C Novim Godom 2022

I don’t think of this song every New Year, but I likely should… my favourite Attila the Stockbroker piece, from student days.

I hope 2022 will be different, because I sure don’t want any more 2021.

Zones of Control, yong zhongwen

zoc pub chinese

Huzzah!

Though perhaps, just perhaps, a pirated translation of the anthology has been circulating among the various departments of the Central Military Commission of the Chinese Communist Party for some time… heh.

Obligatory end-of-year review, 2021

goldblum

Ohhhhh….

It’s almost over.

I thought 2020 was not that great, and boy 2021 was not an improvement.

  • My dad died in May 2021 and I spent the rest of the year doing executor duties and seeing his widow back to the UK where she has family. This put a big crimp into everything else, naturally.
  • I did not get back into my office until September 2021.
  • I did get my money back from the airline for my Hawaiian trip that never happened, but no other travel more than a few miles from home. I did participate in a few online events and things but it’s just not the same.
  • The renovations that started in August 2020 are still going on, though I have been promised carpets by Christmas. Doors, lights, kitchen appliances and other amenities will follow, as will the restoration of some game-playing space.

I’m not sorry to see 2021 go, and I know 2022 will not see the complete end of COVID-19, still less the beginnings of the necessary and obvious changes we’re going to have to make in order to flourish in the future. But like many people, I will adjust and carry on as best I can. Maybe next year I will get back to Europe, or Washington DC, or even Tempe AZ. We’ll see.

Game publishing and publicity

February: Posted PDFs of the 12 issues of Strategist magazine I edited in 2000, containing several PnP games in their pages: some WarpGames by Lloyd Krassner; Battle of Seattle by me; and the first appearance of Waterloo 20 by Joe Miranda.

March: Vassal continues to elude me, but after a lot of angst I finally got it together to build a couple of simple Tabletop Simulator modules for two of my abstract games, Guerrilla Checkers and Kashmir Crisis. It wasn’t much fun, but I hope people might try them. Meanwhile, I think I am irretrievably old-school: give this man some cardboard and markers and he’s happy.

April: James Buckley published #2 of his online zine Punched, in which he ran a lot of material related to the GMT COIN system games (published and future), and a very nice review of Brief Border Wars.

June: District Commander: ZNO was released, the fourth and so far final module in the series. District Commander Maracas continues as the free print-and-play module for anyone who wants to try out the system.

November: A 4th printing of A Distant Plain was announced. We’ll see how long it takes them to pull the trigger on this one; perhaps people want to forget about this war once and for all. Also, the International Conference on Games and Learning Alliance (GALA) saw a paper presented on a digital port of Kashmir Crisis. Hans-Wolfgang Loidl, Associate Professor of Computer Science at Heriot-Watt University in Edinburgh, wrote the paper with his student Charlie Murray, who created a digital version of the game.

Game design work and future publication

Work and or testing continued throughout the year on the following. Other projects languished.

Brief Border Wars Quad Volume II: Handed in the files for this to Compass Games in October 2021. The four battles are all pre-1945 titles: Second Balkan War 1913; Teschen 1919; Nomonhan 1939; and Italo-Greek War 1940. No idea when it will actually come out.

China’s War 1937-41: Development screeched to a halt when I lost my gaming space to renos in summer 2020. In the fall of 2021 I developed a 1938 scenario for the game. I recently heard from the GMT developer who also got sidetracked on things, and work will begin again in early 2022. We hope to finish testing and development by the end of summer. Over 1,500 pre-orders now.

O Canada: Now it can be told – this year I got a long way into making a power-politics, non-kinetic adaptation of the COIN system (something I always thought should be done). The situation I chose is a reboot of the old SPI game Canadian Civil War (1976). Four factions (Federalists, Provincial Moderates, Provincial Autonomists, Separatists) with asymmetrical force structures, menus of operations and special activities, and objectives; an Event Deck with jokes in it comprehensible only to Canadians; a Patronage Track that reflects the degeneration of political discourse and influence of foreign agencies; and conflict played out on two levels (one at province level where you have mostly Party structures and voting blocs but still need some Groups of influencers, and one at Issues level where Groups fight for control of intangibles). Quite a way down the road with this one, solo tests are good, work can continue when I have some more space to play the physical copy and maybe engage other people in it… but I strongly doubt anyone will want to publish this for like, money, so likely when I am satisfied with it I will put it out to free pasture, or a modestly priced PnP.

