Retrospective of Vietnam ’65

“We are fighting a war with no front lines, since the enemy hides among the people, in the jungles and mountains, and uses covertly border areas of neutral countries. One cannot measure [our] progress by lines on a map.”—General William C. Westmoreland

By Patrick S. Baker

1965 was the year that, as one source puts it, “Vietnam Becomes an American War”. The massive bombing campaign, Operation Rolling Thunder, started. The first American ground combat units arrived “in country”. The Battle of the Ia Drang, the first major set-piece battle of the war (so well detailed in We Were Soldiers Once… and Young by Lieutenant General (Ret.) Hal Moore and Joseph L. Galloway) was fought in November that year.

It was also in 1965 that the bifurcated nature of the Vietnam War became clear. Part of the war was a conventional ground war with regular American military and Army of the Republic of Vietnam (ARVN) units fighting conventional battles against the communists’ guerrillas, called the Viet Cong, (VC or Charlie) Main Force units and the North Vietnamese Army (NVA) units.

The other part was a counter-insurgency (COIN) campaign with America and her South Vietnamese allies trying to win the  “hearts and minds” of the largely rural population with generous foreign aid, civic construction projects, and Special Forces (SF) deployed to train the local defense forces to battle the VC guerrillas.

Computer Bismarck: A Retrospective of the First Serious War-game for the Personal Computer.

“In May of 1941 the war had just begun, The Germans had the biggest ship that had the biggest guns

The Bismarck was the fastest ship that ever sailed the sea, On her decks were guns as big as steers and shells as big as trees”

Sink the Bismarck by Johnny Horton and Tillman Franks

By Patrick S. Baker

Computer Bismarck was developed and published by Strategic Simulations, Inc. (SSI) and is considered the first serious war game published for what was then called micro-computers and are now called personal computers, or PCs. Prior to Bismarck’s release computer video games had largely been arcade-style games; in home versions of Space Invaders or Pac-man, etc.

Released in February 1980 for the TRS-80 and the Apple II. The game was developed by Joel Billings and John Lyons and written in BASIC computer language.  Rather than come up with a design from scratch, the two developers liberally “borrowed” (some would say lifted directly) from Avalon Hill’s (AH) board game, Bismarck.  Noting the similarities of SSI’s Computer Bismarck, as well as other SSI titles, to their various board games, Avalon Hill took SSI to court in 1983. In 1984 the companies settled out of court, with SSI reportedly paying AH $30,000 dollars.

Guadalcanal Campaign: A Retrospective on the First Monster Game for Personal Computer

“Before Guadalcanal, the enemy advanced at his pleasure—after Guadalcanal, he retreated at ours.” – Adm. William F. (Bull) Halsey, USN

By Patrick S. Baker

In 1982, Strategic Simulations, Inc (SSI) released Guadalcanal Campaign (GC). The game is the first game developed by famed game designer, Gary Grigsby. GC is also considered the first commercially released “monster wargame” for personal computers.

In 1982, Grigsby was a civil servant working for the Department of Defense (DoD). He had long had an interest in strategy and wargame, buying and playing board games from companies like Avalon Hill, Victory Games, and Simulations Publications, Inc. (SPI).

In 1979, Grisby bought a TRS-80 to “take the combat systems off of these really complicated … wargames and put them on the computer.” Eventually, Grigsby was trying to develop and program full games using BASIC.  But he had no idea how to contact the two main PC game developers of the time, SSI and Avalon Hill, to get his games produced and marketed.

Retrospective of the Battles of Napoleon: A Construction Set

“I used to say of Napoleon that his presence on the field made the difference of forty thousand men.”  – Arthur Wellesley, the Duke of Wellington

By Patrick S. Baker

Battles of Napoleon: A Construction Set (BoN) was developed by Chuck Kroegel and David Landrey of Tactical Design Group (TDG) and released by Strategic Simulations, Inc (SSI) in 1988. BoN was the last of twelve serious war games developed by TDG and marketed by SSI. On a note, SSI arguably produced the first “serious war game” for the microcomputer (read personal computer), Computer Bismarck, in 1980.

