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Category Archives: simulation and gaming materials

Belt and Road matrix game

BeltAndRoadPAXsims is pleased to present a “Belt and Road” matrix game examining Chinese grand strategy, by the ever-prolific Tim Price. The file (which you can download from here) includes a map; counters/assets/markers; briefing documents for China, the US (and allies), Russia, India, and ASEAN states; random event cards; and brief instructions on how to play a matrix game.

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Further guidance on playing, facilitating, and designing matrix games can be found in the Matrix Game Construction Kit (MaGCK) User Guide, available as a pdf download from The Game Crafter. The full Matrix Game Construction Kit (also available from The Game Crafter) contains everything you need to develop and run matrix games for professional, educational, and hobby applications.

MaGCK

For other games on this and related themes, see:

Review: The Pentagon’s Urban COIN Wargame (1966)

John Curry, ed., The Pentagon’s Urban COIN Wargame (1966) (History of Wargaming Project, 2018). 100pp. £12.95pb.

pentagonurbancoincover.gifIn this volume John Curry has republished the rules of URB-COIN, an urban counter-insurgency game designed by Abt Associates for the Advanced Research Projects Agency (US Department of Defense) in the mid-1960s—and a very quirky game it is too. Set in a generic city in a generic country, it combines find-the-secret-players mechanics (such as found in games like Werewolf or Secret Hitler) with the large-scale interaction of a megagame. Players represent government officials, police, and ordinary citizens (upper class bankers and lawyers; middle class managers and shopkeepers; and lower class clerks, waiters, utility workers, railway employees, and the unemployed). Some of the government employees and ordinary citizens are secret insurgents as well, while others are secret police agents. Each player has a certain amount of money and white (population) chips, and some players also have blue (police) chips or red (arms and bombs) chips. Play is continuous, with every 20 minutes representing a “day,”

URB-COIN was one of a series of POL-MIL wargames developed for ARPA at this time, including AGILE-COIN (a rural insurgency game) and POLITICA. These games had some value for training and encouraging critical reflection on issues of insurgency/counter-insurgency, but cannot really be thought of as sophisticated analytical tools, and never saw widespread use. In a January 1966 playtest of URB-COIN at the US Air Force Academy, 60% of participants rated it “better” than other training techniques, with the greatest value being the exploration “alternative tactical and strategic approaches.”

The Abt Associates report on URB-COIN can be found (for free) here, via the Defense Technical Information Center. The History of Wargaming Project publication is essentially a reprint of that same report, together with a foreword, a brief discussion of other counterinsurgency games, and a bibliography.

Crisis in South East Europe 2023

Scenario-156x234mm-WEBBack in May, the Centre for Science and Security Studies at King’s College London published a Crisis in South East Europe 2023 scenario for use in wargames, table-top exercises and classroom simulations (link).

The scenario was designed to provide a means through which to think through the potential impact of disruptive technologies, such as missile defence, on any future integrated conflict involving NATO and Russia and, by direct implication, on strategic stability in Europe and the evolution of the wider international security environment. Importantly, the scenario also provides the basis for a more general consideration of how crises and integrated, all-domain conflict between NATO and Russia could potentially evolve in southeast Europe.

The southeast Europe scenario was the second of two scenarios developed by Ivanka Barzashka for a project examining how missile defences may affect nuclear deterrence and stability in the evolving strategic environment. Project adviser Ivan Oelrich and King’s doctoral researchers Johan Elg and Marion Messmer contributed to the scenario’s intelligence reports. The project was funded by the Carnegie Corporation of New York under its initiative to explore disruptive technologies and nuclear stability.

The scenarios key assumptions are:

  1. By 2023, the United States, Russia and NATO have all acknowledged a new era of strategic competition involving major powers.
  2. Global economic growth has enabled increases in defence spending and military modernisation.
  3. Six years of “America first” have produced intended results in the form of improved military readiness and morale, and new military capabilities for both the US and its allies.
  4. Russia has pursued a course consistent with its current security strategy and military doctrine and has met its stated armaments targets.
  5. NATO has continued to adapt and strengthen deterrence and defence against Russia beyond the 2016 Warsaw Summit decisions.
  6. Ukraine has continued on a pro-Western path and has modernised its military, resulting in a renewed ambition to regain control of “occupied territories”.
  7. Turkey has had an ambivalent relationship with the West: support for NATO, opposition toward specific NATO member policies and closer cooperation with Russia.
  8. New advanced conventional capabilities, cyber offence and counter-space weapons have been fielded by all sides.
  9. The US, NATO and Russia have made no major changes to nuclear capabilities beyond current plans, but the INF Treaty and New START are no longer in play.
  10. The US and NATO seek protection against Russian cruise and ballistic missile threats to Europe and make progress in deploying those capabilities.

Including in the package are briefing and background materials for the United States, NATO, and Russian teams. The scenario package does not provide rules or procedures for running the scenario—that is up to you.

h/t Ivanka Barzashka

 

UPDATE: Need a map so you can run this as a matrix game, using the Matrix Game Construction Kit? Tom Mouat has kindly provided one for the Ukraine (pdf):

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A tiled version can be found here.

AFTERSHOCK and MaGCK availability from The Game Crafter

TGClogo_circle_400x400.jpgFrom time to time, The Game Crafter runs short on some game components for AFTERSHOCK: A Humanitarian Crisis Game or the Matrix Game Construction Kit. If so, click the “email me when I can buy” button on the TGC order page to be notified when the game is shipping once again.

In the case of AFTERSHOCK, an alternative components version is also available. This is exactly the same game, but with slightly different pieces. It’s just as good at the original—game play is not affected by the substitutions.

If you are absolutely desperate for a copy, email me—I often have a few copies in reserve.

 

 

Avoiding the “resource curse” in Petronia

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Extractive industries can be an important part of the economy in developing countries, providing substantial export earnings and employment. However, oil and other mineral wealth can also come at a cost: royalties can be siphoned off by corruption; mineral rights might be allocated through murky processes, mired with bribery and other illicit influence; exports might cause overvaluation of the national currency (“Dutch disease”), stunting other industries; environmental degradation might be overlooked; and state revenues may be used to finance repression and patronage politics (“rentierism”), dimming the prospects for democracy. Collectively this is often referred to as the resource curse.

The National Governance Resource Institute has created an online educational game to explore these issues: Petronia.

NRGI is proud to announce the arrival of Petronia, an interactive online course unlike any other in the resource governance field, where learners can “play” at influencing resource governance outcomes in a simulated context.

More than any other NRGI resource to date, Petronia makes learning about resource governance fun and interactive with dynamic animations and a close focus on learning through roleplaying and gamification. It is ideal for online learners with limited background in the field, but a desire to understand key issues.

The course explores the policy challenges in the Republic of Petronia, a fictional developing country that has made a potentially game-changing oil discovery. Learners join a team of experts deployed to advise the country’s policy-makers in a series of missions exploring different aspects of resource governance over time. Learners build their knowledge of the technical issues while developing an understanding of the different perspectives and complex trade-offs of managing resource wealth for development.

Learners not only think and reflect about policy choices in Petronia, they can also “do” by consulting stakeholders, analyzing government and international data, and developing recommendations with their team. We hope this “serious gaming” aspect will appeal to both adult and youth learners alike.

In the game, the newly-elected President of Petronia and her team of advisors must decide how to address current and future development of the oil sector. Much of it is “click and be told information or be given things to read” variety, which is then followed by periodic quizzes. Players get few (if any) chances to make meaningful choices that impact game play, so it’s all rather more like an instructional video than a game, with a lot of clicking things/sliding things/reading along the way. That will work with some audiences, but I suspect that others (many university students, most development professionals) will find it a somewhat fiddly and time-consuming way of accessing information and insight.

In this regard, I think that Mission Zhobia (previously reviewed at PAXsims) did a better job of harnessing the strengths of a game-based approach to development education. Still, the National Governance Resource Institute are to be praised for their innovative effort. The supporting materials in the simulation are also very good, and players will learn much if they read them.

You’ll find an article on Petronia here, from the The Economist.

h/t Rory Aylward

Iranian Ambition matrix game

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From the ever-prolific Tim Price comes yet another matrix game scenario: Iranian Ambition (pdf).

Iranian Ambition.jpgThe ongoing crisis between Israel and Iran escalated when Israeli jets struck dozens of Iranian targets in neighbouring Syria recently. The strikes came after a rocket attack against Israeli forces in the Golan Heights, which the Israeli military said was from Iranian forces. Israel retaliated and destroyed “nearly all” of Iran’s military infrastructure in Syria, according to Israel’s defence minister, Avigdor Lieberman.

It should be noted that much of the Golan Heights are Syrian territory but have been under Israeli military occupation since 1967. The Syrian Government in Damascus also asserts that, as a sovereign country, it has a clear right in international law to host forces from Iran or any other country if it so wishes

The package is  includes basic briefing materials, an introduction to playing matrix games, and a print-and-play map and counters.

Those who wish to develop and play matrix games might also be interested in the Matrix Game Construction Kit (MaGCK), developed by PAXsims with the support of the UK Defence Science and Technology Laboratory (Dstl).

 

MaGCK

Israel-Hizbullah matrix game (beta)

Lebanon map.jpgA few people have asked me for this, so here it is: the current beta version of an Israel-Hizbullah matrix game. This game was first developed as part of a matrix game design session at Dstl, and revised versions were then played at both Connections UK and McGill University.

The “narrative cards” mentioned in the scenario are not included. These are simply pictures of conflict (destruction, the human cost, political figures, etc) that players may incorporate into matrix arguments. You can easily generate your own with pictures found online, or dispense with the game mechanism altogether.

The current version of the game features three players: Israel, Hizbullah, and the Lebanese government (with the latter drawing a card each turn to determine which political faction the player represents). The original version of the game had a civilian player too—it remains an interesting idea, but players assigned to that role found it a bit dull.

The game has two parts to it: a pre-war game, during which Israel and Hizbullah invest in capabilities that might give them an edge, and a wartime game, where the conflict is fought out. During the latter the IDF will certainly secure a military victory measured in narrowly military terms, but the real issue is political framing: who is seen to have won? Thus the primary metric is domestic political support, modified by one final matrix game argument at the end. The original version used a victory point system, but having it hinge on political support and end-of-game arguments better captures the indeterminacy of those sort of confrontation.

The scenario assumes that you have access to a copy of the Matrix Game Construction Kit (MaGCK) for the game materials. if you don’t, however, it is easy enough to make up suitable markers yourself.

The scenario also assumes that you know how to run a matrix game. If you’ve never used the technique before, you will want to read the MaGCK User Guide to learn the technique (available as a pdf via The Game Crafter).

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As noted above, this is only a beta version and the scenario is still being developed. Feedback is welcome, and I will post any updated versions here as they become available.

 

High North matrix game

High North cover.jpgTim Price has produced a matrix game exploring economic and military competition and cooperation in the Arctic: HIGH NORTH (pdf).

Climate change is the principal driver of change in the Arctic, with increasing temperatures and precipitation. As Arctic and Antarctic sea ice retreats, many areas that are currently inaccessible could become open to commercial exploitation, particularly of oil and gas. It is possible that some countries – depending on their internal politics – may seek to project power in the Arctic if they consider their interests in the region to be under threat.

You’ll find a description of the issues and situation, simple instructions on how to run a matrix game, and briefings for six players: Russia (political), Russia (military), Norway, the United States, China, the UK. There is also a map depicting the North, Norwegian, Greenland, and Barents Sea, plus the high Arctic.

High North.jpgThe game contains print-and-play counters for assets or effects, although you could also utilize materials in the Matrix Game Construction Kit (MaGCK). For more detailed matrix game rules and tips on designing or running one, the MaGCK User Guide is also available from The Game Crafter as a pdf download.

