Tag Archives: terrorism

Divided Land – Being a Terrorist in a Megagame

I played the leader of a terrorist organisation in the Divided Land megagame. Divided Land was about the situation in Palestine in 1947, we played from March through to an agreement on partition in August 1947. We then made plans on what would happen when the agreement came into force at 00:01 on 1st January 1948. Predictably there was an Arab invasion….

I was cast as Menachem Begin, the leader of Irgun and a future Prime Minister of Israel. Begin described himself as a terrorist in his autobiography, he made no bones about ensuring a viable Jewish state in the land of Israel. Irgun were extremists, they wanted all of the biblical lands of Israel, including Judea and Samaria (including some of present day Jordan). Begin also blamed the British for not rescuing Jews from the Holocaust by failing to grant visas in sufficient numbers before the war, and failing to act to interdict the railways carrying Jews to be murdered by the Nazis.

Irgun were a breakaway faction and outside the Jewish assembly. The British had a price on Begin’s head of £25,000 (about the same as the US offered for bin Laden). So Irgun are on the outside and hiding. But there are a lot of angry Jews who agree with the view of never again will Jews rely on others for their protection, nor for retaliation against wrongs to the Jewish people.

We started with a brief discussion on policy. We decided that we needed to keep up the pressure on the British, and that we only needed to act against the Arabs in retaliation to attacks on Jews. We had 15 active cells of about 20 people (we recruited women as well as men). We could afford to run half of these every fortnight to give people time to rest between operations. We also needed to find arms and money to sustain operations.

In March 1947 we ran a campaign of bank robberies and also a planned kidnapping of a British Staff officer. The first campaign wasn’t without setbacks, we did do some banks, but some of our guys got arrested. The second was better, we netted an Intelligence Corps Colonel. We decided to pass him on to the Palmach for interrogation because we didn’t have that skillset.

It was about this point that the Jordanians approached us off the record. Through back channels we agreed to work against the Grand Mufti in return for arms and other support. I was suspicious, but the arms were supplied without strings and I had wanted to kill the Grand Mufti anyway.

The British decided almost immediately to reinforce Palestine and started to make arrangements to bring in a Mechanised Brigade. I left my partner in crime to arrange some weapons smuggling from Europe while I went off into Gaza to blow up the railway line and lay an ambush for the repair crews. My thought process here was that if we ambushed them it would increase the impact and make the British deploy more troops on protecting very long lines of communication.

Surprisingly I wasn’t the only one acting against the railway in Gaza. Adherents of the Grand Mufti were also doing the same thing a couple of miles up the track. It also turned out that there were no immediate repair attempts.

Intern the terrorist sympathisers now?

Over the last 48 hours I’ve seen a lot of people calling for us to just intern the terrorist sympathisers now. The knee jerk reaction followed the Manchester bombing and repeated after Saturday night’s drive by stabbings at London Bridge. The feeling was that if the security services knew who these people were they should just arrest and intern them now.

When to Intern?

British internment camp for Jewish refugees, H...
British internment camp for Jewish refugees, Huyton (Photo credit: Wikipedia)

The UK last resorted to internment in 1971 in Northern Ireland. It backfired spectacularly. We’ve apparently considered it a couple of times since then, for example in 1990 we considered interning Iraqis in the UK after Kuwait was invaded. We’ve also considered it a few more times since then. There are probably some situations where internment is a good idea.

  • With a well defined group to intern
  • Where there is popular support for the process
  • Where there is the capacity to sort those that we need to intern from those that are benign
  • Where we can safely contain all those that pose a threat in as short a time as possible

Who to Intern

English: An internment Bonfire in Carnlough,Co...
English: An internment Bonfire in Carnlough,County Antrim.The flags on the bonfire include the union jack,ulster and orange order flags and also UVF and YCV paramilitary flags at the top. (Photo credit: Wikipedia)

The major problem with interning Irish Republicans in NI in the early 1970s was that we didn’t have a reliable list. We asked the NI government to tell us who to intern. They were part of the problem, and they gave us a list of people involved in protests. The handful of actual IRA people on it were tipped off by sympathisers and escaped the round up. The fact that the community knew we’d botched it made it easy for the IRA to recruit because the Catholic community? could see we were acting against them.

