Tag Archives: Megagame

Megagame: Invasion from Mars 03

Dateline 3127.110-104

General Buck’s advanced HQ on West Continent, Cydonia

The Martians have landed! They made a major landing with most of a GF division just outside OLYMPUS. My shuttle landing reinforcements for OLYMPUS diverted to ENSEMBLE as the nearest friendly location. A major assault on OLYMPUS took place with indiscriminate bombardment by the Martians, resulting in 4,000 civilian casualties, as well as wiping out my sea marine force (no reported survivors).

A third sea marine force successfully assaulted KUTCHI and displaced the enemy logistics base there. They took some casualties on the way in and two transport flyers were damaged also (but repairable).

Finnish Defence Forces Annual report 2002, p. 7
Image via Wikipedia

On the North coast the enemy armoured division trapped south of DEANVILLE has been all but destroyed. The infantry component has dispersed into the woods and is no longer a fighting force. The tank brigade has been reduced to a combat ineffective cadre. My two tank brigades are at about 50% strength but I have been allocated four more RMP, so have enough to re-build them.

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Megagame: Invasion from Mars 02

Dateline 3127.105-109

General Buck’s advanced HQ on West Continent, Cydonia

Operation VALKYRIE has been a major success! A successful seaborne assault by 3rd Tank Brigade has taken DEANVILLE cutting off the line of retreat of an enemy armoured division (although at a cost of 3,000 civilian casualties and ejecting an enemy infantry brigade West along the coast).

A simultaneous assault by the 1st & 2nd Tank Brigades from the front line to the North has reduced the enemy Division to less than half strength and prevented its escape.

Additionally an Airborne assault has taken place landing a sea marine force in both OLYMPUS and ENSEMBLE, threatening the enemy Air Logistics Base to the South of OLYMPUS.

The news is greeted with delight back home, and I have been awarded a medal. I also have four more RMP and reinforcements in the shape of an Infantry Brigade and the temporary loan of two shuttles to land them in OLYMPUS as soon as it can be arranged.

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Megagame: Invasion from Mars 01

Invasion from Mars is one of Megagame Makers megagames, designed by Jim Wallman and played in Anerley Town Hall in south London. The Invasion from Mars website has the game rules and the map as well as some background info on the downloads page.

I played the part of General Stanley Buck, a loyal and competent commander of the Democratic Republic of Cydonia’s Army Group West (AGW) (in reality about Corps strength, three two brigade armoured divisions plus air and sea components with appropriate logistics support). (details of some typical units)

At the game start AGW is already committed and has captured the Eastern end of the West Continent (link to map). This gives a firm jumping off point for the next phase of the offensive and the military balance shows that AGW slightly outnumbers the New Cydonia Colony (NCC) forces.

In my pre-game thinking I had decided to try an air and sea outflanking move, perhaps directed at the enemy Capital AGRIPPA (see map). One of the things that was clear though, was that the sea logistics base needed to be moved closer to the front to support operations beyond the current front line, it being at the maximum extent of the range from the current location.

Invasion from Mars

[3127.100 – 3127.104]

Operations in this period were intended to probe forwards while the logistics assets were moved forwards. Additionally some of the damaged units (two combat flyers and a tank brigade) were repaired using the available four RMP (Repair & Maintenance Points). The Operation on the Northern coast was called off as my tank brigade was outmatched by the armoured division it faced (a tank brigade, an infantry brigade and air support).

Original caption: CLOSE SUPPORT-- This is one ...
Image via Wikipedia

However the deployment of the enemy was clear and it appeared that the majority of forces were in the front line to defend against further advances. There was an infantry brigade in the Capital, another with the air logistics base and a third moving on the North coast towards DEANVILLE. The cities of OLYMPUS, ENSEMBLE and ALI were empty.

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CLWG June 2010 Meeting

What you missed at Sunday’s CLWG June 2010 meeting (unless you were one of those present) were some good conversations and two games:

