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Showing posts with label Matrix Games. Show all posts
Showing posts with label Matrix Games. Show all posts

Thursday, 18 December 2025

A visit to our storage unit yields a lot of useful surprises (1)

In the run up to Christmas, Sue and I paid a visit to our storage unit to collect some bits and pieces we thought that we might need.

Whilst we were there, I found several REALLY USEFUL BOXES full of 15mm figures and equipment and brought them home. The contents of the first box included:

The original toy soldiers used to develop the first version of the Portable Wargame rules. They were originally painted and based for the Wargame Development's participation Matrix Game, SAVE GORDON!
Peter Pig World War II British infantry. These were painted and based by Nick Huband for use in a Wargame Development participation game.
Painted Egyptian/Sudanese troops.

Wednesday, 19 February 2025

A ChatGPT-generated Chaco War Matrix Game

In addition to the recent set of Portable Chaco War Wargame rules that I used ChatGPT to generate, I also asked it to create a six-player Matrix Game about the Chaco War. The end result needed a bit of tweaking by me and again, the end result is about 90% ChatGPT and 10% me.


Chaco War Matrix Game

1. SIDES & ROLES

Each side has three players representing different aspects of their war effort. Each player has a hidden objective.

Bolivia (Better Equipped but Logistically Challenged)

  • High Command (President Daniel Salamanca) – Plans offensives, logistics, overall strategy, and the country’s war economy. Must balance supply and morale.
  • Field Commander (General Hans Kundt) – Directs battles, deploys reinforcements, and manages morale. Must compensate for Bolivia’s poor jungle tactics.
  • Diplomat & Intelligence (Vice President Tejada Sorzano) – Conducts foreign relations, espionage, and propaganda. Must negotiate foreign support, manage internal politics, and conduct espionage.

Bolivian Hidden Objectives

  • High Command: Ensure two supply routes remain open by 1934.
  • Field Commander: Capture Fortín Boquerón within three months.
  • Diplomat & Intelligence: Gain European arms shipments before 1935.

Paraguay (Outnumbered but Defensively Stronger)

  • High Command (President Eusebio Ayala) – Plans defensive strategies and organises counterattacks. Must manage the country’s limited resources.
  • Field Commander (General José Félix Estigarribia) – Directs troops, fortifies positions, and disrupts enemy supply lines. Must focus on using ambush tactics and fortifications to make up for the limited strength of the army.
  • Diplomat & Intelligence (Vice President Raúl Casal Ribeiro​) – Manages propaganda, arms smuggling, and potential Argentine support. Must focus on diplomacy, morale, propaganda, smuggling arms from abroad, and sabotage operations.

Paraguayan Hidden Objectives

  • High Command: Maintain fortified positions in key zones until late 1934.
  • Field Commander: Destroy at least three Bolivian supply units.
  • Diplomat & Intelligence: Convince Argentina to block Bolivian arms shipments.

2. EVENT CARDS

At the start of each month, draw an event card that affects both sides. The following are Examples of Event Cards

Weather & Terrain Events

  • Severe Drought: Roll a D6 die for each unit. On a 1-2, it loses supply.
  • Impassable Mud: All troop movements suffer -1 penalty this turn
  • Hidden Water Source Found: One side regains a lost supply unit.

Political & Diplomatic Events

  • International Arms Shipment: A random side gets an extra artillery unit.
  • Argentine Pressure: Paraguay gets +1 morale, but Bolivia gets a diplomatic advantage.
  • Revolt in Bolivia: If Bolivia is losing, they must dedicate a unit to suppress unrest.

Military & Tactical Events

  • Paraguayan Guerrilla Success: Paraguay gains a free attack in a jungle hex.
  • Bolivian Air Raid: Paraguay must roll D6; on 1-3, one unit is disrupted.
  • Secret Tunnel Discovered: A defending fortification loses its +2 bonus.

3. TURN STRUCTURE (ONE TURN = ONE MONTH)

Propose Actions

  • Each player declares an action (e.g., "Launch an attack on Fort Nanawa" or "Negotiate for Argentine arms shipments"), its result, and three reasons why it should happen.
  • Other players may argue for or against the action’s effectiveness.

Resolve Arguments (Dice Roll)

  • The strongest argument gets a +2 bonus, a weak one gets a -2 penalty
  • Roll a D6 to determine success:
    • 1 or 2: Failure
    • 3 or 4: Partial success
    • 5 or 6: Full success

Update the Game State

  • Adjust troop positions, supply levels, morale, and political situation.
  • If key objectives are met, declare victory conditions.

