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Thursday, 17 September 2015

Polemos and the One Hour Wargame combat system

Whilst sitting at my computer today, I happened to come across a file that contained the text of the rules of POLEMOS ... so I re-read them.


These rules had no chance element in their combat resolution mechanism; casualties were inflicted automatically depending upon the type of units involved and the range at which the combat was taking place. I always thought that this must have made the resulting wargame rather sterile, and in the past I had given some thought to devising a replacement combat resolution mechanism.

Next to my computer was my copy of Neil Thomas's ONE-HOUR WARGAMES rules book ... and I was suddenly struck by the thought that the simple D6-based combat resolution mechanism in his rules could easily be be used with the POLEMOS rules.

This is not as daft as it sounds. In the POLEMOS rules the twelve units start with a strength of 10 figures ... which is not that different from the basic 15 points allotted to six units in the OHW rules.

It is certainly something for me to think about over the next few weeks and months.

Tuesday, 15 September 2015

Waterloo: A very unusual souvenir of a wargame!

Tim Gow and Paul of the Funny Little Wars Yahoo Group visited the battlefield of Waterloo recently, and whilst they were there they bought several bottles of the specially brewed Waterloo Strong Dark beer ...


... which they presented to us at the end of the re-fight last Saturday.

I have yet to drink mine (it is 8%, which is very strong for beer!), and I am saving it for a special occasion.

This is the first time I have ever been given a souvenir of a wargame ... but I hope that it will not be the last!

Monday, 14 September 2015

Connections UK 2015: Another perspective

Rex Brynen has written some very interesting blog entries about his experiences at Connections UK 2015 on the PAXsims blog, and they can be read by clicking on the following hyperlinks:
They are very informative, and serve to give a somewhat different (and more detailed) view about the conference from my own.

Sunday, 13 September 2015

Waterloo in 54mm

On Saturday I had the honour and pleasure to be able to take part in a re-fight of the Battle of Waterloo using 54mm-scale figures! Nearly 2,000(!) figures were used, and the whole thing was very well organised by leading members of the Funny Little Wars Yahoo Group (Tim Gow and Paul). We were lucky enough to be able to have access to a large lawned area in Central London, and this enabled not just the main battle to be re-fought, but also the battle between the Prussians and French at Wavre.

I was one of the Allied players, and was in command of Hougmont and the right-wing. In the centre Brian Carrick commanded the main Allied artillery and the infantry just behind the main ridge, whilst on the left Conrad Kinch busied himself fortifying La Haye Sainte, the sandpit, and several farms.

I fully expected that the French would begin their assault on my side of the battlefield with an attack on Hougoumont ... so I garrisoned it with Light Companies from the Guards and Brunswick Avante Garde ... and some special troops from Canada, courtesy of Ross Macfarlane.


I needn't have bothered, as the only French troops that came close were French light cavalry (with some horse artillery), which gave the strong-point a reasonably wide berth.



In response I moved forward my light cavalry, which included (on the right) some of 'Kinch's Own' Hussars (in truth, the 18th (King's Irish) Regiment of (Light) Dragoons (Hussars)) ...


... one of whom could be seen to be swigging from a bottle that looked remarkably like a Guinness one!


Both side's cavalry then spent some time glaring at each other across the battlefield.


In the meantime, a large column of French infantry and artillery began to advance towards La Haye Sainte ...


... which was heavily garrisoned.


The French advance was slow ... possibly due to the rain that had occurred earlier that day.


Elsewhere French heavy cavalry was deployed ...


... and a large force of French infantry began to move forward in line, supported by columns.


In response, some British infantry formed up in line. (They were later to move into square and see off a French cavalry attack.)


The farms that Conrad Kinch had garrisoned with infantry and artillery were able to pour infantry and artillery fire at the advancing French.



Whilst the situation was developing in the centre and on the left, a large body of French cavalry appeared in front of my section of the Allied line.


They moved forward slowly but surely ... and I deployed my heavy cavalry in response.


The French shock themselves into line and both side's cavalry advanced, resulting in a massive melee.

By the end of the fighting, the Allied cavalry was thoroughly beaten and those that had survived the battle were withdrawn to safety. Their sacrifice was not in vain, and the remnants of the French cavalry were too blown to be of further use on the battlefield.