This might not happen if we used people on watch lists for good reasons. However we’d need to double check them all before moving to arrests. We’d also need to guard against grudge denunciations. The last thing we’d want is to help the terrorists recruit. Getting this right is a very had problem, and one that officials are wary of.

Political Support to Intern

Right now this is probably easy. The media have coverws suggestions that we intern terrorist suspects positively?, and there are recent incidents of terrorism that back these up.

Where this gets harder is in ensuring that safeguards for our freedom as a country are maintained. Magna Carta is a fundamental principle of our Constitution. No-one should be detained without trial, and acting to intern suspected terrorists cuts against this. It has been fiercely debated? in Parliament several times in the last fifteen years. 

Currently we can hold terrorist suspects for up to 14 days without charge, and make temporary orders to restrict their freedom (TPIMs). The TPIM orders are house arrest, and we’ve currently got six people affected by them. That’s about 1% of the publicly admitted watch list (there are apparently 500 people being actively watched). 

Even if Parliamentary approval was given for a more interventionist approach we still need to decide the process for internment.  What standard of evidence will we apply to deciding what constitutes grounds to intern someone? Clearly this needs to be less than the criminal standard of beyond reasonable doubt. If we could meet that then we could charge them with conspiracy and other offences and put them on trial. We do this for a couple of hundred people each year, about 60% get convicted. 

There are two other standards in play, there’s reasonable suspicion (probable cause to Americans) and the balance of probabilities. The trouble with the former is that it will throw up a lot of false positives. The latter needs us to have more information, and brings the opposite risk of false negatives. It’s a hard problem, but presumably soluble in the same way the security services currently make tricky decisions about resource allocation. 

Capacity to Intern

If we can work out who to intern, and get buy-in, how do we go about it? For a start we’d probably want to look at the lessons from Operation Demetrius, and probably also operations in Iraq and Afghanistan. 

Rounding up suspects is labour intensive. You don’t just send a couple of coppers out with a van and a list of addresses. There’s an intelligence operation to find and fix the suspects. This needs to be followed up with as many simultaneous? raids as possible. Each of those raids needs 10-20 police or soldiers to conduct. They’ll need to secure the area and then a small team will need to effect entry and secure the suspect. Given the terrorist angle they need to be prepared for some suspects to be armed, so they all need to overmatch anything suspects might have. 

If we decided to intern all 500 of those being actively watched then we’d need about 7,500 police and army to deal with it. There would also be a need for additional investigation staff to directly interview and prepare cases against those that were arrested. 

Once word gets out there will be a backlash. Some suspects will get away. Some relatives or friends of those arrested will protest. Others might even join in. 1971 saw rioting and shootings in the wake of the arrests. Any actual terrorists that escape will no doubt launch attacks. The recent attacks have mostly been low resource, knives and vehicles, so any competent adult could launch one on a few minutes notice. 

Where do we intern

Even if we find them all, where do we put them? The best place is in a prison where they can be segregated prior to being interviewed and decisions being made about their release or continued detention. One of the lessons from Demetrius was that putting together potential sympathisers with actual terrorists helps them to recruit. So you’d want to avoid that. That means a period of isolation from other internees until they’re graded either for charge, release or extended detention. 

That said, UK prisons seem to have capacity issues. So who would you release early to make space? 

CLWG July 2013 Game Reports

There were five of us at July’s CLWG meeting, myself, Nick, Mukul, Dave & John. There were three game sessions presented:

  1. I went first with a two part committee game called “The High Ground” about the consequences of cheaper surface to orbit space travel;
  2. Nick presented an economics card game for educating people about markets and the effects of money and credit;
  3. Mukul’s session on the 1914 campaign on the Eastern Front.

Continue reading CLWG July 2013 Game Reports

Another side of the COIN

I ran my game of being an Afghan farmer “The Other Side of the COIN” at the Chestnut Lodge Wargames Group’s (CLWG) annual conference yesterday afternoon. This was its second outing, you can see my onside report from the first run here.

Since the last outing the game has developed further to address some of the comments that the players made then. In particular I had a set of individual objective cards to drive some behaviours and give the players something to focus on that was essentially different each time the game gets played (and also makes the farmers all slightly different from each other, there is a danger that they all do the same thing). The other advantage of the cards is that it stops a purely economic rationality setting in immediately and just converting to grow poppy (because the income levels from this are a couple of orders of magnitude higher that any other sort of crops – the real reason that the Afghans grow so much opium).

