Blue Fires, Gary Hyland

“Gary Hyland owns a successful company that produces original
sculptures. He has a long-held fascination for the Nazis’ development
of new technologies during the Second World War.”

Do I need to add any more?

Synopsis

This is one series of speculations about how the nazis might have invented (and built prototype) flying discs at the end of the second world war. There are parts that come across as well researched, particularly when describing the problems of the nazi era for scientists. However there is absolutely no evidence cited for what is contained in the book and even where it introduces things as speculative it then goes on later to treat them as if they were hard fact.

However it does have a high entertainment value. That and I discovered that someone has rcently built a small flying disc out of off the shelf components using the principles outlined in the book as being likely. That said, I still dno’t believe the nazis did it in 1944 and it was further developped by the British, Canadian and American governments in the last 60 years.

From the Back Cover

The extraordinary history of the secret Nazi technologies which were adopted by the Allies after the war

Many theories have been mooted to explain the Roswell incident, most of which involve flying saucers and little green men from Mars. What has never been considered, though, is the odd coincidence that the high-speed, high-flying spherical object which crashed on Roswell bears an uncanny resemblance to some of the extraordinarily futuristic aircraft which were blueprinted in top-secret conditions by Nazi scientists during the Second World War. Blue Fires tells an extraordinary story of cover-ups and conspiracies, and it gives a fascinating alternative version of world history since 1945.

Review

Don’t buy it. I got it for a pound, it was thought provoking and entertaining, but also intensely annoying. If you pay postage I’ll send you my copy instead.

Battle of the Hills, 21 January 1943

Seaforth Highlanders
Image via Wikipedia

This is a short article about the advance of the 51st Highland Division in Tunisia in the follow up from El Alamein. I wrote this to be played as a tabletop wargame using Command Decision.

Ground
The coast road between Homs & Corradini in Tunisia. On the right (from the perspective of the British advance) is the sea. The coast road lies a few miles inland at places. There is a steep coastal ridge on the left flank of the battle area with desert to the south. Within all this there are a large number of steep sided, but small, wadis running from the hills to the sea. There are also one or two significant hills that sit astride or on the road.

To quote Captain J.A.F. Watt (OC B Company 5th Seaforths). “At the Assembly Area we met the CO. We were to attack two sharp conical hills we could see faintly outlined against the sky two or three thousand yards away. One of them was farther away than the other and to the left as we looked at them.”

“From what we could make of the maps and what little we could see of the country, it seemed as though the road ran past the right of our objectives. This assumption proved to be wrong. The road in fact curved sharply to the left across the line of our advance, then right again between the hills.” On the right flank a deep wadi blocked the advance of A Company.

Situation
Elements of the German 90th Light Division are dug in forward of two conical hills on either side of the main road 3 miles short of Corradini. Broken ground & wadis lie to their front.

The previous evening 51st Highland Division had been delayed at another hill with a fort atop it (named Edinburgh Castle) on the road between Homs & Corradini. The initial attack failed but an outflanking movement caused the Germans to withdraw well before dark. The initial failure had earned the Divisional Commander a ‘rocket’ from Montgomery and therefore inspired him to issue orders to his subordinates to speed up the rate of advance.

The British are in two main groups. One group (154 Brigade) is marching on foot along the coast to outflank the enemy near Corradini. The second group (spearheaded by Hammerforce) is moving up the main road from Homs to Corradini.

Hammerforce
Commanded by Brigadier Richards (23rd Armoured Brigade).
A Company, 2 Seaforths
A Company, 1/7 Middlesex (MG)
Tank Squadron, 40 RTR
2 Troops, 61 AT Regiment
25lber Battery

5 Seaforths with 40 RTR (Valentines) make assault from 3000 yards (60″). 1 bty 25-pdrs in direct support. The tanks have serious problems moving from the start line because of the terrain.

154 Brigade
Commander – Brigadier Stirling
7th Bn Argyll & Sutherland Highlanders
2nd Bn Seaforth Highlanders
7th Bn Black Watch
Tank Squadron, 40 RTR
25lber Battery, 126 Field Regiment RA

90th Light Division
A mixed battlegroup. No detailed information available, although the British histories report the following, which suggests depleted Regimental strength:

– Germans have MGs & mortars.
– 3 MGs dug in on one hill (Weapons Stand)
– counter attack by infantry & half-track (only 1 – so no model)
– retreat in captured British vehicles with several AT guns and a tank
– heavy 210mm guns
– many 88 mm AT guns (2 stands)
– 12 dual-purpose 20mm guns (3 stands)
– many mortars
– 260 prisoners & 10 guns captured

Making A Killing, James Ashcroft

Making a Killing: The Explosive Story of a Hired Gun in Iraq

The author is a former British Infantry officer who subsequently became a private security contractor and worked in Iraq for eighteen months from the end of 2003 to the beginning of 2005. It was co-written with a professional author.