Whilst this was going on, the situation around La Haye Sainte was coming to a climax ...


... and in the sandpit a French cavalry charge overwhelmed the Riflemen stationed there.


At this point the fighting ended, and the umpires adjudicated that at that point in the battle, the French were winning by a narrow margin ... but that the arrival of the Prussians (they had held the French at Wavre and had been moving a large number of troops towards Waterloo for quite some time) was likely to sway the result against the French in the long term.

Saturday, 12 September 2015

Connections UK 2015: Conference report

The three days I spent at Connections UK 2015 were memorable for all sorts of reasons. By the end I felt that the synergy between professional and recreational wargames is finally beginning to be developed within a proper framework and its value is being recognised.

Professor Philip Sabin (of the King's College, London, War Studies Department) welcoming everyone to the first day of Connections UK 2015.

Day 1 - Morning Session
Aim and Purpose of a Wargame
Major Tom Mouat (SO2 Modelling and Simulation, UK Defence Academy) gave a brief outline of the aims and purposes of wargames.

Designing a Wargame to meet a Requirement
Jim Wallman (Past Perspectives) and was a development of the session he ran at COW2015.

How to Analyse Wargames
Dr Stephen Downes-Martin (US Naval War College) talked about the role of analysts in the wargaming process.

Using Data in Wargames
A panel drawn from DSTL (Defence Science and Technology Laboratory) presented a number of different ways in which DSTL uses wargaming and wargaming techniques.

Day 1 - Afternoon Session
Participation Game (adversarial)
The game was organised and run by Tom Mouat and Jim Wallman, and concerned operations to capture an enclave (New Dover) that had been seized by a religious faction within a small country. The country had called upon a larger neighbouring country for military assistance to recapture the enclave.

Jim Wallman briefing the players about the adversarial participation game.
Players were allocated to teams that represented the various command levels within the three organisations involved in the conflict as well as the UN and relief agencies. The highest command levels had resources they could allocate to their lower command levels in order for them to undertake various actions
.
Participation Game After Action Review
I was allocated a role within one of the more extreme elements within the religious faction, and although we were notionally under the command of the ruling council, we regarded what they asked us to do as advice rather than a direct order. We also saw them as a means to gain resources that we needed to pursue our own agenda.

Despite the fact that the game was originally intended to be player by 50 people and there were nearly twice that number in the lecture theatre, the game zipped along. The tiers of the lecture theatre prevented too much wandering about (a feature of some large wargames that can seriously slow things down at times) and tended to reinforce the hierarchy of the teams.

The result ... well the neighbouring country took the main share of the military operations, and were gradually beginning to re-take New Dover ... but at a price. In military terms they were winning but in political terms their position on the political 'track' was dropping whereas that of their opponents (the religious faction) remained high.

Day 2 - Morning Session
After a welcoming speech from Professor Frans Berkhout, the Executive Dean of the Faculty of Social Science & Public Policy, the morning's sessions began.

Global Wargaming Developments
This session was chaired by Dr Swen Stoop who is one of the organisers of Connections NL. The panel consisted of Peter Perla, Matt Caffrey, and Devin Ellis.

Peter Perla
Peter Perla began by quoting the opening lines of Charles Dicken's A TALE OF TWO CITIES ...
It was the best of times, it was the worst of times, it was the age of wisdom, it was the age of foolishness, it was the epoch of belief, it was the epoch of incredulity, it was the season of Light, it was the season of Darkness, it was the spring of hope, it was the winter of despair, we had everything before us, we had nothing before us, we were all going direct to Heaven, we were all going direct the other way – in short, the period was so far like the present period, that some of its noisiest authorities insisted on its being received, for good or for evil, in the superlative degree of comparison only.
... and then went on to discuss the series of four memos that had been issued about wargaming by - in turn - The US Secretary for Defence (Chuck Hagel), the US Deputy Secretary of Defence, the US Deputy Secretary of Defence (again!), and the US Secretary of the Navy. Whereas the first three had set out the reasoning behind the need to 'Reinvigorate the wargaming effort' and idetified the main reasons why, the last actually set out four tasks for the US Navy and Marine Corps. These are:
  • To create a virtual community for wargaming
  • To play iterative wargames
  • To use wargames to influence procurement and budgeting
  • To restart the Office of Naval Research TIGs (Technology Initiative Games)
  • To look at emerging technologies
  • To share insights
Matt Caffrey
The main points covered by Matt Caffrey were:
  • If disease is a bad thing, and we study it to help eradicate it, then we should study war using wargames to help to achieve the eradication of war
  • Wargames provide users with an 'edge' (e.g. it helps them to anticipate consequences)
  • Wargames can help users to innovate faster than their opponents can copy or develop counter-measures to new strategies, tactics, weapons, and technologies
Devin Ellis
Devin Ellis examined what could be termed the Red Team view, and drew upon his experiences working with the PLA (People's Liberation Army) in China.

