Tag: megagame

  • A couple of weekends ago I was in Leeds for the most recent Pennine Megagame offering ‘A Shot Heard Around the Universe.’ This was an original offereing by Tim set in a universe of his own creation. Imagine a series of inhabited systems at the edge of a galaxy owned by a distant but powerful empire, the systems are feeling hard pressed due to increasing taxes and feel a little forgotten… the whiff of rebellion and secession is in the air.

    Being a space game I decided to volunteer my services and provide some 3D props to the game. I thoughht if every team had a model planet it would not just add to the visual element of the day but a physical representation to identify with would help team immersion in the game.

    The models were surprisingly simple to do. Once I found some polysterne balls (and one ping pong ball) of the right size I mounted them upon bamboo skewers and primed them with a tick coat of PVA. This was to give the balls a bit of rigidity and well as give the paint something to stick to. Expanded polystyrene can be difficult to get paint to adhere to at times.

    I got a list of the descriptions of the planets from Tim and put the base colour and basic continents on with a brush. After that it wasa simple job to shade the planets by dabbing on various complimentary colours with a bit of sponge, blending it all together whilst wet. The final touch was bit of white sponged on those planets with seas to represents clouds. I didn’t go to excess here to keep the underlying detail.

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    After another coat of PVA to seal them I made some stands for them with cut down pens and air drying clay.

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    Once all set up on the large game map I thought they looked pretty good and added to the day.

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    My role on the day of the game was being kept very busy running the espionage map on a side table. The board represented a mixture of physical and conceptual areas on each of the planets and the security agents moved around the nodal map conducting operations. It certainly through up some interesting situations in the game, the system worked fine but some of the values need reworking. One player did out manoeuvre the rest with skillful play- can’t remember the last time I had a player so successfully Machiavellian.

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    Cheers,

     

    Pete.

  • Not my work this time but the partner, Becky, of my co- designer Matt. Adding fancy stuff like QR codes and such like is beyond me.

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    Still I managed to embed the html code succesfully into the website so payments for the game can now be taken.

    http://www.penninemegagames.co.uk/case-blue-42.html

    Cheers,

     

    Pete.

     

  • Been playing around with fonts and such like and come up with this… If I could get any feedback it would be very useful as I’ve very little experience with this kind of thing….

    case blue advert 1 version 2

    Cheers,

     

    Pete.

  • I know I said I’d do this post earlier this week but I’ve been full of cold and snot….

     

    Friday night saw me headed down to Birmingham with Paul to act as control for his version of Jim Wallman’s CLICKY ‘Watch the Skies’ which he was running through his own Story Living Games CLICKY rather than Pennine Megagames CLICKY. For those of you not in the know ‘Watch the Skies’ was the megagame that really catapulted the format into the hobby consciousness when a video was made by the you tubers ‘Shut up and Sit down’, they went to the first run through of the game that was put on by Megagame Makers CLICKY. The game spawned several sequels by Jim, getting bigger each time. The game is available to buy through gym and consequently many games of it have now been run around the world.

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    Paul had altered the backstory and a few of the mechanics for his run through but having not played any of the earlier iterations, or seen and of the original game materials I can’t comment much on what the differences are. Five countries were played in the Birmingham game: Germany, Russia, China, Brazil and the USA along with a UN team, a one- man band press team and a two player Alien team. The basic story was that the Aliens had been using Earth as a testing ground for researching diseases and were coming back to see how things were progressing now that Humanity was developing space flight. They were to assess mankind to see if it was suitable for inclusion in the Star Federation, an Ofstead- ing of humanity if you will, this was to be accomplished by setting tasks for the players to do (not that they knew they were being watched in such a way). Parallel to this a demented Scientist at the WHO was trying to off a third of humanity to save it, mild mannered World Health Organisation by day, leader of the 12 Monkeys by night sort of things. In between this there were all sort of wars and confrontations between countries, shoot downs of alien saucers, trade deals and other typical megagame activities going on.