  • Come One, Come Eorl – another megagame tryout from Andy Hadley; and
  • D-Day beach landing – an improvised game by Jim Wallman
We started with a chat as Jim, Mukul & I watched some of the Stalingrad episode of World at War which Jim had on DVD on his laptop. This while we cut out some of the cards for playing Come One Come Eorl. Once John Rutherford, Andrew Hadley & Brian Cameron also arrived we started playing.
Come One Come Eorl
This was another tryout of the streamlined rules using the Welsh part of the game. I found that it was relatively easy to pick up, although there was obviously come benefit to be had from having played in a previous version and understanding who all the characters were and what they were after. In all we had a very civilised approach, rapidly came to a relatively amicable settlement of power and lands and then attacked the English. We sent out two colums, with myself in charge of the Northern one and fought in three battles, being victorious in both the ones I was fighting in (not a coincidence I believe).
Overall I had a positive experience and think that this is probably more or less done from a mechanistic point of view. There needs to be a little more work on fleshing out the briefings, but Andrew already knew that as we were working off the previous set with hand-written amendments. The game pieces were good, and the suggestion there was around making each army easeir to identify by using flags stuck onto foamboard counters.
I look forward to playing the megagame.
D-Day Beach Landing
Dead and wounded infantry on Sword beach, on t...
Dead and wounded infantry on Sword beach, on the morning of 6 June 1944. (Photo credit: Wikipedia)

Seeing as it was 6th June we couldn’t have a meeting and not have a session about the Normandy Landings.

Jim had drawn a map of a typical beach sector on a large piece of squared paper. The Germans were pre-positioned and fired at the closest target they could see. There was also some random artillery/mortar fire using a couple of dice and the map grid to determine where it landed.
The attacking forces were two companies of infantry with some supporting assault pioneers and a mortar. Jim had found some generic ‘jenga’ blocks in a local pound shop and used these to produce a series of section level markers. The system was very simple, each section could take up to five hits (being eliminated on the fifth hit), had to roll 1d6 and score more than the number of hits sustained to leave cover, and moved 1d6 squares each turn. When being shot at hits were scored on a 6, or 5 & 6 if in the open.
IWM caption : OPERATION OVERLORD (THE NORMANDY...
IWM caption : OPERATION OVERLORD (THE NORMANDY LANDINGS): D-DAY 6 JUNE 1944. The British 2nd Army: Commandos of 1st Special Service Brigade landing from an LCI(S) (Landing Craft Infantry Small) on ‘Queen Red’ Beach, SWORD Area, at la Breche, at approximately 8.40 am, 6 June. The brigade commander, Brigadier the Lord Lovat DSO MC, can be seen striding through the water to the right of the column of men. The figure nearest the camera is the brigade’s bagpiper, Piper Bill Millin. (Photo credit: Wikipedia)

I started as a company commander, but managed to get killed as I got off the landing craft. I then moved to being the senior platoon commander as the Company 2ic took over command. I then became the Coy 2ic as well as being a Pl Comd. We took about 40% casualties on the beach but managed to get mortars producing smoke to screen the closest bunkers from effective MG fire. The assault pioneers then blew a hole in the wire and I personally assualted a bunker because I couldn’t make any of the troops come with me. This proved decisive and we were then able to move more freely and outflank the central bunker and deal with it.

The other company didn’t fare quite as well as we did, but it also managed, eventually, to get off the beach. What the game had going for it was the relative simplicity of the mechanisms and the realistic level of control (or rather lack thereof) of the troops. Once casualties had been taken it became harder and harder to make troops do what you wanted. Also the plan was what counted, and how troops landed in the wrong place interpretted it. We had a slightly better time than the other company simply because there was less ambiguity on the bit of beach we landed on, so the chance of misinterpretation was lower. Most of uor company ended up in front of the correct breach point, although a couple of sections went right instead of left.
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Book Review – Blitzkrieg Legend

"In the West (Western campaign).- Panzer ...
“In the West (Western campaign) – Panzer II and Panzer I in the woods; KBK Lw Kompanie Luftwaffe, “Luftwaffe war-reporting company 4” (Photo credit: Wikipedia)

The Blitzkrieg Legend: The 1940 Campaign in the WestThe Blitzkrieg Legend: The 1940 Campaign in the West by Karl-Heinz Frieser
My rating: 5 of 5 stars

As part of the planning for the megagame War in the West I bought myself a copy of Blitzkrieg Legend because it is the German Army’s official history (although it didn’t get written until the 1990s).

Blitzkrieg Legend Review

From reading the first couple of chapters and looking through the maps you can see the evolution of the German plan. You can see why the directive was written the way that it was in October 1939.

The most interesting thing for me is that there is no concept of a lightning war, the general staffs & high command all believe that the start of the world war was a gross mistake and spells certain doom for Germany as being too soon to be winnable. the strong belief is that the strength of the economy is what wins wars, not surprise attacks (and for my money they were right).

After the planning phase there is a fairly detailed examination of the attacks themselves. What becomes clear is how lucky the Germans were, although some of this is down to the way that the 100,000 man army has trained its troops, and this training continues into the expanded army. It is human factors rather than technology that makes the blitzkreig work. The Germans were exceedingly lucky, when they infiltrate forward and put small parties over rivers and obstacle the enemy retires rather than counter-attacks.