Games Fair Briefing
Each of the people/teams that were presenting a wargame at the Games Fair gave a very brief description of the nature and subject of the wargame, after which attendees were given the opportunity to sign-up for which they wished to attend. The wargames on offer included:
  • Cyber Matrix Game
  • Aftershock
  • The Great Crossing political-military game
  • CHACR Camberley Kriegsspiel
  • 2015 Election
  • RMAS Aldershot Skirmish
  • 16 Air Assault Bde Kestrel’s Hover
  • Out of the Blue (contemporary ASW)
  • The Royal Navy's Longest Day)
  • RCAT: Falklands
  • Mech Bn
  • HOSPEX
(I signed up for The Royal Navy's Longest Day as my first choice.)

Day 2 - Afternoon Session
UK Wargaming Developments
Before the Games Fair began, the conference was addressed by Rob Solly (Head of the Defence & Security Analysis Division, DSTL) and the newly-appointed Commandant of the Royal Military Academy, Sandhurst, General Paul Nansen. Rob Solly gave a wide over-view of the role of DSTL and the use it makes of wargaming and General Nansen explained how wargames were going to form part of the training that all officers (from RMA Cadets to aspiring Generals) would undertake in the future.

Games Fair

One of the three rooms where the Games fair took place.
I was lucky enough to get my first choice, The Royal Navy's Longest Day. It was run by Stevie Ho of DSTL, and I was partnered with Dr Rob Burks (Colonel, US Army (retired)), a Senior Lecturer in the Defence Analysis Department of the Naval Postgraduate School. Our task was to try to prevent the British landings at Sword Beach on D-Day, and we both decided to opt to try to defeat the invading fleet before it reached the beach. This involved the use of submarines (three U-Boats), laying three minefields, and deploying seven groups of S-Boats for Le Havre.

The Royal Navy's Longest Day is about to begin.
Did our strategy succeed? Well our opponents found out that we had laid mines ... and promptly stopped in order to move their minesweepers into position ahead of the main fleet. They then slowly moved forward ... right into the paths of our three U-boats. Unfortunately were seemed unable to deal the British fleet a decisive blow, although we did manage to reduce the number of units in the first attack wave. (It must be said that our dice throwing seemed to be more than normally atrocious; luckily the British players were doing no better.) Our U-boats harried the invaders until they ran into our minefields ... and then our S-Boats moved in and harried them even more. Eventually the British managed to land some troops, and from then on our situation very rapidly become untenable. That said, the British were supposed to have achieved a successful landing within twenty game moves ... and only just managed to do that.

The Allied invasion fleet getting itself organised.
The Allied invasion fleet off the coast of Normandy. Heavy units (HMS Warspite and HMS Belfast) are already pounding the defences whilst the minesweepers move forward. Under the counter are three groups of German S-Boats, which have just attacked the transports bringing forward the follow-up waves of attackers.
The situation towards the end of the battle. Almost all the German coastal defence batteries have been captured by Allied troops ... but they have only just managed to do so by the deadline they had been set.
Lessons to be learnt? Well the game is very repeatable and it would be nice to see how different defensive strategies might have worked. It also enabled the participants to have a great time, and to 'bond' in ways that would not happen at a traditional conference.

Day 3 - Morning Session
Wargaming Best Practice
This session was chaired by Amanda Coleman (QinetiQ) and the panel consisted of: David England (Niteworks), Jeremy Smith (Cranfield University), Rex Brynen (McGill University), and Lieutenant Ed Farren (British Field Army).

