Monday, June 16, 2008

Games Day in Fujisawa, Kanagawa


Hi everyone !

Gaming day at my place in Fujisawa this Sunday !

The day will be starting at 10:00 am, directions and my list of games
follow (this is - as usual - a copy/paste from previous events)

It's been a long time since I had one of those. Please come and have fun !

Cheers !

----------

I live in Fujisawa, but the station is actually Hon Kugenuma on the
Odakyu Enoshima Line. From Tokyo or Odawara, the JR Tokaido line or
Shonan-Shinjuku line are the fastest, then get off at Fujisawa
station, and take the Odakyu. People living in or near the Odakyu line
from Shinjuku might want to take it to Sagami Ono and change there for
the Enoshima line.

At Hon-Kugenuma, take the East exit (it's on the same side as the
train when you arrive from Fujisawa) and turn left at the exit. The
road is basically straight ahead, past a supermarket to your right,
then a gardening shop, and a meat shop to your left. There will be a
crossing with a blinking light, cross it, my house is 100 metres
further, on the right side. It's a white house with a parking, my door
is on the right.

http://maps.google.com/?ie=UTF8&ll=35.329193,139.479493&spn=0.003834,0.010042&z=\\\17&om=1
(My house is located at the exact centre of this map)

If you need to reach me : 080 6626 5822, the IRL name is Guillaume.

Games I have :

- Puerto Rico
- Settlers of Catan
- Valley of the Mammoths
- Guillotine
- Fire in the sky
- War of the ring
- Succession wars
- Pax Britannica
- It still have Kevin's Republic of Rome, amazing game - but long

And feel free to bring whatever game you would like to.

See you all this Sunday !

Tuesday, March 25, 2008

Dungeon Bowl: Bloodbowl Tournament, May 3rd-5th in Tsu City, Mie Prefecture


Pictured: This Bloodbowl Logo belongs to Games Workshop. The official
maker of this great game.

Calling all Blood Bowlers... The biggest BB based Tournament in Japan
is about to come together this Golden Week May 3rd SAT....The
Dungeon Bowl... in Tsu City Mie prefecture... if you can make it
please respond to the message... Be there or just junk your Blood
Bowl Team cos you never play it anyway...

here is the info for this badass event..

Golden Week 3days of May, 2008
May 3 (SAT) 9:00AM~9:00PM
May 4 (SUN) 9:00AM~9:00PM
May 5 (MON) 9:00AM~9:00PM (7:00PM→withdrawal time)



○Place:
Mie Prefecture Tsu City.
〒514-0061 三重県'テ市一身"c上'テ・"c1234
TEL:059-233-1111(information)
『Mie Center For the Arts』
『三重県`麹√カ化セ・ター』(Mieken sougou bunka Center)
生涯学習セ・ター  4階
Shougai Gakushuu center fourth floor
`蛹、修室  Large training room
  
http://www3.center-mie.or.jp/center/annai/01.html
http://www3.center-mie.or.jp/center/shisetsu/14.html


GAMETABLE 16 +α
special equipment  GAMEBOARD/TARRRAIN
 There is a luggage room.   
The Internet can be connected in this facilities.



◯Main Event
  MiniatureGame
『WARHAMMER40.000』[ 40K ]
FreePlay Event
(It is not GAMES WORKSHOP official event. )

Please play in
WARHAMMER [ FB ]
SPAECIALIST GAMES and PrivateerPress "WARMACHINE&HORDS"
You may play the game of other companies.


May 3 (SAT) 
○DUNGEON BOWL tournament. [ Mustafa and David present]
Dungeon Dowl with real dungeon boards.
○[ 40K ]FreePlay/You may play the game of other companies.

May 4 (SUN) 
○ ARMAGEDDON TSU WAR / APOCALYPSE MIE
 WH40K Apocalypse Megabattle 20000p VS 20000p
〇Paint contest(Robert presents)
○[ 40K ] FreePlay/You may play the game of other companies.

May 5 (MON) 
○[ 40K ] FreePlay/You may play the game of other companies.


