Showing posts with label Connections UK 2016. Show all posts
Showing posts with label Connections UK 2016. Show all posts

Saturday, 20 May 2023

Flash Back: Memories of Binni (2016) .. A War that Never Was [Updated with Paxsims reference]

Excerpt from the "Interview with Bollangda Corrosaw" the leader of the Binni Official Opposition Party during the Great Binni Crisis of 2016 ... played at Connections UK 2016, apologies to all those who were not there as this post may not make much sense at all.  It was my character's interpretation of game events as nominal leader of The Official (but only one of the many) Opposition Parties in Binni. The place in question of course was, the troubled land of Binni, where game designer Jim Wallman's vivid imagination was let to run free unfettered (see below, a land waiting to fulfil its true potential, but being continually thwarted by the actions of its leaders):


[Narrator's Footnote: The old gentleman was lead in by his young grandson. Physically infirmed and partially sighted he nevertheless displayed a quickness of mind unbecoming of his physical appearance. He became animated upon his recollections and we sat for several hours by the light of a kerosene light talking. He gave me a frank and candid account of his actions during September 2016, his eyes glowing with an inner fire that seemed far more than the light reflected from the smoky lantern. Still on the run and technically in hiding the interview was prematurely terminated by his nervous security guards but Bollangda still managed to shed valuable light on the hitherto unknown actions of the Official Opposition Party and their motivations. In my subsequent hurried escape from Binni the bulk of the precious interview transcript was lost, apart from this tantalising fragment.]

[Bollangda] You have to understand that for some time the situation was getting progressively worse and worse in Binni. For those of us who had managed to benefit from the enlightened times of education and prosperity this backward slide into tribalism and superstition was dismaying. The soul of the country was being sucked into a mire. Foreign powers were active in manipulating this turn of events. With my own very eyes I had seen the 'white ghosts' [Ed: Mercenaries] of the Foreign Interventionists initiate horrendous, callous actions. For that I cannot forgive, yet I had to work with their White Masters as if they were not there, ignoring the sound of gunfire in the street. Using the low technical means available to my followers, we still managed a effective campaign of civil disobedience that hurt the vital infrastructure of the country and reduced the power and reach of the man who called himself President. While the man we considered our true leader languished in jail.  

[Ed:] A prison that as it turns out had very loose bars in the summer of 2016? 

[Bollangda, chuckled to himself] Yes, they underestimated us. Although the means at our disposal was primitive we were cunning like the fox. We sprung the old lion out, grabbing the attention of the nation and spreading fear into the hearts of our enemies. [Ed: The smile soon faded] Only to find that in prison he had lost his way and had turned into a bleating goat, putting himself above the people, indignant, as if the people had not suffered greatly for him. No sooner was he safe, he distanced himself from us and started acquiring wealth by working for those who had been his jailors. This was a treachery we could not stand. We cut ties with the old fool. I would not have his blood on my hands but I no longer offered him my protection and he moved back to the capitol. He soon was a mere laughing stock and fool of a clown, wearing a feathered hat and a string of medals on his chest. At that point I talked to the devil himself.    

[Ed:] Do you specifically mean the Paris Peace Conference where you met your Arch-Enemy the President?

[Bollangda] That was one of many indignities I endured during the strife. While publicly recognising me on the one hand the godless imperialists were working behind my back with my enemies sowing disunity and corruption with all their foreign money. Wealth unimaginable was spent on weapons of destruction, if it had been used in peaceful ways it could have created a utopia that would have been the envy of the world. I shook the hand of my worst enemy in front of the world's media to cement the promise of a fair election in Binni, but little did I know how much control he had already lost and what gerrymandering he had instore for us. I managed to force his hand to an exact date while I danced briefly on that world stage, that is my second most valuable contribution and achievement in defence of the land I love, Binni.

[Ed:] Second? It is widely recognised that it was you who put in motion the wheels of the first (allegedly) free election in Binni. The first election for over thirty years, much to the chagrin of the then President whose face fell when he realised what he had inadvertently accepted. Despite the election's flaws the democratic momentum was now nevertheless unstoppable. The nation was and still is grateful to you Bollangda, you started the end of the downfall. What achievement do consider was greater than that?

