From a Fairfax point of view this was a small do, there being four
pike, twelve musket, two sergeants, one drummer and one officer. It was
an ECWS major though and there were probably a couple of hundred on the
field, certainly one of the opposing pike divisions I saw over 30 pike
in it. There were also hordes of other re-enactors, including a
disturbing number of SS and Hitler Youth.
The Saturday saw
some rain and a very boring battle (we were in reserve and it was a
billiard table relieved only by someone’s very small shed, a couple of
loose fences and some bales of hay). All round us were lots of wigwams
and we attempted bravely to follow the script but in the end gave up
and took a cannon before the KA retreated from the field. All in all
not the most exciting battle and one which I’m sure I could have
handled better as Sergeant if I’d been a little more confident about
use of initiative.
Sunday was a much nicer day and we swapped
ends for the battle. One of our brave musketeers had enough and didn’t
appear, so we were eleven that day. Having resolved not to worry too
much about the script (the cavalry defected to our side before the
battle started so we knew it wasn’t going to hold) we had much more
fun. Our day was more fluid, we got stuck in with club muskets on
several occasions and most of the musketeers fired all their shots
(towards the end we ended up in a rag-tag skirmish line before either
routing or being over-run and killed). Again I’m sure I could have
handled this better, but it was a huge improvement on the previous day.
The best bit was staying to watch the T-34 vs Tiger battle and
the soviet partisans killing a German recce patrol when they stopped
for a comfort break (as it is often euphemistically called round here).
I didn’t stay for Monday as Tracy was working so no idea how
the third day of battle went. We did go shopping but didn’t find very
much that wasn’t WW2 or saddo militaria related. Although I did get 3m
of mustard wool for a nice civvy coat or something. I also managed to
pick a box that meets the MSER standard for storing black powder (from
one of Bright’s that makes them).
Today was mostly spent in Colchester at the Army Day organised by none other than the British Army (with a little help from our friend Howard Giles in Eventplan).
Apart
from a late start here (because Alexander was a bit restless during the
night and didn’t properly get to sleep until after 01:00 and then we
all slept a bit longer) and the hour spent going through the middle of
Colchester to get into the event it wasn’t a bad day.
What was
very good was catching up with a number of people and just hanging
about in the shade under the trees. We didn’t make it for the battle at
noon because of the traffic, so all we had was the drill display in the
mid afternoon and the finale where the massed bands (Army Air Corps,
Parachute Regt, Essex Yeomanry and the Essex Caledonian Pipe Band) all
played the 1812 Overture accompanied by mass gunfire at the appropriate
bits.
One thing that I did do when talking to Charles Kightly was to promise to advertise the C17 Civvies
discussion list a bit more so that anyone can join it and not just the
closed group we have now (although the intent was always that it was
for anyone with an interest in civilian living history of the mid
seventeenth century to join. Anyway I’ve done a web page as a start
point and will do some more promotion when I get an opportunity.
Most of today I spent on a training course called “Top Down Thinking” being run by a nice chap from PA Consulting who is the project’s workstream leader for technology.
What was most interesting for me was the way it boiled the presentation of just about anything down to a ‘Governing Thought‘ and some key lines that summarised your arguments (no more than five of those). The general style of it was very similar to the Matrix Games format where you say I think x will happen because … and give three arguments to support your case.
Apparently the basis for this approach was a book called Pyramid Thinking written in the 1970s by a woman called Barbara Minto who was the first female partner than McKinsey had. So on that basis I think it could be fair to say that McKinsey invented the matrix games format (actually I wouldn’t be surprised to find that there is in fact a direct link between the two). What is perhaps a little scarier is that this might be how major decisions are made throughout the corporate world…
This was a design session on how to do a WW1 skirmish game, focusing mainly delivering a participation game for Jerry Elsmore’s 50th Birthday con. I’d already done a first darft of the rules but wanted to talk through some of the principles about what I wanted to achieve.
I found the discussion particularly useful in clarifying my methods for running a participation game at a show. Gone is the idea of having all the action in a static circle of squares that represented all that could be seen (I may do this at CLWG sometime as I still like the idea, although it would be too time-consuming for being run at a show). I did get some ideas for making changes to the terrain though so that it would only become clear when figures entered the square in question.
Also useful was the discussion on how to simulate disorientation and when that might be appropriate. This means that I have some ideas for retaining the confusion that can happen when patrolling at night, especially when shooting starts.
The next version of the game in a complete and playable form will be around at the January meeting and again in February so that it will have had a couple of outings by the time Jerry’s birthday convention comes round. Any volunteers to help run the game on the day will be more than welcome.