Synopsis

Car bombings are a common form of attack in Ir...
Car bombings are a common form of attack in Iraq during the Coalition occupation (Photo credit: Wikipedia)

An insider’s account of life as a private security contractor in Iraq. In September 2003 the author arrived in Iraq at the start of an 18-month journey into chaos. In “Making a Killing”, Ashcroft provides a first-hand view of the world of private security where ex-soldiers employed to protect US and British interests can make up to $1000 a day. But he also reveals a new kind of warfare where the rules are still being written. Although hostilities are officially over, the fighting goes on. Scores of US soldiers are dying every day, Coalition Forces are struggling to defend their own bases, let alone bring order and every insurgent killed only recruits a dozen more to fight Western forces.

From the Back Cover

The Lure: $1,000 a day as a hired gun in Iraq

The Reality: For every insurgent killed, a dozen more rise up

In September 2003, James ‘Ash’ Ashcroft, a former British Infantry Captain, arrived in Iraq as a ‘gun for hire’. It was the beginning of an 18-month journey into blood and chaos.

In this action-packed page-turner, Ashcroft reveals the dangers of his adrenalin-fuelled life as a security contractor in Baghdad, where private soldiers outnumber non-US Coalition forces in a war that is slowly being privatised. From blow-by-blow accounts of days under mortar bombardment to revelations about life operating deep within the Iraqi community, Ashcroft shares the real, unsanitised story of the war in Iraq – and its aftermath – direct from the front line.

James Ashcroft is a former British Infantry Captain who served in West Belfast and the former Republic of Yugoslavia. He served as a private security contractor in Iraq from September 2003 until spring 2005.

Review

For me quite close as the author was on the commissioning course I would have been on had I pursued joining the Army and some of the
others I know from the UOTC would have been at Sandhurst with him. Makes it more thought provoking when you know it is a career path that chance turned you away from.

Overall I found it a very readable but there were a few points where I wondered if it was an accurate reflection of what actually happened or the temptation of the publishers to sex up the story to get more sales (as was done with Bravo Two Zero, amongst others). Certainly it isn’t a wholesale celebration of war or of the situation in Iraq, and there has certainly been some thought put into why we were there by the author.

It certainly came across as being written by someone who had been there and who had taken the opportunity to understand what was going on and why it was going on, that in itself is enough to make it worth reading for all those that wonder what is going on. The news doesn’t even come close to giving you the side of the story shown here, and it isn’t entirely positive for those prosecuting the war or attempting to rebuild Iraq or maintaining the peace.

The section towards the end of the book (around pg. 210) where he asks a load of US officers why they are fighting the war is priceless, and
possibly the best discussion of the reasons behind the war and the management of its aftermath. Better to spend time reading this book
than watching the news.

ISBN 0753512343

Book Review – Field of Fire: Diary of a Gunner Officer by Jack Swaab

Field of Fire: Diary of a Gunner OfficerField of Fire: Diary of a Gunner Officer by Jack Swaab

My rating: 5 of 5 stars

I read the hardback version very shortly after it came out. I collect first hand accounts of the WW2 and unit histories of the 51st Highland Division in particular, so this one was a must buy. That said it is one of the best first hand accounts that I have read, and certainly the best from a gunner (it comparies favourably to George Blackburn’s Guns of War series – he was also a Forward Observation Officer).

You can have no doubt about the hardships of war, what the conditions were like for both the gunners on the gun line and the infantry on the front line. The book is very descriptive without becoming flowery and it avoids glossing over some of the less pleasant aspects. Also it tells you about everything, not just the combat and the aftermath, but also of the minor details of daily life.

View all my reviews

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Tank Tracks, Peter Beale

This is the story of 9 RTR in WW2 written by one of its officers and including material from many of the survivors and contemporary diaries, including the battalion war diary, the brigade history and at one point the radio logs. It is packed with a wealth of material, much of which is directly quoted from a primary source. If you want a feel for what life was like for a heavy tank battalion then this is the book to read.

The stories told by the survivors and in the diaries don’t pull any punches, and some of what is described is quite horrific, many of the casualties in the battalion are well documented and the nature of the injuries suffered by tank crews tend to be severe.

The battalion re-formed in [late 1940/l941] and was one of the first to be equipped with Churchills. It trained in the UK until mid to late June 44 when it went to France. It took part in Goodwood & Epsom and the Falaise battles supporting the Canadians and 43rd Wessex Division at various stages. After that they were involved in the capture of Le Havre, Walcheren, and the Reichswald.

