PAXsims

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Tag Archives: South China Sea

CNAS: Dangerous Straits

A new CNAS report by Stacie Pettyjohn, Becca Wasser, and Chris Dougherty outlines findings from Dangerous Straits, a recent strategic-operational wargame exploring a fictional 2027 war between China and the United States over Taiwan.

The wargame, hosted by the Gaming Lab at CNAS, in partnership with NBC’s Meet the Press, illuminated the dilemmas that U.S. and Chinese policymakers might face if China were to invade Taiwan, along with the strategies they might adopt to achieve their overarching objectives.

The wargame indicated a protracted conflict rather than a short war is likely if China decides to invade Taiwan. Neither side felt as though it had lost, but both had depleted their missile inventories, sustained significant losses, and still needed to resupply and rearm forces under attack. Preventing China from a quick triumph over Taipei did not equate to an American and Taiwanese victory.

Drawing from the findings of the wargame, the authors assert that the United States and its allies and partners must take several steps to change the Indo-Pacific military balance in their favor to deter China from invading Taiwan and prevent war. These steps include the following: 

The U.S. Department of Defense should make sustained investments in long-range precision-guided weapons and undersea capabilities, while also enhancing the resiliency of its posture in the Indo-Pacific region and deepening planning with key allies and partners.

The U.S. Department of Defense should plan for a protracted conflict and develop ways to reduce the risks of inadvertent escalation with a nuclear armed China.

The U.S. Congress should enable key improvements in the Indo-Pacific through the Pacific Deterrence Initiative and should help shape Taiwan’s military posture. 

Taiwan must improve its defensive capabilities by investing in asymmetric, resilient, and attritable capabilities; increasing training for its active and reserve forces; and by stockpiling key weapons and supplies.

The full report can be found here.

Matrix games for student learning at the US Army War College

The following article was contributed to PAXsims by Lieutenant Colonel Joe Chretien and Major Abe Goepfert of the Strategic Simulations Division (SSD), Center for Strategic Leadership, US Army War College. The views expressed in this article are those of the authors and do not necessarily reflect the official policy of the Department of the Army, Department of Defense, or the US Government.


 

Matrix Games at the US Army War College

At the US Army War College (USAWC), the use of matrix games falls into three categories. The first category is lesson reinforcement.  In this category, the goal is to reinforce the key concepts of historical, current, or future potential conflicts.  As an example, the USAWC resident course ran four simultaneous games for the European Region Study Program (RSP) to explore a future Baltic scenario based on a NATO isolation of Kaliningrad.

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Figure 1: DDE SCS poster.

The second category is games for familiarization.  Familiarization can include a region, actor, situation, or problem.  A great example of a familiarization game was conducted at the University of Richmond in April 2017.  The USAWC Strategic Simulations Division (SSD) ran a Syrian-based matrix game where five teams split into multiple factions. In the University of Richmond game, there were only four teams.  However, each team consisted of multiple nations, organizations, or factions (15 individual team entities).  Each student (15) received a role on a team and had to create their own narratives for their individual piece of the team.  The narrative had to include a summary of who they were, who they aligned with, who they could not align with, and their goals and objectives. Interestingly, one of the teams disassociated itself from one of its own factions (represented by a student) as a show of faith to one of the major powers in the area.

The last category of a USAWC matrix game is a capstone, or course-culminating, event.  The culminating matrix game takes the USAWC year-long program of study and uses a matrix-type game to evaluate the progress of each individual student.  This article will focus on the culminating game conducted for the Department of Distant Education (DDE), second-year resident course (SRC) Course in July 2017 (Figure 1, DDE SCS poster).

The Start of Something Big

A matrix game is a low-overhead (low cost/easy setup), facilitated, multi-player, role-playing game. Games are argument-based. Players weigh arguments and counter-arguments then propose an action. Success or failure of that action depends, primarily, on the strength of a player’s argument. The use of dice in the game introduces the elements of risk.