In the meantime the draft rules (which are an evolution of Jim’s Starship Solder rules converted to work with 2d6 and have a WW1 flavour) are on the web. http://www.cold-steel.org and there is a fledgling mailing list (using my usual server) at list@cold-steel.org (send a blank e-mail with ‘subscribe’ (no quotes) in the subject line).
Also if anyone has photos (preferably aerial ones) of trenches or shell craters (regardless of period) then I wouldn’t mind if you could send me some scans. I need to make up a stack of terrain cards for the game and one of the things that impressed me at the conference was Jim’s use of laminated card pictures for counters. I reckon that terrain cards made up the same way would look pretty good.
When I played Andy Grainger’s A Month in Country I immediately thought of some of the parallels with the Revolutionary Warfare (RW) game that I have run myself a couple of times, although with only a few players. I would particularly like to re-do my Palestine game as the players I ended up with (well one player in particular) didn’t give me the sort of game that I was expecting as they couldn’t cope with the whole concept of the role that they were given. (I won’t name names, but those that were there know who I am talking about – the British Governor wanted to hold elections for a PR power sharing assembly between the Palestinians and the Jews).
Anyway, the concept I was playing with was similar to Andy’s but played on a slightly larger scale. At the time of design I had been toying with the idea of producing ‘Lion Comes Home’ as a megagame and the RW module had to work very smoothly. It is essentially one sided, there would be a small group of roving revolutionaries that would start a new revolution when their current one had been crushed, or at a point determined by the political control team. I haven’t completely shelved LCH, but development has stalled over the last couple of years. Anyway I’m not volunteering something like this as a megagame until I’ve written it all.
In the RW module the resolution is at province level, in the Palestine tryout there were 16 provinces. This could be too low for a megagame but I didn’t want governments suddenly losing control of entire colonies as that just didn’t happen historically. The Government players would set the rules of engagement and the alert levels for the police forces and any military units in the colony.
Each province has an unrest level that can be affected by the actions of both the government and the revolutionaries. If the revolutionaries are successful (or the government inept) then the tension levels can escalate from content to ungovernable via stable, unrest & tense.
The forces of revolution will normally start out with a small amount of support to get them going. They can gain support from the effects of their actions. They also use up support to perform actions as there is only so much support that can be called upon at any time. Revolutionaries may espouse peaceful or military action or a combination of both. At different stages of the revolution different strategies will reap the best rewards in increased tension levels and the downfall of the government. The stages of revolution are broadly:
1.Raising Awareness: getting the people to realise that there is a problem with the government and that they can help to change this;
2.Low Intensity Struggle: starting to make small demonstrations against the government and perhaps attacking key figures or installations;
3.High Intensity Struggle: making the country ungovernable and forcing the government to make concessions to the revolution;
4.Open warfare: becoming a government and opposing the old regime openly to ensure its downfall.
In Andy’s game the revolutionaries are somewhere between stages 2 & 3 depending on where they are in the country. Some parts are probably even in stage 4.
The role of the government is not a purely reactionary one, it is possible to be proactive and prevent terrorism before it has any great effect. The setting is such that there will be an overall political framework to be worked within and the government players will represent the colonial governor and possibly the garrison commander. There may also be scope for the home government to become involved in solving problems. For the purposes of a tryout I would either play it one-sided (more accurately with several revolutionary factions) or have a couple of reliable players to play the local governor and military commander.
 Government actions are determined on a matrix of the current alert state and the general intention of the active units under command. Each police district and company sized unit can be given an intention and an area of responsibility. Doctrine for dealing with internal trouble is of police primacy unless a state of emergency has been declared. Declaration of a state of emergency is not something that should be done lightly, and certainly not before the police have lost the ability to deal with the situation.
 Anyway if there is sufficient interest, and the dates are finalized early enough to let me book cheap flights, I could run this at the Games Weekend. It would need five or six players and would take about three hours all told. If interest was very high I could even run two simultaneous colonial engagements. I would also like to do a design session on modeling opinion polls and elections.
The Chestnut Lodge Wargames Group (CLWG) January meeting (Sunday 9th January) was in Jim’s office near Holborn. This one had 14 members in attendance.
When I turned up there was a promotion board going on for one of the characters in our long-running Starship Marine campaign (details of the campaign and a history of the 130th Regiment). To make this more interesting for the players who were on the board (i.e. the interviewers) there were a couple of candidates for promotion, including one marine Captain who brought a bomb in with him to prove how easy they were to defuse. A nice piece of live role-play from Jerry (who improvised the bombs immediately beforehand.)