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    My job in all this was to run the science game. Each country had a science player who was to research different technologies to aid their team. This was done by spending research tokens to buy playing cards then placing runs down to advance down the tech tree. Once they had got to the bottom that technology was available to the team. Every other turn the science players voted between themselves to award a Nobel prize for the best research that year (turns were 6 months long).

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    After a slow start due to a lack of funds, it cost money as well as cards to progress down the tech tree, the players quickly got into the swing of things and co-operation rather than competition seemed to be the order of the day with the players swapping cards to help each other quite freely. Actual completed technologies were swapped much less frequently and co-operative researches rarer still, the joint US/German/ Brazilian space station very nearly came to fruition by the end of the game.

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    The scientist had a secondary task to try and cure the diseases spread by the demented WHO scientist (played in our game by Tom). To do this Paul used the mechanism from the old logic game mastermind CLICKY; it proved to be a popular addition distracting President’s from important UN business on one occasion.

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    The game ran really well, smaller ones often do- we had 25 players and 4 control, everybody seemed to really enjoy it. In the customary post game summing up the alien pair went last and delivered their damming verdict on humanity: requires improvement. They would return in 18 months with new challenges to test us again.

     

    After the game it was the usual decamp to a local pub to talk through the games events and relive the highlights with the players.

     

    Cheers,

     

    Pete.

  • This Saturday saw the first game of the year for Pennine Megagame. Jonathon Pickles gave us ’Cockroaches, Copper and Cows’ based on the Mexican Revolution of 1913. Set in the world of Pancho Villa and the film ‘The Wild Bunch’, I have to admit it is something I know nothing about.

     

    Unlike most megagames that I have seen that have the players, representing different historical characters, organised into teams in advance CCC only had a few players in a single team at the start of play. The remainder were free agents who could form join or leave as many teams (representing different competing political parties) as they wanted over the course of the day, this was one part of the game I was a bit unsure of as I’d not seen it done before. The individual briefings that each player got outlined their characters background and political orientations; the onus was on the players to get out there and talk to each other and find common goals and form parties/ teams around that. To facilitate this the half hour turn was split into two parts: the first fifteen minutes was the time that players could act on the map. Moving their guerrilla base, attacking and capturing facilities, making money and fighting each other, the second half of the turn was where the players could move about and talk to each other and hold conventions where they were assumed to be meeting up face to face. It was at these conventions that players could help each other build up support (a logarithmic scale that represented a mixture of political following and military might that was the key statistic for the players and also try sneaky things like assassination.

     

    My role for the day was to run one of the 7 maps that made up Mexico, mine was the very north east of the country up by the Texan border. It was a simple role really. I had to monitor the actions of the players as they took their turns. In the early stages of the game the players were finding their feet and expanding their territory on the map trying to get the best resources nailed down under their control whilst sounding out nearby players for their character’s political leanings.  Some of the resources were oil plants or other industrial/ economic sites that were run by American companies. Trying to take these over had the potential to cause a minor diplomatic incident, taking them over completely and kicking out the Americans altogether had the potential to really anger the Americans. In fact, the first invasion of Mexico was at Vera Cruz to secure American interest. Those players who had angered the American had to pay reparations and make a public apology.

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    North East Mexico at the start of the game.

    The players on my map were quite civil, they were happy to fight the federales for territories to capture but were reticent to fight each other early on. This changed towards the second half of the game as they joined parties and coordinated their activity with what was going on other tables. Rail road links to border towns and ports being vital to generate large amounts of income as goods sold there were worth double.

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    Pickles had a very nice and simple mechanism to limit the number of actions at the map that each player could make. Apart from a few free actions, anything major that the players did gained them a fatigue marker, to take any action after the first they had to pay $10 per fatigue marker that they had. Consequently, taking more than four actions was very rare.

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    To keep the players informed on what was going wrong Becky bravely took and the role of three different papers, one revolutionary, one reactionary, one American and published an A4 page a turn. Some of which I’ve reproduced here with her permission; go check out here rather good blog here: http://www.beckybeckyblogs.com/ it has loads of megagame material on there and much more besides including some great recipes. This became especially important as elections were being held to put up a president and stabilse the country towards the end of the game.