I would certainly recommend this book strongly to anyone who has an interest in WW2, and particularly the Fall of France in 1940.

View all my reviews

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Master of Europe 3

The megagame of the 1813 campaign in Europe was played at Anerley Town Hall on Saturday 7th November 2009. My role was as General Blucher, the senior Prussian Military Commander and also the Commander of the joint Prussian-Russian Army of Silesia.

We started off during the ceasefire period of August 1813, with my army in the furthest South East section of the map, in Reichenbach, near Breslau, in what I think is now Poland. The other member of my team was Mike Young, playing a Russian General. Our orders were to stay put until a general plan of action had been agreed. The initial army council of war having failed to set an objective other than to defeat Napoleon.

We were up against Marshal Ney’s army, which was immediately to our front across a river. We also had some distance between us and Ney’s Army, about 1 turn’s worth of tactical marching. However the first turn still had the ceasefire in effect.

A quick conflab with my staff officer sorted out the Army of Silesia’s plan. We weren’t going to wait for a plan before we started operations. We were going to take the war to the French and see how far West we could get, fighting French armies on the way. We decided to operate two parallel columns of about equal strength along parallel roads taking us due West to the Elbe near Dresden and then North-West on the Eastern bank of the Elbe (because we expected the Army of Bohemia to our South to be operating into the west Bank of the Elbe towards Leipzig).

Having decided what we wanted as army boundaries we then informed both the Army of Poland (to our North and in the process of forming) and also the Army of Bohemia (commanded and co-located with Prince Schwarzenberg, the overall C-in-C of the allied armies).

That done orders were written for our army columns to move non-tactically. One column of mainly Russians would move directly up the main roads into contact with the French armies. The other column, with mostly Prussians and under my direct command, took a southerly route and force marched to attempt to cut off the French army from its source of supplies. These manoeuvres were successfully completed without breaking the terms of the ceasefire or alerting the French to the outflanking.

The moment the ceasefire ended we were on the move. The Prussian column moved northward and successfully cut off the French from their supplies (evidenced by reports of having captured many French supply waggons). The other column knocked on the front door and the French retired in front of them. We encircled MacDonald’s corps and another by the end of the second turn, and forced Marshal Ney’s HQ & a third corps to retire as well.

We then attempted to fight a battle against the two French corps from both sides as the fog closed in. The result was a very confusing action in the fog during which the two French Corps managed to slip away over a river and through some woods. (Rob, my liaison umpire, told me that we had been incredibly unlucky as he had rolled a 0 on the d10. Any other result would have been a clear allied victory). None the less, we had attacked the French, held the battlefield while they retreated and so claimed this as a victory!

We followed closely on the heels of the French army, and several times I issued orders for battle at first light to find that the French had already started their retreat. Harrying them to the West I finally decided to forced march to bring them to battle, which resulted in another Prussian victory around turn 6. Unfortunately I didn’t make notes of the place where this battle was fought and don’t have a copy of the map to refer to, but it was about 60km North-East of Dresden.

It was at this point that the Army of Bohemia started to get in my way. Despite an exchange of several letters where I made it clear what progress we were making and insisting that their plan was flawed and unnecessary they had persisted in their drive due North from their start point (rather than North-West as I had suggested). They had decided that they wanted to take Ney’s Army in the rear (which I had already done before they told me that they wanted to do it).   

What happened next was that my Army was prevented from moving West by a column of the army of Bohemia that I had corresponded with in the immediate previous turn as I saw it close to my line of march. The commander had deliberately ignored my correspondence and move down the road I had claimed as my line of advance (which had been sanctioned by the C-in-C).

I was bloody furious about this and shouted at the players concerned, threatening to attack any army that was in my way. In part this had some good effects, but it stalled us moving west for two turns, and limited my area of operations significantly as the Army of Bohemia de facto claimed a chunk of the Eastern bank of the Elbe as their own operating area (leaving the Western bank more or less clear apart from a couple of corps that stuck close to the river and took some of the crossings from the west).

At the same time Berlin got taken by the French and set on fire (not entirely sure by whom). I was then instructed by the King of Prussia to do what I could to liberate Berlin. he also gave instructions to the Guard Corps and the Reserve Cavalry to join my Army along with the Prussian II Corps.

At the same time Marshal Ney’s Army had turned North, and one of my two columns had pursued him. We fought a third battle at a city with a river to the east (where the allied Army of Poland was waiting just across the river). I took the city and my engineers repaired the bridges over the river. The Army of Poland then took the initiative and surged west following Ney’s Army. I had a fruitful liaison meeting with the Army of Poland while the two Army Commanders were co-located and we agreed some boundaries and a strategy.