I was called upon to defuse the device which consisted of an ice-cream box with an anti-tilt device on it and a fuse inside which had to be unscrewed without disturbing the rest of the device. The fuse was a marker pen and the anti-tilt device was a post-it holding it onto the side of the box, if the box had been tilted or nudged then the pen would have fallen off the side of the box and set the device off. Similarly if I had pulled the pen off the back of the box it would also have set the device off.
We also had a tryout of a convoy destruction game intended for wargames shows which Michael Dollin and I are working on. This involves players attacking a convoy in successive waves of torpedo bombers, dive-bombers and perhaps also PT boats and high/medium-level bombers. We mainly tried out the torpedo and dive-bomber mechanisms. These appeared to work very well and played in around twice real time, so a full torpedo run took us around 5 minutes to do. We managed to do dive bomber attacks much faster, around one every minute or so.
The torpedo attacks were done in a conventional figure game way. You fly up with your torpedo bomber, getting shot at as you come in, and launch your torpedo on a likely track when you feel that you are close enough for it to count.
The dive-bombing was a bit different. We had two possible methods for this, but the one we tried most was a co-ordinate system (ripped off from Graham Hockley). As you start your descent you are shown a grid with a slowly moving ship on it (which was magnetic). You can also see your altimeter (a modified clock). When you have got as low as you want you say “Bombs gone” and the grid is turned round so that you can no longer see it. The ship keeps moving the same way it had before and when the altimeter gets to 0 (i.e. then the bombs hit) the umpire stops moving the ship. The player tells the umpire what co-ordinates he wanted the bomb to hit. The grid is then revealed (and with it the position of the ship) and the position of the bomb compared to the ship.
Hits to aircraft were delivered using playing cards. We would print the actual outcome onto cards to speed things up if we did it for a wargame show. The players don’t get told what the effect of a hit is unless it is obvious (or becomes so). This represents the fact that pilots often don’t know how badly damaged their aircraft is except where it affects the handling of the aircraft.
We also developed a bombsight to simulate level bombing. This used a small periscope attached to a wooden arm and a level to release the ‘bombs’ (pieces of chalk). The test target was a block of wood painted matt black so that the chalk marks would be obvious. We did find that the bombing was a too accurate, especially given that level bombing was notoriously inaccurate and the bombs being over-scale didn’t help much. It had a good feel though.
The other game that was run at the same time was called ‘Directory Enquiries‘ by John Rutherford and was a political role-playing game about the French foreign policy immediately after the revolution in 1789. I didn’t take part for the obvious reason that I was running the convoy tryout so can’t really comment on how well it went.
After that another tryout was run, this time as a feasibility for a megagame on WWI. It was “A Great War” from Brian Cameron (an associate member of the Warlords). It ran fairly well as a game but had some pauses in it, which gave Brian doubts about how well it might run as a megagame without more work on the design of the game. I wasn’t involved in this tryout because I was too busy playing a network game of Warcraft with Jim, excellent fun if you can get your hands on it. That was pretty much all of it, we finished up around six and headed for home.
The CLWGÂ December 1999 meeting started from 12 at John Rutherford’s house and we played until after 9pm. Afterwards we chatted, with the aid of several bottles of wine, until almost midnight. In total we had 13 members at the meeting. It started with a fairly light-hearted game called ‘Battling Druids‘ which was originally designed by Trevor Farrant as a participation game for wargames shows for another club that he is a member of. This involves four 100mm models of druids, four fountains, a cloud with a lighting bolt, hordes of hedges, magic spells and a whole lot of fun.
Next up was an RAF Aircrew RPG which I ran with the help of a couple of others. This involved the layers creating themselves characters, setting off in their Fairey Battles and hamming it up big style. Every stereotype was there, from the Australian bush pilot (who was a real-life Quantas Jumbo Jet pilot) to the terrible ex-public schoolboy who drove his Morgan nearly as fast as the aircraft. All the players ended up in enemy hands (what do you expect when you take a Fairey Battle to bomb a bridge in Maastricht?) They were separated, interrogated and then combined in a prison camp (except for the Aussie who broke out and ran for it like a man).
This led us nicely into our next game from Jerry, which was set in a POW camp near the Swiss border in the later part of 1944. It was based on one of the exercises that the regular army uses to test its potential officers reasoning ability. We split into two groups for this, and although both groups came up with reasonable plans neither of us managed to get the ‘DS solution’ which is what the army consider to be the correct answer. Admittedly the set problem does tie your hands a bit and railroads you towards a sub-optimal solution (at least in my view). This also ran alongside another session of the ‘Battling Druids’.