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    About to look for arms on a cross border raid- what could go wrong?

    In a bold display of obstinance and nationalism one of the players on my table, Tes, decided to raid across the border to the American town of Laredo in search of arms. This brought Tim over to my table, he was plumpiring all the different American interests in the game and accordingly was wearing four character cards pinned to him. This time he was ‘Black Jack Pershing’ leading a punitive expedition to get the guns back. Combat between players was done by a card-based system, both player put down a card with a numerical value and the added it to their support rating, highest winning; the cards had different suits and they could cancel out some or none of the other suits. In such cases it was an instant victory. Given the might of the US army Tes was lucky to get this result with her first combat. At this point I mentioned to Tim that he needs to do enough in the raid to get a tank named after him… Although after this Tes wasn’t so lucky losing heavily. The US advanced just into Mexico and occupied Nuevo Laredo. A couple of turns later Tes decided to push her luck and appropriate an American run oil field. This time the US forces launched a big raid deep into Mexico to bring her to justice.

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    The results of America’s punitive raid after the seizure of an American oil field.

    Whilst this was going on a vicious back and forth battle erupted between a Zapatist player and a Constitutionalist for control of a couple of key road junctions, both were needed by the players respective parties to get goods out of the country. Using all manner of artillery, machine guns and even armoured trains; the fighting went on for a couple of turns.

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    The game was wound up with an election, often a bad way to end a game as it produces a clear “winner”, something that megagames usually try to avoid, partly as there would be nothing to argue about in the pub afterwards. However, in this situation if seemed right. The constitutionalists were put in office and the American observers declared it free and fair so the result stuck. This wound up a great days gaming, it was a good game to umpire and the players seemed to really engage with it putting paid to my early reservations.

     

    As always look at Pennine Megagames on both the web and on Facebook:

     

    http://www.penninemegagames.co.uk/

     

     

    Cheers,

     

    Pete.

  • Last weekend I, with Paul, flew the flag for Pennine Megagames by taking the demo version of ‘Harrying of the North’; it is a simple map movement and battle board participation game.

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    The Normans have to hoover up supplies whilst Saxons under Edgar the Etheling try to stop them. It is mainly to show off the combat mechanisms I plan to use in the future megagame. Be honest about it, whilst the game works, it take too long for what would be available in a megagame turn so it needs streamlining more. However, with Fall Blau on the horizon I am devoting my energies into that. I plan to take a demo version of it to the Hammerhead show at Newark and possibly Chillcon in Sheffield. Pleasingly the paper figures that I cut out seemed to be very popular with the punters at Pudsey. Given how little time they took to construct I’m really pleased with how they turned out.

    A couple of posts ago I mentioned that my sense of nostalgia had been tweaked by Games Workshop’s reissue of Necromunda. Well my friend Jonathon has a copy so I popped round to have a game.

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    Having got such fond memories of the original and gaming in my teenage years I was hoping that it lived up to the hype.

    I quickly came up with a Goliath gang and got on with it, I’m pretty sure a few of the subtleties of the rules were missed but it was good to get a feel of the new version.

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    The production quality is outstanding, as it should be for such a company, and the new figures are miniature works of art. My choices for the gang weren’t ideal and as the Escher were so very good at ranged combat I took heavy casualties until I got into close combat. Still it was a learning experience and I know what I’d do differently next time.

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    I’m really tempted to get the game- sadly running out of space means I may not. I’d love to make a detailed vertical board for it but the question is where to put it… I guess I really should sort out my shed. It may be the impetus I need. Either way I may start with a Goliath gang of my own for a starter; it shouldn’t be too hard to find space for ten figures.

    I also played a quick game of PSC’s The Great War with Evan. Given the kickstarter I mentioned has been funded it was good to get it on the table again. The scenario we chose to play was based on the famous action of a tank named ‘Fray Bentos’ at Passchendaele:

    http://www.telegraph.co.uk/history/world-war-one/10358335/WW1-The-siege-of-Fray-Bentos-at-the-Battle-of-Passchendaele.html

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    My Germans, despite getting off to a good start, failed to achieve much. Aggressive infantry backed up by the immobile but still shooting tank completely outclassed me. Another game I’ll do better at next time….