4. KEY GAME ELEMENTS

Logistics & Supply

  • The Chaco terrain is harsh – supply chains must be maintained to keep forces combat-ready.
  • Players can target enemy supply lines, build forts and airstrips, or negotiate for foreign aid.

Battles & Fortifications

  • Players can launch assaults or build forts/trenches.
  • Forts give +2 defence, while jungle ambushes give +1 attack.

Foreign Relations

  • Paraguay seeks aid from Argentina and Brazil.
  • Bolivia seeks support from Peru and European suppliers.
  • Diplomacy can shift the balance of arms.

5. VICTORY CONDITIONS

  • Bolivia wins if it captures Fortín Boquerón and Asunción before 1935.
  • Paraguay wins if it holds the Chaco and destroys three Bolivian supply lines.
  • If neither wins by 1935, the game enters negotiation mode – the side with better morale, supply, and territory forces favourable peace terms.


All that is needed to play the game is a map and some counters to represent military units etc.

Monday, 17 June 2024

The Balkan League Matrix Game Campaign: Deal of the Day on Wargame Vault

As of 10.00am US Central time today, 17th June, the PDF edition THE BALKAN LEAGUE: A MATRIX GAME CAMPAIGN INCLUDING THE PORTABLE BALKAN WARS WARGAME RULES will be the Deal of the Day on WarGameVault.com.

The price of the PDF will be $3.29 … a great bargain!

Wednesday, 25 October 2023

Advanced Matrix Games for Professional Wargaming: Innovations in Wargaming

John Curry’s ‘History of Wargaming’ Project recently published ADVANCED MATRIX GAMES FOR PROFESSIONAL WARGAMING: INNOVATIONS IN WARGAMING by John Curry and Tim Price.

The book is, in fact, a heavily revised and updated edition of MATRIX GAMES FOR PROFESSIONAL WARGAMING by the same authors that was published in 2014. I bought the hardback edition of the new book for £19.95 via Amazon, and it was delivered less than a week after I ordered it. (The book is also available in Kindle and Paperback formats.)

The book has forewords by Peter Perla (one for the original 2014 edition and a new one for this edition) and is split into three sections. The first section includes an updated, detailed guide as to how to run Matrix Games and the second section includes five new Matrix Games. The final section of the book includes five historically-based Matrix Games that can be used for educating members of the armed forces will also appeal to hobby wargamers.

The Matrix Games in the second section are:

  • Ukraine 2022: The Sins of Our Father
  • One China
  • The High North: The Future of the Arctic (and the World)
  • Hope and Glory: Protecting CNI (Critical National Infrastructure)
  • Defence Procurement

The historically-based Matrix Games in the third section are:

  • The Falklands War (1982) by Tim Gow
  • Chaoslavia (1993)
  • Crisis in Crimea: A Counter Revolution (March 2014)
  • The Red Line: Civil War in Syria (August 2013)
  • Lasgah Pol: Afghanistan (2008)

I am somewhat biased when it comes to Matrix Games as I was involved in their early development … and I even get a few mentions in this book's text!

It is interesting to note that the following has been included in the description of the book on the 'History of Wargaming' Project website:

'Note: matrix games as noted in this work is a term used to describe the Chris Engle wargaming matrix game methodology and is not connected or related in any way to Matrix Games Limited or their video game products.


ADVANCED MATRIX GAMES FOR PROFESSIONAL WARGAMING: INNOVATIONS IN WARGAMING was written by John Curry and Tim Price and was published in 2023 by the 'History of Wargaming' Project (ISBN 979 8 8638 9190 3).

Sunday, 10 October 2021

The Balkan League: The Kindle edition is now on sale!

Having had several requests for a Kindle edition of THE BALKAN LEAGUE book, I bit the bullet, and it is now available on Amazon for £4.99.

As predicted, the maps are rather too small, and the graphics on the Order Counters in Appendix III have disappeared. The later are, however, copied from the PORTABLE NAPOLEONIC WARGAME book and should not be too difficult to reproduce from the following image:

Click on the image to enlarge it.

I am still trying to find a way to make the text available as a PDF, but this is proving to be more difficult than I expected.

Friday, 8 October 2021

The Balkan League ... is now on sale!

Last nigh I was informed that both the hardback and paperback versions of my latest book are now available to buy online from Amazon.

THE BALKAN LEAGUE is both a Matrix Game Campaign that can be played by a group of people as a standalone game and as a means of generating tabletop battles that can be fought using THE PORTABLE BALKAN LEAGUE WARGAME rules.

This book is divided into three parts, a set of Appendices, and a Bibliography.

