Man-to-man wargames offer an extreme challenge to the designer, as fewer variables or characteristics inherent in the units being simulated are directly quantifiable.
Many early designs for man-to-man games had cumbersome pre-plotting of moves, others used a system of multiple maps and umpires to try and create "fog of war" or uncertainty for players.
Some of these games represent further development of earlier titles; for example Firepower is a modern-set version of Close Assault, which is set in World War II, both from the same designer.
Firepower was arguably the most detailed man-to-man treatment; there were, for example, arrow counters to indicate which side of a tree a soldier might be lying behind.
Most FPS games, such as Medal of Honor or Call of Duty, are not realistic simulations mainly due to the maze-like environment, scripted storyline, and unrealistic casualty assessment.