so I carefully prepared and deployed a large force.

But before the battle even began, a message popped up.

[The Yuren unit has won.]

What!? I didn’t do anything!

While I was taken aback, Jiren, sitting across from me, started getting angry.

“What! Is there really a game like this?!?”
“No, how did you die?”

Like a shadow cast by Galaxy Craft, I could know Jiren’s unit’s location, but not their internal situation, so I asked him what happened.

At my inquiry, Jiren shouted back.

“These guys didn’t like the orders and beheaded me! Insurrection!!!”
“What! They beheaded you!?”

Hearing that, Jiren had apparently invested all his funds and logistics into a soul rush due to struggling with management.

When that failed, the discontent of the troops grew as they did not receive supplies and food, and in a last-ditch effort to go out gloriously, he commanded a suicide charge, resulting in his troops exploding and beheading their commander.

Not only was Jiren’s command questionable, but the fact that fragging was implemented in a wargame… feels unrealistically intense.

*

Everyone played “Bellunus.”

Unlike Jiren, Karen managed logistics thoroughly but lost due to neglecting strategies like stronghold capture. Noirin executed the mobile operations fairly well but couldn’t overcome the decreasing troop morale after attacks, causing her to lose.

The Master ran his wizard unit like a ghost but ended up losing as the wizard units fled after being commanded to use “Grand Wizard-Level Magic” repeatedly.

As I continued, various problems arose.

Firstly, there were too many variables.
While it’s natural for war to have variables, this was beyond excessive.
The abundance of such variables made even conducting a proper war simulation problematic.

Secondly, the interface for sending orders was overly inconvenient.
Moving units with orders was indeed novel and realistic, but the intelligence of the executing figures had its limits.

In pouring rain, soldiers were commanded to hold positions and drowned, and during commands to hold their ground and engage with other units, they just stood still and got wiped out.

The creators’ struggles were evident, but I also understood why I was approached for suggestions.

“Yuren-san, what do we do? There seem to be many issues with just turning this into a game.”
“I agree with Sora. It’s not because I don’t want to be decapitated.”

Sora and Jiren seemed worried that I might simply modify this wargame into a gaming format.

Hehe… as if!

While “Bellunus” is surely fun as a game and could create cultural shock like “Galaxy Craft,” I had every intention to take notes.

However, having experienced it confirms further:

Strategy simulation games should head in the direction of “Galaxy Craft.”

“Just take notes from Bellunus and let’s proceed with the prototype I showed you before.”
“But Yuren-san, isn’t what you said about that prototype too far from actual war?”

I understood Karen’s concerns.
Her point made sense.
“Galaxy Craft” had simplified numerous aspects to fit the game framework and, as a result, became a “war game” instead of true “war.”

It was far from what the Commander’s Department wanted – a real war simulation.

So my proposed method was…

“[Real Mode] and [Game Mode], we’ll go with both.”

“[Real Mode] and [Game Mode]? ”

If we go fully real, it would be tough to establish as a game, and if we take the game route, validating realism would be challenging.

So why not create both?!

With that brilliant idea, I confidently proclaimed, causing a few reactions, especially from Jiren, whose face went pale.

“Uh… doesn’t that mean we’re making nearly two games?”
“That’s right!”
“Doesn’t that mean double the work?”
“Probably!!”

Why does Jiren ask the obvious question as if he didn’t see it coming?

Hearing me, Jiren slumped down, mumbling.
“Ah… So this was the sentiment behind the troops who beheaded me.”

?

I felt a chill run down my neck.
Just my imagination, right…?

*

When considering the societal characteristics of the “Other World,” honestly, I must acknowledge that, world-building-wise, “Warrior Craft” suits better than “Galaxy Craft.”

“Galaxy Craft” features three races—[Human (Terra), Alien (Proto), Alien Species (Zergs)]—set against a space backdrop.

On the other hand, “Warrior Craft” revolves around a fantasy world with races like [Human, Orc, Undead, Night Elf].

In terms of accessibility to gamers, “Warrior Craft,” featuring similar races and monsters like Elves and Dwarves, might indeed resonate more.

And saying “Warrior Craft” is dull would be inaccurate.
“Warrior Craft 1: Orcs and Humans / Rating: 90”
“Warrior Craft 2: The Rising of Darkness / Rating: 80”
“Warrior Craft 3: The Reign of Chaos / Rating: 93”
“Galaxy Craft / Rating: 88”
“Galaxy Craft: Brood War / Rating: 96”

A comparison of ratings shows that both received very high scores, and considering “Warrior Craft” series’ global success, making “Warrior Craft” might be the wisest choice.

Yet, I resolved to create a game concept based on “Galaxy Craft.”

The reason was simple.
I had never played “Warrior Craft.”

  

There was nothing I could do.

Though I heard from afar that “Warrior Craft” was enjoyable, my days vanished with sleeping, eating, studying, and playing a round of Galaxy with friends.

Perhaps there are fans of “Warrior Craft” among those who, like me, reincarnated into this world?

To such folks, I apologize in advance.

“Sorry, fans of ‘Warrior Craft,’ but I haven’t played the actual game, so besides story and card game aspects, I’m completely clueless. Please understand this.

As a token of apology, I’ll incorporate elements from ‘Warrior Craft’ into the human race.”