  • Introduction
  • Part One: The Matrix Game Concept
    • The origins of the Matrix Game concept
    • What do you need to run a Matrix Game?
    • How to conduct a Matrix Game
  • Part Two: The Balkan League Matrix Game
    • Historical introduction
    • Maps of the Balkans in 1912 and 1913
    • Player Briefings
    • General rules
    • Specific rules
    • Resolving battles
  • Part Three: The Portable Balkan League Wargame Rules
    • Introduction
    • Land warfare rules
    • Sea warfare rules
  • Appendices
    • I: Map sections for the First and Second Balkan Wars
    • II: The Balkan League Matrix Game Playsheet/Prompt Board
    • III: Order Counters
    • IV: Orders of Battle and notes about the armies
  • Bibliography
    • Books
    • Magazine articles


The paperback is on sale for £9.99 and the hardback is on sale for £14.99.

Sunday, 3 October 2021

The Balkan League book … is almost ready for publication

The draft text of my latest book has been proofread by Arthur Harman, and I am now in the process of preparing it for publication. Once that is done, I will have a proof copy printed and if it requires no further alterations or changes, I will release it for publication.

This book is divided into three parts and a set of Appendices.

  • Introduction
  • Part One: The Matrix Game Concept (including a short history of the Matrix Game concept and an explanation about to play one)
  • Part Two: The Balkan League Matrix Game (including an historical introduction, maps, player briefings, rules, and how to resolve battles that occur)
  • Part Three: The Portable Balkan League Wargame Rules (including land and sea warfare rules)
  • Appendices (including map sections, a copy of the Matrix Game Playsheet/Prompt Board, order counters, and Orders of Battle and notes about the armies and navies that took part)
  • Bibliography

With luck, I should be able to release the book in hardback and paperback formats by the middle of the month.

Tuesday, 7 September 2021

Making progress

Yesterday I was able to make progress on both my FUNNY LITTLE WARS/PORTABLE WARGAME ARMY BLACK and my BALKAN WARS MATRIX GAME CAMPAIGN book.

The artillery and machine gun units that I have been painting for the former (along with a couple of senior commanders who are on foot) have been fixed to their bases and the process of flocking has begun.

The book is split into three parts and I have finished the draft of the first two parts (the first part explains the origins of the Matrix Game and how to play one, and the second part contains the player briefings, maps, and specific rules for the BALKAN LEAGUE MATRIX GAME CAMPAIGN), and I hope to complete the third part (which will contain the BALKAN LEAGUE PORTABLE WARGAME rules) by the middle of the month.

Wednesday, 1 September 2021

September’s projects

It is the start of September, and it is already two-thirds of the way through 2021. Looking back, I don’t feel that I have been idle since the beginning of January, but some of my planned projects have been put on hold.

Last month I managed to add some cavalry and mounted officers to my FUNNY LITTLE WARS/PORTABLE WARGAME ARMY BLACK and hope to complete this project within the next week by adding some artillery and machine gun units.

I also did some work on my next book, which will be entitled THE BALKAN LEAGUE. It is based on the articles with the same names that were published in THE NUGGET and WARGAMES ILLUSTRATED back in the 1990s and will contain an updated version of the Matrix Game and a new set of army-level PORTABLE WARGAME tabletop rules. I hope to continue working on this book during the forthcoming month so that it can be published in time for Christmas.

Towards the middle of this month the Masonic year will hopefully begin to get into full swing … assuming that there isn’t another interruption due to a rise in COVID-19 infections. I already have quite a few meetings in my diary, and I expect that as Lodges begin to plan what to do at their meetings, I will get lots of requests for talks. Part of my duties as Provincial Grand Orator (or ProvGOrat as my title appears on paperwork!) is to help Lodges by providing them with speakers from the small team of volunteers who work with me, although I probably do at least half of the talks myself.

It looks as if I might have a busy time between now and 2022!

Friday, 27 August 2021

A short progress report

I am currently making slow but steady progress on my two concurrent projects. I have begun painting the artillery for my FUNNY LITTLE WARS/PORTABLE WARGAME ARMY BLACK and these should be finished by early in September, and I am working on the first couple of chapters of the book version of my Balkan League Matrix Game and tabletop rules.

The book will contain a brief history of the early development of the Matrix Game and a simple explanation (with examples) of how to run one. I then intend to present a revised version of the campaign game that appeared on the pages of THE NUGGET and WARGAMES ILLUSTRATED back in the early 1990s as well as an army-level version of the PORTABLE WARGAME so that players can fight any battles that the campaign game generates.