    I also picked up two of the three big wargaming magazines, it is not something I often do but they both had articles that looked interesting, the differences between the two are quite marked though.

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    Wargames Illustrated has by far the better production but the depth of the articles left something to be desired: the Russo-Japanese one, whilst featuring some lovely photos was a bit shallow so to speak. The campaign on the fighting in Prussia in WW2 was interesting but could have done with some better editing. Great eye candy though but little in I’d refer back to later beyond the campaign.

    Miniature Wargames has undergone a few changed from when I used to buy it; it looks far more professional now. It always had the best articles in but was often let down by poor photos. Under new owners and editorship that has changed. The reason I bought the magazine was that it featured an article on the Warsaw battle 1944 by Jim Webster, he is much under rated as a games writer in my opinion. I’ve always found his writing to be worth the price of admission alone. His ideas on gaming urban warfare are no exception and something I’ll try out on my own table top soon hopefully.

     

    Cheers,

     

    Pete.

     

     

     

  • Last weekend saw the final game in the Pennine Megagame calendar: the Last Romans, designed by Paul Howarth. Set around the Mediterranean during the reconquest of the west by the Byzantium general Bellasarius. My role for the day was the control for the Sassanid empire, I was lucky to have a great team of players to watch over. Other teams covered the various outposts of governors of Justinian’s empire, Visigoths, Ostrogoths, Franks as well as a separate  court and Constantinople game; making  for a 50 player game.

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    Play started with the eternal peace between Justinian and the Sassanids in force, for which the Byzantiums were paying gold every year to keep. This meant for quite initial turns for the Sassanids which allowed them to build up their army. Some combat experience was gained by attacking the Arabs to the south and the barbarians to the north. One general went incognito to lead a barbarian army to gain some experience in the rules system.

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    Most of my day was spent checking the administration of the portion of the Sassanid empire that was in the game, using a  simple control panel and a worker placement system and also deal with any public works that were being built, competition to out do other teams in both quantity  and gaudiness (much glitter was used) was very much in evidence. Other than that is was the usual round of adjudicating on rules queries and making sure battles ran smoothly once the fighting between the Sassanids and Romans started. It was the Romans that broke the eternal peace first and then the counter attack by the Sassanids proved quite strong. Their ambassador player, was so silver tongued that he managed to exact heavy reparations from the new emperor for breaking the treaty even in the face of ongoing counterattacks.   A plague event, that even killed Justinian, did mean that the Roman provinces at the eastern end of the Med suffered badly, so much so that by the end of the game they were looking to be subsumed in the Sassanid empire as vassal states, such was their neglect by Constantinople.

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    My duties to the Sassanids meant that I was pretty ignorant as to what was happening in the rest of the game, I couldn’t tell you anything, for example, about the very popular Chariot races and entertainments that were a big part of the Constantinople game. However, everyone seemed to enjoy themselves so it was a good way to round off a very good year of Pennine Megagames.

    Cheers,

     

    Pete.

     

    http://www.penninemegagames.co.uk/

  • … I figured it was about time for one.

     

    The big news is that I’ve finally finished my MA in Military History and done well enough for a distinction, next step is to try and find the funding for a PHD as I’m wanting to expand my MA thesis.

     

    I’ve also had a holiday to Normandy, was a nice road trip with my Dad. The extended family was down in the New Forest area for my Uncle’s wedding so it was an easy trip across the Channel to visit Normandy. All in it was only a week long trip but I managed to make the most of it.

    Friday- Down to New Forest  but called in at Bletchley Park.

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    A replica working Bombe.

    I’d not been before – I was really impressed with it, I don’t think we saw all of it as it we only had a few hours but I’ll certainly be back. The scale of the operation was staggering in terms of the number of radio messages being intercepted and decoded.

    Saturday- Uncle’s wedding.

    Sunday- drove to Portsmouth for the ferry over to Ouistreham and then on to the holiday cottage.