[Bollangda, smiled whimsically] The election was a sham, the President proclaimed himself a clear winner by mathematics that a child at elementary school would laugh at. More people voted in his small region than could fit in the whole country. The United Nations would not even dare to contemplate verifying such a result. That was his undoing as he unleashed suppressed anger. Anger that was easily focused on him and all that was wrong with his regime, as you know his external supporters - the White Mercenaries, his very bodyguards turned on him inside his own Presidential Palace, at the news of the armed Christian faction entering the capitol. The President ran from room to room, but they gunned him down in cold blood. [Bollangda sighed] Young man, the road to the capitol had been blocked to the Christian faction, it was corked as a bottle by my forces. I met with the Christian leader and although our faith differed we were united in what we thought best for our country, our beloved Binni. I shook his hand and stepped aside, he had the might that was needed, I told him it was time to act, I would not oppose him and so the capitol fell. That my so was my greatest achievement, the one I am proud of, even as I fell front my own position of relative power. At least it enabled another to do what was right and so I stepped aside. 

[Ed: There were so many other questions I would have liked to ask the old man. As the history books will tell you Binni did not rest at ease for very long. Unexpected events, this time external to the country saw to that, but I was grateful for the opportunity of meeting with a living part of history. Bollangda, rest well in your 'long peace' in the stars, as your time has now passed, Binni thanks you as a true son for your service, faithful to the end.]

Note: Many thanks to the organisers of the Connections UK Mega Game of 2016, it was a very good educational experience and a truly fun (but in no means trivia) game which nicely set the scene for the following days fantastic Professional Wargaming conference! 

External Links: 

'Just' [seven years after the event!] rediscovered this Paxsims resource: 


As the umpires saw it (or rather Rex Bryan, from McGill University, a very experience Mega Game organiser, umpire and observer). See my comments below on his PowerPoint presentation, relating to the points I can remember and participated in.

Wonderful wording [as in spin on the truth] on slide three:

Footnotes: "President of Binni addresses UNSC" [in retrospect I should of taken a trip to the UN to woo them, but it was a very long physical walk and I would have lost a lot of playing time to little perceived gain so I delegated to my second in command to speak on teh Official Opposition's behalf, and we also feared a kidnap attempt] – "proclaims an inclusive vision of the country – points to release of leader of opposition" [as opposed to the actual jail break we performed], "willingness to consider coalition government" [that's when our NPC who was part played by a person from the Umpire's Team went "rogue" and as a result lost our protection]


Footnotes: "SAS providing personal protection to opposition leader – has weakened opposition, painted as tool of foreign powers" [Argh, this in retrospect was an EPIC home goal that slipped in via a side-door. As the Official Opposition Party was sorely overlooked by "imperialists" for resources and money, despite asking for assistance and the only help came in the form of a couple of 'heavily armed SAS chaps' was better than nothing (someone else had a detachment of the French Foreign Legion bumming around in a hotel drinking wine and doing nothing) - a turn later we politely kicked them out when our Great Leader "BoB" literally became a "Beast of Burden" working with the President. From a game perspective a small military unit, too small to be on the map became a poison chalice - opportunely used by other players or decreed by the umpire team]

Footnotes: "opposition disputing GoB election laws" [yes, we certainly did]

Footnotes: "– opposition leader joins cabinet" [to be clear this is "Bad BoB" not myself or any of the other (many) opposition leaders, now without his SAS bodyguard and disowned by his previous party] and "– Christian secure political loyalties of key leaders in capital" [see transcript above and the secret meeting when I urged the Christian to - "Do it" - "Really?" he asked "Yes, you have my support. Otherwise the Secret Police player, she's too sharp, will control the streets next turn" - and then we 'shook hands' on it]


Footnotes: "President freed by unknown group, later killed" [Oh dear, how sad, never mind. Not my doing I hasten to add, we were only saddened to here that our (in the past tense) BoB had not gone down with him. I don't know the full details of teh sorry, but freed and then killed in the escape was the 'Russian line' (allegedly)]

