Colonial Twilight: a bot for the FLNbot

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BGG user Curt Sellmer has created a program that automatically implements the FLNbot that Vesa Arponen made for Colonial Twilight. He says it handles the details of ‘bot decisionmaking, and is similar to a program he created for the expansion to Volko Ruhnke’s Labyrinth game,  Labyrinth: The Awakening: 2010-?

It supports the the Short, Medium and Full scenarios.

It will run on a MacOS terminal, a Linux terminal and the Windows console as long as the Java JVM is installed and the path to the ‘java’ executable program is referenced in your PATH environment variable.

For more information and to download the built package, go here: https://github.com/sellmerfud/coltwi

Scroll down until you see section heading: “Downloading the package”. In that section is a link to the “built package” which is a zip file.

Finally, here is the discussion thread on BGG where he introduces the program, and where players (that’s you, cousin) will discuss questions and problems, when encountered.

https://boardgamegeek.com/thread/2095115/software-runs-fln-bot

Thank you for your work Curt!

 

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“Grom-444”

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… was the radio signal sent to Marshal Konev to begin the military operation to suppress the Hungarian Revolution, on 4 November 1956.

62 years after the event, there are three games on the Soviet crackdown and I have designed two of them:

  • Operation Whirlwind, which has been available in one form or another since 2002 – see here for the historical scenario Operation Whirlwind: more historical scenario.;
  • Nights of Fire, which is due out in, umm, probably February 2019; and
  • Budapest ’56, half of a two-game set on “Cold War Battles” by Joe Miranda (the other game is on Angola in 1987). It uses the “Modern Battles” system that has been used by first SPI, then Decision Games, to cover dozens and dozens of battles. Doesn’t work particularly well to show urban warfare, even when it was used by The Great Dunnigan in Berlin ’85, but that’s just my opinion…   https://boardgamegeek.com/boardgame/23378/cold-war-battles-budapest-56-angola-87

Finnish Civil War is on sale, while the snow flies

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Cover of #84

Compass Games is having a sale, from now until January 15, 2019.

Paper Wars #84, containing Finnish Civil War, is among the items and it’s marked down to $33.00!

Enter the code HOLIDAY18 when you order to get the 30% discount.

https://www.compassgames.com/paperwars/issue-84-magazine-game-finnish-civil-war.html

Go here for the entire catalogue of sale items!

https://www.compassgames.com/holiday18

The (Im)Possibility of War in the Mega-City, by Ty Bomba

 

Issue #9 of Counterfact magazine has a game in it called War in the Megacity, designed by Joe Miranda. It’s in the mail now. On October 27, editor Ty Bomba posted the short piece quoted below on the publisher’s Facebook page, as his take on the subject (permalink  https://www.facebook.com/permalink.php?story_fbid=1130023770514214&id=189803314536269&__tn__=K-R)

 

The (Im)Possibility of War in the Mega-City
By Ty Bomba

Back in 2014, then US Army Chief of Staff Gen. Raymond Odierno set off what amounted to a metaphoric explosion of activity within the military-analytical community. He did so when he authorized the online publication and distribution of a 28-page pdf titled “Megacities and the United States Army: Preparing for a Complex and Uncertain Future.”

The study, co-authored by six of his staffers, pointed up a problem that had critical tactical, operational and strategic aspects. That is, after defining “mega-cities” as urban locales with 10 million or more inhabitants – there are 20 of them today with another 25 likely to have grown into existence by 2025 – the authors lamented the fact the US military in general, and the army in particular, had no doctrine for how to wage war in such places.

The standard formula for attacking a hostile city of smaller size – surround it, and then take the area inside the pocket sector by sector – won’t work in these huge conurbations because they’re simply won’t be enough troops on hand to isolate such vast spaces. The document (still available online by searching on its title) went on to list problem after problem, never intending to offer any solutions but, rather, simply to pose all the relevant questions that had been identified.

Since then, numerous writers – both from within and outside the US military – have offered more. For example, in 2017 one writer, under the auspices of West Point’s Modern War Institute, proposed an exact order of battle for a combined-arms battalion specifically constituted to fight in megacities. (That’s also still available online by searching under its title: “It’s Time to Create a Megacities Combat Unit.”)