Each of the stages of the battalion’s existence and each of its battles forms a chapter. These are opened by the official account of what happened followed by personal narratives of events during the same period. Often the same incident is reported from several sources which gives you a clearer idea of what might have happened, and the level of confusion. For example one tank driver reported that he had no idea where he was during one operation as his vision slits were covered in mud and he was relying on the tank commander to guide him. At the end of the book are several appendices with a wealth of statistics and other information useful to gamers. Amongst other things the casualties are very well documented, not only in the usual table of numbers, but it also gives service number, rank, name, trade, appointment (e.g. troop leader’s driver), date, place, and sometimes a short description of the incident (e.g. mortar fragment in the face). There are also extracts from operational orders and most battles have several maps showing you the ground and the movements of the troops.

Overall I’d rate the book very highly and strongly recommend it to others that have an interest in WW2 and/or tank operations.

ISBN 0750915196

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Taming the Panzers, Patrick Delaforce

This is a history of 3rd Royal Tank Regiment (a battalion sized unit for those not au fait with UK Armoured regiments). It starts with a chapter of their origins in the First World War and then their subsequent peacetime evolution. 3RTR fought in the 1940 France campaign at Calais, then in Greece in 1941 followed by the western desert. They returned to the UK in late 1943 and took part in the NW Europe campaign eventually meeting up with the Russians in the Baltic.

The Author was an artillery officer (with 13 RHA) who supported 3RTR in the NW Europe campaign and this gives him a connection to those that he has written about, much of the text is based on letters and conversations with the surviving officers and men of 3 RTR.

Synopsis

During the desperate days of May 1940 that ended with the fall of France, the 3rd Battalion Royal Tank Regiment was sent to Calais where it played a vital role in the week-long battle. In helping to stem the inexorable German armoured advance, the battalion was praised by Churchill for giving the British Expeditionary Force vital extra time to effect the crucial evacuation from Dunkirk‘s beaches.

In the spring of 1941, 3 RTR fought the panzers once again in the ill-fated Greek campaign. They fought a costly withdrawal against the Germans, losing all their tanks, but inflicting heavy casualties. Hitler was furious: the six week Greek campaign delayed Operation “Barbarossa” which allowed the Soviets time to re-group before the Germans reached Moscow.

Following their evacuation from Greece they re-formed in Egypt and fought in the Gazala battles, Operation Crusader and then in El Alamein and contributed to the subsequent defeat of the Axis forces in North Africa.

Taking part in the D-Day invasion in June 1944, 3 RTR was in the thick of all the desperate Normandy battles. They took part in the “Great Swan” to capture Amiens and Antwerp, then provided right flank protection in Operation ‘Market Garden’ and helped halt the panzers in the Ardennes. Equipped with new Comet tanks 3 RTR swept across the Rhine and four other well-defended rivers to meet the Russians on the Baltic.

Review

This book is very well informed, the author was there personally for some of it and was able to speak to those that were directly involved in other parts as well as having access to war diaries etc. The style is very readable and it is an excellent unit history for a tank regiment that was involved in all of the main campaigns in NW Europe and the Med.

ISBN 0750931973

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The Floating Republic, Manwaring & Dobree

18th century illustration of Richard Parker (B...
18th century illustration of Richard Parker (British sailor) about to be hanged for mutiny. (Photo credit: Wikipedia)

An Account of the Mutinies at Spithead and the Nore in 1797 by G.E. Manwaring (Author), Bonamy Dobree (Author). First published in 1935 and re-published by Pen & Sword Military Classics in 2004. 300 pages in paperback.

The naval mutiny of 1797 is the most astonishing recorded in British history; astonishing by its management rather than by its results, for other mutinies had been successful. Though it shook the country from end to end, it was largely ordered with rigid discipline, a respect for
officers and an unswerving loyalty to the King. Moreover, it was so rationally grounded that it not only achieved its immediate end, the betterment of the sailor’s lot, but also began a new and lasting epoch in naval administration. Here are familiar names: the aged hero Lord Howe, the indecisive Lord Bridport, the giant Admiral Duncan who held a mutineer over the side of his ship until the wretch admitted his error, the ever unpopular Captain Bligh, and less familiar figures such as Richard Parker, who led the mutiny at the Nore and paid for his insurrection at the end of a rope. This fascinating account will appeal to all who love Horatio Hornblower, Jack Aubrey and other fictional heroes of the era. The value of The Floating Republic does not merely reside in its excellent treatment of its theme – but likewise in the light it sheds upon the history of the eighteenth century generally.

Review

This was a fascinating and thought provoking read. Drawn very heavily from the primary sources of the period it paints a picture of the events and also how the prevailing attitudes of the time shaped them. Those at the top believed (erroneously) that the mutinies were caused by foreign interference (from French Jacobins, or their English supporters). Those on board ship felt that the improvements in standards of living across the entire 18th century had left them behind, in 1797 the pay rates for seamen were the same they had been under Charles II. This was brought into stark relief by the sudden increase in the size of the navy with the war, bring on board many educated volunteers.