My Northern column turned South again and marched back to the rest of the army, some 80-100 Km due North of Dresden. Rumours of Napoleon’s Guard were arriving, along with reliable reports of lots of French troops. Uncharacteristically I ordered my army to dig in around the town while we concentrated. This was just as well. Ney attacked us supported by the French Guard Artillery. Following an Arty duel our Artillery Corps destroyed the French Guard Artillery. Ney’s Army was bloodily repulsed, but only because the Prussian Guards and Reserve Cavalry had been committed. This resulted in the Cavalry being destroyed (it only had 1 strength point) and the Guard down to 50% off original strength.

The next turn Ney came back, but this time my entire Army was present and I had rotated two very battered Russian Corps out of the front line and replaced them with the Prussian I Corps. At the same time Napoleon was attacked by the army of Poland 20km to our North. The French lost both battles. 

This, I decided, was the time to attack. The fresh Prussian II Corps arrived and we moved North with bayonets fixed, the order “Advance implacably & kill the French” duly issued. In the course of the next two turns pursuit we killed four French Corps, plus the Old Guard. The surviving Prussians equipped themselves with bearskins and then moved back South to clear the road for the Army of Poland.

We found ourselves with no avenue of advance, surrounded by friends. So we started south again in pursuit of some French stragglers that were moving for Dresden in the hope of getting across the Elbe there. However the Army of Bohemia had taken both Dresden and all the nearby crossings.

Another about turn ensued and we went back to the North and got in contact with Napoleon’s army just east of Wittenberg (about 40km or so). Although by this time Napoleon was no longer with the Army. We were on the direct Southern flank of the Army of Poland again and this limited our flexibility and ability to go anywhere. Our only option that allowed free movement was attacking into the French who almost a

lways retired in front of us
.

On approaching Wittemberg we met the local armed forces outside the town. They were claiming neutrality and I offered them the opportunity to join the alliance against Napoleon. They were at least partly convinced by my proffered arguments that we’d fought with Napoleon in 1812, but could see that he was now a spent force and that us Germans ought to band together to get rid of the foreigners interfering in how we enjoyed our sovereignty.

At that point the game ended, which was just as well as we’d been thoroughly boxed in by our supposed allies. 

The only trouble we had was from our friends, the enemy were most accommodating…

CLWG Games Weekend 2007 Reports

Some reports from the Chestnut Lodge Wargames Group (CLWG) games weekend.

Siege of Yendor Tryout

Jim put on a session to try out the mechanisms for the upcoming megagame. We spent some time trying to bring down a section of wall, and also seeing whether or not it was possible to directly assault the wall without first undermining or demolishing it.

Jim’s Breeding Idea

This was a design session rather than a game, but we gave it a good go none the less. Jim had come away from the Light of the Trees megagame with an idea that it ought to be possible to do a sub-component of a game about breeding heroes using some real genetics theory. The main aim was that, like in real life, the players managing the breeding programme wouldn’t actually know what the actual genetic make up of their characters were. Over time those players that were keeping an eye on things and using the evidence that they were accumulating would be able to make some educated guesses about the best pairings that would drive their breeding programme in the direction that they wanted to take.

We all started off with a single individual each, although without worrying about whether that individual was male or female (as this was thought to over-complicate things). The idea was to work with a bloodline rather than a series of individuals, although each generation would be split into separate individuals representing the main lines. This was felt to be necessary to allow the breeders an opportunity to selectively breed those with the correct traits with individuals from the other bloodlines.

The fact that we rapidly bogged down was fairly predictable as we tried to track several individuals. There was a fair amount of mechanical detail involved in generating the offspring as well as the players not having enough information to make good decisions about which individuals to breed with which others. There would have been a better handle on it if we’d played out a bit more of the game before moving into a general discussion of the issues, approach and suggestions of how it could all be achieved.

As a design session it was very thought provoking, and I carried on thinking about it for almost a whole week, on and off. Jim’s conclusion from the session was that it probably wasn’t practically possible to achieve what he set out to do. At the time I would have agreed with him, but a few days of thought have changed my mind on that.

I come to this with more than a smattering of background, I studied “Genes, Organisms & Evolution” as an undergraduate, the course forming a major part of my degree. That said I’ve forgotten most of the detail in the intervening 15 years since I graduated. However the text books are still on a bookshelf nearby.

