Tag Archives: Game Control

Megagame Don’t Panic offside report

Last Saturday I was political control for the megagame Don’t Panic. As mentioned previously this is a what if megagame about the German Invasion of Britain in 1940. The scenario necessarily changes history to remove some of the most obvious reasons why the Germans didn’t ever try this during WW2.

The British war cabinet being briefed at the start of the megagame Don't Panic
The British war cabinet being briefed at the start of the megagame Don’t Panic

Anyway my role was to keep an eye on the British war cabinet and ensure that they stayed suitably strategic and global while still providing input to the player teams at Command and Corps level. The game needs some player induced friction from the top, especially when Churchill has a wizard wheeze and send a Division Commander one of his famed ACTION THIS DAY notes.

The structure of the megagame was in two parts. From arrival until 1230 was a planning session simulating July and August 1940. Following that the German invasion lands in early September, and the game moves to 12 hour turns every 40 minutes or so.

Don’t Panic Political Game

The political game started pretty much on arrival for the players, before even the plenary briefing. I had a stack of laminated political event cards to throw in if the war cabinet looked less busy or was spending too much time in the details of the military game. I also had a panic track to keep score of how well the war was going for Britain and how the war cabinet were contributing to that. The panic track was on a 100 point scale and started at 50. Every 10 points the British got a modifier to their supply state depending on the direction of travel.

At the very start of the game I put some ground rules down for the war cabinet players.

  • There needed to be an official record of all decisions by the war cabinet
  • All decisions had to be by consensus, effectively giving everyone present a veto if they were uncomfortable with the direction
  • Collective responsibility applied to decisions, failure to abide by that would lose them political capital
  • Decisions that were unpopular or against advice required political capital to be spent (which was sometimes returned if the outcome was good)
  • Actions that were carried out by other players needed to be communicated by a war cabinet player to the appropriate person to make it happen

Political Discussion

There were some interesting discussions at Cabinet, (I have retained the minutes and will make them available over on Milmud). To start with there was a discussion about the Royal Family. Should they be dispersed or remain in the UK. It was decided that at the very least the King should be seen to remain until the last sensible moment. Other members, especially the two Princesses, would be kept away from likely invasion landing areas and removed from the country if things started to go badly.

The Royal Navy

The next major debate was on the Royal Navy. Sadly Admiral Pound seemed to be asleep for much of this, which would have been OK had it not been for the consequences following the decision to move most of the fleet from Scapa Flow to Portsmouth. The Cabinet Secretary made a number of interjections to the debate and attempted to put context on the importance of keeping the Kriegsmarine bottled up and the disastrous consequences should the Germans get capital ships in amongst the supply convoys. The politicians in the war cabinet were concerned about the fact that it would take the capital ships at least 24 hours to respond to an invasion across the Channel from Scapa Flow and they couldn’t be sure how well the RAF and army would be able to defend against seaborne assault without naval assistance.

As it turned out (and I listened in to the three way debate with the German Admiral Lutyens) the threat wasn’t as clear to the Germans as it looked to me. Lutyens waited before committing to action, and even then didn’t commit all his resources to breaking out into the Atlantic. Lutyens concern was, rightly for him, that the end result for the Kriegsmarine was likely to be loss of all vessels that they put in the Atlantic. What Lutyens either didn’t seem to realise was that this was potentially a game winning move for the Germans. His fleet unchecked in the Atlantic caused supply difficulties for the British. It also increased the panic track by 3 points every turn.

Once the German fleet was out it created all sorts of bother for the war cabinet. They debated moving Force H out Gibraltar, and more Cabinet Secretary intervention was required to ensure the war cabinet was properly advised. It was about that point that the Italians started their offensive in North Africa…

German Invasion

wpid-20150613_151845.jpg
The invasion front about 12 hours after the initial landings, the blue counters on the beach are the German supplies.

The Germans invaded on a fairly narrow front, about 40km, in the Brighton to Portsmouth area. A planning failure (they didn’t follow the orders they’d been given) meant that they didn’t have enough transport units in the first wave, so they couldn’t move supplies inland. This limited the operating radius of the landed troops to about 8km from the beach. Also the Germans sent armour in the first wave, but couldn’t unload any of it without a port (which was clear in the briefings).

To help things further along the RAF got air superiority over the channel fairly rapidly, and unlike the Royal Navy, sank a significant proportion of the invasion fleet. The Royal Navy frankly didn’t know whether or not it was coming or going. The army reacted as fast as it could to the landings, but was hampered by a combination of shortage of supplies, rail capacity and their organic speed of movement. Mainly the army was a bit further East than the German landing spot. About this time the Royal Navy lost a battleship to a combination of mines and u-boats, this didn’t help panic levels even though the cabinet suppressed the news.

The panic track went into overdrive at this point, and the war cabinet got quite panicky. Their reaction helped things, although not as much as the RAF shooting down dozens of Luftwaffe and sinking about half of the German transport fleet. About two days into the invasion the front stabilised and the Germans largely became unable to land more troops or supplies. They also stopped making progress inland too. The Royal Navy lost a cruiser in the Channel too, damaging the two German Capital ships and driving them off to Brest.

All through this time I was also throwing political events at the war cabinet, making them worry about the Soviets, Japanese, Italians and the Americans, as well as domestic issues. Churchill spoke to President Roosevelt and Lord Halifax spoke to the Irish foreign minister, neither with any real success, although FDR was sympathetic.