The material, time, and personnel required to run a matrix game is relatively low compared to a large, constructive simulation exercise. Matrix Games only require a written scenario with analog map and counters for execution. Play requires a facilitator, a subject matter expert, and 4-6 players or 4-6 teamsof players.  A play session typically lasts 2-3 hours, but playing time can be tailored to meet learning outcomes (LO).

Matrix-type games are easy to learn and quick to play. Of particular value to faculty, matrix-type games can be played without constraints and with an open-ended format.  Some constraints could include a scripted non-thinking opposition, limited actions for teams, or even preordained results.  An open-ended format allows players to explore any action if it can be tied to team objectives or goals.  It also allows the gameplay to dictate the scenario as it moves forward. Through two years of using the matrix model for experiential learning, SSD staff have observed that participants are always fully engaged and retain more information than through regular seminar-based instruction. The matrix game format forces participants to articulate actions or arguments orally while also having to make decisions more quickly than normal.

It was because of their proven value as an experiential learning tool that, in October of 2016, faculty from the (DDE), U.S. Army War College approached members of the college’s Strategic Simulation Division (SSD), with the idea of using a matrix game as a culminating exercise for the DDE second-year resident course (SRC), Class of 2017. The SRC consisted of 23 seminars comprised of over 250 senior US military officers, Department of Defense Civilians, and international military officers that spent two weeks of residency at Carlisle, PA prior to graduation.  The DDE faculty were looking for a capstone exercise that tied in all the lessons learned and had the students demonstrate knowledge of the elements of national power, synthesize information, and develop and deliver compelling oral arguments.  A matrix game is the perfect tool, and SSD took on the task of developing and delivering that learning event.

The Greatest Number of Matrix Games Played, at One Location, in a Single Day

The initial discussion, more of a “back of a napkin” analysis of requirements, included three initial courses of action (COA) for the exercise.  The three COAs were:

  1. Mega Game – One large matrix game that includes all 23 seminars in the same game.
  2. Discreet Game (A) – 23 seminars playing their own individual games on the same day.
  3. Discreet Game (B) – 12 seminars playing on day 1; the remaining 11 seminars playing on day 2.

A brief description and analysis of the COAs follow:

  • COA 1: The least resource intensive and the COA that provides the least amount of individual student interaction. Each student would be assigned a role within a select team (i.e. a student on the Chinese team could be assigned as the economic advisor) and would only provide arguments if the action required an argument from that specific role.  The danger in games this large is that some of the participants provide no input to the game.  As a result, those students would not have had the same learning experience as others and could receive a poor evaluation.
  • COA 2: The most resource intensive; would require twenty-three (23) facilitators in separate rooms, as well as twenty-three (23) copies of the game. During concept development and initial planning, SSD had two trained Matrix Game facilitators and DDE had none.  In retrospect, DDE would not be able to provide any facilitators for the game anyway because the faculty would be observing the student interactions. However, this COA had the potential to provide each seminar a discreet game that would keep the teams to 2-3 players each.  Therefore, each student could participate actively in the game while being monitored by their faculty instructor (FI).
  • COA 3: Moderately resource intensive and would require only twelve (12) facilitators and rooms, as well as twelve (12) copies of the game.For CSL, this was more advantageous because of limited resources available for the game.

DDE faculty selected COA 2 because they did not have the scheduling flexibility to break the exercise into two days.  To alleviate some resource concerns, Root Hall, the main academic building at Carlisle Barracks, opened 11 seminar rooms for the execution portion of the exercise.

Wargame Development

SSD’s formal role was to develop and execute a South China Sea (SCS) Wargame during the Second Resident Course (SRC) 21 July 2017 as a capstone event for the two-year Distance Education Program (DEP). The wargame’s purpose was to exercise and assess the students’ ability to take a strategic approach to solving complex problems in a South China Sea setting.  The standards were that the students use the South China Sea Matrix Game to articulate oral arguments for furthering the goals and objectives of their assigned country team. The students would also have to demonstrate knowledge and synthesize elements of national power and operational design learned during their 2-years of instruction. Finally, during this game, students would practice creative and critical thinking while demonstrating negotiation skills at the strategic level in accordance with national interests and goals.

