Running Naval Games: Tricks of The Trade
Running Naval Games: Tricks of The Trade
Running Naval Games: Tricks of The Trade
Wargaming
Tool for gaining insights into the dynamics of warfare
Not operations analysis, although operations analysis is useful in
helping to define the rules of a wargame
Operations analysis quantifies physical parameters and processes
Wargaming deals with human decision making
Involves individuals in complex and dynamic interactions
Exciting way to teach history - brings boring facts to life
Useful for instruction in military science
Combat unit strengths and weaknesses
the most common reason for playing the games is to experience history
James Dunnigan
Functions of a Gamemaster
Know yourself
Personality type
If you know the enemy and know yourself, you need not fear the result of a hundred battles. When you are
ignorant of the enemy, but know yourself, your chances of winning or losing are equal. If ignorant of both
your enemy and yourself, you are certain in every battle to be in peril. Sun Tzu, The Art of War (500 B.C.)
The Four Knows
if they keep making the same mistake, terminate them with extreme
prejudice - some players only learn to swim after they sink first!
Never argue with a player
Ruins the game for everyone
If you make a mistake, admit it, correct it as best you can and move on
Firmly and respectfully make your call and offer to discuss it over a pint
later - Remember, you are in charge
The Four Knows
Know yourself
A gamemaster must be aware of their own personality because it will
affect the game being played
Know your strengths, weaknesses and above all, your biases
We all have biases, most people just havent figured that out
Gamemaster conduct
Be assertive: Youre in charge, you regulate the flow of the game
Be polite: Every player deserves respect
Be helpful: Not everyone is an expert naval wargamer, new players will
require some help to learn to play the game well
Be patient: Youll have to deal with rule lawyers as well as neophytes
Be neutral: You must be impartial, allow the game to develop naturally;
dont try to bring about a preconceived result
Remember, you are the Headmaster of a unique learning experience.
How you conduct yourself will determine how successful your are!
Preparing a Game
Protractors with string and tape at 20, 60, 120 & 160 marks to determine target aspect
Fire allocation markers for a ships primary and secondary batteries
Bent pieces of white pipe cleaner - evasive steering markers
Fire & Smoke markers
Slightly glued cotton balls painted with orange & yellow flames and black paint
Quilting batting cut, stapled and painted black, gray and white
Wooden golf tees
Blue: Underwater hits
White: Misses
Yellow: Small to medium caliber gun hits
Red: Large caliber gun hits
Roughly handled miniatures that are cut up and used to mark sinking ships
Lifeboats and oil slicks are optional - but a nice touch
You now know what a Timmie is
Distance/speed charts with firing arcs for each player
Expanded critical hit tables
Regular 12 inch rulers for ship movement
Counters with generic ship sizes for initial placement (Fog of War)
Hot Wash Up