    Monday- Sword beach, The No. 4 Commando and Le Grand Bunker museum.

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    Sword Beach looking west along the coast.

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    The Museum entrance with a couple of artillery pieces outside.

    Tueday- Arromanches and the Mulberry Harbour, the DDay Museum there and the Longues Sur Mer battery.

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    The remains of one of the Mulberrys.

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    A casemate and gun at Longues- Sur- Mer.

    Wednesday- Point Du Hoc and Omaha beach.

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    An open gun pit at Pointe Du Hoc.

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    Omaha beach looking East.

    Thursday- Peagasus Bridge, Gondree Cafe, Airbourne Museum and Merville Battery before getting the overnight ferry back to Portsmouth.

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    The new bridge and memorials.

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    The original bridge in the grounds of the museum.

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    A casemate at Merville.

    Friday- Arrived in Portsmouth, saw the new RN aircraft carrier and lots of Type 45 destroyers as we docked then drove and hour west to see Bovington Tank Museum.

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    The biggest ever ship for the Royal Navy.

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    Just one of the halls at Bovington Tank Museum.

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    Some of the heavy making up the Tiger exhibit at Bovington.

    As you can see it was a pretty packed holiday. It was the first time I’d visited any WW2 battlefield; it was something I took a lot from and will be something I’ll be repeating next year (probably around my birthday time). The deeper appreciation of the events and sacrifices you get from touring places yourself cannot be overstated. Omaha beach was particularly poignant as it was so quiet being midweek and the end of the season. That said the sites that had an American connection were busier than those which did not. As a whole the museums were great (Bovington especially so as well as the new one at Pegasus Bridge) I took hundreds of photos so if people are particularly keen I’ll do a blog entry on each site…?

    On to the gaming side of things:

    Pennine Megagames is going from strength to strength at the moment. Next years calendar has been decided upon with just a few dates to confirm. Starting with Cockroaches, Copper and Cows (the Mexican Revolution) we then go to The Shot heard around the Universe (rebellious planets in space). June sees a trip to the Eastern Front with Fall Blau ’42, an operational game being developed by myself and Matt. This will be followed by Megamunda– as the name suggests a SF game blending Necromunda and Judge Dredd. Everybody Dies III: Playing with Fire adds more dragons to the well known Game of Throne setting. Finally, double dealing and espionage in 60s/70s South America in Juntas sees out the year. I’m really enjoying getting my teeth stuck into all the operational accounts of 1942 to develop the game engine for the Fall Blau game.

    In parallel to this I am working up a Post Norman Invasion of 1066 game that I’ll submit for consideration next year. Set in 1069 it sees the Normans try to cement their control of the North against the last Saxon attempts to retake the crown. The combat system got an early run out at the recent Fiasco show in Leeds. It will be making an appearance next at Recon in Pudsey in early December if anyone wants to catch it.

    I’m rather pleased with how my first attempt at making a map has come out.

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    I used the paper figures from the Helion book series. I’m really pleased with how well the turned out (I’ll put them in another blog entry) I manged to get two decent sized armies done in a week.

    The next expansion to the rather good The Great War board game is up on Kickstarter at the moment:

    I’ve backed this, it looks like it will be bringing in some interesting new rules, the French expansion is set around Verdun which got my interest straight away.

    I’m awaiting the new Next War: Poland game to come out, I’ve played the Korea and Indo- Pakistan versions and enjoyed them so this is a must buy. They are not the easiest rules to play but they scratch my modern chit and hex itch.

    Oddly for me I’ve been all misty- eyed and nostalgic for my youth now that Games Workshop have reworked Necromunda. I’m seriously considering picking it up, however cost and storage will be an issue.

    On to figures I’m still plugging away with my 20mm WW2 and modern figures. I’m currently working up a linked series of scenarios to tie smaller 20mm skirmishes to a big 6mm battle. My Cold War 6mm collection is still a work in progress, some 2nd hand acquisitions have led to an Arab Israeli in 1973 side project. That and I keep eyeing up the new Baccus WW2 miniatures.