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Earthquake! matrix game

Earthquake0.jpgThe extraordinarily prolific and ever-mysterious “Tim Price” has produced another matrix game module—this time, examining humanitarian assistance and disaster response  in the aftermath of an earthquake. Here is a taste of the scenario:

Westland is a West-Cost State in the Continental USA, bordering on Mexico to the South and California to the North. It is also part of the Western and the Mountain states. It is the 39th largest and the 26th most populous of the 50 states. Its capital and largest city is San Paloma.

Historically part of the territory of Alta California in New Spain, it became part of independent Mexico in 1821. After being defeated in the Mexican–American War, Mexico ceded much of this territory to the United States in 1848. The majority of the state was acquired in 1853 through the Gadsden Purchase.

Southern Westland is known for its desert climate, with very hot summers and mild winters. Northern Westland features forests of pine, Douglas fir, and spruce trees; some mountain ranges; as well as large, deep canyons, with much more moderate summer temperatures and significant winter snowfalls. There are ski resorts and several national forests, national parks, and national monuments.

Population is 6.3 Million with a median household income of $42,200 (49th), this is one of the poorest US states measured by household income, with an estimate of about 16% of the population in poverty (including unrelated children).

Westland is home to the sprawling Fort Anderson Army Base, home of the 9th Special Forces Group and the National Guard 31st Engineer Brigade.

Longport

The city of Longport, home to some 250,000 people is located in the South of Westland some 40km from the Mexican border. The city is generally not as economically well off as some of the better located coastal cities to the North, with a significant population of immigrants and people living below the poverty line.

Earthquake!

The Earthquake struck in the early hours of an April morning, out at sea. This resulted in a tsunami that hit the port city directly with a wall of water, flooding the port facilities and the low-lying areas to the South of the city, as well as surging up the river, destroying bridges and damaging facilities along the banks. The situation is still confused, but the most significant elements are:

  • Large areas of the Southwest of the city have been flooded with whole neighbourhoods washed away.
  • All of the bridges over the river have been destroyed or damaged.
  • The 11-storey Sky Tower collapsed into the river.
  • The 150-year-old Orthodox Cathedral partially collapsed and was flooded.
  • The 15-story Seawatch Tower is still standing, but as it was built on reclaimed land it is now surrounded by 8ft of sea water.
  • The venerable Grand Hotel is still standing, even though it has lost some of its stone façade.
  • The Gas depot to the North of town has reported leaks from the facility, which is a mixture of an underground Salt Formation reservoir and a single pressurised Liquid Natural Gas storage tank.
  • The main city Power Plant to the South has shut down. It is a coal-fired station, converted to natural gas and reports an interruption in the supply and fractures to the turbine mountings. Most of the city is without power.
  • The Solar Farm to the North and Wind Turbines on the coast are only capable of supplying a maximum of 30% of the power requirement during the day and 7% at night. Several Wind Turbines are reported as destroyed.
  • The airport to the Northeast of the city has reported fissures across the runway, only permitting restricted landings by light aircraft.
  • The Metro system, where is crosses the river underground, is flooded.
  • The main City Hospital has had come structural damage, with flooding in the basement and loss of power to some of the wards.
  • The Prison has reported a major power failure, with the reserve generators off-line.
  • The War Cemetery has suffered a major land-slip, with reports of coffins and bodies washed into the streets.
  • The 422nd Light Infantry Battalion of the State Guard, to the North of the City, reports only minor damage.
  • Most of the sea water has receded, leaving a confused jumble of smashed wooden buildings and large pools of sea water.PoliticsPolitics plays an important part of any process and, while everyone should, of course, be pulling together in the face of a natural disaster, it will become clear that plans should have been properly drawn up and preparations made to reduce the effects of a catastrophe. There is always somebody to blame when things don’t go as well as they should have.