Next up was the club quiz, run by me. It came in two parts. The first part was where I asked people ten questions about their ideal game, its title, what it would feature, what it wouldn’t feature, where it was set, its subject and who the dream designer would be and a couple of other things too. The interval was filled by Chinese takeaway and some wine. After that I read out the answers to each of he questions and people had to guess who had written which answers. Given the rather silly nature of some answers (e.g. one of the games was titled something like “Manchurian Kung-Fu Space Marines vs. Psycho-Alien Death Nazis from Mars”, another called “Charles & Die” – about the English Civil War naturally) this was a highly amusing game where people were accused of all sorts of things.
After the club quiz things degenerated further into hilarity with a game of Starship Marine. The game was different from normal because each player had to write down what actions the player on their left did (which rotated round the table each turn). When you got the bit of paper telling you what had just happened you announced what you wanted your character to do next (and hopefully the person who was writing down what actually happens was listening to you). This game involved teddy bears, VR porn, scantily clad women, large alien robots, leaking steam, a system failure in a suit of powered armour, accidental grenade throwing and a host of other improbable and hilarious outcomes that wouldn’t normally have happened in one of our usual games using the rules.
All that happened after that was that we sat around and talked for an hour or so before deciding that we had to leave to get last buses/trains/etc home. In all it was a good session.
Invasion of the West was a Cold War turned hot alternative history game that I ran at the March meeting of Chestnut Lodge Wargames Group (CLWG).Â
Having cast around for someone to do a plan for Invasion of the West Mukul volunteered, even though he wasn’t able to turn up on Saturday. Mukul’s plan is at the end of this report along with the umpire briefings, but in essence it was for a pre-emptive chemical strike on 1 British Corps near Hanover followed by a mad dash for Antwerp.
On the day Andy Reeve, John Rutherford, Dave Boundy, Terry Martin and Brian Cameron turned up. Andy and John played the Soviets/Warsaw Pact forces with Dave Boundy as their LU. Terry controlled the NATO forces with Brian joining in when he arrived.
The players weren’t entirely happy with the chemical strike but did it anyway. The results were disappointing as the combat capacity of the NATO forces wasn’t degraded terribly as had been hoped, although the civilian casualties were horrendous. (As a game fudge I deemed that the chemical strike would take a step loss when it hit and also inflict a step loss on any units remaining in the area. Fighting in an afflicted zone would be twice as deadly and all combat factors would be reduced to one). The main game effect of the chemicals was to stiffen the resolve of the German territorial forces to fight.
The Warsaw Pact advance hit the slightly softened NATO forces and punched their way past them with a few casualties. NATO correctly guessed the main axis of Warsaw Pact attack and concentrated their air effort, reserves and logs support on the thrust. In a bloody second day the Warsaw Pact air were swept from the sky. At the same time the West German Northern Corps counter-attacked and inflicted a serious stop to the follow-on forces. The forward Soviet thrust bypassed Hanover and almost reached the Ruhr before being annihilated by a British counter-attack heavily supported by aircraft and LSPs. The West Germans died with the Soviet follow-on force in a bitter slogging match.
Down south all was quiet, relatively speaking. The Czechs having been given no orders decided not to play. NATO forces dug in and fortified their positions waiting to see what happened. In the meantime the all the reserve formations were diverted north. The arrival of the Reforger air-deployed division tipped the balance. Although arguably the lack of activity in the South allowed the LSPs that might have been used there to be used in the North. As my mechanism translates LSP use directly into combat step losses this was disastrous as the forces involved very quickly lost all their offensive combat power.
I was reasonably happy with how the mechanisms worked, although I still have one or two reservations. Given that this was the second outing for the game this doesn’t surprise me. The main thing that I got from it was a few ideas on scenario generation. In the post-game discussion it was reckoned that there was some mileage in a political game set in the final throes of the Soviet Union which would provide the background for a game like this.
A Short Victorious War – Forthcoming Game
Given that everyone there seemed keen on this I intend to try and run an invitation game at the June meeting of CLWG, possibly in John Rutherford’s house. The game will need 15-20 people, which means that I need to go further than CLWG for players. The main teams will be NATO, Warsaw Pact and a few other key states to represent the UN Security Council in a time of crisis. I’ll also need a few umpires as well.