Even the International Committee of the Red Cross commissioned a study on the subject, titled “Future War in Cities: Urbanization’s Challenge to Strategic Studies in the 21st Century.” Its focus is on the “development of military methods of operating in cities using appropriate rules of engagement that embrace international humanitarian law” (and, we might add, good luck with that).

As it turns out, an older study, one done at the US Army War College way back in 2001 and titled “Urban Operations: Tactical Realities and Strategic Ambiguities,” may already have shown the practical impossibility of any sustained US military involvement in fighting a ground battle for a mega-city. It used a combination of historical case studies and training exercise analyses, and its grim conclusions ran as follows.

A typical rifle company of up to about 200 combatants can be expected to seize a similarly defended city block after about 12 hours of combat. Total casualties among the attackers – personnel missing, killed and seriously wounded – would average 30 to 45 percent during that time, depending on the competency and ferocity of the defense. At the end of it, the survivors in the attack force would need to be temporarily withdrawn from the frontline for rest and regrouping.

At most, by straining mightily, the US Army might be able to concentrate some 180 assault companies, along with another 60 or so from the Marine Corps, to use in a fight for any one mega-city. Each army or USMC division averages 27 such companies, while an armor division could form a dozen or so. Thus the entire infantry force of the active duty US Army and Marines could be expected to be effectively burned out after about 20 days of steady mega-city combat, with total casualties suffered while doing so at about 15,000 to 22,000.

Even after all that, the conclusion offered was an overall victor in such a battle would likely only emerge through attrition, or when the suffering had reached a point where small margins of difference between the opposing forces’ staying power (morale) became the deciding factor.

Given the phenomena of “casualty aversion” that’s overtaken Western societies since the end of the Cold War – that is, a general unwillingness by electorates to sustain any government prosecuting a war longer than one election cycle or bloodier than a relative handful of total deaths – and it can be seen it’s effectively impossible for us a society to engage in that kind of war.

The only exception would be if the stakes involved were readily perceived by a majority the electorate as truly and fully existential at the national level. In turn, to get to that level, you have to posit near science fictional scenarios, such as the Chinese landing en masse along the US west coast or armies of Jihadis surging into Europe’s cities. Short of such epochal hypotheticals, one is hard pressed to name any mega-city anywhere on Earth the control of which would be important enough for a US administration, or that of any other Western democracy, to be willing to sacrifice so much to get it.

Mega-city wars will therefore likely remain the domains of criminal gang turf fights and civil wars fought among groups with nowhere else to go. Until such time as aerial and ground drones and autonomous robots are further perfected, no Western democracy can make war effectively in mega-cities.

The current issue of the on-paper edition of CounterFact Magazine (no. 9) has as its main topic “War in the Megacity.” It offers both a longer article on this subject and an in-depth wargame that can be played solo or against an opponent. Those interested in that kind of deeper exploration, should go here:

http://ossgamescart.com/index.php?main_page=product_info&cPath=5&products_id=114&fbclid=IwAR1nA9D5i3nZbOqWFFvxCkSV-hBieH8g7_8JlM08SLwrGqrciAyHWjX1vtc

I find I cannot disagree with what Ty has written here, having read some time ago all the articles and papers he cites, and more besides. Yes, we will not see the entire rifle-company strength of the US Army and Marine Corps squandered in an enormous mega-Aachen, or even a restaging of the Second Battle of Seoul (not least because Seoul is ten times the size it was in 1950). Ridiculous notion.

