Origins 2014 – AARsday: Staff Wargaming
Wargaming at Origins, by Jim Zabek
Origins is different from many other gaming conventions, (I’m thinking of you, GenCon) in one particular way: wargames. Origins offers lectures on current military events and offers gaming sessions with wargames. One of the coolest was hosted by Grogheads this year (and I say that with all modesty), where Dr. James Sterrett ran a game that was based on the simulations (ed note: they’re games, he’s just not allowed to call them that!) he runs for the Command and General Staff College for the Army.
The game typically has six players and takes at least two, and possibly three or four referees to help facilitate it. Players are given assignments in the military, and if we were searching for a geekier gaming equivalent, I suppose you could say this is a kind of live-action role-playing sans elf ears and boffer weapons.
Typical roles are the Commanding Officer, Operations Officer, Intelligence Officer, and Fire Support Officer. Other roles can be added or removed based upon the number of participants, their experience, and the objective of the game. In our case we had an additional Task Force commander and a commander for air support.
Our game used On Target’s Flashpoint Campaigns: Red Storm as our game engine. The time was the late-1980s and we were US NATO forces tasked with punching a hole through a force of Soviets.
To begin with our team was given orders, a map, and some guidance on how the military structures its plans. Each player was given a specific task to help contribute to that objective. The plan of attack was broken into phases. Decision points on how to act on contingency plans or to continue forward with the existing plan were developed, along with event triggers to recognize when to act upon those plans.

I took the role of the S2, or intelligence officer, and quickly confirmed the stereotypical role of “military intelligence” being an oxymoron. As the rest of the team was working up plans to punch through a Soviet force and disrupt a large Warsaw Pact logistics center, I was busy attempting to guess what the Soviets would try to do. With limited time constraints I only was able to create two plans: offensive and defensive, and to determine a few event triggers which, if we saw the Soviets execute, I would be able to declare which course of action they were taking. One of the key learnings I was able to take away from the game was that if I made a fundamental error in the basic nature of my guesstimate, all future errors in analysis I made of the situation would be magnified accordingly. In other words, if I was wrong from the start, my errors would only get worse.




















































