Life on board ship was harsh in the extreme, many officers brutal bullies who ignored the protections in the discipline regulations. Pursers sold short measures (the naval pound had 14 rather than 16 ounces) and the quality of their food was awful, not fit for human consumption – even by the laxer standards of the time. The book shows the conditions and explains why the mutinies happened, it contrasts the conduct and management of the two mutinies, both from a mutineer and an official point of view. There are lessons both on how to conduct a mutiny and on how to peacefully end one, the two adjacent mutinies clearly showing this.

I certainly felt inspired in reading the book and would strongly recommend it to both naval historians and social historians, an excellent work on a period that otherwise gets overlooked.

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Charlie Company, Peter Cochrane

This is a history of C Company 2nd Bn Queen’s Own Cameron Highlanders in the western desert, Sudan & Eritrea, Keren and then in Italy. They were part of 4th Indian Division.

The author was an officer who did all his active service with the same infantry company and this covers his experiences and those of his company.

Synopsis

Of the many books about the last war, some offer the general’s view of an entire battlefield, others have been individual experiences or divisional histories. “Charlie Company” is something original, the story of a rifle company of the Cameron Highlanders whose record of service in the Western Desert, Eritrea, and throughout the Italian campaign fully deserves this tribute to their courage and endurance.

Peter Cochrane joined the company as a young platoon commander in 1940. He won an MC in their first action in Libya, and followed this with a DSO for his part in the grim assault on Keren. Badly wounded there, he missed the disaster at Tobruk, but was back as company commander at Monte Cassino and afterwards for the long haul up Italy. From his own experience he has told the remarkable story of a small group of soldiers of whom any country would be proud. The stresses and horrors of war are there, but so is the humour and the wonderful spirit of men whose morale was somehow sustained to the very end. It is a deeply moving book.

ISBN 0701122803

 

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CLWG Games Weekend 2007 Reports

Some reports from the Chestnut Lodge Wargames Group (CLWG) games weekend.

Siege of Yendor Tryout

Jim put on a session to try out the mechanisms for the upcoming megagame. We spent some time trying to bring down a section of wall, and also seeing whether or not it was possible to directly assault the wall without first undermining or demolishing it.

Jim’s Breeding Idea

This was a design session rather than a game, but we gave it a good go none the less. Jim had come away from the Light of the Trees megagame with an idea that it ought to be possible to do a sub-component of a game about breeding heroes using some real genetics theory. The main aim was that, like in real life, the players managing the breeding programme wouldn’t actually know what the actual genetic make up of their characters were. Over time those players that were keeping an eye on things and using the evidence that they were accumulating would be able to make some educated guesses about the best pairings that would drive their breeding programme in the direction that they wanted to take.

We all started off with a single individual each, although without worrying about whether that individual was male or female (as this was thought to over-complicate things). The idea was to work with a bloodline rather than a series of individuals, although each generation would be split into separate individuals representing the main lines. This was felt to be necessary to allow the breeders an opportunity to selectively breed those with the correct traits with individuals from the other bloodlines.

The fact that we rapidly bogged down was fairly predictable as we tried to track several individuals. There was a fair amount of mechanical detail involved in generating the offspring as well as the players not having enough information to make good decisions about which individuals to breed with which others. There would have been a better handle on it if we’d played out a bit more of the game before moving into a general discussion of the issues, approach and suggestions of how it could all be achieved.

As a design session it was very thought provoking, and I carried on thinking about it for almost a whole week, on and off. Jim’s conclusion from the session was that it probably wasn’t practically possible to achieve what he set out to do. At the time I would have agreed with him, but a few days of thought have changed my mind on that.

I come to this with more than a smattering of background, I studied “Genes, Organisms & Evolution” as an undergraduate, the course forming a major part of my degree. That said I’ve forgotten most of the detail in the intervening 15 years since I graduated. However the text books are still on a bookshelf nearby.

I think that the general premise that Jim was trying to attain is a sound one and that with some streamlining and appropriate background that it can be achieved. The key is to stick with Jim’s bloodline idea and not get drawn into dealing with individuals, except where heroes or other primary characters are required, and these Heroes should have nothing to do with the breeding stock, although their characters will be determined by it.

The key assumption I am working on is that that this is a sub-component of a game that plays over generations rather than a game in itself. As part of the background the designer of the main game needs to make some decisions about how many characteristics need to be tracked, whether these have any inter-relationship or are independent and also how often he wants particular characteristic levels/attributes to feature.