    The primary actors in this drama are the left-leaning Governor of Westland, who is a firm advocate of equality and diversity, seeking to introduce programs that benefit the poorer parts of communities; and the more right-wing Mayor of Longport who has to deal with the day-to-day frustrations of a city full of immigrants and the decline of heavy industry in the area.

Earthquake1.jpg

Earthquake2.jpgYou will find the full package here, including basic matrix game rules, maps and counters:

If you want a fuller introduction to playing, designing, and facilitating matrix games, you can purchase the Matrix Game Construction Kit User Guide from The Game Crafter as a downloadable pdf:

Want counters, stickers, tracking maps, scenarios, and other resources to design an endless number of matrix games,? Try the Matrix Game Construction Kit User (MaGCK) itself. We’re afraid the price is a bit steep—it is intended for institutional use—but purchasers have access to an electronic copy of the full icon/sticker library, allowing you to endlessly print game materials as needed with only a laser printer and easily-obtained Avery removable labels:

Finally, if you want a more conventional boardgame earthquake scenario, there is PAXsims’ very own AFTERSHOCK: A Humanitarian Crisis Game:

UPDATE:

Patrick Ruestchmann has kindly made a revised map and player aids that you can use with the Earthquake! matrix game.

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Matrix Game Construction Kit User Guide

The User Guide for MaGCK is now available as a downloadable pdf from The Game Crafter for only $14.99.

MaGCK User Guide PDF.jpg

This is not the full Matrix Game Construction Kit, which you’ll find here. However, the User Guide contains extensive information on how to design, and play, matrix games.

  • 1.0 Introduction to Matrix Gaming
    • 1.1 Using MaGCK
  • 2.0 Playing Matrix Games
    • 2.1 Actions, Arguments, and Counterarguments
    • 2.2 Determining Outcomes
    • 2.3 Preparatory and Secret Actions
    • 2.4 Ongoing Effects
    • 2.5 Spendable Bonuses
    • 2.6 Privileged Arguments
  • 3.0 Maps, Tokens, and Other Matrix Game Elements
  • 4.0 Levels of Protection, Big Projects, and Planning
  • 5.0 Player Interaction
    • 5.1 Announcements
    • 5.2 Negotiations
    • 5.3 Order of Play
  • 6.0 Combat Resolution
    • 6.1 SCRUD
    • 6.2 The Efect of Winning and Losing
    • 6.3 Killer Arguments
  • 7.0 Elections and Other Contests
  • 8.0 Consequence Management
  • 9.0 Common Issues and Helpful Hints
    • 9.1 ACTIONs That Aren’t Actions
    • 9.2 Talking Too Much
    • 9.3 Doing Too Much
    • 9.4 Magical Conjuring
    • 9.5 Representing Time
    • 9.6 Goals
    • 9.7 Social Engineering
    • 9.8 Problem Participants
    • 9.9 Influential Seniors
  • 10.0 Playing ISIS Crisis and A Reckoning of Vultures
  • 11.0 Advanced Matrix Gaming
    • 11.1 Event cards
    • 11.2 Limiting Information
    • 11.3 Multiple Actions
    • 11.4 Larger or Distributed Groups
    • 11.5 Hybrid Games
    • 11.6 Data Collection and Debriefs
  • 12.0 Designing Your Own Matrix Games
  • 13.0 Concluding Comments
  • 14.0 Dedication and Acknowledgements

CATALEXIT matrix game

CATALEXIT.jpgIn his report on the recent Connections Netherlands 2017 wargaming conference, Tom Mouat mentioned the CATALEXIT matrix game development by conference participants during a matrix game design workshop.

This is a Matrix Game intended to explore the issues and options surrounding the 2017 Spanish constitutional crisis, in the run up to Regional Elections on 21 December 17 to appoint a new Catalan Parliament following the suspension of the previous Parliament . It is the product of only a few hours exploratory game design taken from the Connections Netherlands 20 17 conference on 14 Nov 2017.

You’ll find the rules and briefing materials here.

