“All Along The Demilitarized Zone”: Playing Next War: Korea (Part 5)

Ian M. Sullivan is the Special Advisor for Analysis and ISR at the Deputy Chief of Staff for Intelligence, US Army Training and Doctrine Command.

Disclaimer: All views expressed in this post are the author’s and do not necessarily reflect those of the Department of Defense, Department of the Army, or Army Training and Doctrine Command

This is the Vietnam Game You’re Looking For, Part 3

In Part 1 of this series of articles, we looked at the components of this GMT Edition of a game often referred to as “brilliant” in terms of its ability to capture the essence of the Vietnam War. In Part 2 of this series, we took a deep dive into the underlying structure of the mechanics of the game. To finish up, we’ll cover some of the aspects of the Campaign game which contribute to making this game experience so rich and fulfilling. Then you can decide if this is the Vietnam game you’re looking for.

“All Along The Demilitarized Zone”: Playing Next War: Korea (Part 4)

Ian M. Sullivan is the Special Advisor for Analysis and ISR at the Deputy Chief of Staff for Intelligence, US Army Training and Doctrine Command.

Disclaimer: All views expressed in this post are the author’s and do not necessarily reflect those of the Department of Defense, Department of the Army, or Army Training and Doctrine Command

A New Wargamer’s Insights and Impressions from Labyrinth: The War on Terror, 2001-?


Below is an article featuring Labyrinth insights and first impressions from first time player and InsideGMT contributor David Wiley of Swords and Chit and Cardboard Clash. You can also find this article on David’s blog. Enjoy! -Rachel

Elite vs. Regular Units in the Last Hundred Yards

The introduction of airborne units to the LHY series raised an interesting question: What was important to model Airborne units during WWII? Essentially, the challenge was how to model the difference between these elite units and the regular units depicted in LHY. We asked some military experts and they cited that an important distinction is that the elite unit selection process identifies people with a high appetite for risk and a penchant for action. That makes them more likely to get up and do something (for example: have initiative, recover under stress, provide the flanking effort, provide squad and platoon leadership, etc.). Elite unit training is therefore more demanding of such people and intentionally designed to produce esprit de corps and to reinforce their risk-tolerance and penchant for action.

Full-Court Press Double Teaming – Ancient Civ (of the Middle East) Style or… Kadesh Tomorrow, Ninevah Tonight!

Egyptian and Hittite armies clashed in one of the first, great, recorded battles of ancient history- the epic clash of chariots at Kadesh. That is what is supposed to happen in the “Balance of Power” scenario of the now P-500 listed Ancient Civilizations of the Middle East GMT Games – Ancient Civilizations of the Middle East. And it would have if the Assyrians hadn’t showed up to the party.

“All Along The Demilitarized Zone”: Playing Next War: Korea (Part 2)

Ian M. Sullivan is the Special Advisor for Analysis and ISR at the Deputy Chief of Staff for Intelligence, US Army Training and Doctrine Command.

Disclaimer: All views expressed in this post are the author’s and do not necessarily reflect those of the Department of Defense, Department of the Army, or Army Training and Doctrine Command

Commands and Decrees of the Deccan Empires: Aims, Means, and Victory Conditions

Introduction

In the last article we introduced some of the main modeling choices in Vijayanagara, in particular the concepts of Tributary and Independent Provinces, and Obedient and Rebelling Units. Having identified three major actors in the region during this period of Indian history, we set out to identify the central features representing their distinct goals and their asymmetric means of attaining them. The game is won by the player whose Faction’s victory condition is highest at the end of the game, with ties broken by comparing Resources. (A second, optional tie-breaker is a short match of Aadu Huli Aata, an ancient asymmetric hunting game found etched into temples where Vijayanagara once stood. This will be the topic of another article, and a copy of the game will be contained in the Vijayanagara box.) Each faction in the game has a set of standard Commands and special Decrees  which they may choose at different times in the game. We will now explore the unique goals and actions available to each faction in turn.

It’s Not Easy to Be the Sultan: Modeling the Collapse of the Delhi Sultanate in Vijayanagara

Introduction

With Vijayanagara we are seeking to present a detailed look at an epic period of medieval history, and in a region and time which has seen scant attention in the historical gaming community, or in entertainment media, or even in educational domains. We have yet to meet a single person not of Indian descent who has heard of any of the important figures of this era, or even the names of the once-great kingdoms and dynasties that appeared in the time covered by this game. And yet centuries later a nation of over 1.3 billion people has emerged from this turbulent past, with modern perspectives still influenced by an ancient history.

Recreating History with Prime Minister’s Scenarios

Prime Minister already offers a highly thematic gameplay experience in its standard format, but if you want to take that experience to a higher level, you can try one of the twelve scenarios planned for the game. In this fifth InsideGMT article for Prime Minister, we’ll take a closer look at those scenarios, starting with an overview and then delving into some examples.