Army simulations officers are trained to tease out requirements before concluding how a “game” should look and feel. Form will follow function – meaning that game design is based on desired learning outcomes.   The game, theoretically, will provide the tool for the faculty to evaluate the learning based on the LOs.

For the purposes of the SRC culminating exercise, three primary and one secondary LO were identified.  The first primary LO was to apply strategic and operational art to develop strategies and plans that employ the military instrument of power in pursuit of national policy aims.  The second primary LO was to think critically and creatively in addressing national security issues at the strategic level.  The last primary LO was to communicate clearly, persuasively, and candidly.  The secondary LO was to demonstrate as a proof of concept the viability for future DDE use of this wargame method. With the COA chosen and LOs well defined, SSD officially accepted the request and began formal planning.

Planning the Event

In the US Army, during a normal planning process, lead agencies/ organizations follow a standardized Joint Exercise Life Cycle (JELC) per TRADOC Regulation 71-20, Concept Development, Capabilities Determination, and Capabilities Integration that outlines an in-depth timeline that begins 180 days prior to the execution of a required event (Figure 2, DDE SCS JELC). For this event, SSD had the entire 180 days to conduct planning and coordination that included hosting multiple conferences, meeting critical milestones, conducting planning-team deep-dives with the DDE operations team, setting up the venue, conducting rehearsals, and executing the event. In this particular planning cycle, SSD conducted three planning conferences with their DDE counterparts and CSL support personnel, Additionally, multiple progress meetings were conducted with the U.S. Army War College Commandant, Deputy Commandant, and the director of CSL.

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Figure 2: DDE SCS JELC.

As with every planned event, there were critical milestones that enabled the planning to move forward.  The first milestone was to produce a South China Sea Matrix game that was capable of meeting each of the three primary learning outcomes.  The six main parts of a Matrix game are the scenario, teams, team narratives, map, special rules, and game pieces.   Slightly ahead of schedule, all elements of the matrix game were agreed upon and a copy of the game was created and used for playtesting.  The initial playtest, internal to SSD and DDE, met all three LOs and validated the matrix game as the proper tool.  The playtest also led to some minor changes to the scenario, map, gameplay, and counters. More playtesting was conducted, particularly with Harrisburg University and the National Defense University (NDU).

The second milestone was to train, at a minimum, twenty-three facilitators.  The facilitator training took place over two months at various locations.  The first training session was conducted at Harrisburg University (HU).  SSD trained three facilitators at the Harrisburg University main campus. Two of those three served as official facilitators during the wargame.  This training also served as a playtest event. All the game’s final changes resulted from finally playing the game with a mix of faculty (HU), students (HU), and trained facilitators (SSD).

The training at NDU provided the opportunity for wargame experts to play and to train on the game. Of the more than ten NDU players in the game, six trained as facilitators and subsequently supported the DDE event.

The final training session took place at the Army War College three days before the event. SSD set up a round robin training program and successfully trained sixteen more facilitators.  In total, SSD trained over 25 facilitators for the event to allow for the eventuality of someone not being able to participate on game day (which happened).

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Figure 3: DDE SCS map.

The third milestone was to create “How to Play Matrix Games” videos.  This task included writing scripts, getting actors (SSD interns), coordinating with the AWC audiovisual team, reserving a room, filming the videos, and providing assistance for the editing of the videos.  This task had to be completed in time for the DDE Class of 2017 to watch the videos before execution of the wargame.  The videos were completed ahead of schedule and were used for two other SSD supported events.