Tuesday, 8 March 2022

A Tale of Peasant Farming: Agrigola

One of the things I got from the Connections UK Wargame Conferences is a hit list of Bucket List games to get. In 2016 Nick Drage's presentation from Aleph Insight mentioned Agrigola as one such game. Therefore I am glad to announce I bagged this from a recent visit to Blackwell's Bookshop Game section in Edinburgh (see below, Agrigola - analysis of my peasant farming skill awaits): 



So far I have got as far as the unboxing, but it just goes to show you don't have to have "tanks" in a game for it to be "good" ;)

Friday, 22 October 2021

Twilight Struggle (Finally Acquired)

The final straw that broke my back was that it was "in a sale" (so yes, I am saving money .. OK, you may spot the logical fallacy in that one) and "it was on the hit list .. since 2016" (when it was referenced in a Connections UK 2016 presentation, as a genre defining game by Nick Hare). So I have it and hope to play it with friends over the approaching long winter nights (see below, cellophane freshly removed): 


Heads up to GMT games for producing this and Magic Madhouse for making me but it. There is after all no such thing as "free will". 

Thursday, 14 November 2019

A Great Wargaming Read: On the Xmas Bucket List for Sure!

This one goes straight on my "must have" wargaming bucket list (hopefully arriving well before Xmas). The long-awaited Graham Longley-Brown's, "Successful Professional Wargames: A Practitioner's Handbook" (the author is simply referred to as GLB in the professional wargaming community - but I bet its contents will be an avid read to all in the recreational side of the hobby too):


Available from:

History of Wargaming Project:
Amazon Link (don't forget to "look inside" and see for yourself a glimpse of the material):
GLB is known as the key driver behind Connections UK, he motivates, gets things done and inspires others to do the same. It is no exaggeration to say that GLB has forgotten more about wargaming than most people will ever know in a lifetime but his genius is that he humbly collates, assembles and assimilates 'best practice' from around the world and across disciplines. Then, bless his cotton socks, he disseminates it in a clear and precise manner. More importantly he is never afraid to return to the old texts, relearn the old lessons and implement them in new ways to facilitate better learning. His "keep it simple" infantry origins show through in spades, this is a man who can turn theory into effective practice which simply put, will save real world lives. Respect.

Don't take my word for it, judge for yourselves: You can listen to the man at Connections UK 2016 (High Engagement Wargames) here to get a sense of the enthusiasm he brings to the subject (also check out the PDF slide deck and video). 


Thursday, 4 April 2019

Urban Operations - Modern Tactical Level Board Game .. and .. Last Game out of Europe before Brexit?

Perhaps this was a Brexit stimulated (aka panic mode) purchase as "who knows" what European shipping costs and 'posting chaos' will be in the days, weeks, months and years to come! Lame excuse? After a Google Search I had spotted this on on the French NUTS board game website:

https://www.nutspublishing.com/eshop/our-games/urban-operations-en

Back History: Now I had eyed-up the prototype version of this game way back at Connections UK 2016 where the designer Sebastian de Peyret (a serving French Infantry Infantry Officer/Instructor specialising in urban combat) was running its prototype as a demonstration game next to my table (where I was demonstrating Phil Sabin's FireMove WWII battalion attack simulation). I was intrigued - particularly because of the respect given from combat veterans and serving military as to its realism. This and from watching the game play on Sebastian's table (it looked good and was the source of intense DSTL conversation around the table), I made a point in my mind to definitely watch out for it when it came available on the commercial market (see below):


Here it is unboxed in its glory! It came from France before the Bexit blockades were erected and it certainly is one fancy box of tricks (see below, displeasing to the wife a large box and the amount of stuff [see the spread across teh kitchen table]! Can you smell Fog of War, Random Events, Impetus based sequence of play and Command and Control limitations - and that's just flicking through the rule book):


I do have an idea to convert it to miniatures (once I have learn and play tested the rules) - which means all those 20mm soft plastics were collected for a reason after all or maybe I should be thinking ;)

Initial Impressions: 
Five star rating on initial look and feel, plus excellent production value. Not cheap at €75 but nevertheless good value IMHO (subject matter expertise creaks out of the game). Watch this space for some game-play and AARs!

Saturday, 12 May 2018

Wargaming Reading Material: Reference from UK Connections 2016 - Why Wargaming Works

I managed to sneak some wargaming reading material away with me on half-term holiday as well as some miniatures to assemble and paint (WWII 28mm Warlord Games Soviets and a quite random collection of things from a hobby shop). In particular I read a reference I had picked up from UK Connections 2016 on "Why Wargaming Works" by Peter Perla and Ed McGrady, the latter who was speaking at the conference and  also had the opportunity to socially chat with afterwards on the 'hobby' side of things (see below, it can be obtained via the link at the Connections UK website:Why Wargaming Works):


An interesting read; key points being 'the suspension of disbelief' as the gamer enters the 'game state', the power and the effect of the game and the fear of those in charge ("high starring generals" and "policy makers") who don't understand the "white magic" people experience when they are let to 'play' with their imagination and think things outside of the expected doctrinal responses. Wargaming provides a relatively low cost way to access the power to cut through reams of statistics and create live-events that coalesce the experience into meaningful dynamics, outside the participants normal 'comfort zone', for example by facing up to a broken plan and having to fix it within a limited time frame. Therein lives the commitment dilemma, to fix it you have to own it, to own involves responsibility for mistakes and transparency. Something as a hobbyist I can easily endure and walk away from (unhurt but perhaps with reflective frustration), but when your professional career is on the line, good luck - you just need to win almost at any cost. Fore reference to these dragons I would recommend listening to Stephen Downs-Martin for the perils encountered here ;)

http://www.professionalwargaming.co.uk/WargamingToDeceiveBriefing.pdf
http://www.professionalwargaming.co.uk/2016Analyse.pdf
http://www.professionalwargaming.co.uk/Downes-Martin.pdf

PS: I still think the article is actually a brilliant read! If you get a chance listen to the audio of their various talks at UK Connections. As I mentioned I managed to catch Ed McGrady and he is a commendable speaker that really draws you in to the subject matter.

Wednesday, 24 January 2018

ASL if it is good enough for the "1st Royal Irish" it's good enough for me

I thought long and hard about this one, but in the end I felt I just had to get it, if only because of this UK Connections 2014 presentation by the then CO of the 1st Royal Irish (see links below):


Through the post today this arrived. Not the dreaded "ring binder infantry and tank and artillery and air and paratrooper" manual of death I remember from last century, but a slim line "ASL Starter Kit#1" (see below):


I was a fan of the original SL (Squad Leader) series, having all four modules but could not face the relearning or re-education that ASL implied in the 1990's. I did have the opportunity to bulk buy a collection [Beyond Valor et al] from my friend (something I did not ever regret until perhaps this point) but did not have the inkling or space. I hope to make it to the end of the first six modules ;) with a little help from some wargaming friends.

Saturday, 22 April 2017

New Wargaming Book: Zones of Control (MIT Press)

Quite simply a feast (or rather a gourmet buffet) that I am currently tucking into (see below, 59 mini articles from the Wargaming Great and the Wargaming Good):


Amazon UK: Zones of Control

As recommended by the alumni of Connections UK 2016, got mine for under £30 and it was worth it as there is literally something for everyone.

Tuesday, 21 February 2017

Just to tempt you this September ... PS Connections UK 2016 was brilliant IMHO

A invitation to attend Connections UK 2017 (see below)
Check out the website to see if it rocks your boat ;)


-----

Hi All,

Many thanks to everyone who completed the Connections UK 2016 feedback survey. Some comments are extracted below to encourage those still to put Connections UK 2017 in your diary:

  • “I have attended many conferences over the years. This is, perhaps, the only one I would describe as outstanding.”
  • “An excellent, thought provoking, and network-enabling event. I look forward to next year.”
  • “I came away having drunk from the most valuable fount of knowledge this side of the pond. The megagame was a great addition, which I enjoyed immensely. A fantastic quality of speakers and attendees made both presentations and networking thoroughly worthwhile. Roll on the 2017 edition!”
  • “An excellent conference that just gets better.”

We have listened to the points you raised. We can’t promulgate details because anonymity is important, but Connections UK 2017 will be 100% based on your feedback. The principal suggestions were:

  • Connections UK 2016 was generally what you wanted in terms of content, timings, frequency and location. Hence, if it ain’t broke, don’t fix it – just make it better!
  • You specifically asked for:
    • An update on how the UK military and Foreign Office use wargaming.
    • Time to network.
    • Another megagame.
    • A Games Fair and more hands-on sessions.
    • Worked examples of wargame design.
    • A short 101 for newcomers (only).
    • More hobby gaming and gamer involvement.
    • Presentations on wargaming in education.
    • Sessions on how to run Seminar and Matrix Games.
    • Ideas how to wargame Human Terrain.

Three comments from the Committee:

  1. While this e-mail has gone to 442 people, and Connections UK appears to be the largest gathering of wargaming professionals in the UK, we do not have any formal remit to progress wargaming. We will strive, along with Connections US, NL and Australia, to ‘Advance and Preserve the Art, Science and Application of Wargaming’. This accords with the vision of an ongoing high-level UK initiative, which is that: ‘Across Defence, Wargaming is understood and appreciated, widely and correctly applied, done well, and delivers tangible operational and business results.’ Whether via Connections UK, or a formal Defence body, it seems we are tantalisingly close to institutionalising wargaming.
  2. Several comments suggested that Seminar Wargames had been belittled at last year’s Conference. We were somewhat baffled by this as we all use, and promote, Seminar Games, so any derogatory inferences were entirely unintentional. There will be a plenary this year on Seminar and Matrix Games.
  3. The question was asked why we don’t devote more time to computer-only simulations.  While we all use computers, and argue that they are entirely complementary with manual simulations, we feel that computer simulation receives sufficient coverage elsewhere. If you want computer-based games you might be better served at ITEC/IITSEC conferences.  For the moment, Connections UK concentrates on manual simulations, high-engagement role-playing games, computer-assisted games and complementary approaches within the professional environment.

From the above, the general details, themes and broad structure for Connections UK 2017 are:

  • Connections UK Purpose. Advance and Preserve the Art, Science and Application of Wargaming.
  • Dates. Tuesday 5 – Thursday 7 September 2017.
  • Venue. Kings College London, The Strand, London, UK.
  • Approx cost. £60 (megagame/101 day) plus £135 for the two main days. This TBC but shouldn’t go up much, if at all.
  • Themes. These still to be refined, but broadly:
    • UK Tri-Service and FCO wargaming.
    • UK military wargaming doctrine.
    • Seminar and Matrix Games.
    • Hobby gaming.
    • Wargaming in education.
    • Modelling Human Terrain.
    • Designing wargames.
  • Broad structure. Something like:

Day 1. Tuesday 5 September
Wargaming 101
Megagame
Informal gaming session
Day 2. Wednesday 6 September
UK military Tri-Service and FCO wargaming examples
Update on UK military wargaming doctrine
Seminar and Matrix Games
Current design ideas in hobby gaming
Games Fair session 1
Keynote speaker
Games Fair session 2
Day 3. Thursday 7 September
Wargaming in education
Modelling Human Terrain
Wargame design
Breakout workshops

Please note that there will be an earlier date for registration. We’ll let you know more details presently.

Graham

----

If this floats your boat why not give it a whirl

Friday, 10 February 2017

A paper book I am reading courtesy of Connections 2016 ... Reality is Broken .. Gaming

The name says it all ... the good guys and gals are the ones playing games or designing them ... have to say along with my other diatribe on ... books I have too many and they take too long to read ... I am slowly working my way through this one (see below):


I have already "listened to" Jane McGonigal's SuperBetter book (or rather audio version of the printed book) and can highly recommend it (see below, if you squint your eyes that is, PS I would click on it to see a bigger version):


A mix between a self-help book and an interesting take on how to enjoy life more if you see yourself as playing "an EPIC game". Don't knock it until you have tried it ;)

Sunday, 25 September 2016

FireMove Connections UK 2016 AAR

I had the privilege of being able to run a game of FireMove (see the Simulating War book, by Phil Sabin, the game as described in pp203-220) at Connections UK. For the game the British Battalion commanded by four very competent wargamers from DSTL and academia against an equally competent German commander, a wargamer who was also a post-graduate PhD doctoral student (whose domain of study was "post-war NATO collaborative tank design" - cool or what?). He (the German Commander) was also blessed with "golden dice hands" for the opening two thirds of the game, but more of that later. The board was randomly generated by a program I have written which will be shortly available from Phil Sabin's KCL web-site.