With luck, I might be able to make significant progress on both projects over the forthcoming long weekend, but as I am taking part in a lawn game tomorrow, I might not be able to do very much until Sunday.

Sunday, 8 August 2021

Balkan League book

After a rather stuttering start, I have begun work on turning my Balkan League Matrix Game and tabletop rules into a book. As I have lost the original text files from the early 1990s, I am currently transcribing the text that was published in THE NUGGET and WARGAMES ILLUSTRATED into a format that I can work with. Once that is done, I will tidy up the maps and begin laying out the book.

I hope to make the book as user friendly as possible and want to include pages that can be photocopied by users (e.g. player briefings, copies of the maps, the matrix cards, etc.). I would also like to include a set of PORTABLE WARGAME army-level rules.

I have no idea how long this book will take to put together, but it will be a project that I can work on whilst our kitchen is being revamped and in parallel with work on my FUNNY LITTLE WARS/PORTABLE WARGAME Army Black.

Tuesday, 3 August 2021

A new month … and no change of project

I had a plan to help maintain my enthusiasm for my varied ongoing projects by changing from one to another every month. For a variety of reasons, I have decided to keep working on my FUNNY LITTLE WARS/PORTABLE WARGAME Army Black rather than to leave it unfinished when I am in the middle of painting the cavalry.

As I find that my painting tends to be done in fits and starts, I hope to fit in work on developing a revised version of my BALKAN LEAGUE Matrix Game campaign/Wargame Rules for publication. I hope to expand the existing text to include a set of suitable army-level PORTABLE WARGAME rules so that players can actually fight any battles generated by the Matrix Game campaign.

Friday, 23 July 2021

My Balkan Wars rules and army lists

When looking through my clipping's library, I discovered that I didn’t seem to have a copy of the rules that I wrote to accompany my Balkan Wars Matrix Game. However, my mother used to buy copies of everything that I wrote, and in the pile of stuff that I inherited after her death was a copy of the issue of WARGAMES ILLUSTRATED that contained the rules and army lists … and I have included scans of the relevant pages below.

These scans can be enlarged by clicking on them.

I hope that my regular blog readers will find the above of interest … and it has been suggested that I ought to publish them in book form, possibly with a set of army-level PORTABLE WARGAME rules as an appendix.

Monday, 19 July 2021

My Balkan Wars Matrix Game

Back when the world – and I – were a lot younger, I devised a Balkan Wars Matrix game. It was published in MINIATURE WARGAMES (actually, as Phil Dutre has pointed out in his comment, it was WARGAMES ILLUSTRATED!) and in retrospect – and in the light of reading E R Hooton's PRELUDE TO THE FIRST WORLD WAR: THE BALKAN WARS 1912-1913 – I don't think that I did too bad a job.

As the issue of the magazine is long out-of-print, I have included scans of the pages of the article in this blog post so that my regular blog readers can cast their eyes over them. They might also like to remind themselves about Archduke Piccolo's excellent Blacklands War campaign, that used the first of the two maps in the article as the campaign map.

These scans can be enlarged by clicking on them.

Saturday, 11 May 2019

Politics by Other Means: An example of a battle

The following example of play is from a brigade-level battle on the Russian Front in 1944. A brigade-sized Soviet is attacking a reinforced German infantry battalion.

Soviet General Markov is ordered to punch through the German front line at Pepinsk. He has the following troops.
  • 3 battalions of infantry (6 figures per battalion giving a total of 18 figures)
  • 1 battalion of tanks (4 tanks)
  • 1 battery of mortars
  • 1 battery of anti-tank guns
  • 0 Air cover
Major Schultz is ordered to hold the line at all cost. Hitler has commanded that not one inch of ground be given back to the enemy! To carry out this impossible task he has the following troops.
  • 1 battalion of infantry (6 figures in total)
  • 1 battery of anti-tank guns
  • 1 battery of artillery (off board)
  • 1 Stuka dive bomber off board that can come on when called.
Schultz places his men in a lose double line – 2 stands out front in trenches and 4 stands to the rear as a reserve. He places his anti-tank guns behind the reserve line to stop any tanks that break through.

Markov sets his men up in 3 successive lines. The tanks stay in the rear. The infantry needs to clean out the German infantry before the Soviet armour will advance. The anti-tank guns hang back with the tanks while the mortars set up behind the infantry. This is going to be a human wave attack!

Turn 1
Markov activates his units first.

Markov rolls a single D6 die to see how many inches his infantry can move this turn. "Ha! A six!" He then moves all his infantry up to 6”. He does not have to move them at all. They move over any terrain barriers as though they are not there.

