Trouble in the Workers’ Paradise

Next War: Korea has received its fair share of cyber-ink in play reports on both CSW and BGG lately. I’ve tinkered around with the game off and on since its release. I used to be quite keen on keeping up with the military situation on the Korean peninsula, but my attention to the subject lapsed about 10 years ago. I’m probably still not back up to speed entirely — but, hey, that won’t stop me from forming an opinion about the game.

Up front, I think it’s an interesting design and a tense play. But with that said, I think the game makes certain assumptions (which is what games have to do, so I don’t mean that negatively) that limits its usefulness as a tool for predicting the course of any near-future conflict. It’s a snapshot of one specific course the conflict could take, which I suppose is about the best a fairly standard board wargame can accomplish.

Once you get past the standard game rules, NW:K becomes a very complex beast. In and of itself, complexity isn’t necessarily a bad thing. But in this instance I think the complexity is focused in the wrong direction. The various rules layers of the game system drill ever deeper into the mechanical complexities of modern warfare — something that I’ll call for the moment “operational complexity”. It focuses on the interplay between various warfighting systems in particular. By layering on rules, the player can conduct the operational air campaign, for instance, or gain a more detailed look at the utility of the US deep battlefield doctrine.

Tense times on the DMZ.

Unfortunately, such complexities are too frequently based on “details” that are themselves conjecture — system capabilities and effects based on hypotheticals generated by the “Last War”, which (adding to the conjecture) was a war that was never fought. But the problem isn’t that the game addresses the hypothetical effects; instead, it’s that the game presents them rather invariably and the player merely chooses whether to include the more advanced rules or not.

I think both the game play and simulation value of NW:K would have been enormously enhanced if the design had focused less on operational complexity and more on situational complexity.

By “situational complexity” I mean a focus less on how things work and more on whether or not they’ll work at all.

Here’s an example of what I’m talking about. The standard game’s starter scenario is the initial DPRK attack and drive on Seoul. I’ve played it through a couple of times and it’s a close run thing, even though the dead pile stacks up quickly with destroyed ROK combat units. And therein lies the problem. In order for the DPRK to even come close to winning the scenario, the game MUST posit a perfect storm of events that fall in favor of the DPRK. To wit:

  •  DPRK gets a ‘surprise’ combat shift on turn 1.
  •  DPRK typically generates a hefty number of air support combat shifts on turn 1.
  •  DPRK light infantry units are tactical supermen.
  •  DPRK tunneling produces predictably large local combat superiorities on turn 1.
  •  DPRK frontline combat units consistently get the game’s highest effectiveness rating of ’6′.

And those are just the most obvious. If any one of the five above conditions doesn’t exist, there’s only a very slim chance that the DPRK can get anywhere near contesting a single hex of Seoul in the scenario’s short time span. In order to make a competitive situation, the game basically assumes the Allies are for some reason unprepared and the DPRK forces align exactly with the capabilities attributed by their own poorly Photoshopped propaganda.

In professional military circles, addressing the numerous hypotheticals of future conflict is one of the primary purposes of wargaming. Note that many times in the past, professional military wargames have successfully predicted the events of future conflicts — the problem more typically has been professional military leadership failing to acknowledge and react to those predictions.

So I’ll argue that NW:K would be a more useful and relevant wargame if more of its complexity was focused on injecting variable capabilities into the situation — situational complexity, as it were.

Like we'll ever see this.

What if the ROK and US air forces slap aside the DPRK air effort, as the US and its allied air forces have slapped aside other under-maintained and under-trained third-world air forces in the recent past? Or what if DPRK special operations forces manage to hamstring Allied land-based air operations to a greater degree than imagined? What if ROK forces have detected a number of DPRK tunnels and successfully deploy counter-measures against them, destroying or significantly damaging/delaying the DPRK units involved? To me, those are all variables worth studying in cardboard.

Granted, addressing certain variables — like C3I — would probably make game play an impossible slog for the DPRK. Consider that the apparent invasion plan requires coordinating the movement of at least 27 or 28 divisions, numerous supporting light formations, special operations forces, non-divisional artillery support and air power. Consider also that the only military in the world that has serving officers with actual combat experience in corps-level operations coordinated with thousands of daily air sorties is the United States.

 

 

Short Take on the Bulge

What the wargaming world really needs is another game on the Battle of the Bulge.

