Given the quality job Pix Art Printing clicky did with the game maps for my recent Case Blue megagame I decide that I put some more business their way. Several years ago I bought a few game maps from Wargames Vault clicky with the intention of printing them out onto paper and assembling them as a jigsaw. This didn’t work so well for various reason… but now there is Pix Art I decided to send them there to be printed. Using MS Publisher I added all the images together into one massive file and then waited for a special offer to be on to maximise my savings.
In the End I got a 130cm by 350cm vinyl at printed for £30 including delivery from Italy.
I got a 120cm square wasteland mat that will be ideal for any game set in the Middle East/ North Africa, as a point of comparison the going rate for a comparable sized mat by itself seems to be about £25.
This 120cm by 60cm costal strip will be great for ampibious landing be it in WW2 or the Dark Ages, the textures should work for both 20 and 28mm sized figures.
I added a few maps from my Print and Play board game collection- here we have maps for the Russo- Japanese War, WW1, fictional WW3 and right up to date with the War in Donbass.
A slightly smaller urban mat- should be useful for some of the 40K figures I’ve painting recently.
Finally I printed the map for use in Brian Train’s free urban COIN game: Maracas clicky
All in all I’m really pleased with this. They should last for ages and as they are easy to roll storage isn’t a problem either.
It is well known that I’m a sucker for anything with COIN when it comes to games and books (and academic endeavours too) so when this book was released by John Curry’s History of Wargames Project clicky I ordered it straight away and similarly when I arrived I read it straight away…
The book is a reprint for the archives of what is to all intents and purposes a megagame. The game that the Pentagon created was meant as a training tool to better understand urban insurgencies and to generate insights in those who may have to deal with them in the future.
The game has three sets of players: Government, insurgents and general population, the latter being split by socio- economic class. Initially the insurgents are hidden within the general population and are unknown to the Government, in a similar manner the Government has players hidden within the general population that are unknown to either the general population or the insurgents.
Play is split into 24hr long cycles with a day/night phase in which players have to do assigned task in certain parts of the city (such as go to work to get paid) or to keep up appearances if they are undercover. The game ends when certain victory conditions have been met; interestingly the general population can ‘win’ by increasing their personal wealth and backing the winning side on the final turn. The final turn not being announced in advance.
Being a serious military game there was a lot of record keeping built in. Players were expected to keep an accurate record of their locations visited within a turn, so it could be analysed later.
Although I’ve designed/ run a couple of games now and played/ controlled in many others I wouldn’t say that I’m an expert, but a few things do jump out at me. The insurgency is rather generic: given the era that the game came from it is assumed that the insurgencies is a communist one (the historical examples that are cited the majority are) or at least a war of national liberation that is using communist ideology to achieve that. Whilst more background would help player engagement and immersion with the setting and roleplaying opportunities it would also frame the responses of the government especially with how to approach ‘carrot’ rather than ‘stick’ responses to insurgent demands. It was interesting to see that there was a role for the press within the game; although this was referred to tangentially rather than explicitly. The control forms seem like a lot of work to do and whilst they track the location of the player it doesn’t record the most important aspect: that of the social interactions of that player. It would be through such interactions that opinions would be formed and alliances made, especially for those players making up the general population.
One thing that really intrigued me was a comment in the introduction that a copy of these rules was found in Paddy Griffths’ own archive; for it was he who started megagaming as a recreational hobby (and then taken forward by Jim Wallman). Is the game the genesis of the modern hobby as we know it? Time and some more archive work may yet tell us….
I am tempted to try and get a game organised to try this out with a few players- I think 20 players would be a manageable number to recruit and test the game out properly.