Markov opts to keep his other forces where they are. If he had wanted to move them, he would have rolled for each troop type to see how far it moved.

After moving, Markov can choose to attack any enemy stands that are in range. He rolls a D6 die for stand that is firing, and Markov succeeds in hitting one German infantry stand with small arms fire and one infantry stand with mortar fire.

Schultz tries to save the stand hit by small arms fire by saying, "They miss me (RESULT) because they are shooting while running (ACTION). They are not very close (REASON 1), they are out of breath (REASON 2), and my men are in trenches (REASON 3)." The umpire decides that this is a ‘Very Strong’ argument. Schultz rolls a D6 die … and rolls a 1, the only score that will not save the stand.

Schultz tries to save the stand hit by artillery fire by saying, "We dive in our dugouts (ACTION) and are safe (RESULT)." Schultz gives no REASONS in support of his argument. The umpire decides that this is a ‘Very Weak’ argument. Schultz rolls a D6 die … and rolls a 6, thus saving the stand.

It is now Schultz’s turn to activate his units.

Schultz decides to not move and of his units. "My men are where I want them to be."

Schultz throws everything he has got at the leading Soviet battalion. He scores two small arms fire hits and one artillery hit on the leading Soviet battalion.

Markov argues that his men survive the small arm hits (RESULT) because the Germans had their heads down (ACTION) due to Soviet fire (REASON 1). The umpire decides that this is a ‘Strong’ argument because "Schultz said they dived into their dugouts. That means you're right." Markov rolls a D6 die for each stand and scores 2 and 3. As a result, only one stand is lost.

Markov argues that his men survive the artillery hit (RESULT) because they dive for cover (ACTION). The umpire decides that this is a ‘Very Weak’ argument because "There is no cover!" (i.e. not a single REASON was given in support of the argument).

Markov rolls a D6 die and scores 6 so the stand survives. The umpire comments "Well! I guess there is cover after all!"

Before the next turn starts, both players decide to propose Unexpected Event arguments.

Markov argues that "The fire they came under spurs my men on (REASON). They get a second move next turn (ACTION), but are not able to fire (RESULT)." The umpire decides that this is a ‘Weak’ argument because "You moved a full six inches last turn!"

Markov rolls a D6 die and scores a 5, so he gets to make his move his infantry again before the next turn starts. He rolls a D6 die and gets a 3. He therefore moves the lead battalion 3 inches forward.

Schultz argues "I call in a Stuka dive bomber next turn (ACTION) to attack the Soviet infantry! (RESULT) I can do this because I have air support available (REASON 1) and the Soviets do not have any fighters in the area that can intercept the Stuka (REASON 2)." The umpire decides that this is a ‘Strong’ argument, but when Schultz rolls a D6 die and scores 2, the Stuka is unserviceable.

Turn 2

Markov activates his units first.

Markov rolls a single D6 die to see how many inches his infantry can move this turn. He rolls a 5, so his infantry moves forward 5”. This brings the leading battalion into contact with the German front line.

Schultz decides that it's time to use an unexpected event argument. "Humm? ... should I have my men fall back or fire again? I think stand and fire (RESULT). My men shoot (ACTION) as the Soviets close with them. They will cause casualties because at close range they can hardly miss (REASON 1), they are in trenches and can rest their weapons on the parapets for greater accuracy (REASON 2), and the Soviets make excellent targets in the open (REASON 3)." The umpire decides that this is a ‘Very Strong’ argument. Schultz rolls a D6 die and scores 2, so his troops fire at the oncoming Soviet infantry. Unfortunately, they miss!

Markov decides to use his unexpected event argument to prepare his attack. "Thanks to their special training (REASON 1), Soviets infantry are deadly in hand-to-hand combat (ACTION). Henceforth, they will hit on a 5 or 6 (RESULT)." The umpire decides that this is an ‘Average’ argument. Markov rolls a D6 die and scores 4 … changing the rules regarding Soviet hand-to-hand attacks. If Schultz cannot counter this rule change at some point, he may well lose the battle.

Markov's first battalion melee with the leading two German stands. Markov rolls a 2D6 dice and scores 5 and 5. Both the German stands are hit … something that would not have happened if the rules had not been changed in favour of the Soviets in hand-to-hand combat.

Schultz tries to save his stands. For the first one stand he argues that, "They fall back (ACTION) just before they are overrun (RESULT)." The umpire decides that is a ‘Weak’ argument, and when Schultz rolls a D6 die and scores 2, the stand is destroyed.