Another development was the introduction of a set of cards to represent improvements or capabilities that the farmers can invest in. for example, securing a fuel supply, or building schools etc. These were supposed to form a pyramid of improvement, in that each of the items was allocated a level, and to buy a level 2 improvement then you need to support that with two level 1 improvements. Some of the improvements had pre-requisites, but apart from that it was simply building your pyramid that counted. Each improvement had some icons on the bottom that told you what sort of improvement it was, whether it benefited the whole community or just an individual. It also told you whether or not it promoted the Islamic lifestyle and/or used fuel. The individual briefings, and the farming mechanics, remained completely unchanged from the previous run of the game. I also didn’t get an opportunity to properly document some of the changes.

The improvements were all documented on the cards I produced, and there was a price list to make it easier to know what was available. In this run of the game the valley was a lot more peaceful. We played through two years of farming and in that time two of the four played farmers decided to grow opium, one on a small scale (a couple of fields) and the other as his major crop. In addition there was a bumper crop on the first summer.  This injected quite a lot of money into the game, and so resulted in some significant improvements in the town, a new well and a Madrassa were established as well as regular fuel & medical supplies and a specialist seed supply.  A shortage of time and players meant that there wasn’t any external tension to make different decisions about things, and the local cleric focussed on good works (establishing the water supply and madrassa from the funds raised).

Lessons learnt from this session:

  • the amount of money needs some careful calculation and appropriate denomination notes produced to make it easy to count out the correct sums;
  • the farming mechanisms need to be significantly streamlined to make them work faster, and the task allocation piece removed (or at least built into other mechanisms unobtrusively) as it wasn’t a real constraint on activity;
  • I need longer than two hours to run the game, at least double that, and I also need more players, at least seven, with clearer briefing for the police and the taliban as well as an external agent to foment trouble (or be the catalyst for it);
  • the mechanisms need to be properly collected into a well signposted reference document, ideally quite short. There also needs to be a revision of the play aid for farmers to put all the key mechanics on it.
  • I need a mechanism (or at least a trigger) for involving external authority in the area should there be a widespread growth of poppy. So some research on the eradication programmes and their timings would be useful.

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The Other Side of the COIN

Today was the September CLWG meeting. My game used the whole session and was looking to explore some of the things that might drive farmers to becoming insurgents in modern Afghanistan. I’m not quite sure that I achieved that, but it was a fun session and mostly worked as a game, although the economic model was quite broken. I’ll leave it to some of the players to tell us the story of what happened. I had Jim, Mukul, Dave & Daniel as ordinary farmers, John R was the leading farmer and the acting Governor of the valley (not that he managed to persuade the others to do what he said much). Nick Luft was the local Chief of Police and Rob Cooper was the local cleric, and also a Taliban representative.

On the whole the things I learnt from today were:

  • this is a game that probably works better in an annual turn basis rather than trying to do monthly real time, the agricultural decisions can be made quite rapidly and it is just a distraction to try and string it through the game. Also the turn based structure makes it easier for a single umpire to keep everyone at the same point in time.
  • – I need to indulge in quantitative easing, or alternatively sort the economic system to make it easier to scale things up from basic subsistence farming to full on agriculture. So things to look into are the rate at which more land can be brought into production, and reasons why the level of productive land is so low. I also need to look at a valley wide weather effects as well as the localised stuff. That way there is a higher community effect as all the agriculture is co-dependent.
  • Another things is looking at the relationship between the town and the farming hinterland. There needs to be a a two-way relationship, the town needs the food the farms grow, and the farmers need the services the town provides. Some thoughts in the post-game discussion were around levels of infrastructure in the town being necessary to support some of the things that the farmers might want. e.g. needing mechanics to support tractors.
  • consumption from the farmers could be delivered by a range of quality of life indicators, perhaps allowing for a tension between the Islamic and non-Islamic natures of some of them. So there could be an ‘easy’ western track and a more ethical Islamic track. Either way some sort of geometric progression would probably do it and also give the players some sort of indication of how well they were doing compared to the others.
  • there is probably a triangle of technology, belief & opium that can be used to give specific flavour to the game, and perhaps also draw out the conflicts in a more three dimensional way.
  • – I could also give players a qualitative objective or attitude to help them along with decision making and getting into character. E.g. go on the Haj, or an admiration for motor vehicles.
  • – there need to be more women to make more scope for marriages to take place.