For example let us assume that a game designer wants to track both personal bravery and intelligence in the hero bloodlines. He might decide that these will not be related to each other. For bravery he might decide that there are four possible states, Heroic (no morale required), Brave (positive modifier to morale), Normal (no modifiers) and Cowardly (negative modifiers). Of these outcomes he might want Heroic to be quite rare, Brave to be common but not a majority, Normal to be the majority position and Cowardly to be less common than Brave, but more likely than Heroic.

Taking the assumption that bravery is a hereditary characteristic how does this translate into genetics?

Well you could specify three variants of a bravery gene (alleles are they are known), H, O & C. HH would be the Heroic types, HO the brave, OO and OC the normal and CC & CH the cowards. In these cases the H allele is recessive (so only those with two copies are heroic). The C allele is also recessive, but dominates the H allele. The O allele is dominant over C but not over H.

This takes you into a method of at least allocating a characteristic based on genetics, but it doesn’t address either simplicity of recording it nor of proportions. Not all genes are evenly distributed in the population. Those that confer survival advantages propagate more widely and those that lead to disadvantages rapidly leave the gene pool.

In this case you would expect O & C to be widely distributed, possibly equally. H is likely to be less frequent as though it confers an advantage when hunting it becomes much less advantageous once farming is available, and in fact becomes a positive disadvantage over time. If 10% of the population carried the H gene then 1% (i.e. the proportion with two copies of it) would be heroic. If the O allele was 50% of the population and the C allele the remaining 40% then you would have a distribution as follows:

H (10%)

O (50%)

C (40%)

H (10%)

1 (Heroic)

5 (Brave)

4 (Cowardly)

O (50%)

5 (Brave)

25 (Normal)

20 (Normal)

C (40%)

4 (Cowardly)

20 (Normal)

16 (Cowardly)

Heroic

Brave

Normal

Cowardly

1

10

65

24

Let us also assume that there was a decision to track intelligence as a numeric score also with three alleles generating a score when summed. The alleles being 0, 1, 2. These would be distributed as 10%, 80%, 10% in the general population.

Tracking Bloodlines

The method I thought you would use to track each bloodline is a table with each of the attributes to be tracked down the side and the alleles to be tracked along the top. Each allele would have a score between 0 and 10 to show its relative proportion in the population of the bloodline. An example of this is shown
below.

Bravery

H (r)

O

C (r)

Bravery alleles

1

5

4

Intelligence

L (0)

M (1)

H (2)

Intelligence alleles

1

8

1

In each generation the player running the breeding would be given some feedback of their bloodline’s characteristics. In this case they would be told that they were of average intelligence and not especially brave. The breeder player would then make a decision about trying to improve the bloodline either from the general population, another player’s bloodline (with the specific approval of that player) or from within his own bloodline.

The general population bloodline should be determined before the start of the game and remain constant for the duration of the game. Player controlled bloodlines are very likely to change over the course of generations as the genealogists recommend good matches for strengthening the bloodline based on observed characteristics of other bloodlines.

Breeding from the General Population

There is a general assumption that there are other bloodlines that the genealogists are aware of but which are not part of the played groups. These probably represent the minor nobility or some other class that the main bloodline knows but are lower than those represented by player teams. When breeding from these it is assumed that the characteristic which is sought to be improved is always manifested in the individuals that are to be added to the bloodline for breeding purposes.

Using the general bloodline track (see example above) the umpire checks whether the person has one or two copies of the appropriate gene. In the case of characteristics which are recessive then there are always two copies of the gene. (e.g. If you were trying to breed heroes into your bloodline then you would start off with two copies of the H allele to breed in).

For each of the genes recorded (i.e. Bravery and Intelligence in these examples) you would determine which alleles were to be incorporated into the new bloodline. Roll 1d10 for the copy to be imported (except where we have previously determined that recessive characteristics give an exact gene). We’re already getting an H from the hero, we need to roll 1d10 to see which intelligence allele will be passed on. This is most likely to be an M result.

These alleles will then displace one of those in the general bloodline. If a 2 is rolled for the Bravery gene then the new H allele displaces an O allele. Another 2 for Intelligence has the new M allele displace another M allele, so no real change. The new bloodline track looks like the example below.

Bravery

H (r)

O

C (r)

Bravery alleles

2

4

4

Intelligence

L (0)

M (1)

H (2)

Intelligence alleles

1

8

1

The feedback to the player would be that the family was of average intelligence and above average bravery, although with a larger number of cowards than one would expect. (There are now 4% heroic, 16% brave, 32% Cowardly). This might prompt an attempt to breed out the cowards, harder than might appear as the C allele is largely recessive.

What this system needs is a proper game to sit within. Ideally one of dynastic succession and involving at least a bit of individual character impact on the outcomes. Sadly that isn’t something on my current project list.