I think that the general premise that Jim was trying to attain is a sound one and that with some streamlining and appropriate background that it can be achieved. The key is to stick with Jim’s bloodline idea and not get drawn into dealing with individuals, except where heroes or other primary characters are required, and these Heroes should have nothing to do with the breeding stock, although their characters will be determined by it.

The key assumption I am working on is that that this is a sub-component of a game that plays over generations rather than a game in itself. As part of the background the designer of the main game needs to make some decisions about how many characteristics need to be tracked, whether these have any inter-relationship or are independent and also how often he wants particular characteristic levels/attributes to feature.

For example let us assume that a game designer wants to track both personal bravery and intelligence in the hero bloodlines. He might decide that these will not be related to each other. For bravery he might decide that there are four possible states, Heroic (no morale required), Brave (positive modifier to morale), Normal (no modifiers) and Cowardly (negative modifiers). Of these outcomes he might want Heroic to be quite rare, Brave to be common but not a majority, Normal to be the majority position and Cowardly to be less common than Brave, but more likely than Heroic.

Taking the assumption that bravery is a hereditary characteristic how does this translate into genetics?

Well you could specify three variants of a bravery gene (alleles are they are known), H, O & C. HH would be the Heroic types, HO the brave, OO and OC the normal and CC & CH the cowards. In these cases the H allele is recessive (so only those with two copies are heroic). The C allele is also recessive, but dominates the H allele. The O allele is dominant over C but not over H.

This takes you into a method of at least allocating a characteristic based on genetics, but it doesn’t address either simplicity of recording it nor of proportions. Not all genes are evenly distributed in the population. Those that confer survival advantages propagate more widely and those that lead to disadvantages rapidly leave the gene pool.

In this case you would expect O & C to be widely distributed, possibly equally. H is likely to be less frequent as though it confers an advantage when hunting it becomes much less advantageous once farming is available, and in fact becomes a positive disadvantage over time. If 10% of the population carried the H gene then 1% (i.e. the proportion with two copies of it) would be heroic. If the O allele was 50% of the population and the C allele the remaining 40% then you would have a distribution as follows:

H (10%)

O (50%)

C (40%)

H (10%)

1 (Heroic)

5 (Brave)

4 (Cowardly)

O (50%)

5 (Brave)

25 (Normal)

20 (Normal)

C (40%)

4 (Cowardly)

20 (Normal)

16 (Cowardly)

Heroic

Brave

Normal

Cowardly

1

10

65

24

Let us also assume that there was a decision to track intelligence as a numeric score also with three alleles generating a score when summed. The alleles being 0, 1, 2. These would be distributed as 10%, 80%, 10% in the general population.

Tracking Bloodlines

The method I thought you would use to track each bloodline is a table with each of the attributes to be tracked down the side and the alleles to be tracked along the top. Each allele would have a score between 0 and 10 to show its relative proportion in the population of the bloodline. An example of this is shown
below.

Bravery

H (r)

O

C (r)

Bravery alleles

1

5

4

Intelligence

L (0)

M (1)

H (2)

Intelligence alleles

1

8

1

In each generation the player running the breeding would be given some feedback of their bloodline’s characteristics. In this case they would be told that they were of average intelligence and not especially brave. The breeder player would then make a decision about trying to improve the bloodline either from the general population, another player’s bloodline (with the specific approval of that player) or from within his own bloodline.

The general population bloodline should be determined before the start of the game and remain constant for the duration of the game. Player controlled bloodlines are very likely to change over the course of generations as the genealogists recommend good matches for strengthening the bloodline based on observed characteristics of other bloodlines.

Breeding from the General Population

There is a general assumption that there are other bloodlines that the genealogists are aware of but which are not part of the played groups. These probably represent the minor nobility or some other class that the main bloodline knows but are lower than those represented by player teams. When breeding from these it is assumed that the characteristic which is sought to be improved is always manifested in the individuals that are to be added to the bloodline for breeding purposes.

Using the general bloodline track (see example above) the umpire checks whether the person has one or two copies of the appropriate gene. In the case of characteristics which are recessive then there are always two copies of the gene. (e.g. If you were trying to breed heroes into your bloodline then you would start off with two copies of the H allele to breed in).

For each of the genes recorded (i.e. Bravery and Intelligence in these examples) you would determine which alleles were to be incorporated into the new bloodline. Roll 1d10 for the copy to be imported (except where we have previously determined that recessive characteristics give an exact gene). We’re already getting an H from the hero, we need to roll 1d10 to see which intelligence allele will be passed on. This is most likely to be an M result.

