Results 1 to 20 of 318

Thread: Wargaming Small Wars (merged thread)

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1
    Council Member davidbfpo's Avatar
    Join Date
    Mar 2006
    Location
    UK
    Posts
    13,366

    Default Wargaming in the classroom

    Hat tip to WoTR for this article by:
    Dr. James Lacey is the Professor of Strategic Studies at the Marine Corps War College.
    The focus is on the use of wargaming in the classroom for strategic studies, but somehow I think it is worth adding here:http://warontherocks.com/2016/04/war...om-an-odyssey/
    davidbfpo

  2. #2
    Council Member AmericanPride's Avatar
    Join Date
    Mar 2008
    Location
    "Turn left at Greenland." - Ringo Starr
    Posts
    965

    Default

    There is a series of board games by GMT games starting with Cuba Libra and ending most recently with Falling Sky: The Gallic Revolt against Caesar simulating, to some extent, the complexities of COIN conflicts. I'm curious if anyone else is familiar with them and would like to know your thoughts.

    Also - I recently introduced into my Reserve unit a variety of the Matrix Games exercise and it met with great applause from the participants (junior and mid-career analysts and officers). War-gaming isn't just about mapping out courses of actions but can also be useful in juicing the creativity and analytical focus necessary for tackling complex problems. In this context, 'realism' is not always welcome or even helpful.
    When I am weaker than you, I ask you for freedom because that is according to your principles; when I am stronger than you, I take away your freedom because that is according to my principles. - Louis Veuillot

  3. #3
    Registered User
    Join Date
    Jan 2008
    Posts
    9

    Default

    Quote Originally Posted by AmericanPride View Post
    There is a series of board games by GMT games starting with Cuba Libra and ending most recently with Falling Sky: The Gallic Revolt against Caesar simulating, to some extent, the complexities of COIN conflicts. I'm curious if anyone else is familiar with them and would like to know your thoughts.

    Also - I recently introduced into my Reserve unit a variety of the Matrix Games exercise and it met with great applause from the participants (junior and mid-career analysts and officers). War-gaming isn't just about mapping out courses of actions but can also be useful in juicing the creativity and analytical focus necessary for tackling complex problems. In this context, 'realism' is not always welcome or even helpful.
    I co-designed A Distant Plain (Afghanistan 2003-13) with Volko Ruhnke, and I am finishing up Colonial Twilight (Algeria 1954-62) right now.
    Another game I designed in 2000 on the Algerian War inspired some parts of Volko's COIN system.
    The first COIN system game was Andean Abyss, on Colombia in the 1990s: Cuba Libre was the second.
    Obviously I am "pro" these games!

    Matrix gaming can be a wonderful tool as well.
    Good for you for using it.

    Brian

  4. #4
    Council Member AmericanPride's Avatar
    Join Date
    Mar 2008
    Location
    "Turn left at Greenland." - Ringo Starr
    Posts
    965

    Default

    Quote Originally Posted by Brian Train View Post
    I co-designed A Distant Plain (Afghanistan 2003-13) with Volko Ruhnke, and I am finishing up Colonial Twilight (Algeria 1954-62) right now.
    Another game I designed in 2000 on the Algerian War inspired some parts of Volko's COIN system.
    The first COIN system game was Andean Abyss, on Colombia in the 1990s: Cuba Libre was the second.
    Obviously I am "pro" these games!

    Matrix gaming can be a wonderful tool as well.
    Good for you for using it.

    Brian
    Thanks Brian. I have the most recent reprinting of A Distant Plain on order - so Fire in the Lake and Liberty or Death are keeping me busy in the interim. When you have time, could you elaborate on some of the concepts you thought important to include in the game design and how you arrived at deciding what to include and what to exclude?
    When I am weaker than you, I ask you for freedom because that is according to your principles; when I am stronger than you, I take away your freedom because that is according to my principles. - Louis Veuillot

  5. #5
    Registered User
    Join Date
    Jan 2008
    Posts
    9

    Default

    Quote Originally Posted by AmericanPride View Post
    Thanks Brian. I have the most recent reprinting of A Distant Plain on order - so Fire in the Lake and Liberty or Death are keeping me busy in the interim. When you have time, could you elaborate on some of the concepts you thought important to include in the game design and how you arrived at deciding what to include and what to exclude?
    Thanks for your pre-order! I understand that copies will be heading out Real Soon Now.

    I think the best answer to your question is in our Designer's Notes to A Distant Plain, which you can read in the Playbook available here: http://www.gmtgames.com/adistantplai...BOOK-FINAL.pdf

    I go into some detail about the differences between the four factions in the game, why they are the way they are, and what is represented in the game by the map, pieces and game mechanics.

    I think Volko and I would be pretty confident in letting these remarks stand for themselves.

    In designing the original volume of the COIN system, Andean Abyss, Volko was partly inspired by another counterinsurgency game I had designed in 2000, "Algeria" (https://boardgamegeek.com/boardgame/...ence-1954-1962).
    This game is part of a family of games using variations on a common system I had devised for COIN: in order of design they were Tupamaro (Uruguay 1968-72), Shining Path (Peru 1980s-90s), Algeria (1954-62), Andartes (Greece 1947-49), Kandahar (2009 ca.) and EOKA (Cyprus 1955-59).
    These games feature area movement, asymmetrical force structures and menus of missions for each side, and particular rules to reflect the nature of each conflict (Peru's internal war, organizational morale and friction, external sanctuaries, etc.).
    The latter two games have more moving parts than the others and incorporate further features such as criminal gangs and non-state militias.
    You can look up all of these on Boardgamegeek.com for a look at their components (except EOKA, I am about to publish that one shortly).

    Meanwhile, in things COINy I am working through Colonial Twilight, the first GMT COIN system game to be designed for 2 factions, not 4. Quite a change but still has the essence of the system.

    Brian

Similar Threads

  1. Turkey mainly, Iraq and the Kurds (2006-2014)
    By SWJED in forum Middle East
    Replies: 181
    Last Post: 05-12-2014, 11:41 PM
  2. Inspirational Small Wars Quotes/Images
    By SWCAdmin in forum Small Wars Council / Journal
    Replies: 1
    Last Post: 03-13-2014, 05:46 AM
  3. How effective have Arab armies been at 'small wars'?
    By davidbfpo in forum Middle East
    Replies: 6
    Last Post: 01-10-2014, 10:57 AM
  4. How Insurgencies End
    By Jedburgh in forum Historians
    Replies: 113
    Last Post: 06-20-2011, 08:04 PM
  5. Small wars and Science Fiction
    By M-A Lagrange in forum Miscellaneous Goings On
    Replies: 1
    Last Post: 10-29-2009, 04:56 PM

Tags for this Thread

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •