Tag Archives: WW1

Megagame: Iron Dice – Turn 3

The first week in September 1914.

Turn 3 Umpire Map
Turn 3 Umpire Map

BEF Report to the War Office 7th September 1914

Situation

We have moved up into a line between the coastal marshes at DIXMUDE to LILLE. Two corps of the German First Army are on our Right flank and we intend to attack them in the flank. We believe that they have extended lines of supply.

There is a gap between our right flank and the French left. This presents a risk to our troops.

A planned attack towards Tournai / Valenciennes is in progress with a deep recon by the Cav (to disorganize German Supply). Talks with the Belgiums have revealed that they are attacking out of Antwerp as well.

The Royal Navy is requested to change the supply port to Boulogne.

Team Control Gloss

The BEF counters are finally on the map at the beginning of September as they are almost in contact with the enemy, in a secondary defensive line. The Belgians were having a rough time of it and the Germans have battered the Belgian Army almost out of existence.

Although noted in the report to the War Office by the players the fact that there was a gap between them and the French 6th Army they were more concerned about dealing the German 1st Army‘s Left Wing (shown in the middle bottom of the map photo) a decisive blow from the flank.

Turn Two  –  Iron Dice  –  Turn Four

Megagame: Iron Dice – Turn 1

The first turn of this megagame covered the first three weeks of August 1914. During this turn the British decided on their plan (K) and mobilised the BEF to France.

British Strategic Discussions

There were three plans considered. Plan F was a landing at Ostend to directly support the Belgians; Plan K landing in France and joining battle in Belgium to the left of the French Armies; and Plan W which had the same landing as Plan K but supported the French on their border with Germany.

Plan F was ruled out as too close to the likely focus of a German attack and if the Belgians overwhelmed there is a very high risk of being cut off and having to conduct an emergency evacuation. The consequence of this would be many casualties and the risk of the BEF as a force in being with an evacuation under egregious conditions.

Plan W was not recommended because both flanks would be under control of the French Army whcih would be a risk that we need to conform to their plans rather than act independently as directed by the War Office. Additionally we would not have a secure flank.

Plan K was recommended because it keeps us with a close link to the channel ports, allows independent operation of the BEF and allows us time to find the Germans and engage them on our own terms. Base at ROUEN and railhead at BAPAUME. We will have a secure flank and gives the option of supporting the Belgians and keep contact with the French.

This was approved by the War Cabinet.

 

Turn 1 umpire map
Turn 1 umpire map

BEF Report to the War Office 23rd August 1914

Concentration movements successful, left flank consisting of I Corps & Cav Divn is at ARRAS. Right Flank with II Corps at CAMBRAI. BEF HQ is at PERONNE.

We intend to advance through LENS to the East of LILLE. Both Corps will maintain contact. The right flank will rest on VALENCIENNES with the left on LILLE. Cavalry Division will carry out forward recconaissance towards GHENT. RFC will carry out air recconaissance towards BRUSSELS.

We are expecting III Corps and the Heavy Artillery to concentrate at ARRAS.

Information has been received from the French press that British troops have been reported, we would like the War Office to liaise to ask the French not to report British troop movements in the press.

Team Control gloss

After the players complained about the reports of their movements in the French press the Foreign Office lodged a protest about the egregious breach of operational security and asked the French to censor future reports.

At this stage the BEF was doing some liaison with the French, who were initially reluctant to provide them with enough rail transport to move their entire force, but this was overcome when the matter was escalated to command level.

Iron DiceTurn Two

 

Megagame: Iron Dice

“If the iron dice must roll,
may God help us”

– Theobald von Bethmann-Hollweg, German Chancellor, 1st August 1914.

Later today I will be the British Team Control for the Megagame Makers Iron Dice game of the opening moves of WW1. Here’s the blurb from the Megagame Maker‘s website.

Megagame Makers are marking the centenary of the outbreak of the First World War with IRON DICE, a high-level operational megagame by Jon Casey (designer of Home Before the Leaves Fall).

IRON DICE covers operations in France and Belgium between August and early November 1914. Historically, this was the period from the German invasion of Belgium to the end of the “Race to the Sea” and the First Battle of Ypres.

Players will be a member of a national High Command, an Army Commander or staff officer.

Megagames are an immersive experience, and there are no breaks in them when they start, but if I can I intend to try and record the reports that the British team send to the War Office at the end of each turn. Possibly these will be uploaded during the day, but that depends on wifi/data signal and time. If not then you’ll see them over the next few days as I find time to retroactively update them.

Here is the first of the turn by turn reports for Iron Dice.

