The War That Never Was
After some diversions, it’s time to review something that I had in mind when I started Fuldapocalypse. I knew of Michael Palmer’s The War That Never Was from the Command: Modern Air Naval Operations scenarios based on it. These motivated me to get the book itself. Broadening the scope of Fuldapocalypse has been very good, but this is as “World War III novel” as it gets.
This is something of a cult classic. If works like Red Storm Rising, Team Yankee, and Red Army represent the most mainstream that World War III novels got, this, apparently based on the Newport Global War Games, is a more inherently niche, wargamey work. And after reading it, it’s understandable.
Who and What
There’s a sort of semi-plot here. A wargame occurs in-universe in the prologue as a vague husk of a fig leaf of a justification. Then it’s mostly just a detailed sequence of events. The Central Front is mentioned sometimes, but most of the book deals with the events on the periphery-the northern oceans, the Mediterranean, and other theaters. Then there’s an epilogue that’s kind of sour. It’s a mix of political tract, “do you get the point, reader?” infodump, and shining light on the graphene-thin setup. Thankfully the epilogue is very small.
The characters are essentially placeholder names there to command or crew pieces of military equipment and lighten up the “after action report” ever so slightly.
DEEP HISTORY OF TEM
The entire book is basically one big infodump. But it’s not trying to be anything else, so the question of relevance is tough to answer. I’d say that as much as this sort of thing normally isn’t my style, there isn’t too much pointless infodumping. Yes, there’s detailed infodumps about forces, but the forces fight equally detailed battles.
Zombie Sorceresses
There’s the classic zombie sorceress handwaves of the war starting in the first place (although there’s no political elaboration, something I’m grateful for) and it staying conventional. The latter is even mentioned in the epilogue.
There are a lot of other prospective nitpicks, but the book stays grounded enough that I felt it was unfair to go too much in depth. The wargaming link helps it here. Trying out different, even seemingly low-probability courses of action is one of the reasons wargaming exists, and none of the paths it takes are really that outlandish.
Tank Booms
The book starts with a booming tank battle, but one shouldn’t be fooled. This is in many ways the antithesis of something like Team Yankee. The level of detached detail in this book is so great that it’s little surprise how eagerly Command (and Harpoon, and no doubt other wargame) scenario creators moved to follow it.
So reading a wargame AAR/Let’s Play gives an idea for how most of the battles turn out. Lots of detail, lots of exact detail.
The Only Score That Really Matters
Save for a few “hiccups” and vignettes like the epilogue and a few “character scenes”, The War That Never Was sticks to a niche and is unapologetic about staying there. This book is not for everyone, or even a lot of people. However, it is what it is and it manages to be interesting as a detailed snapshot.
I’ll admit for me there’s a huge “seen so many imitators the original doesn’t seem so original” effect here, but even someone as slanted as me can still appreciate The War That Never Was and its influence.