Showing posts with label NATO. Show all posts
Showing posts with label NATO. Show all posts

Saturday, 29 March 2025

Cold War Nuclear Wargaming 1947-1991

 

During the Cold War, more accurately known as the First Cold War from 1945 to 1991, wargames were a staple in the military, political, and industrial sectors. This book delves into a seldom-explored area of literature: nuclear wargaming. It features a variety of professional wargames from that period, including Tom Schelling's classic crisis game set in Cold War Berlin, which often incorporated nuclear war scenarios, Dr. Paddy Griffith's strategic nuclear wargame, and decision-making games for political leaders facing the ultimate choice of whether to resort to nuclear options in response to a Warsaw Pact invasion of Europe. Additionally, it includes extracts from tactical nuclear wargaming rules used by the British and American military in their land wargames, as well as a civil defence exercise addressing the challenges of local government managing the transition to war and the immediate post-strike period.

This book is a unique contribution to the professional wargaming literature and is published by the History of Wargaming Project


Wednesday, 18 October 2023

New Book- Advanced Matrix Games for Professional Wargaming

 

 


The innovation of the method of Matrix Games has taken the Professional Wargaming world by storm. This book aims to bring together some of the best practise since the first book on Matrix Games was published in 2014

This book is divided into three sections.

The first part includes an updated detailed guide to running matrix games based on several decades experience of running these games professionally.

The second part of the book includes five new games about conflict, procurement, the High North and protecting Critical national Infrastructure.

The final part of the book includes the five scenarios about simulating historical conflicts for military education. These games were included in the first book on matrix games Matrix Games for Professional Wargaming that was first published in 2014 (reprinted in 2022).

Taken as a whole, the book includes the best current practical advice on running games, with ten examples of future, current and historical conflicts.

A foreword by Peter Perla, author of the classic Art of Wargaming.

1: Practical Advice on Matrix Games.

2: Current and Future Crises.

     Ukraine 2022: The Sins of Our Father.

     One China.

     The High North: The Future of the Arctic (and the World)

     Hope and Glory: Protecting

     Defence Procurement.

3: Historical Crises.

     The Falklands War (1982)

     Chaoslavia (1993)

     Crisis in Crimea: A Counter Revolution (March 2014)

     The Red Line: Civil War in Syria (August 2013)

     Lasgah Pol: Afghanistan (2008)

This book replaces the previous edition Matrix Games for Modern Wargaming

Note: matrix games as noted in this work is a term used to describe the Chris Engle wargaming matrix game methodology and is not connected or related in any way to Matrix Games Limited or their video game products.

The book is available from Amazon in paperback, hardback and Kindle

Wednesday, 29 March 2023

New Book: Blockbuster Wargame (1984)- American Army Wargaming Rules for Military Operations in Urbanised Terrain

 


Developed and played during the Cold War, BLOCKBUSTER, is a set of professional wargaming rules written by the American Army. Along with the better known Dunn Kempf wargame rules, they were tools for training soldiers in the 1980’s in the profession of arms.

BLOCKBUSTER is a three-dimensional, manual, battle simulation system designed for the purpose of conducting leader training in Military Operations on Urbanized Terrain (MOUT). Players employ miniature vehicles and dismounted units on a scaled terrain board according to the Rules of Play. The Rules of Play are designed to accurately simulate the capabilities of vehicles, weapons systems, and personnel. A 6-8 hour BLOCKBUSTER exercise can represent approximately 15-30 minutes of battle. BLOCKBUSTER trains company-level leaders from the squad leader and tank commander up to the company team commander.

The rules are published by the History of Wargaming Project as part of its ongoing work to document the development of wargaming. They are edited by John Curry and David Burden 

Saturday, 19 November 2022

My wargame says Ukraine is going to win as the Russian army collapses

I have been wargaming the Ukraine War since it began. To be clear this was for professional reasons, not for entertainment.

I believe, as of November 2022, the Russian army in the Ukraine is on the verge of collapse. Whether an army routs after it reaches its breakpoint in wargaming terms is a matter of chance, however, my prediction is the Russian army will rout by the end of the winter.

I have gamed the first start part of the war in 2015 and the cyber dimension many times, but in January 2022, I designed an operational level game set at brigade level to model the forthcoming Russian invasion.

The key features of the wargame were:

  • 2 day turns
  • Ukraine brigades largely had a combat strength of 4
  • The Russian equivalents rolled a six sided combat strength to determine their initial combat strength (their tank units had a plus on the dice roll). The dice roll reflected my understanding about the wild variability in the combat effectiveness of their units. (We now know some of the initial wave of Russian forces included follow on forces, such as military police, rather than just front line combat units).
  • Russian artillery was included in their units
  • Ukraine had separate artillery units that could be switched from combat to combat to reflect their flexibility.
  • In combat each side rolled their combat strength in dice. 5 or 6 caused a casualty, 6 if the enemy was dug in e.g. urban area, constricted terrain etc.
  • Rates of advance were based on Depuy’s work (work was quoted by the UK staff college).
  • Russia could supply less of its forces, the further it moved from its supporting railways.
  • Separatist infantry would not fight outside their home territory
  • Russian precision guided missiles (PGMs) were not that effective
  •   Russian airpower made an impact until losses forced the Russians to reduce air attacks in order to keep their airforce ‘in being’. Soviet era air defence was effective at shooting down Soviet era aircraft.

My pre-war games predicted the actual outcome of the Russian advance grinding to a halt. Ukraine was just too large, with too large an army, with too few axis of advance. Russian logistics meant their axis of advance were rapidly reduced to just a few lines of assault along major roads. Russian airpower and PGMs started by hitting strategic targets, then was reallocated to tactical targets as the advance slowed down.

Since the initial games, I have continued to update the game as it moved into the static phase, then the Ukraine counter attack. I changed the game turns to represent 3 days, then a week, as both sides moved towards exhaustion. I play out the next 4 weeks, then review my model against the actual war. Logistics is a major part of the game, with each side getting a limited number of supply points per turn. Each supply point allows a unit to attack or defend at full strength.

Neither side has shown operational brilliance; the war is all about amassing sufficient supplies in order to launch an attack, as well as causing attrition on the other side with indirect fire.

My game included a Ukraine advance on the east front, until it ran out of supplies, followed by an advance on Kherson.

My wargame has also found that Russia no longer has the PGMs or airpower to cripple Ukraine’s critical national infrastructure. The Ukraine air defence works, the Russia does not work very well, the latter has exhausted most of its munition stock. Ukraine infrastructure is based on the Cold War and was designed to withstand NATO attack.

My model suggests both sides are near their breakpoint as they approach 50% losses, however Ukraine has a higher breakpoint that Russia. I based this rule on the fact that Ukraine has maintained a policy of individual troop rotation, for example giving leave for soldiers to attend weddings and funerals, as well as rotating units out of the front line. Ukraine is also defending its home territory.

There are important questions that will probably be only answered with post war analysis, such as how are the Russian casualties distributed between units of differing training, morale, capabilities and equipment? Or is the entire Russian Army riddled with incompetence due to decades of corruption? Do the Russians have some units in reserve that actually know how to fight?

Prediction is always hard, especially predictions about the future. However, my wargame-based analysis says the Russian army is going to collapse, Ukraine is going to retake most of its lost territory. Of course, I might be wrong, but is it better to base a prediction on a tried and tested wargame model or just a well written piece of narrative as appears in our national newspapers?