The fourth, and last, milestone was to build twenty-three South China Sea Matrix games.  This was very labor-intensive and took a full week to complete.  Without the help of four interns, this milestone could have required much more time from the SSD team and could have thrown the timeline off.  Each South China Sea matrix game consisted of the following:

  1. Large 35’x45’ map of the South China Sea (Figure 3, DDE SCS Map).
  2. Team folders (five player teams and a control team) that included scenario, individualized team narratives, matrix “how to” sheets, and mini-maps.
  3. Counters: Each packet included “chits” or “counters” that represented a national element of power (Diplomatic, Information, Military, and Economic).  The players used the counters to mark spots on the map where an action took place.
  4. Supplies:  Each team received a pen, note pad, and post it notes pads to capture notes, to plan actions, and to communicate with other teams.
  5. Other items:Each player received a country-team name tag to provide visual delineation of team composition.  Each facilitator and SME had nametags to differentiate themselves from the students.  Additionally, SSD created seminar tags that hung on individual game doors, Collins Hall and Root Hall room diagram posters, and agenda posters.

 

Rehearsal, Training, and Cross-coordinated Wargame Events 

The key to successful execution is nearly always dependent on the work put in prior to execution.  The week prior to execution was packed with walkthroughs, rehearsals, facilitation training, and wargame support for DDE SRC electives. Two SRC electives used board games/ Matrix games as the main tool to execute their lesson plans.  One of the electives used a South China Sea board game where students role-played one of six teams to meet goals or objectives based on a set scenario.  While this game did not have the same mechanics of a matrix game, it did introduce the students to the South China Sea region and forced them into negotiations. The second senior seminar used a matrix game and an SSD developed Kaliningrad scenario.

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Figure 4: Panel Discussion>

In addition to the above events, CSL sponsored a wargame panel featuring four highly experienced wargame professionals who discussed “innovative ways to include wargames in the classroom.”  At the end of the wargame panel, the experts led participants through some wargames currently used at their institutions. (Figure 4, Panel Discussion).

Conclusion

A matrix-type game is not a suitable tool to meet all learning outcomes.  Matrix game observations and outputs are qualitative versus quantitative, and that makes it hard to gauge results.  Matrix games are also highly dependent on the skill of the facilitator for success. It is not the tool, rather matrix-type games are tool for faculty to use to meet learning outcomes.

From a planning and execution standpoint, this event was very successful. At the end of the wargame, over 300 students had received more than six-hours of hands-on experiential training and evaluation.  The planning conducted between SSD and DDE was very detailed, but leadership was not swamped with minutia.  Wargame sponsors do not always provide enough time to plan for the event. DDE, however, came to SSD with enough lead time so that the full JELC timeline was available to plan, to prepare, and to execute the event. Additionally, AWC, CSL, and DDE fully supported the event and provided resources to ensure its success.  This included the funding of facilitators and subject matter experts from outside organization.  Of course, every wargame or large event has areas that are very successful and areas that need refinement.  As successful as this game was, lessons were learned and have been applied to games used in resident courses at the Army War College.

Lieutenant Colonel Joe Chretien
Major Abe Goepfert

 

DIRE STRAITS: the video

On February 25, McGill University will host its 3rd annual megagame: DIRE STRAITS, a game of crisis and confrontation in East and Southeast Asia. The video we will be using to introduce the game scenario is below—assuming, that is, that no one starts a real nuclear war on the Korean peninsula in the next three weeks.

While most of the tickets for the event have been sold, there are some remaining via Eventbrite. We hope to see you there!

Diplomatic challenges in the South China Sea

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On September 20, some of the PAXsims crew (Tom Fisher and I) ran a full-day foreign policy game at the Canadian Foreign Service Institute, exploring economic opportunities and diplomatic challenges in the South China Sea. In many ways, however, the topic and region was a secondary consideration: the primary purpose of the event was to examine how serious games could contribute to both diplomatic training and to foreign policy analysis within Global Affairs Canada and beyond. More than two dozen officials from GAC, the Department of National Defence, and Defence Research and Development Canada took part.

None of this report, nor the game play itself, should be seen in any way as representing the official position of the government of Canada—it was left entirely to us to design and run the game. Instead, the key issue here is one of evaluating gaming methodology.

Game Design

We decided at the outset that we wanted a game that would focus on the regular business of diplomacy, rather than being dominated by major crises or military confrontations. Crisis and warfare is actually easier to model in a game, and it is also much easier to maintain player engagement when participants are focused on blowing each other up. Here, however, we would have long (six month) turns, and many foreign policy initiatives would be mundane things like trade talks, ministerial visits, coast guard patrols, and development initiatives. At the recent Connections UK professional wargaming conference, one panelist had commented that the problem with gaming foreign policy is that “foreign ministries don’t actually do anything.” He was being a little too cynical I think, but was also highlighting that diplomacy is as much or more about cultivating and maintaining long-term relationships as it is about achieving immediate, focused objectives. How could we reflect that in a workable game, one that challenged players to explore ways of gaining a diplomatic edge, advancing national interests, and (to quote the phrase much beloved of middle powers such as Canada) “punch above their weight” in international relations?

As a further complication, I very much wanted trade and investment to be an important part of game play, but in a way that highlighted Western businesses as largely autonomous, profit-seeking entities—actors that are certainly happy to win the support of governments, but are ultimately trying to maximize the return on their investments. As one of my wargaming colleagues noted, we were trying to put an thinking, self-interested E (economic) back into DIME (diplomatic/information/military/economic).

In the end, we decided to use a modified matrix game. Most game components were produced using the Matrix Game Construction Kit (MaGCK). A large map in the centre of the room depicted the South China Sea and surrounding area, including various disputed maritime boundaries, key outposts in the Spratly Islands and elsewhere, and major offshore oil resources.

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Seven countries were represented in the game, each played by a three-person team: China, the United States, Japan, Canada, Malaysia, the Philippines, and Vietnam. Each could take one action per turn. However, teams also started with several diplomatic, economic, and military bonuses, represented in this case by cards. A single card could be spent to secure a +1 modifier to a matrix argument (or impose a -1 modifier on someone else’s argument), or multiple cards could be spent to secure an extra action that turn. This is essentially the same system outlined in the MaGCK User Guide (although we used cards rather than tokens), and it has the advantage that it enables flexible and creative gameplay without bogging the game down in complex mechanisms. Players could receive new bonus cards at various points for foreign policy achievements.

In addition to the state actors, we also had one player representing “global (Western) trade and investment,” and another representing “Chinese trade and investment.” Both had a hand of trade and investment cards, each outlining a sector and potential project, the company concerned, and the sorts of factors that would determine its success. The global player’s cards also noted the nationality of the company. These cards were played as matrix actions, and the profitability of the investment was a function of the success of the associated matrix argument. This created an incentive to place investments carefully, and to seek supportive conditions—perhaps local tax breaks, or business reforms, or synergies with other projects, or diplomatic support. We kept a “market share” score to encourage a competitive spirit.

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There was one key difference between the global and Chinese investors, however: the latter were also part of the Chinese team. Certainly, they wanted to make the best business moves possible—but they also were expected to advance foreign policy objectives to a certain degree, including China’s “One Belt, One Road” strategy to secure trade routes, markets, and natural resources. This provided an extra instrument to Chinese foreign policy, although at times it also seemed a constraint on effective Chinese overseas investment.

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A final element of the game were the news reports at the start of each turn. This consisted on a major news item (such as commodity price changes, an oil spill in disputed waters, or a destructive typhoon), plus several minor stories. Included with this inject was a reward for effective diplomacy: for example, a bonus to the team that had most strengthened its maritime claims, or which had achieved the greatest diplomatic success last turn.  Where necessary, the group of senior game observers acted as the jury in deciding who should be rewarded and why. The game covered two and a half years, from late 2017 into early 2020—not entirely coincidentally, the years immediately prior to the recent DIRE STRAITS megagame at Connections UK.

One of our biggest worries in all this was the timing. We had seven teams, plus two other players. Nine actors are certainly more than I would usually recommend in a matrix game. To keep everything on time, and to get in a reasonable number of turns (five), we had to keep everyone on a tight schedule: 10 minute turns for China and the US, and 5 minutes for everyone else. Still, that also meant it would take an hour before a team would take its next turn. Would everyone get bored and tune out?

Game Play

As it turned out, we needn’t have worried. The players were superbly engaged—they quickly picked up on the matrix game method, were very active throughout each turn consulting with other teams, and very much embraced their roles.  It was all a lot of fun too.

As noted at the outset of this report, the actual gameplay cannot in any way be seen as representing any sort of official Canadian view of Southeast Asia—the players were all playing as individuals, not officials, and Tom and I were the ones who designed the game. However, it does give a good sense of how varied and interesting the unfolding narrative was. I was particularly impressed with the way all the teams employed the various tools of modern diplomacy to advance their interest.

China slowly extended its influence, largely through economic means. They also significantly enhanced their ability to offer humanitarian assistance in the region, setting up a regional crisis centre—a move intended to also project greater Chinese influence. Although the United States viewed Beijing as an emerging regional competitor, the subtlety of Chinese diplomacy meant that there was little they could do to counter its influence. They fostered good relations with all local countries (especially Malaysia), and at the end of the game (with the Trump Administration facing growing political problems at home) they launched a series of countermeasures against alleged unfair Chinese trading practices. Japan exerted considerable economic influence by virtue of its aid, trade, and investment in the region, as well as its not-inconsiderable military resources. However, they were well aware of the dangers of being too assertive, and generally focused on reassuring others while subtly promoting their own economic interests. Canada had much fewer diplomatic resources to bring to bear, but did well in promoting commercial opportunities and fostering innovative partnerships.

The various ASEAN countries represented the game all pursued rather different strategies, but all were successful in their way. Vietnam engaged in major reform efforts: first a major anti-corruption drive, and later a move to reduce government red tape. This made it an even more attractive destination for foreign investment. While much of that investment was Western, it was open to Chinese investment too, despite its trepidation over Chinese claims in the South China Sea. By contrast, the Philippines undertook few reforms—on the contrary, a tough anti-drug campaign raised growing human rights concerns. However, they were prepared to wheel and deal with anyone, and cultivated the growing power of China as well as traditional ally the United States. Manila and the Hanoi also agreed on a joint fisheries protection regime that was aimed at countering overfishing but which also subtly pressed back against some Chinese maritime claims. Malaysia suffered an ISIS terror attack early in the game, and thereafter took several measures to enhance its security, including deeper intelligence cooperation with the US and further naval modernization (which the US supported too).

Finally, our global and Chinese investors were very active. In the end, the former came out slightly ahead—in part due to a major sale of US armoured vehicles to the Philippines, which turned down an offer of comparable (or even slightly better) Chinese equipment.

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The real proof of concept from this pilot project will be if the participants and observers found it of value. I think it was pretty easy to demonstrate the value of this type of game as an educational and training tool. As a mechanism for policy analysis and development, however, the test is a little harder. The very general topic and long time frame probably didn’t help in that regard—it is easier to show analytical payoffs with a more focused topic, such as with the ISIS CRISIS series of matrix games. Nonetheless, I do think the event clearly demonstrated that games can be used to encourage innovative thinking, challenge conventional wisdoms, crowd-source ideas, anticipate possible responses, explore second and third order effects, and generally approach policy questions from a new and interesting perspective. Certainly, the feedback to date has been very positive.

Nine-dash Line: A South China Sea matrix game

The following game was developed by PAXsims associator editor Tom Mouat.


 

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Nine-dash Line is a game of regional competition and cooperation in the South China Sea. It uses a matrix game mechanism, an approach we’ve discussed extensively here at PAXsims. The game’s title, of course, refers to China’s maritime and territorial claims in the area.

The game was developed for two reasons: The first was to generate a contemporary game in a regional potential flashpoint that I hadn’t done before; and the second was to get some understanding of the region prior to a visit to the Defence Academy by a senior Vietnamese delegation. As has been discussed before, the act of designing a game generates a greater understanding of the situation even before the players are included. This was no exception as I was surprised just how little I knew (despite participating in an FPDA exercise a few years ago).

