PAXsims

Conflict simulation, peacebuilding, and development

Daily Archives: 22/02/2023

CfP: Connections Online professional wargaming conference

The Connections Online team are looking for presentation and panel proposals:

We are excited to announce the Connections Online professional wargaming conference will take place April 18-20, 2023. Extended events (including both games and workshops) will run from the weekend before to the weekend after. Connections Online is a great opportunity to bring together the world’s experts in professional wargaming to discuss the latest trends and developments in our profession.

We are seeking proposals for presentations and panels that will make this year’s Connections Online a success. Whether you are a seasoned expert or just starting out in the field, we encourage you to submit your ideas that will make a meaningful contribution to the conference.

The title of this year’s conference is: The Enemy Gets a Vote. We are looking for proposals that cover the topic of Red Teaming or anything you think will be interesting or helpful.

If you have a proposal for a presentation or panel, please send submissions to Chris Weuve, (caw@kentaurus.com) or Merle Robinson, (murno.robinson@gmail.com) by March 17, 2023. The selected presenters will be notified by March 24, 2023.

We are committed to fostering a diverse and inclusive conference, and we encourage submissions from individuals of all backgrounds and experiences. We look forward to your submissions and to seeing you at the Connections Online Professional Wargaming Conference!

AFTERSHOCK humanitarian access variant

The international response to humanitarian emergencies is often severely contrained by the issue of access. This can be physical, of course, with roads, bridges, ports, and airports inoperable due to a natural disaster. However, it can also be due to politics and conflict.

The recent devastating earthquake in Turkey and Syria is an example of this: the Syrian regime would very much like to limit access to (opposition-controlled) northern Syria, or at least control all aid flowing there. There are, however, a limited number of border crossings from Turkey available to international aid organizations by virtue of UN Security Council Resolutions 2165 (2014) and 2672 (2023). Western countries have no desire to strengthen the brutal Asad regime by directly aiding the Syrian government. Aid efforts in the north are sometimes constrained by insecurity in these areas. Outside military forces (that is, those that would be represented by the “HADR Task Force” player in AFTERSHOCK) are unable to provide direct assistance in either of these areas because of a range of diplomatic, political, and security reasons—most especially, the opposition of the Syrian government.

There are other examples, however. In 1991, the US and other Western allies provided direct humanitarian aid to the Kurdish areas of northern Iraq against the wishes of the Iraqi government as part of Operation Provide Comfort, under the auspices of UNSCR 688 (1991). Throughout the civil war and in the aftermath of the 2004 Indian Ocean earthquake and tsunami, the government of Sri Lanka deliberately limited the access of aid agencies to Tamil-majority areas in the west of the country. Providing aid to the population of Yemen is severely complicated not only by the local security situation but also by the fact that most countries do not recognize the Houthi movement that controls the northern and western parts of the country, including the capital of Sana’a and most of Yemen’s government apparatus. There are many other examples.

Here we suggest variants of AFTERSHOCK: A Humanitarian Crisis game that explore the challenges of humanitarian access.

First, lay out the game mats as shown below to reflect government and rebel control over the different districts.

Districts 1, 2, and 4 are government-controlled areas, and supplies can be transferred there via the Port or Airport.

Districts 3 and 5 are rebel-controlled areas, and supplies can be transferred there directly via the Frontier. (Normally in AFTERSHOCK, supplies at the Frontier must first be transferred to the Port or Airport. This no longer applies.) No government (Carana) teams may ever be deployed in rebel-controlled areas at any point. The government does not ever gain or lose OP for anything that happens in these areas.

Second, decide on the political limitations on the HADR-TF player. Three variants are suggested below, but many others are possible.

  • Variant 1 (loosely based on the current situation in Syria, with many parallels in Yemen too):
    • HADR-TF may not deploy teams anywhere other than Cluster Coordination. On Days 1-2 and 3-4 HADR-TF receives one team (instead of the usual two). Each turn in which HADR-TF transfers any supplies to the (government-controlled) Port or Airport they lose 1 OP.
    • Neither the UN nor HADR-TF may conduct security operations. The UN loses 1 OP each time it upgrades the Port or Airport.
    • Add one additional Logistics marker to the Port and Airport at the start of the game (for a total of two at each location). Carana starts with one less supply and receives one less supply each turn, to reflect the effects of the civil war and international sanctions.
  • Variant 2 (loosely based on the situation in Iraq after the 1990-91 Gulf War):
    • HADR-TF may only deploy teams to Cluster Coordination and (rebel-controlled) Districts 3 and 5. Each turn in which HADR-TF transfers any supplies to the (government-controlled) Port or Airport they lose 1 OP.
    • Neither the UN nor HADR-TF may conduct security operations in government-controlled areas. The UN loses 1 OP each time it upgrades the Port of Airport.
    • Carana starts with one less supply and receives one less supply each turn, to reflect the effects of the war and international sanctions.
  • Variant 3 (loosely based on the current situation in Somalia):
    • HADR-TF may only deploy teams to Cluster Coordination and (government-controlled) Districts 1, 2 and 4. Each turn in which HADR-TF transfers any supplies to the (rebel-controlled) Frontier they lose 1 OP.
    • Neither the UN nor HADR-TF may conduct security operations in rebel-controlled areas.
    • Carana starts with two less supplies and receives one less supply each turn, to reflect the effects of conflict, fiscal constraints, and widespread poverty.