David England
David England explained the involvement of Niteworks in assisting in the Army Force development programme that will see the current force move towards the force that will be required in five, ten and twenty year's time.

Jeremy Smith
Jeremy Smith has been heavily involved in the development of RCAT (Rapid Campaign Analysis Toolset), a simple, manual wargame. The wargame has been validated and verified by extensive testing using historical data (e.g. First Gulf War), and proven to be accurate and robust.

Rex Brynen
Rex Brynen posed two questions:
  • What is the purpose of the wargame you are designing?
  • Do you need to use a wargame to achieve this purpose?
He advocated the view that different types of wargame should be seen as part of a toolkit, and that it was important to use the appropriate tool (i.e. type of wargame design) where needed. He also strongly reiterated the need for proper debriefing of any participants and the recording of the results.

Lieutenant Ed Farren
Ed Farren explained how wargaming was going to be used in future Officer development in the British Army as well as forming part of the training process for all soldiers.

Synergies between Hobby and Professional Wargaming
This session was chaired by Erik Nordstrand (Swedish Defence Research Agency). The panel consisted of Professor Philip Sabin (King's College, London, Department of War Studies) and John Curry (Editor of the 'History of Wargaming' project).

Philip Sabin
Professor Sabin began by stating that whereas most hobby wargamers tend to play historical wargame, professional wargamers concentrate on wargames set in the present and near future. He placed emphasis upon the fact that wargaming historical conflicts and battles enabled players to learn about the historical context and to examine the 'what ifs?'. Furthermore, he felt that by understanding history (by playing historical wargames) people gained a better understanding of the contemporary world.

John Curry
John Curry's contribution began by emphasising the close relationship that had existed between hobby and professional wargames, and he then examined the current professional use of commercial wargames.


Day 3 - Afternoon Session

Breakout introduction: Wargaming for Innovation
This session was organised by Tom Mouat. He began by explaining that attendees were going to participate in a practical session where they would help to generate game designs for one of a number of topics. These were:
  • The Ukraine
  • Elections
  • Terror attacks on schools
  • Refugee Crisis
  • City Fight
  • National Power Cut
  • Influences Activities and Operations
  • Mercenaries and their Masters (PMC)
  • Drone Wars
He also explained that each game design had to have:
  • Aim
  • Objective (i.e. educate; inform; aid decision making
  • Audience
Each group was also expected to feedback to the whole conference using the following headings:
  • Name of the wargame
  • Aim and Purpose
  • Target Audience
  • Game Type
  • Data required
The participants were organised into three groups, each group being allocated three facilitators. (I was asked to be a facilitator for one of the groups, working alongside Jerry Elsmore and Russell King.) The groups then went into nearby rooms to begin the Breakout session.

Breakout
Our group voted for which of the three topics they wished to generate game designs for, and then split into three sub-groups, each sub-group dealing with a single topic.

The sub-group that I facilitated had chosen to generate a game design that dealt with 'The Ukraine'. I gave the members three minutes to come up with an aim for the wargame, and once that was decided upon I gave them a further three minutes to identify its potential audience. The group then moved on to define the game type and to identify the data that would be required.

The process moved along at a good pace, and everyone in the sub-group contributed to the final design, which was completed within the allotted time frame.

Breakout backbriefs and discussion
Each facilitator was given three minutes to outline the game design that their sub-group had developed, and once that was over a vote was taken as to which of the topics should be presented as a wargame at Connections UK 2016. Two were selected, and they were ... 'The Ukraine' and 'Refugee Crisis'.

Closing remarks
Graham Longley-Brown and Philip Sabin thanked everyone who had helped to make the conference such a great success, especially Tom Mouat and Jim Wallman. It was generally thought that real progress was being made, and that it was amazing how far things had moved forward since the first Connections UK conference in 2013. Planning for Connections UK 2016 will begin in a month or so ... and one of the targets is to increase the number of attendees to 170.