Ty published the designer’s notes to the game over on Consimworld some time ago, wherein Joe seems to be walking back the game’s initial impression that you are fighting a massive, primarily kinetic battle for a huge city (wherein Fallujah or Grozny would fill only three or four of the map’s 30 abstract sectors). He uses the triple-CRT, units-rising-and-falling-in-strength method first done in James Dunnigan’s game Chicago-Chicago!, and reused by him in LA Lawless, Decision Iraq, and by me in Greek Civil War (this last by order of Decision Games, though somewhere in between my submission and eventual publication there were a lot of changes to both my game and to Joe’s system, including collapsing the 3 CRTs into one, and radical changes in unit typology and abilities). He also speaks of the ridiculous troop-to-space ratio in a city of 10 million or more, but does note that the troop scale in the game is brigades (thousands of uniforms) vs. crowds (tens of thousands in size); even the guerrilla units are estimated to be a thousand or more fighters (though in fairness, because it’s a Joe Miranda near-future game, there are also small detachments of “”Fifth Generation” troops whose weaponry, and sometimes their own physicality and mental states, have been enhanced by leading-edge technologies.”).

http://talk.consimworld.com/WebX?14@@.1ddb038b/479

But I added the emphasis in Ty’s penultimate paragraph. Megacities will not be the arenas where entire brigades and divisions square off against each other, but they will see a great deal of low-level irregular conflict, by and among irregular forces, who will be opposed much of the time by uniformed forces in modest amounts. However, I do not share his enthusiasm for autonomous robots.*

Joe and I are on the same wavelength on a lot of things, but often we differ considerably in our design approaches to the same kind of problem. To my mind, a more realistic and sobering pair of books to read on this subject are Planet of Slums by Mike Davis and Out of the Mountains by David Kilcullen (especially his chapter on the Tivoli Gardens operation in Kingston, Jamaica). What would be interesting from my point of view would be a game in a megacity that emphasized limited intelligence, surveillance, building and degrading organizations, positioning and threats, information warfare, for both insurgent and counterinsurgent. All precursors to kinetic operations, which are kept to a minimum. So far the megacities in the world that have experienced problems severe enough to see actual conflict involving their national militaries have all been outside of NATO, and the conflicts have all been pretty one-sided; government moves in against insurgent gangs, they scatter obligingly and civil disorder continues, though turned down to a dull roar until the uniforms leave and the gangs return.

I tried to do this in one of my first games, Tupamaro, which took place entirely within one large city (1.5 million, which was kind of large for 1968). And maybe that’s more typical of what went on in Baghdad (pop 6-7 million, give or take) for years. This was my thinking in developing the “Maracas megacity” module for the District Commander system over the last couple of years, available here for free PnP at least until Hollandspiele publishes it some time in the next few years.

New free game: Maracas

*PS: I mentioned this before, but here again is mention of Crisis at Zefra, a conceptual book written by a science fiction writer named Karl Schroeder in 2005 for the Canadian Armed Forces about how Canadian soldiers would deal with asymmetrical threats in the imaginary African city-state of “Zefra” in the near future (2025). Again, a bit too goshwow with respect to the technology for me – nano-this and nano-that – but these things are valuable just by having been written down. Here’s a copy:  Crisis-in-Zefra-e and the work is also available at Schroeder’s website at http://www.kschroeder.com/foresight-consulting/crisis-in-zefra/Crisis-in-Zefra-e.pdf .

 

 

Green Beret back in stock at OSS!

FS02GB

One Small Step advises that Green Beret is back in stock.

Getcher copy now, if you’ve been waiting!

If you’ve “alriddy gat wan”, buy one for a friend or trusted enemy!  $22.95!

http://ossgamescart.com/index.php?main_page=product_info&cPath=20&products_id=49

Summer Lightning: Second Edition!

SumL-BoxTop_small_pp

Lock n’ Load Publishing has come out with a new, second edition of Summer Lightning.

The changes are just to the components, but what changes – the map is now 30×23″ (on four 11×17″ sheets) and the counters are now a robust 3/4″, on three laser-cut sheets of 88 each.

That’s the physical edition in a box, which includes a d10 – you can also buy the physical game in a ziploc for less, or a PDF download for about half price. The physical editions also come with the PDF download.

Very spiffy! Go have a look!

https://store.lnlpublishing.com/series/Board-Games-Non-Series/summer-lightning

Temp +10%, OSS -20%

Illustration: just a few of the things you could get….

One Small Step Games is having a “Boy it’s Hot” sale!

Go to the cart at www.ossgamescart.com and use the code ITSHOT20 to get 20% off your purchase!
Applies to all in-stock games, excluding things already on sale, on pre-order, or magazine subs.

Sale ends August 5 2018.