Third, use the various blank cards included in AFTERSHOCK to create new event cards, coordination cards, and at-risk cards. (If you create additional At-Risk Cards you will need to increase the number of cards at the start of the game in some districts.) Some suggestions are listed below, but many more are possible.

  • Security Incident (At-Risk Card). Place a Social Unrest Card in this District. If there are now two or more Unrest Cards in this district, the current player permanently loses a team from this district if they have any present. Then remove this card and flip another. (You may wish to create several of these.)
  • Security Alert (Event Card). Rising tensions and growing risks spark withdrawal of aid workers. Remove all teams from either District 3 (if Days 1-7) or District 5 (if Weeks 2-12) and place these on the calendar. They will become available again to players in their Human Resource Phase during the next game turn.
  • Playing Favourites? (Event Card). International aid efforts may be seen as a signal of whether the government enjoys international support. If there are more UN+NGO teams in government areas than in rebel areas, the government (Carana) player gains 1 RP and a Social Unrest card is placed in District 3. Otherwise, they lose 1 RP and a Social Unrest card is placed in District 2.
  • International Legitimacy (Event Card). Aid coordination meetings may be used by the government to bolster its legitimacy.
    • If Carana, gain 1 OP if attending two or more Cluster meetings with other players.
    • If not Carana, gain (Variant 3) or lose (Variants 1-2) 1 OP for each Cluster Meeting you are attending with the government (Carana).
  • Human Rights Abuses (Event Card). Human rights abuses are common during the conflict—and aid workers may be accused of complicity. The current player loses 1 OP is they have any teams in the same District as a government (Carana) team assigned to security.
  • Persona Non Grata (Event Card). Regimes may withhold or withdraw visas to influence aid operations. If Carana or the UN drew this card, Carana may remove one UN or NGO team from a District. The owning player regains the team during their next Supply Phase.
  • Security Coordination (Coordination Card). Retain this card. You may play it at any time to cancel the effects of a Security Incident or Security Alert that would affect you.
  • Temporary Humanitarian Ceasefire (Coordination Card). You may immediately move 2 supplies from any warehouse to any District where you have a team.

Finally, decide on any other modifications to OP, RP, and winning conditions besides those noted above.

  • Variants 1, 2 (international community generally opposes government):
    • The government gains 1 OP each time a rebel-controlled area is resolved without needs being met. This reflects the use of the disaster as a conflict strategy to weaken opposition-controlled areas.
    • HADR-TF loses 3 OP at the end of the game if the government (Carana) has a OP score of 2 or higher at the end of the game. This represents a situation (as in Syria today and Iraq in 1991) where the international community has no interest in strengthening the incumbent regime.
  • Variant 3 (international community generally supports government):
    • Use the regular scoring rules.

I haven’t yet playtested any of this, so questions and feedback are appreciated. Also, many thanks to Tracy Johnson for encouraging me to develop a “humanitarian access mod” to the game.

READY 2 playtesting volunteers wanted

The READY Initiative is looking for a few experienced serious gamers to join forthcoming user testing sessions and provide feedback on the design of its latest digital simulation (currently in development). In the simulation, you will assume the role of a health program manager in the fictional country of Thisland.

When major disease outbreaks occur, non-governmental organizations (NGOs) are often on the frontlines, using their deep connections with affected communities and expertise to support outbreak readiness and response. READY, an initiative funded by USAID’s Bureau for Humanitarian Assistance and led by Save the Children and a consortium of partners, is supporting NGOs to more effectively respond to major disease outbreaks in humanitarian settings. Through investments in a robust and diverse capacity-strengthening portfolio, knowledge and best-practice sharing, and engagement with key coordination groups to identify and respond to real-time needs, READY is equipping national and international humanitarian NGOs with knowledge and skills to be ready to respond to major disease outbreaks through integrated and community-centered approaches.

READY launched an earlier simulation, Outbreak READY!, in 2022. It is currently being used to train local health workers, humanitarian aid personnel, and others around the world.

If you are interested in participating, please sign up at this link. There are two types of user testing sessions:

  • In a one-on-one session you will be asked to play the game as we watch (via Zoom), followed by discussion.
  • In a focus group session you will be asked to play the game in advance, and then join a later group discussion (via Zoom).

I would recommend experienced gamers volunteer for the latter (focus group) role. Please sign up by February 24, if interested.