○Participation regulations
Please defend the following things.
'War hammer 40000' Free play
500 points/1000 points/1500 pointS
(Roster cards/Special rule data)
Other points are free.

' Apocalypse Megabattle 20000p VS 20000p'
The measurement is centimeter use.

'Paint contest'
・categories
'War hammer 40000'
'War hammer fantasy battle'
'Non categories'
Conversion/Scratch build/Other companies etc.
Forge world/Spaecialist games/Diorama/Large scale
Acceptance: 4 (SUN) 9:00AM~12:00AM



○Charge: Undecided (The visitor is free. )

○Parking lot:
Free of charge
Parking at all days


◯ staying:
http://biz.travel.yahoo.co.jp/scroll_map.html?
area=24&keyword1=3557&jtype=1&ekicode=4427080&fo=p&row=20&pre_j=0&lat
=34.43.52.2968&lon=136.30.48.1992



○Please contact Email and mixi if there are a question and a doubt.

Email address
railandcat@yahoo.co.jp (name / Stooge (Japanese info)
badruck46@yahoo.com (name / Admiral Badruckk English info)

[Go! Tape measures]
http://navy.ap.teacup.com/tapemeasures/


mixi community [Go! Tape measures(2008)]
http://mixi.jp/view_community.pl?id=2030375
 (mixi name けだま)

Monday, January 14, 2008

Tokyo Game Day: in Yoyogi Uehara



Title: Game Day: Yoyogi Uehara

Date: Saturday, 26 2008
Time: 9:00 am - 9:00 pm
Cost: 500 yen to help cover the cost of the place (and for prizes if there's
enough collected)

Next reminder: The next reminder for this event will be sent in 6 days, 23 hours, 56 minutes.
Location: Oyama Kaikan
Notes: Here's directions to the Oyama-cho Kaikan where we'll be having the
game day. Everyone is welcome, and you don't
need to let me know beforehand. Just show up if you want.

We'll be there from 9 am until 10 pm so come whenever you like, and
bring anything you want to play. Surely there will be someone who
will take you up on it.

A link to a map is here if you like that sort of thing:
http://www.mapion. co.jp/c/f? uc=1&grp= all&nl=35/ 39/58.968& el=139/40/ 34.212&scl= 25000&bid= Mlink

If you are coming by train, you'll want to go to Yoyogi Uehara station
on the Chiyoda/Odakyu lines or Higashi Kitazawa station on the Odakyu
line. The two stations are adjacent, so get off at whichever one
comes first depending on the direction from which you are coming.

Then follow the map, or these directions.. .whichever is easier (call
my cell phone if you get lost (090-2316-0491) :

---Directions from Yoyogi-Uehara station (this is about a 10 minute walk)

Exit the ticket gate and go straight down a short flight of steps.
You will see McDonald's on your left as you get to the bottom of the
steps. Turn right and go up few steps to the road. Turn right again
and follow the wall on your right. The tracks are above you.

About 50 meters down, the road ends in a T intersection. Turn left
and go to the 4-way intersection with a traffic light. You'll be on
the corner with Origin Bento. Turn right and cross the street. You'll
be heading toward the tracks and will go under them.

Proceed straight up this road about 200 meters (after going under the
tracks you will see a mosque on your left) until you come to an
intersection at the third traffic light. You will see the Daily
Yamazaki convenience store across the way. Turn to the right and walk
about 50 meters. You will see a Shell gas station on your right.
Right across the road from the station is a cement two-story building,
the Oyama-cho Kaikan.

Monday, December 31, 2007

End-State Wargaming? - value of military history, and of war games


Pictured: Victory Games, Pacific War

LEADING OFF THIS issue, Congressman Ike Skelton advocates studying history to better prepare for the reality of the future. Complementing this theme, Matt Caffrey provides an interesting perspective with his piece on the history of wargaming. Just as we should not limit our study of military history to certain conflicts, in the mix of wargaming and history, so should we be careful not to wargame just the wars we would prefer to fight--rather than the ones we get. Effective military leaders will be students of both military history and wargaming.


