Panel at SDHistCon 2024 Winter Quarters: games on African conflicts

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Friends!

I hope you were planning on attending Harold Buchanan’s one-day online event SDHistcon 2024 Winter Quarters… it’s cheap ($10 to attend, everything else free) and will be nearly 20 hours of game sessions, panels and seminars… from 0000 to 2000 hrs Saturday, February 3.

At 1200 Pacific time I will be on a panel called “Wargaming Africa”, on post-WW II conflict on that continent… something that has never had its due share of attention but that is slowly changing.

Besides me (having done Colonial Twilight, Algeria, District Commander ZNO and Somalia Interventions), there will be Yann de Villenueve of the upcoming COIN-goes-to-Somalia game A Fading Star, Chris Davis with a game in development on the first Ethiopian Civil War and Phil Kendall of the Ragnar Brothers to discuss his modern classic, Angola.

https://tabletop.events/conventions/sdhist-online-2024-winter-quarters for the landing page

Besides this panel, I intend to attend two other interesting seminars: “Unsavory Play: Casting Players in Difficult Roles” (with Dan Bullock, Liz Davidson and Amabel Holland – three great minds) at 1000 Pacific time, and GUWS at SDHistcon” at 1400 when the Georgetown University Wargaming Society will show some of their very inventive mini-game projects.

There will be lots of demos, interviews, talks and play sessions as well! All kinds of new projects get shown off at this event.

I hope to see you there!

Nights of Fire writ large

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At the Mayday Rooms (88 Fleet Street, London), the Class Wargames crew get together for a play of Nights of Fire!

Double-size set made for public/demo play by Richard Barbrook.

Reviews, Italian style!

Brian Train: sistemi di giochi diversi per un War Game designer

Over on the website Giochi sul Nostro Tavolo (Games on our Table), Davide Clari gives his (positive) impressions of Operation Canuck, Mastering Resistance: Orange Gobi, and A Distant Plain.

It’s in Italian but the browser translator works fine.

I met Davide when I was in Turin and we did the public talk-and-play of A Distant Plain event. Davide also interviewed me about my history and thoughts concerning game design; it will run on a separate website later, and I will post notification of that.

Grazie mille per il tuo lavoro, Davide!

Film: War Game

War Game

Now here’s an interesting thing… screening at the 2024 Sundance Film Festival. Ad copy:

A bipartisan group of U.S. defense, intelligence, and elected policymakers spanning five presidential administrations participate in an unscripted role-play exercise in which they confront a political coup backed by rogue members of the U.S. military, in the wake of a contested presidential election.

Award-winning filmmakers Jesse Moss and Tony Gerber seize a unique opportunity to bring audiences tableside to a simulation that dramatically escalates the threat posed by January 6, 2021. With the grip of a thriller, War Game posits active-duty military breaking ranks to join an insurrection that soon spreads to other state capitals, yielding a chilling moment when it’s unclear whether the president fully commands the armed forces. The simulation’s outcome hinges on several inflection points, from the government’s capacity to counter the disinformation that’s effectively spread by the insurgent side to the potential invocation of the Insurrection Act (i.e., the last resort). While the exercise served to stress test our institutions, the film is a critical wake-up call, underscoring the urgent need for bipartisanship in safeguarding American democracy.

The event was organized by the Vet Voice Foundation, an organization that says it has 1.5 million members and works to involve veterans in politics and civil affairs.

I think the specific connection here is that one of the VVF’s senior advisors is MG (ret) Paul Eaton, who was involved in the 2020 Transition Integrity Project, a series of political scenario exercises in the United States involving over 100 current and former senior government and campaign leaders, academics, journalists, polling experts and former federal and state government officials.

The exercises included several matrix games. Rex Brynen wrote about them in his Paxsims blog here: https://paxsims.wordpress.com/tag/transition-integrity-project/

From the description I’m not sure if this is a film of an unfolding matrix game, but it could be.

Anyway, it is likely that this film will become available to view online after the Festival; if I hear anything about it I will post as the idea of a political coup by members of the military is one of those recurring fever-dream scenarios in American popular culture.

https://festival.sundance.org/program/film/6569fa68fac9f4522ac0337c 

 

[Edited to add: after a while this made it to several streaming services including Apple TV, where I finally saw it. Was pretty good! ]

Interview: Homo Ludens, 30 years of wargame design

In the summer of 2023, I was in London for the Connections-UK conference.