Schultz does not repeat this argument when trying to save his second stand. Instead he says, "They survive (RESULT) because they surrender! (ACTION)" The umpire decides that although no REASONS have been proposed in the argument, the circumstances mean that it is a ‘Strong’ argument. Schultz rolls a D6 die and scores 5 … and the stand goes off into captivity!

The Germans continue to hold their ground.

This time some of the German stands in the reserve position are armed with machine guns. As a result, the Soviet infantry suffer 2 hits.

Markov says, "My men are spread out (REASON 1), as a result of which (RESULT) the German fire (ACTION) is ineffective." The umpire decides that regarding the small arms fire, the argument is an ‘Average’ one, but that it is only a ‘Weak’ one when used to counter machine gun fire because "Sweeping fields of fire is exactly what machine guns are good at." Markov manages to save both his stands from the small arms fire, but loses one to the machine gun fire.

Subsequent turns
The Germans succeed in repelling the first wave of the attack and do a lot of damage to the second wave, but the third wave breaks through. When they do, the Soviet tanks roll forward and drive on towards the German headquarters.

During the rest of the battle, Schultz manages to successfully argue that his artillery will hit on a score of 4, 5, and 6, gets his captured stand to escape and re-join the fight, and argues that he survives the battle and wins the Iron Cross (First Class). Markov succeeds in capturing the German anti-tank guns and causes a fleeing German stand to be lost trying to cross a barbed wire entanglement.

At the end of the battle, as the sun sets, all the special rules of the day vanish so that the next day can start fresh. Each new day is totally unpredictable.

The POLITICS BY OTHER MEANS rules are © Chris Engle, and may not be reproduced commercially without his written and explicit permission. The example shown above was originally written by Chris Engle, re-drafted by me, and is intended to illustrate how the rules can be used on the tabletop.

Friday, 10 May 2019

Politics by Other Means: The rules

Politics by other means ...
A Miniatures Battle Matrix Game
Figures
Figures are fixed to individual figure bases. Each base is called a stand. These can be grouped together to form units. The numbers of stands per unit shown below are all approximate.
  • 1 stand = 100 men = a company/battery/troop
  • 6 stands = 600 men = a battalion/regiment
  • 20 stands = 2000 men = a brigade
  • 40 stands = 4000 men = a division
The basic rules
Each player in turn activates their units. This continues until each player has activated their units. This marks the end of a turn, and the next turn can begin.

When a player activates a unit, it may move then fight or fight then move.

The effects of moving and fighting are immediate, so being able to activate your units earlier than your opponent can be an advantage. If a stand is destroyed before it can be activated, it is removed … subject to a saving argument!

Movement
The player rolls 1 or more D6 dice to see how many inches their troops can move. Players may roll for each stand individually or each unit or roll once for each troop type. Stands do not have to move. (Aircraft that do not move are assumed to be flying in a circle over their current position.)

Players may move in any direction they wish and end up in any formation they choose. With certain notable exceptions, terrain does not block or slow down movement … but there is always the risk of something unexpected might happen!
  • Civilians: 1D6 – 1
  • Artillery: 1D6 – 1
  • Infantry: 1D6
  • Cavalry: 1D6 + 1
  • Vehicles: 2D6
  • Aircraft: 4D6
Fighting
Players may fight an enemy stand or unit with all stands that are in range and that can see the enemy stand or unit. Roll 1D6 per stand. All scores of 6 are hits. Stands that are hit are destroyed immediately unless the player to whom the stand belongs can make an argument to save them. Different attacks have the following ranges.
  • Hand to Hand Combat: 1"
  • Thrown/Dropped Weapons: 3"
  • Bows: 6"
  • Muskets: 6"
  • Rifles: 12"
  • Smooth Bore Artillery: 24"
  • Machine Guns: 24"
  • Rifled Artillery: 48"
  • Rockets: 48"
Saving stands that have been hit
When a stand is hit, the player to whom the stand belongs can make an argument to save them. In the absence of an umpire, the player picks an enemy player to decide how strong the argument is. (If an umpire is present, they decide on the strength of the argument.) The player then rolls 1D6 to see if he has saved his stand. (NOTE: This is where cover, formation, range, training, morale status, and armament come into play)

Argument Strength Roll needed to save a stand:
  • Very Strong: 2, 3, 4, 5, 6
  • Strong: 3, 4, 5, 6
  • Average: 4, 5, 6
  • Weak: 5, 6
  • Very Weak: 6
  • Stupid: 7
Unexpected Events
Once every turn, each player can propose a matrix argument (an ACTION, a RESULT, and three REASONS) that may make something unexpected happen. Players can try anything – even rewriting the rules as the game is being played! This can make what is others a very simple game into something far more complex and unpredictable.