Over the last half-century of commercial wargame production, the Nazis’ winter offensive into the Ardennes has been the subject of enough games to fill an entire closet. But somebody’s always out to design a better mousetrap, thus the continuing need for Bulge games.

I’ve got my fair share of Bulge-oid games, and I’ve bought, played and sold off an even fairer share. The Bulge-centric portion of my game collection includes older titles like SPI’s Ardennes quad, newer stuff like the recent 2nd Edition of GMT’s Ardennes ’44 and modules for tactical game systems like ATS Darkest December. Because no old wargamer can ever have enough Bulge games, during my recent binge of “off brand” game purchases I decided to pick up a copy of “Battles of the Bulge: Celles”, published by Revolution Games. Continue reading

Sergeants on the Table

During a brief fit of insanity a few weeks back, I decided that beyond a doubt I needed to take yet another miniatures game for a test drive. I don’t know what it is about “figure gaming” that appeals to me, but sometimes I see a game or read about it and I realize that I’m not going to get it out of my head until I give it a whirl.

So I sucked up my retail courage and bought “Day of Days”, the starter box set for the Sergeants Miniatures Game published by Lost Battalion.

When I ordered it, I understood that it wasn’t your normal miniatures game. It’s part of a gaming sub-genre that’s a cross between a miniatures game and a board wargame. Some of the elements of the game are familiar to every miniatures gamer: 20mm figures, pre-fabricated bases and a ruler for measuring distance. In place of a large tabletop strewn with model terrain, however, the game is played on a highly stylized board and uses cards — no dice — to drive the action and resolve combat. Continue reading

Guns Along the Narva

In between assorted adventures in reality, lately I’ve been on a small binge of experimenting with off-brand wargames. By “off brand” I mean games produced by companies other than the usual alphabetical suspects like GMT, MMP, LNL, ATO or DG. It’s taken a while to get these new games onto the table, but I’m finally starting to make some progress.

And I haven’t even needed therapy.

The first of the batch to get seriously de-boxed and deployed beneath the plexiglass is a short-run production from Three Crowns Games in Sweden called “Army Group Narwa” — or “Narva” as I learned it in my distant and misspent youth.

Army Group Narva setup

AG Narwa - setup around the city.

It’s not one of the better known campaigns on the East Front, but it’s pretty interesting. What’s a Narva? It’s a city — located on the Narva River — on the border between Estonia and (nowadays) Russia. After the Leningrad-Novgorod offensive of January 1944, Stalin wanted the Red Army to overrun Estonia as quickly as possible. Unfortunately for the Soviet Leningrad Front, the Germans were pretty good at defending marshy, mucky rivers and “as quickly as possible” turned out to be more on the order of seven months. Continue reading

Warhammer 40k 6th Edition: Dark Vengeance

OK. Well…

Two months later, 40k stuff is still on the front burner — such as it is around here in slackerland. No real reason for the hiatus. Just one thing led to another and there was a nice, long break in the blog.

It’s true: Warhammer 40k 6th Edition has me moderately inspired to fiddle with the plastic crack again. I’ve been working on a batch of fresh figures and some vehicles that will finish off a hefty Space Marine roster I started in the wayback. Once I’ve gotten them all painted up, it will be just about time to move along to building some Chaos Space Marines.

I started collecting CSM quite a few years ago, right about the time the 4th Edition rules came out, I think. I’ve never built a single one of them. Oh, there are all kinds of excuses between the collecting and the table top. Different job, marriage, new house, smaller game space, bigger yard, kid, kid’s school, another different job, then back to the original different job. My goodness a lot has changed in the last 8 years or so… Continue reading

Looking at More Changes in Warhammer 40k 6th Edition

I first got stuck in to Warhammer 40k right after the publication of the 3rd Edition rules, way back in 1998. I was familiar with the 40k 2nd edition rules, but hadn’t been captured by them. Something about 40kv3 clicked for me, though. My eight-foot table (this was before the onset of my domestic marrieditis) hosted plenty of knock-down, drag-out fights.

The new 6th edition rules feature the most extensive set of changes to the game system since that long-ago leap from 2nd to 3rd edition. Fourth and 5th editions featured changes of their own, of course, but many of them were minor, or updates that could be classified as either streamlining or clarifications. The 4th edition update, I remember, lavished quite a bit of attention on changes in the Assault Phase. They generated a lot of discussion at the time, but those changes were nothing like the new Assault Phase we’ve gotten with 40kv6. Continue reading