AFTERSHOCK en français

Although AFTERSHOCK: A Humanitarian Crisis is only available in English, Gilles Deleuze has just posted a very good French translation of the rules to Board Game Geek. Many thanks, Gilles!

This is probably also a good time to thank Bartosz Bolechów for his Polish translation of the rules, first posted to BGG in 2015.

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AFTERSHOCK being played at Peace Direct in London in September 2017 (with a great shot of my back).

“One Belt, One Road” matrix game

We are pleased to feature this report on the One Belt, One Road matrix game developed by COL Jerry Hall. The report below was written by Ryan Carragher, a Boston College student, ROTC member, and intern at the US Army War College. We are grateful to Jerry for sharing the complete set of rules and to LTC Joseph Chretien (US Army War College) for passing all of this on to us.


“One Belt, One Road” (OBOR-MG), a new matrix game developed by Colonel (COL) Jerry Hall, United States Army, focuses on China’s One Belt, One Road (OBOR) plan for trade expansion and growth.  The game is a six-player game, with teams of China, Russia, India, the European Union, the United States, and the Association of Southeast Asian Nations (ASEAN). With China’s influence expanding, it is up to the other teams to either determine how to counter China, or find a way to grow with them. The game’s scenario begins in the present day and advances three to five years each round, which replicates China’s end goal of completing OBOR by 2050.

OBOR1

COL Jerry Hall discussing the rules of OBOR-MG

The goals and objectives of OBOR-MG are to explore where China’s OBOR plan may take the world over the course of the next few decades, to expose players to the growth of China through trade, and to force players to think of ways that China can be countered.   Within the context of the game, agreed upon trade routes must be invested in to be established, and new trade routes can be planned and opened.  More directly, the game requires players to use their National Elements of Power (DIME-Diplomacy, Information, Military, and Economic) to exert influence throughout the globe.  In doing so, the game requires players to manage multiple different mechanisms of foreign relations.  This forces players to expand their thinking at the strategic level.  Military leaders playing must consider the diplomatic, economic and information alternatives, while other government officials playing the game must consider the military options as well.   This aspect of the game allows it to accomplish its objective of being an effective tool for strategy development and analysis, to test different courses of action, to determine potential U.S. national interests, and to explore potential outcomes of China’s trade expansion.  The OBOR-MG game is extremely versatile in its intended audience.  Indeed, it is a useful tool for not only military leaders and organizations but also civilian leaders to test and expand strategic plans as well as for students studying any of the countries and regions involved.

The game was built using lessons learned from past matrix games developed at the Center for Strategic Leadership at the U.S. Army War College.  COL Hall recognized the need for a matrix game revolving around China’s planned growth in order to better educate students and leaders on how the future can be handled.  Furthermore, he thought it was vital to include all aspects of the National Elements of Power, as had been done in previous matrix games, such as the South China Sea and Kaliningrad.

A new design element in this game comes in the form of each player having multiple chits (moves for each element of power) per turn.  This allows for a more accurate representation of each player countries’ strengths in individual fields.  For example, China begins the game with three economic chits, and one chit for Diplomacy, Military, and Information.  This is indicative of the enormous amount of investment China is dedicating to the development of trade routes in order to advance its growth.  The United States begins with two diplomacy, military, and economic chits, as well as one information chit.  This shows the fact that the United States has diplomatic and military power in the region, but is not investing as much as China.

OBOR2

One of the trackers in OBOR-MG used to track open corridors.

OBOR-MG goes one step further in allowing each payer to play a chit in response to another player’s move, directly after the player makes the move.  This allows other players to modify the dice roll by opposing the action with their pieces and making the roll more difficult, or by supporting it and therefore lessening the required role.  By adding this facet to the game, COL Hall made OBOR-MG a more realistic test of foreign policy, as players must manage their elements of power in the most effective way possible and have the ability to respond to opponents’ actions in real time.  In the game’s development stages, COL Hall also refined the mechanism by which countries gain economic chits.  Emphasizing the economic value of the trade routes, countries through which the route travels, upon the route’s completion, increase the number of economic chits they receive at the beginning of each round.  Countries that invest in the routes but are not located along them receive an increase in influence in the region of their investment.  This aspect of the game’s development is vital, as it accurately recreates the incentive for competing powers to invest in spots that will not show immediate economic gains but will further their long term goals.