Game Design Notes: World War One Strategic Battles

This was originally written as a game design session prompt for a session at Chestnut Lodge Wargames Group back in April 2004. A discussion thread on about this excellent blog post http://sketchinggamedesigns.blogspot.com.es/2014/01/the-wrinkles-of-tactics-first-world-war.html lead me to dig it out and post it here.

World War One Strategic Battles

Turn structure

Three turns per year, March – June (Spring), July to September (Summer) and October to February (Winter).

Actions

Small offensives can be prepared and launched within one turn. Large offensives take a turn of preparation and then take a whole turn of offensive action. Small offensives can be carried on into large offensives.

Battles are fought in phases.

  • Preparation: divisions are allocated to the line, first wave, second wave, exploitation, training and reserve tasks
  • Bombardment
  • Assault
  • Counter-attack
  • Continuation phases if appropriate

Resolution

Fighting is resolved at Army level, with Divisions as the smallest unit (two down). One player per Army?

Three kinds of Division:

  • infantry (standard)
  • cavalry (rare)
  • artillery (representing Corps/Army artillery)

All divisions of a particular kind are the same except for level of experience and training. This can be open to the player as it was generally well known which units were the most effective and had the most offensive spirit.

Special training can be given to units to allow them to be competent at tasks, e.g. building fortifications, pioneer tasks, tank support, amphibious landings etc. The number of turns that they get in this task should be recorded separately from that of infantry training.

Infantry divisions take one turn to raise, cavalry and artillery take two turns. Ideally more training should be given before a unit is used in combat. A minimum of three turns of training is suggested before committing a new Division to the assault.

Training States Turns Experience

New 0 none

Effective 2 time in line

Regular 4 time in line

Experienced 6 time in major offensive (including defending)

Veteran 8 Several major offensives

Both the number of turns training and the combat experience are required for the troops to be considered at the higher training state. Note that the training state is just a label and not a guarantee of performance.

Political End

Resource allocation

Sources of resources

Taxation – can set a proportion of GDP to be spent on government. Level has effect on popularity, standard of living, economic growth, industrial output.

Loans – need to be repaid later but avoids some of the problems with increasing taxation. Can also inject foreign capital into paying for the war which increases overall resources available to any particular nation.

Manpower

Can conscript or get volunteers. Quality issues with conscription but increased numbers may offset that. Volunteers make more aggressive units, conscripts more passive ones. Has impact on economic growth, popularity & industrial output. Also issue of women’s rights if they are mobilised for the war effort.

 

 

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CLWG July 2013 Game Reports

There were five of us at July’s CLWG meeting, myself, Nick, Mukul, Dave & John. There were three game sessions presented:

  1. I went first with a two part committee game called “The High Ground” about the consequences of cheaper surface to orbit space travel;
  2. Nick presented an economics card game for educating people about markets and the effects of money and credit;
  3. Mukul’s session on the 1914 campaign on the Eastern Front.

Continue reading CLWG July 2013 Game Reports

Hot Blood & Cold Steel – onside Report

This was a design session on how to do a WW1 skirmish game, focusing mainly delivering a participation game for Jerry Elsmore’s 50th Birthday con. I’d already done a first darft of the rules but wanted to talk through some of the principles about what I wanted to achieve.

I found the discussion particularly useful in clarifying my methods for running a participation game at a show. Gone is the idea of having all the action in a static circle of squares that represented all that could be seen (I may do this at CLWG sometime as I still like the idea, although it would be too time-consuming for being run at a show). I did get some ideas for making changes to the terrain though so that it would only become clear when figures entered the square in question.

Also useful was the discussion on how to simulate disorientation and when that might be appropriate. This means that I have some ideas for retaining the confusion that can happen when patrolling at night, especially when shooting starts.

The next version of the game in a complete and playable form will be around at the January meeting and again in February so that it will have had a couple of outings by the time Jerry’s birthday convention comes round. Any volunteers to help run the game on the day will be more than welcome.

In the meantime the draft rules (which are an evolution of Jim’s Starship Solder rules converted to work with 2d6 and have a WW1 flavour) are on the web. http://www.cold-steel.org and there is a fledgling mailing list (using my usual server) at list@cold-steel.org (send a blank e-mail with ‘subscribe’ (no quotes) in the subject line).

Also if anyone has photos (preferably aerial ones) of trenches or shell craters (regardless of period) then I wouldn’t mind if you could send me some scans. I need to make up a stack of terrain cards for the game and one of the things that impressed me at the conference was Jim’s use of laminated card pictures for counters. I reckon that terrain cards made up the same way would look pretty good.