We ran the game recently and, since it was set in the contemporary situation, the US Presidential election featured part way through the game. We diced for the result with a 58% chance of a Clinton victory (able to be modified by arguments) with the result that she won a clear victory. It will be interesting to see if this matrix game was accurate in this respect in November.

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This game featured a number of random event cards, which worked well with the players, but we elected to modify the narrative and effect of the cards as best met the situation of the individual circumstances at the time. For example, in a previous turn the USA had successfully argued for an oil survey vessel operating in support of the Philippines Government and in the following turn the “Oil Discovery!” Card came up. This was too good an opportunity to miss, so the USA was permitted an additional argument to determine the extent of the oil discovery.

We also elected to try the idea of providing a more general background briefing for the players and requiring them to identify their own objectives over the coming months of game play.

The game went as follows:

  • Turn 1: A typhoon hit the area of the Spratly Islands and the coast of the Philippines, with considerable destruction and loss of life. China deployed naval ships to the area, supported by a Malaysian hospital ship and a repair vessel. The US Navy also carried out humanitarian assistance along the Philippines Coast, but the Philippine President took the opportunity to attack drug operations in coastal cities. The Vietnam Government successfully invited the Russian Navy for joint exercises off Cam Ranh Bay and Taiwan dispatched a repair ship to their lone outpost in the Spratly Islands.
  • Turn 2: There was a dispute between Pilipino fishermen and Taiwan resulting in damage to the Pilipino vessel, cut nets, and serious injury to one of the crew. The Taiwan Government quickly defused the situation by escorting the vessel away from Taiwanese claimed waters and paying compensation to the owners. The Russian / Vietnamese joint exercise was a great success and was accompanied by a political initiative to increase Russian involvement in Cam Hanh Bay. Chinese and US Navy submarines shadowed the exercise, gaining valuable intelligence. The Philippines took advantage of Chinese efforts being concentrated on the Vietnamese and the ongoing repair efforts in the Spratly Islands, to re-establish a lighthouse in Scarborough Shoal.
  • Turn 3: The Taiwan government was embarrassed by their repair vessel running aground in spectacular fashion, in the glare of media attention, near Taiping Island. Efforts to rescue the ship were a fiasco and their standing in international media was something of a joke.  Clinton won the US election convincingly and took the opportunity to sponsor oil survey ships in Filipino waters in an effort to improve relations even more with the Philippines President. At this point Malaysia took the chance (with clandestine help from the Chinese) to launch a cyber-attack on the Vietnamese and Soviet exercise. This was spectacularly successful, knocking out both nations’ air defence radar systems for an extended period, but there were unforeseen second-order effects that impacted on the US submarine and civilian shipping navigation systems. China attempted to covertly establish some deep ocean facilities for their submarine force north of the Spratly Islands.
  • Turn 4: Oil was discovered by the US survey vessels and the value of Filipino investments rose sharply with the news. Chinese and Vietnamese survey ships closed in on the area (carefully outside the 200nm Philippines exclusive economic zone), but the Vietnamese ship had technical problems and had to turn back. Taiwan finally manage to repair the Taiping Island facility. The Malaysians had embedded in the code of their cyber-attack subtle and sophisticated hints that the origin of the attack was the Philippines. This was successful with the Vietnamese and Russians, but the US NSA was more cautious in apportioning blame. The US Navy located and identified all of the Chinese deep ocean facilities.
  • Turn 5: Media attention switched to Germany where a hacking attack on one of Europe’s largest healthcare insurance providers leaked the confidential medical records of some 2.7 million European citizens. With events escalating in the area and Russian involvement, the USA called an international summit to discuss the crisis and we ended the game there.

The game was a lot of fun and easy to adjudicate. Sadly, we were playing without any detailed expertise in the area, but nevertheless we felt that it had helped us to begin to understand the geography, capabilities and issues of the region, and was valuable educationally.

Tom Mouat