Conventions

Of course, nothing happened, at least nothing physical.

January: Pete Sizer and I spoke to the VCOW (Virtual Conference of Wargamers) on counterinsurgency games. I also spoke to the Cardboard Emperors Virtual Con II on the factions, mechanics and victory conditions of China’s War 1937-41. And a special episode of the No Enemies Here podcast by Dan Pancaldi, connected with the Armchair Dragoons virtual convention; some quite freewheeling conversation in that one.

November: had a nice chat with Harold Buchanan during his SDHistCon event, I would like to make it to the physical version in San Diego one day as I quite liked what I saw of the city that one time.

Conferences and professional wargaming stuff

No physical conferences, of course.

February: I talked to a group of officers at the US Army War College on “The Uses of Simple Games.”

April: As part of Connections-Online 2021, a virtual event with global reach, Mike Markowitz and I did a joint presentation on the practical matters within DIY game design. Mike talked about graphic design and talked about methods of self-publishing. Both were add-ons and developments of the talks we gave to the Georgetown University Wargaming Society in 2020. Also connected with this event, a very pleasant chat with Maurice Fitzpatrick et al on his Whiskey Charlie podcast about the Connections conferences of the past and future, and their enduring value. Shining Path was used with students at the Institute for World Politics (an independent graduate school that trains students for careers in national security and international affairs) in a class on “Counterterrorism and the Democracies“.

Writing and ‘casting

Nothing formally published, just the usual torrent of wise-guy stuff on blogs, sites and social media.

August: several posts on the end of the war in Afghanistan, that proved to be click-worthy (don’t know if they were read).

September: a great episode of Liz Davidson’s Beyond Solitaire podcast, with Volko Ruhnke. Not surprisingly, we mostly talked about A Distant Plain and the sensitivities of designing games on contemporary conflicts.

October: an episode of the History and Games Laboratory podcast, put on by Eduard Gafton at the University of Edinburgh. We talked about the origins of some of my game designs and how I got into game design, and focus on Brief Border Wars and the issues involved in designing games on sensitive and controversial topics (A Distant Plain got a look in, of course). I later wrote a blog post for them that was an abridged version of the chapter I wrote for the EuroWargames anthology about analog game design as a form of citizen journalism. (I handed the files for that in March 2021, and am still not sure when the book will appear – next year, perhaps.)

November: A great international panel on civilian victimization in wargames, as part of a probable series on “wargame ethics” hosted by Fred Serval (France). Other panelists were Javier Romero (Spain), John Poniske (USA) and Tomislav Cipcic (Croatia). I think we really got into it (the topic, not the practice itself). Also, I posted the popular piece “Quads That Never Were“: SPI Quadrigames that were proposed but never published.

Near-meaningless digest of site statistics:

Overall traffic seems to be stable and improved a bit over 2020. I seem to be cruising still at around 1,600 – 1,800 views per month, for a total of about 21,000 views. About 8,000 visitors in all. The five most curious countries were: US (by a very wide margin), UK, Canada, Australia and Japan. One guy clicked in from Bhutan.
Besides the then-current post, popular pages included the perennial favourites Free Games, BTR Games and Scenarios and Variants pages. No surprises there. The two most popular posts were my Afghan War post-mortem pieces “Endgame” and “Some more Afghan post-mortem”, likely due to my posting links to them on Facebook groups.
The most downloaded documents were four items for SPI game variants by Alan Arvold: three for Lost Battles and one for Search and Destroy, either the article itself by Alan or the counter sheets I made for them. The file of FAQ and clarifications/errata for the District Commander series was also popular.