Generally there is a lot of streamlining that I can do, which will improve the game. Much of this is pretty obvious from the tryout and not much needs to be said, stripping out some of the layers of complexity and perhaps ignoring the task allocation part of the game except for those that have roles that might change during the course of the game. Also perhaps having a slightly different family tree style approach to the record keeping. You’ll see how it changes by the bits that get posted up on my website at http://www.full-moon.info/doku.php/rules/clwg/coin

And a final governing thought in streamlining things is to keep Jim’s question in mind. “Why is this Afghanistan rather than Ambridge?”

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Thoughts on an Insurgency Game

An article I read in the New Scientist on why people got involved in the civil wars in the former Yugoslavia triggered some ideas about trying to run a game about the locals caught amidst an insurgency campaign.

Farming Today, Fighting Tomorrow?

This is a game to explore why people become insurgents (or perhaps not). Most of the players will be tribal elders leading their group of peasant farmers and directing their decisions about what to grow where and making sure that they can feed themselves and afford to buy the things they need to improve their lives and farms. Loosely set in modern Afghanistan I’ve taken huge liberties with the agrarian system and abstracted it to a level that can play through years in minutes. However I want to play on an event based accelerated real time basis through a period of a few years with a semi-kreigspieled combat system (should that even be necessary).

I think it would work best with about four local players, plus a couple of military players (1 ANA & 1 NATO) and perhaps another umpire to assist. At a minimum we can probably do with three players and me and I’ll plumpire the military side. If turnout was good I think that it could absorb a couple more players, so 3-10 people plus me. Minimum time is probably a couple of hours and we could probably play/discuss all day if no-one had any alternative sessions.

Locals operate on the principle of “the enemy of my enemy is my friend“. Each tribe is its own group and works on a very tight knit basis, all of them having the same broad allegiance. Some sample briefing and objectives below.

Example Briefing

Your land is a war-zone. You want this to end at the earliest possible time, ideally without any further loss to your people. In fact there might well be some way that you can profit from the chaos and the reconsitrcution and aid budgets of the foreigners helping your national government. However, you need to remember that you will continue to live here with the people once the foreigners have gone home, and you need to make sure that you avoid making enemies of those that will also remain here as much as possible. If you do make some enemies, then you need to either make amends, or get some powerful allies.

 

Objectives (in order of importance)

·        maintain the prestige and standing of the tribe

·        be pious and well respected in the community

·        add to the holdings of the tribe and their prosperity

·        increase your tribe’s share of local position

 

Some mechanism ideas

There needs to be a table showing the contribution to being self-sustaining from the point of view of livestock owned, fields farmed (depending on size and crop grown), and cash spent. If there is insufficient food then accrue a hunger marker and if too many hunger markers then someone may die. This might well be in the gift of the player controlling, but perhaps not.

 

Tribes will have resources in the following terms:

·        cash (measured in dollars)

·        fields (different areas, but perhaps all a standard fertility level)

·        livestock (unspecified number of animals)

·        food stocks (unspecified but enough to negate a hunger marker per unit)

·        small arms (a measure of how many men can be equipped)

·        heavier weapons (RPGs, machine guns, etc)

·        vehicles (only motorised, ignore donkey carts etc)

·        men (probably in some broad age groups – teenagers, unmarried men, husbands, fathers, grandfathers)

·        women (unmarried & married is probably enough, but perhaps grandmothers also)

·        children (male/female in 0-5, 6-10, 11-14) – maybe too much complexity

 

Crops

very abstract, three types of growth

·        food (both human and animals)

·        cash crops (gives money rather than food, but could be food at a pinch)

·        illicit drugs (gives money, definitely not useful as food)

 

[poss crop yield of 5 tonnes of food per acre]

 

[poppy gives 3-5kg per acre, profit margin is 50-100 times that of surplus food, and about ten times that of other cash crops. In 2002 the farmer got $300 per kilo, the traffickers out of Afghanistan got $800 and it had a street value of $16,000 in Europe. Raw opium is bulky and jelly like, a basic lab (which could be in a field) can convert it into morphine base which can be dried and converted into bricks for easy transport and storage. ]

 

I need to go and do lots more reading around this to see if I can get enough info to run a realistic game.

 

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Revolutionary Warfare

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.

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