Gradually the British Army started to get a grip of the situation (largely after Churchill personally gripped the senior officers). The RAF helped this with carefully targetted bombing of German Divisional HQs and supply dumps. In Portsmouth the Royal Marines held out although surrounded, aided by naval gunfire support over open sights. Even the Press (10 issues over the afternoon) finally became pro-British with the headline news from an anonymous German commander that their situation was hopeless.

The megagame Don't Panic map at the end of the game, showing the extent of the German advance.
The megagame Don’t Panic map at the end of the game, showing the extent of the German advance.

Megagame – Watch the Skies 2: Global Conspiracy

On Saturday I was the lead control for the East Asia region in Megagame Makers largest ever megagame Watch the Skies: Global Conspiracy. You can read rather a lot about it on twitter, facebook, reddit and a number of blogs because there were over 300 people involved in this megagame. Look for #WTS2 to find some of it.

So my role started some time ago, the first Watch the Skies megagame, with a mere 50 players, was filmed by the chaps at Shut Up & Sit Down and megagames became insanely popular. I missed WTS because of family commitments (it was my daughter’s birthday weekend). WTS2, and just about every other megagame, got booked up overnight and I couldn’t get a space on it. Jim Wallman had a plan though, and it involved me (and every other veteran megagame control team person). He scaled it up, to six times the size and about 25% bigger than the previous record holder for the largest ever megagame (which I played in).

Jim sent the control team the draft rules for us to read and comment on. He ran tryout sessions so we could get our heads round it all. He also spent an awful lot of time organising everything. The scale of the event is just huge, and it was all done by volunteers for the love of running large games.

Megagame Watch the Skies 2: The Game

As mentioned above, I was lead control for East Asia, there were three of us in the region looking after six human player teams plus some visitors (a mixture of aliens, press and foreign militaries). The other two control were also very experienced, and we quickly sorted out how we were going to run our corner. Mainly my job was running the map, with Andre sitting opposite while Stephen fielded all the other questions we were getting from the players not involved in whatever was going on at the map.

I’m not going to give a blow by blow account, for a start I was too busy to catch anything that wasn’t at my map, and for a second I’ll let the players tell their own stories. However I do have some highlights from the notes I made for the end of game de-brief.

  • AIM (our pet corporation) did deals very early on with China, Japan and Australia to upgrade their infrastructure and also build additional manufacturing lines there. Vietnam also benefited hugely too (the most in percentage terms).
  • The Australians attempted to breach the Nuclear Non-Proliferation Treaty by buying nukes from Iran. This backfired spectacularly and the Australian Government sacked the Chief of the Defence Staff for unauthorised unilateral action (a likely story, but I had fun with the cabinet meeting).
  • Korea was interesting. The South Koreans made wooing North Korea their main effort. We made it as hard as possible for that to succeed without looking like we were being mean. Their dogged determination was eventually fruitful and by the end of the game they were discussing reunification talks having signed a peace treaty two years into the game.
  • Japan clearly had secret deals going with the aliens, although I was only aware of this because of the way they behaved. They stopped whaling and also stopped intercepting UFOs with their SIFs. This didn’t stop another group of aliens from destroying Tokyo by bombarding it with plasma from low orbit almost at the end of the game.
  • Indonesia fell apart, it was small and poor, lost a SIF early on and seemed to be the focus for alien attention (they built a base there). When the government eventually lost the confidence of its supporters it triggered a civil war with the alien intervention splintering their armed forces. This was rapidly won by an international coalition that supported the new government.
  • The Australian SIF teams were spectacularly successful, some of this was luck and some the judicious upgrades of their SIFs (there were four or five of these most of the time). Most turns they had two or three successes, this kept their PR track maxed out, which meant they had the money to invest in more stuff.

The Mechanisms

As always it took us a couple of turns to get our heads around how best to run the map, but seeing as the players have exactly the same problem this is usually managable and so it was this time. We managed to evolve a system that worked for us and helped us get through dozen UFO interceptions in the later turns.

  • money for PR was put on the PR track at the start of the map phase when the military players were paying to activate SIF & agents
  • we did interceptions serially, starting with the SIF with advanced tech (not weapons), then those from the country closest to the interception point, but sometimes randomly
  • when an interception was successful we gave the player the card to leave on their PR track so that we could tot up the PR score afterwards
  • each SIF was returned to either the ready or damaged box as appropriate as soon as the card was revealed (destroyed to control)
  • where Aliens deployed a PAC we made it fight every SIF until it was damaged or driven off

Other things we found

  • there weren’t enough SIF models for the turnover
  • ditto the upgrade stickers & national flags
  • chits for UFOs don’t work, the players missed some when intercepting (even with mass UFO incursions there were still more SIF than UFOs)
  • we ran out of alien tech cards (but to be fair I think we had more than our expected share of alien action)
  • a copy of the detailed turn sequence would have been useful as a playsheet
  • using business cards for money was inspired
  • keeping up with other controls was really hard, I gave up eventually but it would have been useful to have had phone numbers for alien control or a liaison point
  • SIF & unit upgrades need a better mechanism, there needs to be a token exchange that allows regional map controls to upgrade units with the confidence that the corporate players have actually paid to produce the upgrade.
  • ditto a track on which science benefits have been used on keeping the terror track down. I largely relied on memory but this could have been a visual so that the players could see it.

If you were there, then leave me a comment with your story, or link to your blog post, write up, twitter or whatever.

Other Megagame Watch the Skies 2 Reports

Edit: Some other blog posts about the game

Edit 2: A couple more, and there are also some in the comments.

Player Perspectives

Game Control