Religion in ‘Hapsburg Ascendant’

Brian started off a discussion of the role of religion in games set in the 17th century, particularly his upcoming megagame. His wish was to get some roleplaying of the religious motivations that were what made the 30 years war happen and to get the players to warp their rational decision making process (if you can describe wargamers as rational) to fit the religious mindset prevalent at the time.

We had a fascinating discussion, aided by Arthur having a stack of relevant textbooks to hand in his classroom. We talked around the issues of not giving perverse incentives and not making it too easy for players to work out how they got advantages from religious behaviour.

The conclusions that we came to were that each of the major sects needed to have its own set of rules, that there ought to be a league table so that there was a visual incentive to act correctly (this being a lesson from the Sengoku megagames) and that once a defined level of behaviour had been reached that there ought to be a direct umpire driven reward for the correct behaviour. The reward needed to be strong enough to show that it was ‘God’s work’ but also not so strong that it caused problems. Also we felt that because ‘god works in mysterious ways’ that the players should not get to determine what might happen if they had their god’s favour.

Orange or Lemon? – Onside Report

This game was intended to show the political goings on in the attempt to get a revolution settlement in Scotland following on from the English parliament’s declaration of Prince William of Orange as their King in February 1689 (new style).

The game we played was a highly entertaining roleplay of some of the issues and certainly gave a good flavour and reached, more or less, the historical outcome. I certainly enjoyed it immensely, and I think the players did too.

I designed the game with almost a board game like level of mechanism for winning the support of the non-played members of the Convention (which is essentially an unofficial Parliament as it had been called by Prince William of Orange and not King James).

Almost none of those mechanisms were tested in the game we played, but it worked as a game anyway – almost a proof of the old saying that you could stick a bunch of CLWG members in a room with some game money and an a game would break out. Instead of money I gave them a map of the Edinburgh High Street and an idea. I’ll leave it to the players to tell you how the game actually went.

In terms of future development I will refine the player briefs (I was still working on these when I started the session and a couple are not yet fully complete). This will improve player understanding of the period and importantly make their personal objectives a bit more tailored from the generic ones of:

  1. Stay alive.

  2. Ensure that the clan/family remains in being and in control of its territory.

  3. Increase your/the clan wealth (either through plunder or by increasing territory).

  4. Increase the influence of Clan Cameron.

  5. Have your King accepted as de facto sovereign.

  6. Ensure that your enemy is diminished.

For the lowlanders you can replace ‘Clan’ with ‘family/heirs’. These do work, but there need to be a couple more triggers to get some of the characters to get stuck into being active. There is also a need to explain the general apathy of the population in their support for the King who has antagonised most of them in the last decade, even before he became the King.

Blitz Firefighting

An end to the weekend with an extended bout of firefighting during the London blitz. This game actually started at the same time as my session and I joined in when we’d finished playing Orange or Lemon? I ended up as one of the LFB professionals sent along to bolster the firefighting force.

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CLWG Offside Report – November 2006



There were three
sessions at the British end of the November ’06 meeting of CLWG; no
doubt Daniel and Nick will enlighten us separately on what we missed
at the continental meeting. In order of appearance the attendance was
Trevor, Mukul, Jim, Brian, John, Peter Howland and myself. The
sessions were:

  • Torchwood.
    A Victorian roleplaying game run by Brian Cameron

  • Starship
    Marine. A classic figure game run by Jim

  • Remember,
    Remember. An old favourite re-run by both Jim and Brian covering the
    gunpowder plot of 1605.

Torchwood
(Brian)

Brian started this off
with a short clip from the end of the Doctor Who episode that had
inspired the game. The episode (titled Torchwood) involved the Doctor
saving Queen Victoria from a werewolf in the Highlands in 1879. At
the end of the episode (after QV has knighted and then immediately
banished the Doctor and his assistant Rose) there is the scene that
Brian showed us. QV says that there are clearly otherworldly enemies
out there and she wants Great Britain to be able to deal with them,
and with the Doctor should he reappear. To achieve this aim she has
the ultra secret Torchwood Institute established.

To work out the finer
details of how the Torchwood Institute should be set up Brian had us
as a hand picked group of Privy Councillors to form some
recommendations to Her Majesty. The Torchwood Committee was chaired
by the Duke of Cornwall (Trevor) with the Earl of Sutherland, Lord
Taunton, Sir Hardly Worthitt (Secretary) and Sir Rupert Effingham
(Page of the Back Stairs).

Arrayed in comfy chairs
we set about the task of establishing how Torchwood should be lead,
what it should do, to whom it would report and where the money would
come from.