Thursday, 10 September 2015

Connections UK 2015: Day 3

The programme planned for the final day of the conference was as follows:
  • 9.00am to 9.30am: Arrivals and coffee
  • 9.30am to 11.00am: Plenary 3: Wargaming Best Practice
  • 11.00am to 11.30am: Morning break
  • 11.30am to 12.30pm: Plenary 4: Synergies between Hobby and Professional Wargaming
  • 12.30pm to 1.30pm: Lunch
  • 1.30pm to 1.45pm: Breakout introduction: Wargaming for Innovation
  • 1.45pm to 3.00pm: Breakout (Breakout groups will examine a problem through wargaming)
  • 3.00pm to 3.30pm: Afternoon break
  • 3.30pm to 4.15pm: Breakout backbriefs and discussion
  • 4.15pm to 4.30pm: Closing remarks

Wednesday, 9 September 2015

Connections UK 2015: Day 2

The programme planned for the first day of the conference was as follows:
  • 9.00am to 9.20am: Arrivals and coffee
  • 9.20am to 9.30am: Welcome
  • 9.20am to 11.15am: Plenary 1: Global Wargaming Developments
  • 11.15am to 11.45am: Morning break
  • 11.45am to 12.30pm: Games Fair Briefing
  • 12.30pm to 1.30pm: Lunch
  • 1.30pm to 2.30pm: Plenary 2: UK Wargaming Developments
  • 2.30pm to 5.00pm: Games Fair Session 1
  • (4.00pm onwards: Afternoon break if required)
  • 5.00pm to 6.00pm: Keynote address: The Art and Science of Wargaming: The tension between making and using wargames
  • 6.00pm to 7.00pm: Supper
  • 7.00pm onwards: Games Fair Session 2
The games being staged at the Games Fair included:
  • Cyber matrix game
  • Aftershock
  • The Great Crossing political-military game
  • CHACR Camberley Kriegsspiel
  • 2015 Election
  • RMAS Aldershot Skirmish
  • 16 Air Assault Bde Kestrel’s Hover
  • Out of the Blue (contemporary ASW)
  • The Cruel Sea or The Royal Navy's Longest Day
  • RCAT: Falklands
  • Mech Bn
  • HOSPEX

Tuesday, 8 September 2015

Connections UK 2015: Day 1

The programme planned for the first day of the conference was as follows:
  • 9.00am to 9.30am: Arrivals and coffee
  • 9.30am to 9.40am: Welcome and introduction
  • 9.40am to 10.25am: Aim and Purpose of a Wargame
  • 10.25am to 11.10am: Designing a Wargame to meet a Requirement
  • 11.10am to 11.40am: Morning break
  • 11.40am to 12.20pm: How to Analyse Wargames
  • 12.20pm to 1.00pm: Using Data in Wargames
  • 1.00pm to 2.00pm: Lunch
  • 2.00pm to 4.15pm: Participation Game (adversarial)
  • 4.15pm to 4.45pm: Afternoon break
  • 4.45pm to 5.30pm: Participation Game After Action Review
  • 5.30pm to 6.15pm: Fully Engaging the Player; Drawing Insights from Wargaming; Wargaming ‘Effects’
  • 6.15pm to 7.00pm: Open Panel Discussion

Monday, 7 September 2015

Connections UK 2015

On Tuesday, Wednesday, and Thursday of this week I will be attending the the Connections UK 2015 conference at King's College, London. This is the third year running that Connections UK has taken place, and its aim is to 'to advance and sustain the art, science and application of wargaming'.

The purpose of the event 'is to bring professional wargame practitioners together to share what we are doing and spread best practice' but attendance is not confined to just military wargame user,; military wargaming practitioners (both designers and analysts), and academics; selected invitees from industry and recreational wargaming also attend ... and I am lucky enough to be one of the latter.

I managed to attend the first Connections UK conference, but unfortunately missed last year's. I am looking forward to going again as it is a very different type of conference from the Conference of Wargamers (COW), even though there is quite a lot of crossover amongst the attendees.

I hope to spend part of today reading through the various pre-conference briefing documents that I have been sent so that when I arrive tomorrow I can at least appear to know what is going on!

Sunday, 6 September 2015

Today, I'ave mostly been ... re-drafting my own World War II variant of Neil Thomas's One Hour Wargames rules

In light of the play-test battle I fought yesterday, I have spent part of today re-drafting the rules. The main changes are:
  • Moving and Fighting: I have changed the rules so that units that move into a hex that is adjacent to a hex occupied by an enemy unit may fight the enemy unit that turn.
  • Cavalry Weapon Range: This has been increased to 2 hexes so that Cavalry Units are not obliged to move into a hex that is adjacent to a hex occupied by an enemy unit in order to fight that unit.
  • Casualty Results: These have been amended to make Artillery less devastating when firing at Infantry and Cavalry.