These alleles will then displace one of those in the general bloodline. If a 2 is rolled for the Bravery gene then the new H allele displaces an O allele. Another 2 for Intelligence has the new M allele displace another M allele, so no real change. The new bloodline track looks like the example below.

Bravery

H (r)

O

C (r)

Bravery alleles

2

4

4

Intelligence

L (0)

M (1)

H (2)

Intelligence alleles

1

8

1

The feedback to the player would be that the family was of average intelligence and above average bravery, although with a larger number of cowards than one would expect. (There are now 4% heroic, 16% brave, 32% Cowardly). This might prompt an attempt to breed out the cowards, harder than might appear as the C allele is largely recessive.

What this system needs is a proper game to sit within. Ideally one of dynastic succession and involving at least a bit of individual character impact on the outcomes. Sadly that isn’t something on my current project list.

Religion in ‘Hapsburg Ascendant’

Brian started off a discussion of the role of religion in games set in the 17th century, particularly his upcoming megagame. His wish was to get some roleplaying of the religious motivations that were what made the 30 years war happen and to get the players to warp their rational decision making process (if you can describe wargamers as rational) to fit the religious mindset prevalent at the time.

We had a fascinating discussion, aided by Arthur having a stack of relevant textbooks to hand in his classroom. We talked around the issues of not giving perverse incentives and not making it too easy for players to work out how they got advantages from religious behaviour.

The conclusions that we came to were that each of the major sects needed to have its own set of rules, that there ought to be a league table so that there was a visual incentive to act correctly (this being a lesson from the Sengoku megagames) and that once a defined level of behaviour had been reached that there ought to be a direct umpire driven reward for the correct behaviour. The reward needed to be strong enough to show that it was ‘God’s work’ but also not so strong that it caused problems. Also we felt that because ‘god works in mysterious ways’ that the players should not get to determine what might happen if they had their god’s favour.

Orange or Lemon? – Onside Report

This game was intended to show the political goings on in the attempt to get a revolution settlement in Scotland following on from the English parliament’s declaration of Prince William of Orange as their King in February 1689 (new style).

The game we played was a highly entertaining roleplay of some of the issues and certainly gave a good flavour and reached, more or less, the historical outcome. I certainly enjoyed it immensely, and I think the players did too.

I designed the game with almost a board game like level of mechanism for winning the support of the non-played members of the Convention (which is essentially an unofficial Parliament as it had been called by Prince William of Orange and not King James).

Almost none of those mechanisms were tested in the game we played, but it worked as a game anyway – almost a proof of the old saying that you could stick a bunch of CLWG members in a room with some game money and an a game would break out. Instead of money I gave them a map of the Edinburgh High Street and an idea. I’ll leave it to the players to tell you how the game actually went.

In terms of future development I will refine the player briefs (I was still working on these when I started the session and a couple are not yet fully complete). This will improve player understanding of the period and importantly make their personal objectives a bit more tailored from the generic ones of:

  1. Stay alive.

  2. Ensure that the clan/family remains in being and in control of its territory.

  3. Increase your/the clan wealth (either through plunder or by increasing territory).

  4. Increase the influence of Clan Cameron.

  5. Have your King accepted as de facto sovereign.

  6. Ensure that your enemy is diminished.

For the lowlanders you can replace ‘Clan’ with ‘family/heirs’. These do work, but there need to be a couple more triggers to get some of the characters to get stuck into being active. There is also a need to explain the general apathy of the population in their support for the King who has antagonised most of them in the last decade, even before he became the King.

Blitz Firefighting

An end to the weekend with an extended bout of firefighting during the London blitz. This game actually started at the same time as my session and I joined in when we’d finished playing Orange or Lemon? I ended up as one of the LFB professionals sent along to bolster the firefighting force.

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What you missed at the January meeting of CLWG

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.

AD69 Megagame of the Year of Four Emperors

The AD69 megagame was held in Eardley School, Streatham on Saturday 14th June 1997.

712px-Vespasianus01_pushkin_edit
“Bust of Emperor Vespasian” Originally uploaded to wikipedia by user:shakko – Own work. Licensed under CC BY-SA 3.0 via Wikimedia Commons

As all historians know, primary sources are often good for giving you an idea of what was going on, but are often biased by the perceptions of the people involved. For megagames this is even more so, since the players will have you believe that they personally triumphed over all the others. AD 69 is particularly prone to this phenomenon. To this end I collected the papers of Glitius Decianus, the Procurator of Belgica after the game. I also collected a number of papers from the ruins of the Senate including some of the letters from Fabius Fabullus the legate of Legio V, Alaudae and Defender of Belgica.