There was much
entertaining discussion over the right sort of chap to provide the
necessary sort of leadership for the institute. Taking as read that
he’d been to the right school and wasn’t the sort to have gone to
University to become a dangerous intellectual (or worse still, a
liberal) the chap was to have a modicum of intelligence. He needed to
be an excellent judge of character so that he could recruit the right
people to get the job done. Lastly he needed to be of stout heart and
high in moral fibre (good for the digestion don’t you know). It was
felt that the best place to go looking for all these sterling
qualities was in the Admiralty. A check round those present suggested
that Admiral Hood was the soundest chap we could think of.

The conversation moved
on to discuss the merits of having other sorts of chaps as deputies
to the good Admiral to make sure that he would be well advised. The
committee agreed that it was vitally important to have a theologian
on the management of the institute and also a General. There was much
discussion on the merits or otherwise of engineers and the scientific
mechanical sort. It was resolved that a natural philosopher might be
useful as a deputy but that the mechanical aspects should be left as
humble servants. General Flashman VC, known as a stouthearted, loyal
and brave subject was selected as a suitable chap to provide military
expertise to the Institute, it also being remembered that he had been
involved in political activities in his younger days. The choice of
theologian was to be referred to Her Majesty’s chaplain for a
recommendation but that would need to be someone well versed in
divinity as well as being devout.

On the matter of
exactly what the Institute would do we recommended that there should
be a collation of information on strange phenomena, probably through
setting up a journal of some kind to collect these stories and paying
readers a bounty for submitting those that were felt fit to print.
The Institute should also be involved in investigating reports,
perhaps using some of the most advanced and modern methods being used
currently by the Special Irish Branch, whereupon it was felt that one
of their suitable chaps should be seconded to head such a section in
the Institute. There needed also to be a research arm to look into
the phenomena to see what we could learn about them and how to deal
most effectively when they should turn up. This latter point lead to
the need for an arm to respond to any incursions or clean up
otherworldly evidence after the fact.

Funding for the
Torchwood Institute would mostly come from the Admiralty Vote via the
Royal Dockyards. There would be some money from an endowment from Her
Majesty and the Institute would engage with loyal and trusted
entrepreneurs to ensure that there would continue to be sufficient
funds should there be problems in the future with obtaining money by
Vote whilst maintaining absolute secrecy as to its purpose.

As regards secrecy it
was felt that with the exception of the Torchwood Committee, the
Leader of Torchwood and his immediate deputies, there was to be no
acknowledgement to those involved of the exact scale of operations.
Each operation or arm and each area office would be kept in isolation
of each other. Those involved would only be told as much as was
necessary for them to do what was asked of them and the reports would
all be submitted to the Torchwood Committee by the Admiral as
required. There was discussion of telling the government of the day.
The prevailing view was that it would be only be appropriate to tell
Ministers of the Crown that came from the upper House and even then
only if it directly pertained to their responsibilities. Should Her
Majesty require one such to be briefed then she could perfectly well
have him admitted, as a Privy Councillor, to the Torchwood Committee.

Whilst not perhaps
covering every question with a detailed answer we had produced a good
basis for proceeding and what remained to be done could be achieved
by our chosen leadership once they had been formally appointed.

Starship
Marine (Jim)

The CLWG session
happened to coincide with the Full Moon in November. Usually there
are a group of us, mainly but not exclusively CLWG members, that
gather on a full moon to play in a campaign being run by Jim and set
in his universe. Currently we are playing the part of a group of
mercenaries. Rather than attempting to run two sessions in close
proximity Jim brought along some starship marines and a deck plan for
a merchant ship for us to have a training mission prior to our next
mission as mercenaries acting as starship marines.

Brian was nominated to
be the Group Commander in overall command, Trevor was his 2ic and
John Rutherford, Mukul and myself were the squad commanders. Jim and
Peter Howland ran the defending forces.

The ship was all on a
single deck with three concentric sets of rooms with two circular
access corridors running round them, each of these circular corridors
had two short linking corridors. There were two main airlocks at
opposite sides of the ship with two much smaller emergency air locks
at ninety degrees to the main airlocks. The control rooms (main
control and power controls) were in the centre of the ship. There
wasn’t a direct route from any airlock to either power control, you
would need to traverse at least a quarter of the circle between the
link corridors, however there the two link corridors did line up with
the main airlocks.

Brian’s plan was a
relatively simple one. My squad would go in first and secure the
entry point while blasting the doors on the access corridor. John’s
squad would immediately follow through and make straight for the main
control by the most direct route. Mukul’s squad would follow John’s
squad and deal with any resistance that had been bypassed. Once
John’s squad had moved though mine I would take my squad round the
outer corridor and make for the power control room. The Group HQ
would remain in the main airlock area and provide fire support as
necessary.

Our plan largely
ignored what the enemy might do. In itself this could have been a
problem, but the feeling was that it was a straightforward operation
and there wasn’t anything that could go wrong provided that the
defenders weren’t too numerous.