Note: The advantage being that 48 dice rolls required for terrain generation are done in a micro-second on a computer which allows a generation of game boards until a "mutually agreed" battlefield appears. As it was eight hills, two farms and a wood set-up was accepted and posed some interesting challenges to both sides (see picture below).

The Germans chose to set up dug-in on the relatively bare baseline and play ambush to the advancing British as they chose to manoeuvre over the cluster of low lying hills or run the gauntlet of the open terrain on the British right flank. The British made full use of a 'blind spot' to deploy in company strength (see Yellow Coy on the right hand side middle of the  British baseline). The scene was set for battle. Alas for the Allies the opening British artillery bombardment which went horrendously wrong with six dice throws not resulting in a single hit (1-2 on a d6 would have suppressed a 'visible' German platoon and caused a casualty). Regardless of their ill-luck the British deployed in a 'broad front' strategy to push forward.

Note: In conversation with the author Phil Sabin afterwards he recommended allowing a "bidding system" be applied to artillery strength starting with 1-5 being a hit, with a race to the bottom with the player accepting weakest artillery support 'winning' the roll of the attacker.


On turn one the German player adopts the rather risky/agressive strategy of occupying "Hellfire Farm" on row four, column 5 [denoted with an Airfix Battles building marker], coming out of his protective dug-in position but taking the equivalent protection of the Farm terrain, thus being well-placed to bring devastating fire on the British platoons in the open (if the dice went his way). The Germans brought in their mortars (spending ammunition heavily in the opening turns) with the wise intent of silencing the British HMG platoon that had set up on the top-right low hill. In total the British took five hits on three different platoons. The attrition had started (see below the inital battle set-up):


As the British infantry pressed forward they took a burning string of hits from the German Commander who was blessed at this point with "golden hand" seldom seeming to miss. Unlike the British who were unable to suppress the German Platoon in "Hellfire Farm" and paid dearly for it. The troops on the open flank (north) suffered the most, the 'low hills' (of the south) offering some terrain cover. Although casualties were high but the British battalion showed remarkable pluck and the player morale did not crack (as has been seen in other games of FireMove) as they stuck to their task in this attrition-based form of warfare (see below):

Note: "Hellfire Farm" eventually fell as the British close assaulted 'en masse' (three assaults) evicting the troublesome German platoon. I managed to clarify a quirk of the game mechanics, three close assaults going in could in theory cause nine casualties. As the author (Phil Sabin) of the rules was to hand (literally passing by when situation occurred - quite handy) I pulled him in the adjudicate. His common sense ruling was that only six casualties could be caused on any hex that contained one unit before it is removed from play, so over-kills did not 'mysteriously pass on' to rear units  As it was the British chose wisely to attack with all three (albeit spending three ammo points) as all the three attacks were needed, one failing to go in. A good wargaming principle being at play here, never leave things to the accountants - when you need it may sure you get it by all means to hand (see below):


The middle game was sadly devoid of pictures (my bad, I was too engrossed with the great banter and fast moving action to remember to take more pictures), but play was full of spirited conversation and discussion regarding the rules (all 'good stuff' it has to be said). At this point ammo attrition on the Brits also kicked in (the cruel aspect of this game is that every sixth rifle platoon fire removes a platoon through 'ammo low' - which gives the game a cunning twist unlike miniature rule sets and other company/battalion level board games I have played) ... and it became rather grim reading for the British. Blue Coy ceased to exist, Green Coy was heavily mauled. Not to be read as taking 100% casualties but becoming ineffective on tabletop. However again give credit where credit is due, the four British players stuck to their guns and "rounded the wave of cruel German dice" (and I mean cruel as the German Commander never seemed to be missing) until the 'tide turned or at least tipped' in the British favour. With the German mortar fire exhausted the primary British weapon system, the Vickers HMG became active again and in turn suppressed the German Platoons. Coupled with very effective British mortar fire the British attack 'got going' as the remaining British infantry platoons manoeuvred into close assault positions. Excellent use of suppression and Fire/Move tactics by British evicted the German platoon from the "Lower Farm" on row three, column eight (see bottom of picture) and although now few in number the British Platoons were now in killing positions (see below):