Players can propose their argument at any time during a turn. They may interrupt another player's turn or even another player's argument … but once a player proposes an argument, they cannot propose another one during the same turn. Unused arguments are lost at the end of the turn (i.e. players cannot hoard unused arguments to be used in later turns), and players are able to propose new arguments during the next turn.

In the absence of an umpire, the player picks an enemy player to decide how strong the argument is. (If an umpire is present, they decide on the strength of the argument.) The player then rolls 1D6 to see if his argument has been successful. If it is successful, then it takes effect immediately!

Suggested Unexpected Events
  • Cause an enemy unit to surrender or run away.
  • Force an enemy unit to check its morale.
  • Make the enemies supplies run short.
  • Dig a trench.
  • Us a terrain feature to hide a unit
  • Send out scouts to find any hidden enemy units.
  • Set up an obstacle to block an enemy unit’s movement.
  • Infiltrate through or past an obstacle.
  • Give a stand a higher status.
  • Cause a disaster to befall the enemy commander.
  • Improve your D6 dice rolls for this or the next turn.
  • Increase the range of the weapon used by your units.
  • Increase the rate of movement used by your units.
Campaigns
Players can easily link a series of battles together to create a mini campaign. When this is done, any changes made to the rules in one battle carry over to the next battle. As a result, the rules of the mini-campaign evolve as it unfolds.

In between battles, each player rolls 1D6 to see how many arguments they get to make to prepare their troops for the next battle. After all, it is proper preparation – and not fighting – that wins wars.

The rules published above are © Chris Engle, and may not be reproduced commercially without his written and explicit permission. In this instance they are reproduced for information purposes only and to allow wargamers to experiment with the tactical version of the basic Matrix Game.

Wednesday, 8 May 2019

My COW2019 session: Showcasing Chris Engle's Politics By Other Means

I have finally got around to writing a description of the session I am offering to put on at COW2019:
CARRY ON UP THE NILE!
6 players + an umpire (in the library?)
1.5 to 2 hours

An opportunity to try out Chris Engle's battle rules, POLITICS BY OTHER MEANS.

A none too serious sequel to last year's SAVE GORDON! game. Can a second British relief force (led by General Sir Sydney Ruff-Diamond) break the siege of Khartoum and relieve Gordon and Sir Garnet Wolseley? Will the 3rd Foot and Mouth (the famous 'Devils in Skirts') give the Dervishes a whirl they'll never forget? Not so much Khartoum as Khartoon ... and more Charlton Trotter* than Charlton Heston!

* Charlton is Rodney Trotter's middle name. As a famous acting knight might say 'Not a lot of people know that'.

It is my intention that the players will represent the following characters:
  • General Charles Gordon (Devout, single-minded, courageous, difficult to deal with)
  • General Sir Garnet Wolsely (Heroic, likes to be in charge, thinks that he is the best man for the job, imperious ... especially with subordinates who are not acolytes)
  • General Sir Sydney Ruff-Diamond (Venial, self-serving, unflappable in a crisis, looking for an earldom, likely to stop for tiffin if the opportunity arises)
  • The (slightly Mad) Mahdi (Saintly, single-minded, sure that Allah will ensure his victory, leads by contemplating in his tent)
  • The Khalif (Heroic, likes to lead from the front, believes that he will lead the army to victory over the ferengi, has the unswerving loyalty of the army and the Mahdi)
  • The Kharzi of Kalabar (Venial, resentful of the British [he is in self-imposed exile after recent events in India], has a reputation for leading from the front, has the support of loyal Bhurpa tribesmen, who have joined him in exile)

Sunday, 5 August 2018

The Matrix Games Handbook

My complimentary copy of THE MATRIX GAMES HANDBOOK: PROFESSIONAL APPLICATIONS FROM EDUCATION TO ANALYSIS AND WARGAMING arrived in the post yesterday, and it was very interesting to look through the complete book. I’d seen the section that I contributed to, but other than seeing the list of contents, I had little idea what the rest of the book contained.