On entry my squad moved
rapidly to the doors (which the defenders had left open in an attempt
to sucker us in). We put demo charges on all the doors within reach
and took up defensive positions. Sure enough one of the doors closed
cutting off a third of my squad from the rest. This was combined with
three enemy marines appearing in other doorways slightly further
away. A short fight ensued in which one of my marines was hit and in
return two enemy were downed. The third ducked back inside a room and
closed the door.

We duly blew the other
doors and placed a demo charge on the door of the room the enemy
marine had disappeared into. John’s squad moved through my
position, Mukul’s came in behind and we moved to cover the trapped
enemy marine.

The next turn saw half
of my squad dealing with the enemy marine and the other half
progressing up an empty circular corridor to the next link corridor
to get to power control. John’s squad also moved towards power
control and met some of the crew attempting to dispute their
progress. The results were no as one-sided as we would have liked,
but John’s squad wasn’t slowed much (although he did take a
casualty).

John & Mukul met
the main enemy resistance and slowly overcame it in a spectacularly
bad display of shooting from both sides. My squad continued round the
ship and down the link corridor where we found some more crew and
took another casualty when we looked round a corner.

As we massed on the
outside of the door to power control to burst in after blowing the
door John’s squad was just breaking into main control. Yet more
appalling shooting all round kept this indecisive enough for my squad
to take a third casualty from some grenades as well as taking down a
fourth enemy marine in return. Almost as soon as we blew the doors on
power control the ship’s captain decided to surrender as they had
just lost main control.

Remember,
Remember (Jim & Brian)

This was the last of
the three games. The players were all plotters in the Gunpowder plot,
although with varying degrees of ardour in their wish to come to
blows to improve the lot of Catholics. There was a copious amount of
briefing, a few pages on the general background, a page on the main
characters of the plot and then a couple of pages of character
briefing for each player.

The game started off
quite well with some in character conversation about our level of
grievance and what we could do about it. All the players skirted
around the suggestion of blowing up parliament and it took some time
before that was agree upon as a solution (and in fact there were a
couple of points where I thought that we might well do something
completely different).

Having resolved that
was what we were going to do we came up with a plan and then
allocated some plausible roles to the plotters. As my character had
been well educated and fought on the continent I was deputed to go to
Flanders and attempt to buy gunpowder. This I duly did while others
sorted out other aspects of the plot. Mostly what I did at this stage
was join Jim in planting fireworks in the card model of the Houses of
Parliament that he had been constructing while we were chatting
earlier. We also did some testing of fuses and powder trails to make
sure that it would be safe when we tried to set the whole thing off
later. Obviously the people at DTI who regulate firework production
have decided to stop people doing what we did as it was only with
extreme difficulty that we managed to ignite the contents of a
firework.

On returning to the
other plotters I found that there was disappointing progress on the
tunnel that we had been attempting but that a coal merchant who had a
cellar under the Houses of Parliament had suddenly decided to shut up
shop. We duly moved our wine importing business into the cellar and
made a habit of greeting the two guards that came round every night
to check all was well with a tankard of wine. This was a blatant
attempt to make them less worried about searching the cellar
thoroughly and more interested in getting their free drinks.

As the time approached
we moved the barrels of gunpowder into position over several days. At
the last minute the date of the opening was changed. Guy Fawkes
(played by Mukul) was a bit perturbed by this but I insisted that we
should stay and carry on with business as usual until it was time to
make things go bang. This might have been a mistake on my part. On
the night of the 4th of November a whole group of guards
came round to search the cellar, not including our usual two drinking
chums. It was obvious as soon as the arrived that they weren’t
randomly searching and that giving them all some wine wouldn’t
prevent them from searching. Realising that there was no escape for
me anyway I threw an oil lantern on the barrels of gunpowder and then
drew my sword to buy enough time for the fire to catch properly. The
outcome was a huge explosion.

As games went this one
was pretty one sided and it might have been more fun if both
protagonists had been player driven. However I did enjoy it a lot and
felt that it was pretty good as an educational tool to explain the
plot. I also felt a real moment of uncertainty when the state opening
of parliament was postponed. We’d gone to some lengths to ensure
that the plot remained secret, avoiding writing the letter that was
written in history to warn the Catholic Lords not to attend.

As an excuse to build
things and then blow them up it was second to none. We took Jim’s
lovingly constructed Houses of Parliament (complete with fireworks in
the cellar) out to the end of my garden and got Guy Fawkes (Mukul) to
light the blue touch paper before we all retired to a safe distance
to watch the fireworks go off. There was about a minute of coloured
lights and not much else until Mukul said, “It hasn’t really gone
off much”. This was almost immediately followed by a very
spectacular shower of explosions that made us all move further
back…

face to face game design, war, politics, history & science fiction gaming from two player to megagames!

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