Tag archives for CLWG

design

Milmud – Guest Post today about 1689 Highland Battles

Today's blog post is a guest post on Military Muddling, AKA Milmud. Milmud is the blog and club newsletter for Chestnut Lodge Wargames Group (CLWG). CLWG are a group of activist game designers. Most of the Megagame Makers designers belong to CLWG, including Jim Wallman who brought us the Universe roleplaying games and Watch the Skies. I'm a member of CLWG and have been for about 20 years. At the 2015 CLWG  conference I ran a session on the Highland Battles of 1689. This is going to form part of a 1689 Megagame planned for late 2017. You can read more about my game design efforts over on Hot Blood and Cold Steel. Link to Milmud Here's the post on milmud Highland Battles 1689 - onside report. I found the session very useful and I learnt a lot from it.…
Continue Reading
design

The 200 Foot General

This is the third post on my Operational Research driven wargame rules (and it's probably about time that I came up with a catchy name for them, ideas in the comments section most welcome). One of the most unrealistic things I find in most commercial wargames that I have read or played is that it is very easy for players to change their plans and give new orders to their troops every turn. This is so common that there's even a name for it, the 200ft General. What is the Problem? The concept being that the player is like a General with perfect perception and control of his troops, and he can react to things that they aren't yet aware of because the player can see the models on the table. Here are a couple of relevant quotes from the Operational…
Continue Reading
design

Counterfeit Game Money

At Chestnut Lodge Wargames Group we design and play a lot of games involving game money. We do this to the extent that we often joke that all you need for a game are CLWG members and some (play) money.  By definition none of this is real, but in game terms it is always genuine. There is never any question that some of it could be fake. For more modern games involving high value government expenditures this is definitely fine, but in some of the games we play it would make for an interesting dynamic if it turned out we couldn't rely on the value of the coins.   Game money (Photo credit: James Kemp)   So while my daughter was playing with my stack of play money (see the photo above) I was thinking that I could run a…
Continue Reading
design

Game Design Notes: World War One Strategic Battles

This was originally written as a game design session prompt for a session at Chestnut Lodge Wargames Group back in April 2004. A discussion thread on about this excellent blog post  lead me to dig it out and post it here. World War One Strategic Battles Turn structure Three turns per year, March – June (Spring), July to September (Summer) and October to February (Winter). Actions Small offensives can be prepared and launched within one turn. Large offensives take a turn of preparation and then take a whole turn of offensive action. Small offensives can be carried on into large offensives. Battles are fought in phases. Preparation: divisions are allocated to the line, first wave, second wave, exploitation, training and reserve tasks Bombardment Assault Counter-attack Continuation phases if appropriate Resolution Fighting is resolved at Army level, with Divisions as the…
Continue Reading
design

Book Review – The Stress of Battle by David Rowlands (Part 1)

Not exactly a book review, more of a synopsis of a great work of Operational Research by David Rowland. The Stress of Battle: Quantifying Human Performance in Combat is the end result of years of work by David Rowland and his team at the Ministry of Defence. Rowland was the father of historical analysis as a branch of Operational Research. This particular work looks at a combination of field analysis experiments in the 1980s using lasers, well documented WW2 engagements and a handful of battles from other wars. Almost every page in it is packed with evidence or explanations of the complex methodology used to ensure that you could get controlled results from an otherwise messy and chaotic environment. If you are playing or designing wargames then this is one of the books that you absolutely must have on your…
Continue Reading
Follow

Get every new post delivered to your Inbox

Join other followers: