The British Way: Introduction to the Multi-Pack

The British Way covers four counterinsurgency campaigns between 1945 and 1959. In each of these campaigns, the British attempted to control their exit from empire while facing an insurgent opponent. This period of British counterinsurgency influenced subsequent counterinsurgency doctrine and campaigns by both the British and other countries. In future articles, I will cover background and mechanics on each of the individual games, but first I want to provide background on the argument being made in the multipack and explain what exactly a “COIN multi-pack” is. I specifically want to address what I see as the two major themes of The British Way.

The Struggle is Real: Reworked Mechanics and a New Solo System for The Weimar Republic

Much like the historical Weimar Republic, The Weimar Republic has seen its share of setbacks and crises. But unlike Germany’s first democracy, which was toppled both by the zeal of those sworn to destroy it and the incompetence of those sworn to defend it, the multiplayer political boardgame simulating that very collapse is moving forward with renewed hope.

Development of The Weimar Republic was struck hard by the Covid19 situation, mainly because live, face-to-face playtesting suffered so much. I had all sorts of live sessions planned for 2020, all of which had to be canceled of course, and as the pandemic dragged on the whole infrastructure for face-to-face gaming seemed to be in danger. At that point the game had seen its share of digtial testing already and I was not overly keen on moving focus back into the digital realm – even though the tools available these days make playing board games online both enjoyable and easy, it is hard to simulate the flow of an actual face-to-face session, especially for testing purposes. That flow is of course crucial to an asymmetric multiplayer game, which is perhaps why it took so long for the development team to discover certain tempo-related issues that had to be adressed before proceeding.

Congress of Vienna Standard Game After-Action-Report: “The Clash of Armies” Scenario (Turn 3 of 4 – Oct. 1813)

Introduction by Congress of Vienna Assistant Designer & Editor – Fred Schachter: The second turn of this After-Action-Report (AAR) chronicled game was exciting and interesting with France continuing to meet its comeuppance, and not repeating its brilliant turn one Diplomacy Phase performance (winning seven Issues! Remarkable!) since the Allies are now coordinating against “The Corsican Ogre”. For that remarkable feat, see: Congress of Vienna Standard Game After-Action-Report: “The Clash of Armies” Scenario (Turn 1 of 4 – Aug. 1813) – Inside GMT blog

Our players are having a blast playing Frank’s latest CoV scenario creation. So, let’s resume the game action of this Congress of Vienna “Clash of Armies” Standard Game contest as the massive struggle for Europe (and the War of 1812 in North America) continues… but first…

New Video Working Through Attack Orders for Mons 1914 and Gallipoli 1915

Mons 1914: The Mad Minute is rolling along steadily.  Play sessions of Gallipoli 1915 (the first game in the Rifle and Spade series) are reported regularly on BoardGameGeek in the Gallipoli game entry. The draft of the 2.0 rules, plus the updated table and display for Gallipoli are available in Gallipoli’s files folder, which is also linked from the home page for Mons on gmtgames.com. If you are planning to play Gallipoli then please use the 2.0 rules. As always, I am available to answer questions on ConsimWorld and on BoardGameGeek.

The Baddies of Plum Island and How to Fight Them (If You Dare)

Meet The Horrors (And Don’t Call Them Zombies!!)

There are a number of different types of monsters that you will have to deal with when playing The Plum Island Horror. While none of them are very pleasant, some are far worse than others. So I felt it would be worthwhile to do a short treatise on the “Horrors” that you and your friends will be fighting. And by the way, be aware that the term “zombies” is never used in the game’s literature. Calling the abominations that attacked Plum Island “zombies” is an insult to them and their reputations. In fact, there was an unsubstantiated report that we uncovered which claimed that one researcher referred to a captured Horror as a “Zed”. Supposedly the Horror overheard this remark and became so infuriated that it tore out of its cage and consumed the researcher in one gulp. The “Horrors” of Plum Island are more vicious, faster and smarter than any of those ineffectual Romero monster wannabes. Sure, they’ve benefited from great publicity and their marketing department is pretty sharp. But don’t let that superficial nonsense fool you! The Horrors of Plum Island were a real threat to humankind, not like those slow-moving, groaning zombie half-wits that you see in all those popular movies and TV series. The Horrors come in two distinct and disgusting flavors … a Murder of Horrors and Mutations.

Congress of Vienna Standard Game After-Action-Report: “The Clash of Armies” Scenario (Turn 2 of 4 – Sept. 1813)

Vassal Screen: CoV “Clash of Armies” Game Situation – Start Turn 2, Sept. 1813

Figure 1 – The Military & Diplomatic situation at the begin of Turn 2.