OBOR-MG was play-tested extensively by the Strategic Simulations Division at the Center for Strategic Leadership.  This play testing recognized the value of players’ ability to make multiple moves and respond to their opponents.  It also brought about minor changes in the numbers of chits given to each player at the start of the game.  For example, China’s economic chits at the start were reduced from four to three, and the United States’ was increased from one to two.  These small changes were made to make the game as reflective of the real world situation as possible.  The play testing also shed light on areas in which the game could expand due to players’ actions.  For example, the European Union and ASEAN can now develop military chits by working with other players or by establishing a military force through “big” actions – projects that may take multiple turns or chits to accomplish.  This rule allows for players to greatly expand the possibilities of what they can do, but in a way that reflects potential real-world developments.  With this ability, players are now more capable of testing potential strategies by different countries.

OBOR4

Playtesting the game.

China’s “One Belt One Road” plan has the potential to drastically change the economic world and world power balance, if it is as successful as China expects it to be by 2050.  This game has the potential to provide the United States and its global partners a road map on how best to counter China, or how to join them.  COL Hall’s OBOR-MG provides a well-developed platform for leaders to test new strategies and for enterprising students to learn about the future of trade, power, and global politics.

Ryan Carragher

 

Strategy Bridge: Coast Road

coastroad.pngThe Strategy Bridge has published another in its #Nextwar series of tactical problems. This time it involves a US effort to secure a foothold in or around the southern Lebanese city of Tyre, against Hizbullah opposition.

Scenario #2 – Coast Road

In this decision game, you play either a Joint Task Force (JTF) tasked to seize a lodgment in Lebanon or a Lebanese Hezbollah unit tasked to defend the area.  The game is designed to help you think through 21st century Joint Forcible Entry (JFEO).  Get creative and experiment with Manned-Unmanned Teaming (MUMT), seeing where you could either use an optionally-manned vehicle or add a new unmanned system (but think cheap and off-the-shelve vice exquisite and expensive Terminators).

You can propose a Course of Action as either Red or Blue, and submit it to the scenario designer (Benjamin MJensen, Marine Corps University). There is no system for action/response, however—rather, the puzzle is an opportunity to propose different offensive and defensive COAs and then consider how they might interact.

Non-military folks may find the scenario briefing rather military-jargon-heavy. There’s also some key human terrain stuff that isn’t in the briefing package, but an alert Blue commander should probably ask about:

  • The local population would likely be very hostile to US intervention (the area is overwhelmingly Shi’ite, and Hizbullah and its Amal allies typically win 90%+ of the Tyre vote in Lebanese elections).
  • There are also about 50,000 Palestinian refugees in three UNRWA camps in the area, who are unlikely to be happy to see American intervention.
  • Mobile phone access and usage is ubiquitous. Barring efforts to disrupt this, pretty much all US movement will be quickly reported (even at sea, given that Tyre is a fishing port).
  • If the Lebanese police assets mentioned in the BLUE briefing are local cops, they’re probably close to Hizbullah. If they’re (non-Shiite) Lebanese ISF forces from elsewhere, they’ll have limited support from the locals and even less motivation to take risks.

Matrix game leader tokens

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These will NOT be part of MaGCK, the forthcoming Matrix Game Construction Kit that Tim Fisher, Tom Mouat, and I are working on—for we are all very serious gamers, and would never do anything like that.

Nonetheless, Tom Fisher obviously has too much graphic design time on his hands, and we thought these might be of use for those of you involved in political-military gaming of current or future crises. The image is formatted to Avery 5410 1″ removable stickers, and you should print from the pdf file here.

We may update them, of course, if the forthcoming UK election goes the other way.

 

UPDATE: Now with Vladimir Putin!

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