Military history is full of painful insight about the end states of war. For example, due in part to the Versailles Diktat following World War I, that conflict certainly was not the "war to end all wars." The aftermath of World War II was also enigmatic, leading to the cold war and Korea, among other problems. The Korean conflict clearly has not yet left us. The denouement of Vietnam was hardly spectacular. We are still heavily engaged with no-fly zones in Southwest Asia--as Maj Brent Talbot and Lt Jeffrey Hicks remind us in their article. And Europe is still haunted by the Balkans nightmare, despite world wars and air campaigns like the recent one over Kosovo--analyzed in Lt Col Paul Strickland's piece on Operation Allied Force. Military leaders are well aware of war's end-state dilemmas; yet, despite much focus on desired end states, historical reality reflects many undesired outcomes.

Wargames might also provide insight about ending war, but usually they do not. Why? The answer is that wargames support their intended objectives, and although many of them focus on desired end states of war, they are not specifically designed to do that--thus, in practice, they don't. Typically, an educational wargame begins with growing political, economic, and social unrest in one or more conceptual theaters. Then the scenario builds, with increasing problems leading to open hostilities and consequent decisions to engage militarily. In this process, wargaming students concentrate on the difficult challenges of deploying, employing, and sustaining military forces-and hopefully learn something in the process. Unfortunately, however, learning often stops there and does not include grappling with issues about the desired end states after the termination of shooting.

By the time most educational wargames reach the end state of war, students are exhausted and eager to finish (as are combatants in real war). Hence, wargames often terminate in a fizzle because students' minds are elsewhere, preparing to "go home."

What we need is specifically designed end-state wargaming, but one has to look far and wide to find it. We should begin conceptually with the war(s) already long into the fight and the major focus of the wargame on the end--and beyond. This would provide the time and focused mental effort necessary to really work through the complex end state of war fighting, involving the myriad military, political, economic, and social ramifications.

As students of military history, how might we see better end states from war? Because wargaming can, indeed, influence reality, end-state wargaming needs to be a reality.

(*.) Wargame, used as a single word, runs contrary to current English lexicographical practice. But with an eye toward the German rendering of the concept in the single word Kriegsspiel, for purposes of simplicity in this issue of APJ, we spell the term--and its variants--as one word.

COPYRIGHT 2000 U.S. Air Force
COPYRIGHT 2004 Gale Group

White Dwarf: tabletop wargaming - periodical


Pictured: a lifesize space marine

White Dwarf: tabletop wargaming - periodical
Whole Earth, Winter, 2002 by Gareth Branwyn

My intellectual friends, my arty-fatty friends, hell, even my deep geek friends think I've gone off my nut on this one. White Dwarf is the monthly house organ for Games Workshop, Ltd., a UK company that makes fantasy and sci-fi tabletop wargames. The hobby doesn't seem to be big in the US (though it's growing), but it's huge in Europe. Next to Star Wars and Star Trek, their future universe (Warhammer 40,000) is probably the largest collaborative alternate sci-fi universe out there, with over seven games devoted to it, seven (!) different magazines, dozens of novels, comic books, coffee table art books, THOUSANDS of game components and countless fan websites, White Dwarf is a gorgeously produced full-color magazine with beautiful photographs of mind-boggling 28 turn painted miniatures and futuristic landscapes. The game's enthusiasts spend inordinate numbers of hours lavishly painting details one can barely see with the naked eye.

I've always been fascinated with wargames, not cause I'm a hawk (far from it), but because I'm fascinated by systems and how they interact given fixed parameters and random modifiers. Wargames are perfect little contained systems (part fixed rules, part fixed variables controlled by dice and part real-time decision-making with the rules and rolls). Wind 'em up and watch 'em go! I've also always been fascinated by world modeling, creating believable worlds and climbing into them. This goes all the way back to creating comic books as a kid, then to playing D&D as a teen, later to computer games/MUDS/ MOOS, etc. Warhammer 40,000 is a collaborative world model that you render in the real world, on a tabletop. I don't just want to watch sci-fi, I wanna direct! WH40K lets me direct.
Advertisement

The analog nature of the hobby is a great antidote to the digital saturation of so much of the rest of my life. When guys of my dad's generation got old, they made a space in the basement to tie their own fishing flies or to paint mallard ducks or whatever. Taking an alternate universe from a complex sci-fi mythology, and downloading it into an analog world of miniature models, alien landscapes, and futuristic architectures is perhaps how aging cyberpunks (at least this one) plan on retiring.