If you are interested but are not able to join us for this round, let us know so we can engage you in the next round user testing sessions in May 2023. 

Sky HISTORY: U-Boat Wargamers

U-Boat Wargamers is a new 6-part series being broadcast in the UK by Sky HISTORY. It tells the story of the Royal Navy’s Western Approaches Tactical Unit (located at Western Approaches HQ in Liverpool) during WWII.

Working out of the Western Approaches Tactical Unit (WATU) in Liverpool, this hand-picked group of female mathematicians, forensic accountants and members of the Women’s Royal Navy Service (WRNS) achieved what the top brass at the Admiralty could not – a set of tactics which would outwit the deadly U-Boat wolfpacks and set the Royal Navy and the Allies on the path to victory.

The year is 1943 and Admiral Karl Dönitz – head of the Nazis’ U-Boat fleet – has brought Britain to the brink of starvation by destroying their merchant ships. The Royal Navy turns to retired wargamer Gilbert Roberts who needs to find a team, but the Navy can’t spare any men. Instead, he turns to the Women’s Royal Navy Service (otherwise known as the WRENS) to wargame the U-Boats’ tactics.

In partnership with Jean Laidlaw, one of Britain’s first female chartered accountants, and a small team of resourceful female mathematicians, they decipher Dönitz’s tactics and develop a method by which the Navy’s destroyers infiltrate the wolfpacks and pick off the U-Boats one by one.

The WRENS were some of the greatest wargamers of their generation, but their legacy has largely been overlooked. Now, the story of these forgotten heroes can be properly and fully told.

Episode One: The Mastermind – Tuesday, 21 February

When WWII breaks out, an elite force of German U-Boat commanders, under the direct command of Vice-Admiral Karl Dönitz, attempt to starve Britain into submission by sinking hundreds of thousands of tonnes of their merchant shipping in the mid-Atlantic. Vera Laughton Mathews heads the newly reformed WRENS, and recruits bright, astute, and mathematically minded women into the service. Meanwhile retired naval commander Gilbert Roberts, who has been out of the service, is keen to return to his career and use wargaming to sink the U-Boats.

Episode Two: False Dawns – Tuesday, 28 February

After the fall of France in 1940, Dönitz’s trio of Kriegsmarine U-Boat aces embark on a race to send British merchant ships to the bottom of the ocean, converging on merchant convoys in co-ordinated wolfpack attacks. In Britain, an increasingly desperate Admiralty sends for Roberts, at last willing to entertain his newfangled wargaming ideas to try and identify ways of thwarting the deadly U-Boat wolfpacks.

Episode Three: The WRENS – Tuesday, 7 March

When Gilbert Roberts arrives to set up his proposed Western Approaches Tactical Unit (WATU) for U-Boat wargaming, he receives a decidedly frosty reception from Admiral Sir Percy Noble who is convinced the Allies already possess the tactics and expertise to defeat the Kriegsmarine. Nevertheless, Roberts presses on and, enlisting the help of Jean Laidlaw and a small team of WRENS, based in Liverpool, begins the process of round-the-clock wargaming to devise tactics to outmanoeuvre the U-Boat attack formations.

Episode Four: The Game – Tuesday, 14 March

Roberts and Laidlaw have uncovered a fatal flaw in the Royal Navy’s existing anti-U-Boat tactic ‘Buttercup’. By wargaming different scenarios, they develop a countertactic of their own, codenamed ‘Raspberry’, in which a merchant convoy escorted by Royal Navy destroyers can lure in the wolfpack before surrounding and destroying it; in effect, playing the enemy at its own game. But the team now faces an uphill battle to try to convince Noble and his colleagues at the Admiralty that they hold the key to stopping the U-Boats in the Atlantic.

Episode Five: Stalemate – Tuesday, 21 March

Following a promotion to Grand Admiral of the Kriegsmarine, reporting directly to Hitler, Karl Dönitz fills the ocean with as many U-Boats as he can lay his hands on. In 1943, as the battle reaches a crisis point for the Allies, and supplies are spread more thinly than ever around the British Isles, pressure mounts on Roberts and the WRENS to prove their worth. When, in May 1943, convoy ONS 5 catches Dönitz’s attention, the stage is set for the battle that will turn the tide of the Atlantic war.

Episode Six: The End Game – Tuesday, 28 March

WATU’s tactics are tested to the limit in the final conflict for ONS 5, with over 50 Allied ships and their escorts facing off against 30 German U-Boats. In the end, it is the allies who win out and the remnant of the U-Boat fleet is left to try and limp back to its base at La Rochelle. As the Battle of the Atlantic reaches its crucial turning point, however, the work of the WATU is not yet over. Dönitz makes one last, desperate throw of the dice, unleashing an advanced torpedo to try and turn the tide back in favour of his remaining U-Boats. Roberts and Laidlaw must do everything in their power to counteract the new threat and recapture the seas in time for the impending Allied landings in Normandy.

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