BoN was a turn-based strategy game, where players would take control of either French or Allied armies during the Napoleonic Wars and make decisions on movement, formations, and tactics. The game incorporated various factors such as weather, terrain types, and troop morale and training to simulate the complexities of real battles.

Plumbers Don’t Wear Ties: A Retrospective

By Patrick S. Baker

Plumbers Don’t Wear Ties (Plumbers) was developed by Kirin Entertainment (no relation to the fine Japanese beer) and released in 1994. It has been variously called an adult-oriented “romantic comedy”, a visual novel, and dating sim, as well as a full motion video game. Whatever the developers’ ambitions for the game were, they were not met. The game actually turned out to be a branching slideshow with strictly limited player interaction.

Plumbers feature John and Jane, who are being pressured by their respective parents to go out and find a spouse. The player’s task is to get John and Jane together.  Set in the fictional city of “New Lost Wages,” a stand-in for Las Vegas, the game is centered on the lives of the two main characters.

John is an unemployed plumber, while Jane is a beautiful and ambitious woman caught in a bizarre love triangle between her rich father and an oddball photographer.  The gameplay consists mainly of making choices at various branching points in the story.

Players must navigate through a range of quirky and inexplicable situations, each filled with absurd and unexpected twists. As the game moves along, the player meets a range of flamboyant characters, including a domineering boss, a sexy secret agent, and a leather-clad dominatrix.

Connections Wargaming Conference 2023

By Mitch Reed

I hope many of you can recall my article from the Connections Wargaming Conference in 2022 and the podcast from 2019 that spoke to this event. The 2023 event held at National War College in Washington DC was yet another for the record books and we here at NDNG were glad to attend in force as well as help sponsor the Dice-Breaker social event.

Review: Second Front by Mirco Prose

By Mitch Reed

Recently I had to spend some time recuperating at home from “cave cough” which is prevalent in our West Virginia mountain bunker. This gave me the chance to check out the new release from Micro Prose called Second Front. I had the game on my wish list since the first news of the game came out well over a year ago. I was able to spend a good amount of time on the game and discovered how much fun it was.

Retrospective of Big Rigs: Over the Road Racing

“At least I know where bottom of the ocean is.” 

Sergey Titov, on Big Rigs: Over the Road Racing.

By Patrick S. Baker

“Bottom of the ocean” is correct. This 2003 racing game has an aggregate 8 out of 100 score on Metacritic and reportedly a 1 out of 10 on the now-defunct Gamerrankings.com website. Both of these scores are the lowest in history. One reviewer stated that “Big Rigs is so devoid of design, game play, structure, aesthetic or functioning technology that it can’t be called a game at all.”

Retrospective of Civilization II

“How do you make a sequel to a game that covered all of human history?” ~ Brian Reynolds

By Patrick S. Baker

The thunderous success of the original Sid Meier’s Civilization (Civ I) in 1991, today would demand a sequel, and quickly, but back in the dark days of the early 1990s that just wasn’t so. In fact, the game that would become Sid Meier’s Civilization II (Civ II) was the first direct sequel that MicroProse would develop and market.

MicroProse management assigned the sequel development task to Brian Reynolds. Reynolds was no newbie to the game design and development business. He went to work for MicroProse in 1991, developing adventure games like Return of the Phantom. He had also previously collaborated with Sid Meier on Sid Meier’s Colonization. But none of his experience answered the basic question to which he needed a good response: “How do you make a sequel to a game that covered all of human history?”

Reynolds went to the source first, Meier himself. Reynolds later said: “We (he and Meier) sat down and brainstormed about it and hashed out ideas…” but Meier had little else to do with the game which would still bear his name.

Connections Wargaming Conference 2022

by Mitch Reed

Last month wargamers of every ilk converged at the Institute for Defense Analyses (IDA) facility in Alexandria, for the annual Connections Wargaming Conference. This was the first live event since 2019 due to COVID19 and many people, including myself, were excited to have an in-person event.