The "laws of statistics" rebounded back at the German player (she is a cruel goddess as all wargamers know) and just when you thought a simple average dice roll would tidy things up for the German player the British platoons under "Costa Coffee" sourced fire-targeting aids shown above, escaped suppression and then in their turn wrought havoc on the German defenders. The German Commander suddenly found himself 50% strength and facing more close assaults they could do nothing about - as his remaining platoons were suppressed (see below):


At this point time was also becoming a big  factor, turns ten and eleven (out of twelve) saw the British infantry eliminating five out of the six German platoons but just failing by one turn (the British did not get to move on Turn Twelve) to gain baseline hexes and additional Victory Points (see below):


It had become a very "close run thing" as The Duke would have put it. Victory Points were tensely tallied up "Five" for British (for the five removed German Platoons, no Victory Point hexes, despite being so close) but "Seven" for the Germans (six removed KIA [ammo low does not count for Victory Points] and one for the surviving German platoon). Time literally had saved the German as three addition Victory Points (German baseline hexes) were agonisingly close to the British Player, but "so far away". As it was the result was determined as a narrow German victory, though it has to be said paying a heavy price for this delaying action. The British themselves could proudly claim the field but lacked sufficient strength to press forward and take advantage of the hard won "opening" in the German line. If only that artillery barrage had been given a little more umpf or perhaps another one of those many intangibles were subtly different.

Once again my thanks to all the players, Phil Sabin, the UK Connections Team and KCL for a fantastic event.

Tuesday, 13 September 2016

Roadtrip to Connection UK 2016 AAR(I)

Well as a 'forty ninth' birthday present to myself I went 'on the road' from my northern haven, to the metropolis, aka "London", for Connections UK 2016, where hobby meets the professional body.

http://www.professionalwargaming.co.uk/2016.html

I was sold on this idea after becoming a serial listener to previous past audio (MP3 burnt to CD in my case) in my daily trip to work in the car. Being a 'two hour' round trip I get to listen to a lot of audio! For the past few months I have regaling myself with UK Connections 2013 through to 2015. This had totally drawn me in. As a conference open to the paying public I was hooked, I had to "go see the elephant".

In addition I lucky enough to strike up a collaboration with Phil Sabin and demonstrate his Fire/Move game which I am in the process of computerising as part of an open-source project (I will post more on this later). The conference is heavily dominated by the professional aspects of this serious wargaming community. However hobbyists were viewed as an innovative, beneficial and actively welcomed. In fact the Mega-Game which was the Day One "event" was powered by and from the experiences of the hobbyists.

Far better bloggers than I have already posted on Connections, so please review:

Bob:
http://wargamingmiscellany.blogspot.co.uk/2016/09/connections-uk-2016-day-3-thursday-8th.html
http://wargamingmiscellany.blogspot.co.uk/2016/09/connections-uk-2016-day-2-wednesday-7th.html
http://wargamingmiscellany.blogspot.co.uk/2016/09/connections-uk-2016-day-1-tuesday-6th.html

Rex:
https://paxsims.wordpress.com/2016/09/06/connections-uk-2016-civil-war-in-binni/
https://paxsims.wordpress.com/2016/09/08/connections-uk-2016-aar/

Paul: 
https://wargamingcommunity.wordpress.com/2016/09/10/connections-uk-aar/
https://wargamingcommunity.wordpress.com/2016/09/11/wargaming-and-technology-innovation/
https://wargamingcommunity.wordpress.com/2016/09/13/wargaming-and-innovation-part-ii/