The recovered papers are:

  • About Glitius Decianus
  • The Belgican Treasury accounts showing (the official version of) where all the money went to.
  • Glitius Decianus’ letters to Rome. These give a chronological account to the Imperial Treasury & the Senate of events in the Belgica/Germania region.
  • Other’s letters found on the floor of the Senate after it had been sacked. These give an idea of what the other players were telling the Senate.
  • Fabius Fabullus wrote home to his Mother & Father regularly describing what was going on at the front in Belgica. When the other German Legions marched on Rome he bravely stayed and defended the frontier from the barbarian hordes which attempted to exploit the reduced garrisons. His deeds in defence of the empire should be rembered always…
  • Glitius’ Story. Events during the year A.D. 69 (as represented in the game) as experienced by Glitius Decianus, the Procurator of Belgica. It focuses on the West and tends to ignore all but the most monumentous events in other parts of the Empire.
  • Glitius Decianus’ eventual fate as the paymaster of the German Legions.
A full write up is on my games wiki

 

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Design Session for "The Lion Comes Home" – Onside report

This CLWG session yesterday was a very loose and rambling affair with myself and three (or perhaps four) others in John Rutherford’s living room.

Despite the great number of digressions I managed to get quite a few useful pointers about structure, level of detail, team composition and, importantly, how much more research I had to do.

With luck the game will appear some time during 1996 for a first showing, but until I’m nearer completion I won’t go as far as putting a date on it. For those potentially interested in playing the probable format is along the lines of:

Start Point – July 1945

The Labour Government has just come to power and the war is continuing against the Japanese. The basic agenda is to

  • get the war ended,
  • demobilise the armed forces,
  • implement their policies to create a welfare state,
  • rebuild Britain,
  • bring order to British occupied areas after the European war,
  • honour commitments to give independence to colonial states and
  • ensure the security of Britain and British interests abroad.

Game turns

Each game turn will represent one year and will last about 30 minutes.

The only mandatory part of the turn will be the setting of the budget for the following turn at the very beginning of the current turn. This will allow for some of the nature of Government Accounting (GA) to show through.

Other events will be conducted as the players feel it necessary – anything missed will be slipped into the next year (or lost completely as appropriate).

Public Opinion

After each event an opinion poll will be conducted and the Government/Opposition ratings given. This should help the Government of the day decide how effective the people think it is and should give an indication to when elections are best held.

Given that the electorate are a fickle lot, and opinion pollsters not necessarily unbiased, the ratings are at best only a general guide to the trend rather than an absolute.

Other feedback will be provided in the form of press cuttings (i.e. as a headline or suitable ‘printbite’ from the editorial). I hope to have a few of these made up before the game and will dish them out as appropriate.

Changes of Government

As our democratic system requires the Government to hold a General Election within at least five years of the last one I expect that there will be at least two elections during the course of the game.

In the event that the Government loses the election then all those holding Ministerial rank will be reshuffled, this may also coincide with the retirement or resignation of senior officials or commissioned officers.

Teams

Cabinet

The main decision making team consisting of the Prime Minister, Chancellor of the Exchequer, Foreign Secretary (FCO) and Secretary of State for War (WO).

War Office (WO)

Responsible for allocation of manpower, spending the Defence budget and protecting Britain and her interests abroad.

The team will have three players each representing one of the forces, the Chief of the Imperial General Staff (CIGS) will have the casting vote and will be responsible for reporting to the Secretary of State.

Foreign & Colonial Office (FCO)

The FCO will co-ordinate all external relations and dealings with colonies. One of the main sources of information about the local conditions and factions, also the key negotiators with colonial governments in the run-up to independence.

All major decisions will have to be referred to Cabinet through the Foreign Secretary.

The team will comprise the Head of the Diplomatic Service, two senior diplomats and one junior minister (the Colonial Office).

Cabinet Office

A small team looking after the Machinery of Government (MOG) and domestic policy issues.

This team will have as members the head of the Home Civil Service, the Permanent Secretary to the Treasury and the PM’s Private Secretary.

Umpires

Apart from myself I expect that three other umpires will be required. Two to keep the War Office and FCO busy with information from afar and one other to deal with domestic issues.

I intend that the information provided to the players will come from three distinct sources, from Diplomatic sources (embassies, experts & espionage), military sources (patrols & photo-reconnaissance) and from news media (print and radio).

These sources may not always agree and may have exclusive coverage of certain events – news media may also be prone to disinformation, political bias or censorship.

Things to tell

As the potential for information overload is very high the majority of colonies will be ignored for a variety of reasons, size, strategic importance/unimportance, lack of conflict, timescale for independence et cetera.