OHW World War II: Hexed version (Working Draft: 6th September 2015)

Unit Types
  • Infantry: Represents an infantry unit of between 500 and 1,000 men.
  • Cavalry: Represents a cavalry unit of between 350 and 700 men
  • Anti-tank Guns: Represents an anti-tank gun battalion/regiment.
  • Artillery: Represents an artillery battalion/regiment of artillery.
  • Armoured Cars: Represents an armoured car/reconnaissance unit with between 50 and 75 vehicles.
  • Tanks: Represents a tank unit with between 50 and 75 tanks.
Units are allotted a pre-battle strength. This is normally 15, but this may be increased or decreased depending upon the unit’s status (e.g. elite = 20; regular = 15; militia = 10) and/or equipment (e.g. light tanks = 12; medium tanks = 15; heavy tanks = 18).

Turn Sequence
  • When a unit is activated it follows the following sequence:
    • Movement;
    • Observation;
    • Combat (if it has not moved or if it has moved into a hex adjacent to an enemy unit);
    • Unit elimination (any unit that has been eliminated is removed immediately).
  • A unit may only be activated once per turn.
Movement
  • Movement rates:
    • Infantry: 1 hex
    • Cavalry: 2 hexes
    • Anti-tank Guns: 1 hex
    • Artillery: 1 hex
    • Armoured Cars: 2 hexes
    • Tanks: 1 hex
  • Changing direction: Units may change direction as many times as they wish during a move.
  • Terrain effects:
    • Woods: Only Infantry units may enter woods.
    • Towns: Only Infantry units may end their move in a town.
    • Marshes and Lakes: Marshes and Lakes are impassable to all units.
    • Rivers: Rivers may only be crossed via bridges or fords.
    • Roads: Units who make their entire move along a road increase their movement rate by 1 hex.
  • Moving and Fighting: Units that have moved may not fight during the same turn unless they have moved into a hex that is adjacent to a hex occupied by an enemy unit. In this case the unit that has moved may fight the enemy unit in the adjacent hex.
  • Unit Interpenetration: Units may move through friendly units without penalty.
Observation
  • Observation Range is 3 hexes.
  • With the exception of Artillery units, units may only fire at enemy units they can see.
  • Artillery units may fire at enemy units that can be seen by a friendly unit or whose position has already been identified.
  • Line-of-Sight: Line-of-sight is blocked by hills, towns, woods, and enemy units.
Combat
  • Units have a 360° arc-of-fire.
  • Weapon Ranges:
    • Infantry: 2 hexes
    • Cavalry: 2 hexes
    • Anti-tank Guns: 2 hexes
    • Artillery: 8 hexes
    • Armoured Car Guns: 2 hexes
    • Tank guns: 2 hexes
  • Casualties: One D6 per unit fighting.
  • Casualties (i.e. reductions in an enemy unit’s strength) are per the dice score as modified below:
    • Infantry vs. Infantry, Cavalry, Anti-tank Guns, & Artillery = D6; vs. Armoured Cars & Tanks = D6-2
    • Cavalry vs. Infantry, Cavalry, Anti-tank Guns, Armoured Cars, & Tanks = D6-2
    • Anti-tank Guns vs. Infantry, Cavalry, Anti-tank Guns, & Artillery = D6-2; vs. Armoured Cars & Tanks = D6+2
    • Artillery vs. Infantry & Cavalry, Anti-tank Guns & Artillery = D6; vs. Armoured Cars & Tanks = D6-2
    • Armoured Cars vs. Infantry, Cavalry, Anti-tank Guns, & Artillery = D6; vs. Armoured Cars & Tanks = D6+2
    • Tanks vs. Infantry, Cavalry, Anti-tank Guns, & Artillery = D6; vs. Armoured Cars & Tanks = D6+2
  • Cover: Units in cover or ‘hull down’ only suffer half casualties. (Fractions are rounded up.)
Unit Elimination
  • Units are eliminated once their strength is reduced to 0.

Not a lot of changes but necessary ones … I think.