Introduction by Congress of Vienna Assistant Designer & Editor – Fred Schachter: The first turn of this After-Action-Report (AAR) chronicled game was an exciting and unusual one with France doing well against their disjointed enemies. It should be noted that this turn’s record, as well as the remaining reports of this series, shall depict battles in some detail… but not EVERY detail… particularly regarding full calculation of the dice roll modifiers which were evaluated to learn how much each side’s two dice battle rolls would be influenced.  It’s really a simple checklist review to determine what to include.  To learn more of the game’s battle resolution system, see the nifty video two of our media-savvy play test team created:  How to Resolve Battle in Congress of Vienna: An Animated Voice-Over PowerPoint – Inside GMT blog 

So let’s resume the game action of this Congress of Vienna “Clash of Armies” contest as the conflict expands to engulf the entire European continent with Austria’s entry into the war… but first…

Influencing the Deccan Kings in Vijayanagara

Introduction

So far in this series we have described the factions in Vijayanagara, their primary means of attaining their historical (or ahistorical) “victory,” and the combat system in the game. In this article we introduce another dimension relevant primarily to the upstart Deccan kingdoms, the Bahmanis and Vijayanagara, namely the respective influence that each faction has throughout the southern peninsula.

Deccan Influence measures the pliability of regional rulers and their populations to be swayed towards allegiance and service to either the Bahmani Kingdom or the Vijayanagara Empire. Influence can be changed through Events representing the flourishing and dissemination of empire origin stories and foundational myths, and through direct actions (“Commands”) by military and economic means. Stronger influence in the region has a number of immediate benefits, and the Influence level is also added to the final victory point total for these two southern factions.

The Plum Island Horror: An Overview of Gameplay (or … How to Lose at The Plum Island Horror Without Even Trying)

The Plum Island Horror is a cooperative game for one to four players who are … let’s be honest here … predominantly masochists who have nothing better to do with their free time but get pummeled by a boardgame. Just chalk it up as another wasted night of being embarrassed by some plastic dice and cardboard counters. But if you nonetheless insist on playing this game, you can take comfort in the knowledge that it is actually an accurate simulation of one of the most notorious and covered-up events in U.S. history.

Thanks to the intrepid work of the somewhat-famous journalist, private investigator and former Battle Bots contestant David “Sherlock” Spangler, this horrific story has finally been brought to light. David is most famously known (in some conspiracy and cryptozoology circles anyway) for his bestselling books “Squatching For Dummies” and “Ancient Aliens: Fact or … Fact?”. But it was his tell-all tome “Beware the Shade: Where Horrors Hide in the Daylight” that brought this event to my attention. The story was just too good to pass up and I assembled my team of developers, headed by Ken Kuhn and Fred Manzo, to begin collecting first-hand interviews from survivors of the disaster who were made known to us through accessing documents made available by Mr. Spangler and the Freedom of Information Act. Whatever stories and details we could not verify, well, we just filled in the blanks as best we could (using our highly intellectual and analytical talents). Therefore, I think I am quite justified in saying that this is the most historically accurate and well-researched simulation of a historical event that you will find anywhere in GMT’s game catalog. Obviously.

Congress of Vienna Standard Game After-Action-Report: “The Clash of Armies” Scenario (Turn 1 of 4 – Aug. 1813)

Introduction by Congress of Vienna Assistant Designer & Editor – Fred Schachter: This is the first STANDARD GAME Congress of Vienna Replay Article to grace the pages of InsideGMT. To date, each AAR used optional rules favored by CoV veteran grognard play testers… which encompasses all the “Wargame Flavor” rules the game offers. For those AAR’s and other related material to provide a rich background to best appreciate this article, see: GMT Games – Congress of Vienna .

These Wargame Flavor elements include those purple color-highlighted rule cross-references on CoV’s map (see above image) as well as other rules solely within the Playbook. While these are fun and add historiocity (such as including the Norway/Denmark Box)… the more things to consider does slow the pace of play down… not that our grognards mind! Designer Frank’s CoV play testers in Spain, however, consist of many a Eurogamer and they vastly prefer the smoother and less rule knowledge needed Standard Game. We now embark on the latest Congress of Vienna game replay adventure… enjoy! 

The Chronicles of Ōnin #5: Ikki Leagues and Antinomianism

Pure Land Buddhism venerates the Buddha Amitābha (Amida in Japanese) and originated in India, before spreading to China and eventually Japan. In Japan, Pure Land (Jodo Shū) and True Pure Land (Jōdo Shinshū) Buddhism were both founded in the 12th century, the former by the monk Hōnen and the latter by his disciple Shinran, but did not enjoy widespread popularity until the 15th century. Both traditions teach that humanity is in an age of spiritual decline, but that sincere faith in Amida Buddha can ensure that one is reborn into the Pure Land, where one will receive instruction in how to achieve enlightenment. However, Shinran also taught that due to the corrupt nature of humanity, there is nothing one can do to cultivate this faith, but rather it must be bestowed upon one by the grace of Amida Buddha. All that one can do is chant the Nembutsu (“Namu Amida Butsu”, or “Hail Amida Buddha”), an expression of gratitude to Amida Buddha, and hope for salvation. This teaching has occasionally been declared heretical by the orthodox Buddhist establishment in Japan, but today it is hugely popular, with Jōdo Shinshū being one of the most widely practiced branches of Buddhism in modern Japan.