The main thrust of the game will concentrate on not more than half a dozen colonies – probably India, Palestine/Israel (a mandate), Kenya, Malaya and one or two other smaller areas where things could have gone wrong.

I intend to produce a compendium of colonies. This will represent the distilled wisdom of the FCO in the form of:

  • a brief history of the colony,
  • its political/religious/tribal factions
  • faction attitudes to the British, independence, the other factions, communism, and the economy.
  • The economic implications of withdrawal
  • an estimated timetable for establishing a stable native government.
  • The relative strategic importance of each colony
  • projected consequences of its loss for the viability of other colonies.

Although the compendium can be relied on absolutely for history it only represents the belief at the time it was prepared for projected future outcomes and attitudes of factions given are those perceived by local diplomats and colonial civil servants.

Cold War Perspectives

At the start of the game the hot war is still in progress. The Americans have developed the Atomic Bomb, but have not yet used it.

As we depart from history before the Bomb is dropped it may not be, or it could be a bit earlier or later. One major point of focus for the latter part of the game (from around the third turn) is relations with the Soviet Union and the Cold War.

Although I intend to fudge history a little to prevent hindsight from being 20/20 the general attitudes of the superpowers will remain as they are.

One of the drivers of the British decolonisation must be to reduce Defence spending whilst maintaining sufficient forces in Europe to fight World War Three. In the race to go home the government must do its utmost to ensure that none of the colonies fall into communist hands.

This should have a major influence on policy and put a brake on the speed of decolonisation.

Also worth considering is the effect that the cold war has on defence spending. Britain will have to consider its independent nuclear deterrent and the method of its delivery to the target. It will also have to consider the type of conventional forces to be deployed. A list of unit types and costs will be given to the War Office and will be updated as new technology becomes available.

Military Operations

A level of commander competence will be assumed for all military operations. All that the War Office/Cabinet will be expected to provide are

  • rules of engagement,
  • directions for operations (e.g. low intensity counter revolutionary warfare, aggressive patrolling, high profile guarding of government & commercial assets),
  • the level of manpower and any extra funds necessary to conduct operations.

Obviously many of these will be dependent upon the funds and total manpower available to the armed forces. Too many conflicts breaking out in the same year will quickly drain the treasury.

Government Accounting (GA)

GA is a very horrible area to deal with. I intend to produce a simple chart for both expenditure and income.

The income chart will show probable yields for a number of taxes at several rates – these may not fit any economic models anyone has ever studied but should give a reasonable indication for the Chancellor to plan his budget.

The expenditure chart will show Public Spending as a series of categories – some controllable and others immutable. For the controllable areas, Defence, Welfare State and Foreign & Colonial spending a chart will give approximate costs of certain activities, programmes and military units.

This should give the three planning teams a chance to tailor their activities to the funds available. It is my intention to have a laptop available to do the number crunching – a bit out of period but rather necessary given the number of factors that can be altered.

Like real GA there will be no requirement to balance the budget, nor to stick with it if it is insufficient. There is also the contingencies fund to play with as well as the ability to take supplementary estimates during the year. The only constraint that will be applied is that the original budget be delivered at the very start of the previous turn.

The first action in turn 1 (1945) will be a post-election budget setting the turn 2 (1946) budget. This introduces a time lag between setting a budget and starting to work with it of one whole turn, not that far from real GA where the budget is set in the Autumn for the following April.

Mechanisms

I have deliberately not mentioned any mechanisms for two reasons, the first is that they will remain hidden on the day and the second is that I haven’t yet worked them out well enough to explain.

I do have some very useful ideas which were supplied from the design session and I will happily explain them after the event. It is a bit of a cop-out but then we are not necessarily aware of what drives real political events and I would rather keep those playing much in the dark regarding detail of the opinion polls etc. Anyone with a burning curiosity should talk to me about it quietly and I will explain so long as they promise to umpire.

Conclusions

I am aware that I have rambled a bit about what I hope the game will look like and have in its details and mechanisms. This is because I am typing this immediately from memory and a few incoherent, illegible notes the evening after the session.

All this detail is fresh and if not typed now will doubtless be forgotten, hence the stream of consciousness style of narration. Hopefully by the time of the game it will have coalesced into a more coherent whole and the details will all be readily available for my compendium of colonies.

If all goes smoothly I hope to put the first version on at an all day venue sometime in late Spring/early Summer. The game will require around 20 people to run, of which around three or four will have to be umpires.

If you are interested in playing or umpiring then please let me know and I will try and give you plenty of advance warning of the intended date and your probable role.

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