Counterinsurgency RTS game

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I don’t often read Duffel Blog, so it was only today this piece from 2017 came to my attention:

https://www.duffelblog.com/p/realistic-new-counterinsurgency-video-game-lets-watch-troops-fuck-youre-fired

Realistic new ‘Counterinsurgency’ video game lets you watch troops fuck up until you’re fired
Dec 5, 2017

SEATTLE, Wash. — An upcoming real-time strategy game is designed to let you watch your troops fuck up until you’re fired, sources confirmed today.

Titled Counterinsurgency, the debut video game from Seattle-based Green Wood Studios breaks new ground by pulling players into a protracted campaign mode with virtually no way to win. During this time, you — playing as the Theater Commander — get to witness gross mismanagement and malfeasance on the part of your subordinates until you are replaced.

“Most RTS games are about achieving measurable objectives, such as destroying the enemy team or acquiring key resources,” said Jerry Cevalos, the lead game designer, during an interview at GWS. “We went the opposite direction by instating a nebulous end-game of installing and sustaining a democracy.”

Counterinsurgency takes place in a fictional country, Angelovya, after World War III. The playable faction (U.S. military) occupies the nation in an effort to uphold an American-backed government, rebuild infrastructure, and protect the populace from the insurgent “Red Phoenix Army.” To this end, you have the option of using a plethora of military, civil, and diplomatic options — from Special Forces raids and airstrikes to training local security forces and bribing village officials.

Players have a finite number of Confidence Points, which are gained or lost depending on in-game successes and failures. Reaching zero points results in being relieved of command and the game self-destructing inside the console.

According to a preview of the game, despite having superior forces and materiel on the player’s side, things quickly go haywire after the campaign begins. Faulty intelligence gained from tortured prisoners leads to a missile obliterating a wedding, killing 23 unarmed civilians and a CIA asset. A shadowy, Russian-backed cartel quickly gains recruits from the angry populace, and the Red Phoenix Army is born.

Numerous pre-scripted and dynamic real-time events wreak further havoc on your command, from vehicle-borne IEDs blowing up civilians and gate guards, to special ops raids killing the wrong people, to soldiers disobeying orders or going on murder-sprees.

“You could be in the middle of stability operations in a nearby province, and a disillusioned soldier will desert his post or leak classified documents,” Cevalos explained, referring to unscripted incidents that can happen during gameplay. “And don’t be surprised if your best troops with fleshed-out skill trees quit the military and get replaced with inept morons.”

Making things worse, the insurgents are often indistinguishable from neutral non-playable characters, making accidental civilian deaths practically unavoidable. This problem is compounded by vindictive locals falsely accusing their rivals of being guerrillas, while others have no interest in ratting out their insurgent friends and family. All of these contribute to the loss of Confidence Points and bring your command tenure to its inevitable demise.

“Whether it’s sending Special Forces to train people who will later try to kill them or arresting a dozen Marines in a drug and prostitution sting, we intend to make this the most realistic RTS to date,” Cevalos added.

He concluded, “We hope this will best reflect the state of America’s current wars.”

At press time, a leaked memo has revealed that the only way to win the game is by carpet-bombing the entire country. This results in the Theater Commander being sent to the Hague for war crimes and your computer frying itself anyway.

Counterinsurgency is scheduled to be released after the War in Afghanistan ends, sometime in 2031.

By Paul Szoldra

Duffel Blog is the first and only online parody news organization focused on the U.S. military and veterans — helping advance critical thinking in national security through satire and smart humor.

Why I am not writing a 2022 scenario for Ukrainian Crisis

Putins einmarsch 2022

[Edited 24 February 2022 –

Obviously, I was wrong.

See: Ukrainian Crisis: tableflip]

For the last few weeks if not months there has been a steadily frantic series of articles and other pieces in the Western media about an imminent and huge invasion of Ukraine by Russia, by a massing of up to 175,000 troops on the border (cf. New York Times). The above cartoonish map from the German magazine BILD shows you how it would all roll out.

I have read only a few half-intelligent or at least measured pieces on the subject so far; here are two that I would bother to bring to anyone’s attention.