The book is split into five sections, with each section containing a number of chapters.
  • Acknowledgements
  • Foreword: The Potentially Utility of the Matrix Game Approach to Military Training, Education and Analysis by John Curry
  • Biographies of Contributors
  • Introduction
  • Section 1: The History of Matrix Games
    • The Early Days of Matrix Games in the UK by Bob Cordery
    • The American History of Matrix Games by Chris Engle
    • The Rise of Professional Matrix Games by Tim Price
  • Section 2: Practical Advice
    • Running Matrix Games by Tim Price
    • Checklist by Tim Price
    • Sample Game: Baltic Challenge: NATO and Russian posturing in the Baltic Sea
    • The Australian Perspective by Todd Mason
  • Section 3: The Theory of Matrix Games
    • Walking in the Dark: An Allegory of Knowledge by Chris Engle
    • The Intellectual Underpinnings of Matrix Games by Chris Engle
    • Verbal Algorithms and the Human Machine by Chris Engle
    • Emerging Themes from the Matrix Game Based Narrative Methodology by John Curry
  • Section 4: Matrix Games and Education
    • Gaming Multi-Agency Responses by Helen Mitchard
    • Using Matrix Games in the Classroom by Dorian Love
    • Effective Learning at the Swedish Defence University by Johan Elg
    • Language Training by Neal Durando
    • Reflections on Military Language Training by Jose Anibal Ortiz Manrique
  • Section 5: The Professional Application of Matrix Games
    • Gaming the Wars of the Future by Chris Engle
    • Operations Research Tools by Ben Taylor
    • Building Boyd Snowmobiles: Matrix Games as a Creative Catalyst for Developing Innovative Technology by Paul Vebber
    • ISIS Crisis: Using a Matrix Game to Explore Contemporary Conflict by Rex Brynen
  • Further Reading
  • Appendix 1: Simple Counter Sheets for Matrix Games
This is NOT a book about how to design or play Matrix Games. It is a book that explains how Matrix Games have evolved and how they can be used. It does examine their limitations but also points out how their potential is still being discovered and developed.

THE MATRIX GAMES HANDBOOK: PROFESSIONAL APPLICATIONS FROM EDUCATION TO ANALYSIS AND WARGAMING was edited by John Curry, Chris Engle and Peter Perla and published by the History of Wargaming Project (ISBN 978 0 244 99213 2). It costs £14.95 (plus postage and packing).

Wednesday, 4 July 2018

Save Gordon!: The figures

I've had the figures I use for the SAVE GORDON! Matrix Game for a long time, and I decided that they were looking in need of a bit of a spruce up. Over the years the sand-coloured paint I had used on their bases had begun to look more and more faded, so I decided to flock the bases with natural cork chippings. This not only covered up the paint, but also made the figures compatible with the rest of my Colonial figures.

The Mahdists

The figures represent The Mahdi, the Khalifa, and Osman Digna.
The Mahdist army: Four units of Hadendowah tribesmen and six units of Sudanese Arabs.
The Anglo-Egyptians

The figures represent General Gordon, Sir Evelyn Wood, and Sir Garnet Wolseley.
The Anglo-Egyptian army: Four units of British Infantry, two units of Egyptian/Sudanese Infantry, a British Artillery unit, and a British Cavalry unit.
Some of my my astute regular blog readers will have noticed that these were also the figures that featured in some of the earliest, experimental PORTABLE WARGAME battles that were fought on an old wooden chessboard.


They have done me great service over the years, and I hope that they will continue to do so.

Tuesday, 3 July 2018

Preparing for COW2018

My preparations for COW2018 are almost complete. In fact, I have to do two different types of preparation (other than packing my clothes, of course!0 for each Conference of Wargamers I go to.

The first is to prepare for the sessions that I will be running. This year this involves:
  • Making sure that both my PowerPoint presentations about self-publishing are completed and working properly
  • Loading the presentations onto both my laptop and (as a backup) onto a separate USB memory stick
  • Making some copies of the presentations onto memory stick for attendees should they want to buy a copy (the price will cover the cost of the memory stick)
  • Printing off the map I will use for my Matrix Game, SAVE GORDON!
  • Assembling the figures and labelled bases I will use as playing pieces for the Matrix Game
  • Printing off the individual player briefings, the Turn Record cards, the list of reserve units, a brief description of the rules, and a signing-up sheet for the game
  • Assembling all the other playing equipment I will need (e.g. dice, playing cards)
The second is to prepare the stuff that I will need to make sure that the conference runs as smoothly as possible. This includes:
  • Printing a A0-sized copy of the conference timetable (this will be displayed in one of the main rooms used for the conference)
  • Ensuring the there are plenty of spare copies of the conference programme
  • Assembling the individual conference badges for the attendees
  • Taking a spare list of attendees and their personal details ... just in case it is needed
I have already done some of the above and hope to complete the rest of the preparations by the end of Wednesday so that I can relax on Thursday prior to the start of the conference on Friday. With the promise of good weather and a full conference programme, it looks like it is going to be a great conference.