    Naval and Air war is still going along. Though more movement will be made on those projects when I go to a show next and pick up some more bits from Tumbling Dice. Getting some 6mm figures to tie into my Russo- Japanese warships is another possibility I’m considering at the moment.

    All in all plenty to keep me occupied- thanks for reading.

     

    Cheers,

     

    Pete.

     

     

  • A couple of Saturdays ago I was in Sheffield for another Pennine Megagames’ event, one I had been particularly looking forward to for a long time (in fact since the game first ran down in London) Rob Cooper’s Still Not Over By Christmas.

    As you’ll have gathered from my previous post it was that classic scenario of the Cold War going hot with the Soviets invading westwards. I choose to play the Soviet Air Commander (thus fulfilling a wish I’ve had since I started megagaming 6 years today of overseeing the aircraft) I had two players underneath me who would do the actual fighting as well as an assistant on the day. Things had started a few weeks before the game day with an online planning game run through Facebook, various groups were set up for the players to plan their initial attacks and starting dispositions. I had been fortunate enough to attend the pre- game briefing for game control so I had a good understanding of the game mechanics (not that much of an unfair advantage as one of the NATO air players was present too). From this I was acutely aware that the NATO planes had a threefold advantage. Firstly, their best planes such as F15s and F16s were rated highly, the only thing I had that could equal that was the MiG29 and I had fewer of those than NATO had of eagles and Fighting Falcons. Secondly, their repair rating was better meaning that had much more chance to come back from damage, in the rules things were only permanently lost when they failed a repair roll. Thirdly, NATO had abundant stocks of advanced air to air missiles meaning that they fired first in an engagement, again the Warsaw Pact had some but nowhere near as many. Accordingly, my strategy was to hammer the airfields that the aircraft were being staged out of being as it was easier for us to defeat them on the ground rather than in the air. The number of airbases that we took out affect the number of aircraft that could be flown. By doing this I hoped to keep the balance to contested in our favour, not so much to provide CAS to our own troops but to deny the enemy the same, especially as this would protect the bridges that our follow-on Corps and Divisions would be using to get to the front. Not losing in the air meant we could win on the ground.

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    Photos of the counters taken at the pre- game briefing.

     

    Air combat was fought with a dogfighting stage leading to an assessment of who had air supremacy, superiority or whether it was contested, this then determined the number of aircraft that got through to perform Close Air Support, Recce or Deep Strike missions, the gamble was that you had to commit aircraft to these tasks before the dogfighting took place; assessing your likelihood of victory was key.

    My main job in the preplanning game was to decide upon the initial strategic attacks as the air forces were pretty much set into their north and south groupings. My suggestion was to hit hard and first with a two-day Chemical Weapon strike, we were only allowed to use them for two successive days so I figured a devastating strike on the airfields would get us off to a good start. Also by using them at the start it was be seen, hopefully, as less escalatory than going to WMDs mid game. If anything, we could step down and de- escalate… Similarly, the Spetsnaz cards I had to use were targeted on HQs to give us a slight edge.

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    Jason (CinC) and Adrian (my 2iC) plotting on the mini map.

    On the day itself as I had a high command roll I was with the CinC sequestered in an upstairs room a long way from the map the game was being fought on. As such we had to make do with second hand reports and camera phone photos in the guise of recce pics; this was aided by a WhatsApp group set up of all of the pact players for quick messages. We were fairly confident that our initial attacks would go well as we had activated a lot of our reserve forces to get as much possible forward as soon as possible. The down side to this was that the NATO forces facing us would be aware that something was coming.

    The first CW strike went disastrously, all 6 SCUDs that were delivering the chemical agents to airfields in the northern half of the map missed their targets, causing significant civilian casualties. The second round were more successful but by then the fallout was not just radioactive. The US President, represented here by control, authorised the firing of a single tactical nuclear weapon as a punishment for and a warning against any further civilian casualties. Accordingly, one of our Corp HQ units got vaporised. In the command room there was a rather hurried discussion on how to respond; to go by the doctrine in the handbook we should have responded with 24 weapons targeting HQs and airbases. This, quite obviously, would be a big escalatory step, so with one eye to the meta game we decide to just ask for permission to respond with a single tactical weapon. This was granted and a NATO HQ went the way of ours.