The first is

https://warontherocks.com/2021/11/feeding-the-bear-a-closer-look-at-russian-army-logistics

The first is from War on the Rocks, and while it does not dismiss the chance of an overt Russian invasion outright it does take a semi-realistic look at the ability of the Russian forces to launch and sustain such an operation (also, vs. Poland or the Baltics). Short answer is, yes if they wanted, but not far and not for long.

(The piece also invokes that Baltic war game that RAND ran five years ago that had Russia seizing all three Baltic states within three days. I’m very reticent about generalizing the findings of that RAND wargame, even if it did have a hex map and counters. Some of its questionable assumptions and omissions are summarized here):  http://talk.consimworld.com/WebX?233@@.1ddb6d55/161!enclosure=.1ddbe25c

The second is

https://valdaiclub.com/a/highlights/war-between-russia-and-ukraine-a-basic-scenario

The Valdai Discussion Club is, as fairly as one can put it, a Russian think tank that sometimes stands in for an endorsement or occasionally testing out of Russian government thinking and policy on foreign affairs and world events. It’s easy to dismiss its outputs as Putin propaganda or even sinister maskirovka but the linked article lists some pretty basic and logical points and consequences for why Russia would not and should not invade Ukraine.

That War on the Rocks article is the only Western media thing I’ve seen that actually stopped to crunch the numbers. All the rest of this is drum-beating, ritual dances for whatever tribe of analysts/ journalists the writer belongs to, and stupid little arrows on a cartoon map. At this point it seems to serve both sides much better to put on the best show they can in the event that something might happen, than it is for anything to actually happen.

Anyway, all of this is to say that I do not intend to write any kind of update or scenario for 2022 for Ukrainian Crisis. The game was best fitted to cover the first six months of the 2014 crisis until the First Minsk Agreement. And while its mechanisms are quite flexible and adaptable to other conflicts, it’s not worth the effort to try and update so many of its component parts for this go-round… and anyway, as the game not so quietly points out, a large overt military invasion is a signal that you have already lost the sub-games in its other two dimensions (even more so if the invasion is launched in response to a large-scale deliberate Ukrainian offensive on the LPR and DPR).

Perhaps I am wrong about this. If some nation genuinely wants a border war, it can at least start one but I doubt it will prove much more than most other border wars ever have. In the meantime, you can go back to 2014 and see what you could have done back then: Free Games!

[ETA: Another article along the same lines – not enough trucks – by David Axe (War is Boring) appeared in Forbes magazine: https://www.forbes.com/sites/davidaxe/2022/01/13/the-russian-army-doesnt-have-enough-trucks-to-defeat-ukraine-fast ]

Hiding in plain sight: connecting commercial and professional wargames

December 7, 2021 – John Curry gives a great talk to the Georgetown University Wargaming Society on the connections between the commercial (or hobby) wargame world and professional wargaming.

The talk is focused on the theme of how the hobby have influenced developments in professional gaming. Highlighting that the hobby games introduced concepts such as tabletop landscape, miniatures and political gaming. I then outline the wargaming evangelists who have influenced the direction of professional gaming, with the examples of HG Wells, Donald Featherstone, Colonel Dupuy, James Dunnigan and Paddy Griffith. I will then demonstrate how Matrix Games and Confrontational Analysis has spawned a whole series of professional wargames. My analysis suggests that professional gaming should openly acknowledge the need to borrow good practise from other disciplines, as well as the hobby sector. The world is facing critical threats and games are being played to help inform decision making and prepare leaders. If developments from hobby wargaming can improve the value of these professional games, this is of potential benefit to us all.

Nothing I want to argue about in here!

There is a fair amount of historical development/narrative so you might want to skip ahead if you are already familiar with the Big Names, but his talk is only about 47 minutes – he spends the last half hour fielding some very good questions.

Foucault in the Woodland, Part 2

More smart stuff from Daniel Thurot at his Space-Biff! blog about biopolitics in Cole Wehrle’s Root:

https://spacebiff.com/2021/12/02/foucault-in-the-woodland-2/