Showing posts with label Jim Wallman. Show all posts
Showing posts with label Jim Wallman. Show all posts

Sunday, 17 February 2013

Master of Europe - Megagame of the Leipzig campaign

Given the 200 year anniversary of the Battle of Leipzig Megagames Nederland will be running Master of Europe, a megagame designed by Brian Cameron and Jim Wallman that brings you all the drama of the autumn campaign of 1813.


On the one hand the military campaign throwing the Russian, Prussian, Swedish and Austrian armies against the rebuilt Grande Armée in a struggle for the control of Germany. On the other hand the political manoeuvring between the four allied monarchs and their ministers and Napoleon and his German underlings. Can the allies force Napoleon back and will they be able to wrestle away his control over a continent?

This game was designed by Brian Cameron and Jim Wallman and played before on several occasions in the United Kingdom. Brian and Jim have been so kind to allow us to use their design.

When & Where

The game will take place Saturday 22nd of June at Activiteitencentrum Doddendaal in Nijmegen, The Netherlands. This is the same place as last year’s Barbarossa game.

Costs to participate in the game are 25€ for players and 12,50€ for umpires. You can enlist individually or as a group. To register, follow this link to our website. We will try to fit players to their preferences where possible.

Have a look at our website for the roles and nations involved
and register for the game!

For more information see our website, or contact megagamesnl@gmail.com

I’ll be bringing you updates in the coming months.

You can also follow us on Twitter @megagamesnl
and on Facebook at the Megagamesnl page.
Apart from upcoming games we also bring you a lot of stuff about military history and innovative ways of gaming

Hope to see you in June!

Saturday, 8 September 2012

Lost Youth, Vietnam megagame

The good news yesterday was that I received my briefings in the mail for Lost Youth, the Vietnam megagame next Saturday.

Although the exact situation is unknown as yet, it will be an early war operation putting a U.S. Army regiment plus ARVN batallion against a Peoples Army brigade (ie North Vietnamese) with local Viet Cong (National Liberation Front) support.

This game will focuss on the Vietnamese experience as much as on the US and ARVN. I will be serving in a PAVN batallion staff.

On the day we'll receive the relevant information and start out planning for the operation in the morning. In the afternoon the operation will unfold, hopefully according to plan.

Looking forward to this one!

Saturday, 7 July 2012

Jim Wallman, my favourite game designer

My game designing hero is Jim Wallman, a friendly guy from South London with a warped mind and the English sense of humour. He has a good grasp of (military) technology and history, of popular culture and of gaming. One of my fondest memories of him is sitting together on the ground in a wargames convention hall and trying to design a game on global crime networks.

Jim started out playing ith the likes of miniature wargaming icons Paddy Griffith and Donald Featherstone, then became involved in Wargame Developments, an innovative English game design group. Their foremost inspirations were miniature wargames and Kriegsspiel and the games mostly assumed pretty good knowledge of the subject to play. The club was a fertile ground for aspiring game designers and has done a lot in the development of matrix games for example.


Jim was one of the founding members of Chestnut Lodge Wargames Group in South London, which over the years has dedicated itself to the design of new games. I find it a very inspiring club of people that are supportive and critical of game design and I’ve played some of the most fun games ever there.

The range of game formats and mechanisms Jim has used is just astounding and he really uses the form he thinks fits the theme and approach best. They range from WWII company actions and samurai skirmish to 18th century English colonels leading their regiments and large scale space battles. Jim has put most of his game designs online for everyone to benefit and has been glad to assist and discuss with aspiring game designers and players like me. It's even led to a translation by an Italian group.

His designs assume that players don´t try to bend the rules and play ´historically´, mostly assisted by umpires. Also he doesn´t believe in complex rules, because player interaction is more important to him. A lot of effort is taken to give perspective through player briefings. Of course, the use of umpires allows rules to be kept to covering only the most likely events, and let wizard wheezes and exceptions be handled separately. As a result, Jim hasn´t designed many board games as he finds the medium too restrictive, but I´ve got a fine example below.


In the early 80s Jim also started doing megagames and over the years has designed and organised dozens of them. After a couple of years he and a couple of friends/designers set up Megagame Makers. In 2005 the organised their ‘hundredth’ megagame, The Last War, with about 150 players and umpires fighting WWII from January 1942 to the bitter end in two days. Search out their archive of megagames and stand in awe of the number of games they actually put on over the years, especially if you consider what a shitload of work these games take to organise. I’ll go deeper into megagames elsewhere.

And these are my favourite (non-mega)game designs of his:


Tank duel: a double blind tank dog fight. The teams are on opposite sides of a curtain with the terrain duplicated. They only see their own tank until the enemy gets into the line of sight. Both teams consist of commander, gunner, loader and driver (depending on tank type of course). The commander has to order each of the other crew members on direction, type of ammo use, firing etc etc. By keeping the pace of the game up it becomes extremely tense and fast, with most games done in under 15 minutes.

My worst session was against an experienced team that used an antitank gun. All the time I was wondering why they hardly gave any orders. Until they hit me while turning the corner.

Decapitation: a boardgame of the ‘Freedonian attempts’ to take out an ‘Evil Dictator’ before they invade his country to bring peace, democracy and prosperity. The Freedonians have intelligence teams on the ground and radio listening to pinpoint the dictator’s whereabouts, but the latter has a few stand ins to deceive them. Of course, bombing and cruise missiles can have collateral damage that will lower public support for the war. This game shows what is possible in designing and producing a game as it was ready before the Iraq war was over. The map is here.


The Universe: the Universe is actually a living background to a whole range of games, including a strategic campaign Humanity will Prevail (running for over 10 years now), pirates (erm… independent traders), space marines and ships’ crew role playing campaigns, large space battles, and sports.

The major polities in the campaign have gained an eerie level of realness over the years as players have added their political styles and popular cultures. Political summits are hosted, battles fought, propaganda wars waged and elections rigged.


I used to sort of rule the government of the postcommunist Sirian Socialist Republic, an egalitarian bureaucracy that has greatly expanded its robot workforce to lessen the burden of human labour. When not in a meeting, the SSR leads the opposition to the Evil Empire of Sol, unless distracted by piracy, terrorism, natural disasters, alien invasions or out of control AIs.

Do have a look. And enjoy!

This was posted earlier to Fortress Ameritrash