White Dwarf Magazine
$50/year (12 issues), 888/497-2537,

www.games-workshop.com

COPYRIGHT 2002 Point Foundation
COPYRIGHT 2003 Gale Group

Thursday, December 6, 2007

Tokyo Games Day Pictures

Games Day Pics...

by Chris Zanella

Got your pics right here...


http://models.goblog.us/gamesdaydec07

Games Day Pictures



I had a lot of fun, not just with the games but the people I got to play the games with. I have a tendency to lose a lot but always the other players make losing so much fun. Traveling so far has been worth it everytime and I will keep doing it everytime.

Thanks Matt for cooking solo for all of us and Nick for putting this together again.

Saturday, October 27, 2007

Computer War Games: How To Estimate Decisions Made By C & C Trainees


Pictured: A radio controlled Sherman tank

by: Donald Jones

Now that the Russian military is cash-strapped and can afford only a limited number of field preparation exercises, computer warfare games (CWG) ar of special importance for in operation(p) grooming of C & C agencies and elements because they make it potential to upgrade career-area skills of officers and rehearse modern C & C methods. Estimation of decisions made in the procedure by members of missile forces and artillery (MF & A) C & C authorised personnel department presents the hardest part of it. Modern theory and methods of estimating the results of CWG education numerous on the one hand and, on the other, there no sufficiently studied and in general accepted methods and templates to estimation decisions being interpreted. This can be put down first of all to objective difficulties involved in formalizing the outgrowth of estimating the decisions of commanders (persons in authority): the complexity of initial operating(a)-tactical situations; considerable uncertainty of stimulation information; the numerous criteria used in estimating the trainees' decisions and the need for reducing the -making values to one generalized value.

Moreover, existing methods of processing the results of CWG breeding not quite adequate for dealing with uncertain stimulus ; the many criteria used in estimating decisions made by authoritative personnel office of C & C agencies of MF & A during state of war games either not into history or into chronicle without due thoughtfulness. This, as a rule, reduces estimate objectivity. In order to achieve the main objective of CWG--to train C & C staff office of MF & A and pinpoint their errors--the CWG headquarters should have tools to promptly and objectively approximation the decisions ; to idea the caliber of work by C & C agencies in the main and by person members of its force; to appraisal the performance of trainees on a leg-by-microscope stage basis.

Meeting these requirements calls for careful preparations of CWG, designing appropriate methods of estimating the performance of C & C agencies and someone members of the who undergo . Continued from page 1. Estimation of armed combat employment plans is based on decisions made at the stagecoach of preparation for the functioning of MF & A subsystems: reconnaissance, command and control, effective engagement and support.

To this end, we take indicators of the selected system for stimulant , whereas indicators of the other subsystems selected and normalized to match the computed units. This organization of the modeling cognitive process makes it conceivable a more complete gauge of the calibre of decisions made by C & C trainees in provision the functioning of MF & A subsystems. Thus, comparative approximation of decisions made by C & C and the drafting of recommendations for upgrading these decisions include: the assignment of problem (formulation of basic characteristics of decisions to be made of C & C trainees); for variants of computation experiments (determination of the functional-tactical background, usable-tactical scenarios of MF & A fight trading operations, forecasts of enemy fighting ); the development of an integrated information model ( squad versus supporting team up); determining the values of indicators essential for idea of decisions related to variants of scrap under considerateness; analysis of values of the indicators essential for estimations; of decisions for every of C & C trainees; the selection of the best arrived at by the trainees; analysis of mistakes made by the trainees and the drafting of recommendations for upgrading their decisions.

The suggested methodological approach makes it imaginable to upgrade the timbre (validation and speed) of of decisions made in various forms of useable of C & C agencies, such as games, command post exercises and during the course of solving somebody problems of battle employment of MF & A in army (corps).

About The Author

Donald Jones http://www.newssites.net