While I was there, Fred Serval recorded a long interview with me about wargame design generally and about insurgency in particular.

We are in one of the gardens in The Barbican, the estate-development where Fred lives.

(note: my left hand is not actually that much larger than my head, it’s just foreshortening!)

Obit: Peter Perla, 1951-2024

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(at the inaugural Connections-UK conference in 2013, Peter giving the second day’s keynote address on “The Once and Future Kriegspiel”)

Today I heard that Peter Perla died suddenly last night.

I first met Peter at the first Connections conference I attended, at Orlando in 2008; he was showing his pre-WW I naval tech-tree game On Seapower, which unfortunately was never published.

We met only at Connections conferences or MORS events (East Coast/ West Coast) but corresponded from time to time in between.

He was literally a genius and moreover, a genius who could write clearly.

He was also a good person: unfailingly kind, humourous and generous with his time to encourage others and advance the art (> science) of professional wargaming.

I will miss him greatly.

Tunnels in Gaza; introducing Sole Tunnels

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John Spencer, who I’ve mentioned many times on this blog as an expert on urban warfare, has spent a fair bit of the last three months in Israel/Gaza.

Here he is writing at the Modern War Institute blog about the mind-boggling size, extent and complexity of the many, many tunnel systems that Hamas has built below the surface of Gaza.

There are larger underground systems in the world (e.g. China and North Korea) but none so densely packed as here.

https://mwi.westpoint.edu/gazas-underground-hamass-entire-politico-military-strategy-rests-on-its-tunnels/

His final paragraph:

Hamas’s strategy, then, is founded on tunnels and time. This war, more so than any other, is about the underground and not the surface. It is time based rather than terrain or enemy based. Hamas is in the tunnels. Its leaders and weapons are in the tunnels. The Israeli hostages are in the tunnels. And Hamas’s strategy is founded on its conviction that, for Israel, the critical resource of time will run out in the tunnels.

A large part of a day is spent on subterranean warfare in the six-day curriculum of the Urban Operations Planner Course, and I had wanted to do some design work on this particular problem as the battalion-level scale of the QUICK game could not reflect it well.

I did work out a game that was at least superficially about planning a subterranean operation called SUBTLE (SUBTerranean Learning Exercise) but it’s perhaps too metaphorical.

So, over the holidays I worked on two new games on subterranean warfare:

One is called SOLE TUNNELS and is an adaptation of a dungeon crawl where an infantry company moves through a small tunnel complex of random tiles set up before play, encountering enemy fireteams, Mines, IEDs, and searchable Rooms. Solitaire and plays fast, less than an hour. Four scenarios written so far.

I also designed a simpler adaptation of the QUICK to work for tunnel warfare beneath the generic unnamed hexagonal grid city shown on the old map (file still available on the QUICK Page)
Called TUNNEL TROOPERS, it has the platoons of a light infantry battalion moving through a tunnel complex drawn up by the enemy before play; they trace out the tunnels and its features on the map.
A wee bit inspired by the old Avalon Hill game Starship Troopers obviously. I have to do a bit of work on this yet and write up some scenarios. For 2-4 players and time to play depends on complexity of tunnel complex and probability of player discombobulation, since it is an almost-double-blind exercise.

Anyway, here are the print-and-play files for SOLE TUNNELS: they may be replaced by modified versions later but the game is more or less in its final form.

SOLE TUNNELS rules 19 Jan 24  (OpenDoc file, .odt)

Sole Tunnels scenarios 19 Jan 24  (OpenDoc file, .odt)

Sole Tunnels PAC 19 Jan 24   (PDF file)

Sole Tunnels tiles stone 18 Jan 24 (PDF file, print onto card or sticky label then stick onto cardboard and cut out – includes unit display)

2Tunnels ctrs 5 jan 24  (PDF file, this is a counter sheet common to both games – print onto sticky label then stick to cardboard and cut out)

Would be interested to hear if you give this a try.

(Yes, this is the sort of thing that might be better served as a Tabletop Simulator module, but I am an old cardboard grognard and making one of those would be the last thing I would do after getting the paper model with all its scribblings right. But my computer is so old that Steam will no longer run on it, so I can’t use Tabletop Simulator for anything! I need to replace my machine soon.)

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