     

    For the rest of the game however I made sure that a list of potential targets and enough planes to carry out the missions were kept in reserve by my two air commanders, a few SCUDs were kept back for that purpose too.

    For the rest of the game my job mostly consisted of deciding when and where to put the reinforcements. This was tied to where Jason as CinC wanted the main effort to be focused. At the highest levels of command in a megagame I find that coming up with a plan then reacting to the enemy and keeping on top of them with good decisions makes for a less stressful and more enjoyable day than the frantic activity at the map. One of the assets I had at my disposal was the Long Range Aviation aircraft, this could be potentially used to attack the UK mainland, the advantage of doing this was that it would hopefully withdraw some aircraft from the main European theater as well as take out some of the very capable F111s too. However, I was only prepared to launch such an attack if I had seen evidence that the RAF aircraft that had been slated for home defence had moved to join the European fight. My two Mig31 Foxhounds would be no match for all the Phantoms and Lightnings I expected to find there and if they then went on to shoot-down the Tu22 Backfire bombers I’d have a lot of explaining to do to someone before a reassignment to Siberia. Instead I just added them in to the normal fights to give a boost, although one Foxhound was given the special mission to try and breakthrough the fighter screen and go after a NATO AWACS aircraft, this would give us a big advantage in the combat. This, against all the odds, worked, medals all round for the pilots. In fact, making medals for the players at the map did seem to have the desired effect, quite what the NATO players made of them is another matter.

     

    On the ground the war went well, Denmark fell to a small, under- resourced but well-handled force and was removed from NATO, there should have been bigger political ramifications from this imo. Also, some VDV had a very short stay in France getting as far as Strasburg. In the best megagame tradition if it had gone on for another turn things would have decisively turned in the Soviets favour, our 2nd wave of ground forces would have entered combat, the anaemic Dutch counter attack would have been defeated and what’s more NATO was running out of all those fancy high tech weapons that were giving them the advantage. In fairness to NATO their deliberate targeting of our Warsaw Pact Allies meant we had political troubles of our own to contend with the resulting dilution of force. Also, a bit more could have been made of the big but narrow salient we created in the NATO centre. One of the differences between an open and closed map is that clever manoeuvres are harder to pull off: everything is visible to the observant player. As such concentration of force and a determination to follow things through often rewards more than an outflanking march that will be spotted.

    20170923_171656

    After the game we had a debrief: this blurry photo is the closest I got to the main map all game.

    I really enjoyed SNOBC, very glad I played it and if the rumours of a follow- on game the year after next come to be true I’d love to reprise my role.

    Cheers,

     

    Pete.

    http://www.penninemegagames.co.uk/

  • A few weeks ago King’s College in London hosted the Connections professional wargames conference. They have released slides and audio recording of the presentations here:

    http://www.professionalwargaming.co.uk/2017.html

    A few highlights that are worth your time following up on…#

    Pennine Megagames’ own Paul Howarth amusing talk on games in schools- hearing how the games cut through gender and social boundaries and gets children enthused is really great.

    Dr. Nick Bradbeer and David Manley’s talk on improving Maritime engineers’ design through game play is interesting- especially as David Manley has blogged on his involvement with the games here:

    http://dtbsam.blogspot.co.uk/search?q=ucl

    I was surprised at the lack of military knowledge that was alluded to of the students on the course but given that we are a maritime nation dependent on sea trade and our Navy it is something that takes a very low profile in our modern world.

    Finally Paul Strong’s talk on the Western Approaches Tactical Unit gives a great insight into how wargaming helped to win the Battle of the Atlantic, including a rare example of wargaming being conducted mid- battle and influencing its outcome.

    I’d have loved to attended- and played in the megagame as well as the other games sessions but I was on a bit of a road trip with my father (a post on that will be forthcoming) so missed it, will look into attending next year.

     

    Cheers,

     

    Pete.