Each team will have 4-5 members which means I need around 15 players, 3 Liaison Umpires, a military umpire and myself as Game Control.
Scenario
The background to the game is that the Soviet Union has realised that its collapse is imminent unless it can do something to relieve its economic position. The choices open are either reform, which has a risk of getting out of hand, foreign aid or a relief from the pressures of the Cold War and the level of funding that the Arms Race requires.
Teams
NATO This will have representatives from Britain, USA, a European state and one of the peripheral members. Their role will be to try and resolve the tension by bringing the Cold War to an end and negotiating market reforms with the Soviet Union and other WP countries.
Warsaw Pact This will have a Soviet Union, East German, Polish & Czech players. They will be looking for ways to relief the economic pressures that they are under.
UN members To bring some sense to things I want to have a few unaligned states to represent the UN and the peaceful influence that it may have on the events. This is likely to have 5 players.
Umpires Each of the three teams will have an LU umpire to advise and also to relay orders to map control. The game will also use the telephone system for communications between teams (although letters and face to face will also be allowed).
This means I need a total of 17 people to play the game. If you are interested, or know anyone who is then please let me know as soon as possible.
One of the things you missed [at February’s CLWG meeting] was C3I which actually turned up and was played in the afternoon (because I always turn up at lunchtime and much prefer twice as many half-day meetings).
Although this was a figure game it was scenery light and what was used was pretty abstract and flat, despite the original scenario being set on a hill. C3I is really a morale-based system for infantry combat which is intended to show how everything goes for a ball of chalk once the shooting starts. The outcomes it produced appeared to be reasonably realistic based on the reading I’ve done on infantry actions.
My aim was to produce a very simple quick system that used morale as its key attribute and would give a realistic result for infantry actions. Most of the psychology of warfare stuff I’ve read (e.g. John Keegan – Face of Battle) suggests that only a small proportion of those in a unit actually cause the battle to be progressed, these few motivate others to do their bit and generally perform well. These individuals are rarely the actual commanders of a force. The first-hand accounts I’ve read of battles in the Falklands back this theory up a little.
I was hoping that I could produce a mechanism that could be used for a number of actions and especially some of the larger company or battalion sized ones. This would mean something quick and easy to run. What I came up with fits onto one A4 sheet in 12 point with space for some of the rationale behind the system, although I need to add a couple of things to it which will probably bump the rationale off the page (and possibly add an umpire page as well).
A couple of the mechanisms need cleaned a bit. Artillery was too devastating (it ought to neutralise totally while being fired but not permanently, this should be easy to fix though). I also need to fix movement in order to make it a bit more consistent, either to speed up the non-tactical movement or to somehow slow down the tactical movement (although in part there is a mechanism that should do this, but the players didn’t try to maintain unit integrity).
Either way I am more or less happy with the system which, with minor modifications, could be used repeatedly. If anyone wants a copy of it I can supply them with a WordPerfect 6.1 document (or a hard-copy if they are coming to a meeting).
Our RQMS used to tell a story of his worst time on duty was when, in the early 1950s, the Cameronians were taking over a barracks from the Highland Light Infantry (HLI) and he was on the rear party for the HLI. He was assigned to guard the armoury and the Cameronian officer told them that on no account were they to open the armoury for anyone, and if they broke in they were to shoot them.
The officer then proceeded to issue them with several hundred rounds of belted ammo as well as two magazines worth for their sten guns. Our RQMS and his mates thought the officer was a bit touched and stowed the ammo away as soon as he had gone. (NB ammo isn’t usually kept in the armoury with the weapons).
A few hours later, just after midnight and the closure of the pubs/NAAFI, the guard was woken up by someone banging on the door shouting rather vehemently that they wanted to be let in. The Corporal told him to go away. No effect. In fact several more Cameronians turned up and started banging on the door and pleading either to be let in or to have bayonets passed out to them. When this was refused they started to look for other ways in and surrounded the armoury banging on the door and barred windows. The situation was grim and the guard had no way of getting help.
After the banging on the door got a bit more co-ordinated the guard set up a Vickers Medium Machine Gun facing the door and made loud noises about doing this. The Cameronians finally got the hint and left just as the outside component of the guard turned up threatening to shoot them too.
The only Cameronians left now are a TA Company. (No.4 Company 1/52 Lowland Brigade). Rangers is also probably the right name too as they are all very staunch protestants (but not religiously of course). The Cameronians were originally formed to support William of Orange by fighting against the loyal forces of King James VII in Scotland, their first battle was at Dunkeld in 1689.