The Story of Midway 75 at Trinity College - Dr. Steve Fratt, President
HMGS-Midwest
As president of the
Historical Miniatures Gaming Society - Midwest I have been trying to expand the
presence and events of the society beyond our premiere regional miniatures
convention - Little Wars. Our Board decided it would be good to have an event
in the winter, without charge to the membership, to enhance the value of our
memberships. I came up with the idea for a double-blind game celebrating the 75th
Anniversary of the Battle of Midway. I thought if we were successful, we might
be able to offer it to the Navy in June to celebrate the battle near the actual
anniversary date.
I also thought it would be
good to expand the concept of our “war college” that we offered at the Little
Wars convention. At the convention we have speakers discussing historical
events, offering painting techniques, and other topics of interest to the
membership. I thought we could capitalize on the idea of the War College by
having a gaming experience unlike what would fit into the usual convention
format. Having a double-blind game needing several rooms could be accomplished
at a college setting but hard to pull off at Little Wars.
Presenting a Midway event
made sense to me for several reasons. 2017 is the 75th anniversary
of the battle, which offered the possibility of getting the Navy involved in
some way. The nature of the battle lent itself to the double-blind approach
naturally. As I am chair of the History Department at Trinity College, it would
be easy to get the academic building for our use. I had also partnered with
Skip Peterson on several Legends events at Trinity in the past and they were
all successful. Perhaps the most important thing was I had purchased all the
Axis and Allies War at Sea miniatures to represent every ship and plane at a
one to one scale for such a game.
The next step was selecting
the gaming system that the judges would use to resolve all movement and
combats. I had used Avalon Hill’s Midway in the past at Trinity but found it to
be rather cumbersome with miniatures. One of the air strikes was made on most
of the Japanese fleet which, laid out in miniature, filled a good part of the
room. While that was cool, the actual strikes we made only on two to five ships
so we have to shove all the ships laid out to get to the middle where the
combat actually took place. I trolled around in my game collection and ended up
using GDW’s Midway game. What I liked about it was it had planes organized in
half squadrons of 6 actual planes. My plane stands had three planes each so
that seemed like an easy fit. Then, the way ships were handled was a lot easier
than the Avalon Hill game. Defending task forces divided ships into a screen
line and a main body. This meant laying out the ships in two lines of battle -
much easier to manage, especially with lots of players in the room. So GDW it
was.
Other features of combat
rules were interesting as well. Air strikes had to organize into “waves” of no
more than 30 actual planes. Each wave would then set out to attack a single
enemy ship. Before reaching the ship, the attacking wave had to “run the
gauntlet” of the enemy Combat Air Patrol [CAP] which had also been organized into
“waves”. After running through the CAP, the attacking wave would select a ship
in the screen to bomb, receive the AAA from the ship, then find the results of
the bombing run. If a ship in the Main Body was chosen, then the defending task
force would fire AAA from one screening ship against the wave before it
attacked the Main Body ship [and receive its AAA as well]. All this seemed very
logical and intuitive for the judges to carry out for each attack.
Strategic movement on
separate maps and scouting offered many possibilities. Weather would be rolled
for in the Judges Room, communicated to each Task Force, and then the scouting
missions would be plotted on acetate sheets to compare against the main Judges
map on which all naval forces were tracked. We took down the cell phone number
of at least one player in each task force so we could call in the scouting
report as if it was actually in the battle. Remember watching the movie “Midway”?
That is the kind of experience we were able to provide for the players. This
would also be easy to incorporate whatever “friction” we wanted to add to the
experience. If an enemy Task Force was spotted, we rolled for what kind of
information would be received, and then “hammed it up” with the cell phone
report. This was probably the most fun for the judges, coming up with various
kinds of scouting radio reports.
After receiving the scouting
reports, each task force that had planes had to decide what to do with them for
the turn. We judges had to figure out the balance between the “fog of war” and “player
satisfaction” because a strict adherence to the FOG could result in a very
frustrating game experience. We thought we could have the judges carry out all
the combat, leaving all members of the task force in their room and anxiously
gathered around the cell phone listening to the combat chatter. Or we could
have the CAG fly along with the attack to direct it and leave the rest behind
with the chatter. We also left ourselves open to having the entire task force
of players come to see the air strikes happen so they would experience the
actual attack. In the end, we thought it best to emphasize player satisfaction,
especially with a wide and diverse player pool. It was important for everyone
to get something significant out of the event instead of, in the end, having
them feel like they had wasted a day with us.
We had an informal
registration that I kept track of to see how many players and what sides were
going to be favored in play. That went very well. We actually drew some new
interest and signed up five new members to the society who wanted to play the
game. The game was for HMGS-Midwest members only as a thank you for their
support during the year at other conventions. On the day of the game, we
divided the teams up and had a plenary session to outline the general
procedures. We did not teach the rules to everyone. Then rules only came in
play when the judges had to resolve the combat and actions. We kept the focus
on “here are your options, what is your decision”. That approach right there
elevated the experience towards a kriegspiel game. It was important to
us to remind the players that they were experiencing history and not just
playing a game.
We first met in our Pearl
Harbor Room. This is where we would run several movies - In Harms Way, Tora
Tora Tora, and Midway. We had our refreshments there and we also had a “backup
game” in case players got bored while waiting for actions. We used Tora Tora
Tora as the backup game. I had used it in December at Trinity and Games
Plus with some success. It is primarily a paper game I downloaded from the Junior
General that was developed for use at the Naval War College. I had actual
ships representing battleship row so that made sense to use. After this plenary
session, the players split up into their Task Force rooms and the Judges began
the game process. The Japanese had three main Task Forces: the Carrier Strike
Force with 4 carriers, the Invasion Force with a Light Carrier, and the Main
Body with the Yamato and the Light Carrier Hosho. The Americans were divided
into Task Force 16 with the Yorktown and Task Force 18 with Enterprise and
Hornet. We also had a Midway room for the planes located there.
One last item - to spice up
the role playing aspect of the game, my wife cut white headband strips for the
Japanese players to use as banzai bands. We supplied red and black markers -
this was a huge hit and gave the Japanese players a souvenir from the
experience!
Here ends part one of Midway
75.
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