Tactics 101
This is an essay by Walter Grube, one of our more experienced players. This is one player's opinion only, and does not necessarily reflect the views of the game designers. In particular, we'd like to ask you to ensure that your actions are realistic, and reflect the role that you're trying to play. We encourage innovation, inventive solutions, and new approaches to problems, but we need to keep the game under some semblance of control. This is National Security, not Fantasy...
NSDM Tactical Advice 101. You really can do anything you want in this game. Flatten Iraq! Invade South Korea (the Chinese would love to do that!), send a three Marine Divisions to Israel... wait... never mind... Do whatever your heart desires... As long as it helps achieve your victory conditions!
But the Controllers should know about some of your plans beforehand, so they can give you credit for it. If you surprise them with somthing, you will get credit, but not as much. Some few things, not many, need to be written down so you can get credit for them.
Most of the interaction in this game should be player to player. Spending all day convincing the Controller of your plan to take over Outer East Podunk will do you no good, get out in the world, make some allies, and take over the country yourself!
Example of when to deal with the Controllers:
Tell the Controllers beforehand what your devious plan is, and you get more points for it than if you surprise them with it. Be Nice to the Controllers: they are volunteers who sacrificed their gaming schedules for your benefit.
Trade agreements are a really popular thing for a lot of players, it gives both players' economy a boost. But since there are two countries involved, it is a little more complicated to make it official.
Write up your trade agreement in duplicate. Details aren't necessary, just say that country A is going to trade with Country B, and list the items each country will trade. If this deal involves legal material, have BOTH countries' commerce officials (US Secreary of Commerce, Russian Interior Minister, etc) sign it, each of you must sign it, and then give one copy to each country's controller. (that is why you make TWO copies...). Yes, this will take few minutes, so make fewer, better deals, rather than lots of deals with everybody in sight.
Planning: Plan as early as you can. Things take time to happen. For example : You can't get that Infantry Division in Bosnia out in a day, so be aware of time lags in your responses to events. This isn't a boardgame with a short time scale. You are moving around lots of people and equipment, and this takes time. Another Example: Research and Development takes time also, and the plans you make now really won't have effect until a couple of hours real-time (Usually. Mostly. Sometimes.)
Role-Playing: Do not feel like you can't role-play in this game. In fact, acting out your role makes the game a lot more fun for everyone concerned. Examples:
- Imagine what people in your position do in real life. Saddam Hussein does not watch CNN all day; only when his country is being invaded. He is visiting his people, inspiring loyalty from his subordinates, etc. Pound on the table! Ask for Allah’s forgiveness when you increase the Military budget at the expense of food purchases. Express your unhappiness over the latest budget.
- Think about what people in your position want in real life. For Example: The US President wants to get re-elected... Legislators are busy schmoozing votes, fact-finding, proposing budgets, and generally figuring out how to get votes.
- Remember that you represent yourself (as leader of your faction/province/country, AND you represent all of the people that agree with your way of thinking. For example: the Russian Entrepreneur has a disturbing habit of showing up in America disguised as the Russian Mafia player...
- Ask about the Russians at Origins '96... they were great Russians!
Specific Hints about Role-Playing in this Game:
- Use body language, weird adjectives, stutter, adopt an outrageous accent if you aren't an english speaking country (like, say, US Southeast electorate). Use lots of creative metaphors and unique adjectives (four-letter words are bad form however).
- Use creative words to describe your opponents to the press...
- Be dramatic! Denounce your enemies in public, then make deals with them in private! Hijack a Jet Airline! Pound on the table! Do a Photo-Op of yourself riding around in a Tank!
- Be energetic and active and enthusiastic, (but not overly so). Boring players will get ignored, and Obnoxious ones will... probably get their way... until you gang up on them!
- Make threats you can deliver on that will restrict someone else's movements. Iran and China have notoriously tight borders, for example. A good job for a trusted subordinate is border patrol, especially to keep those pesky Americans under control.
Persons sitting around waiting for things to happen are good targets.
NSDM Tactics 102: Advanced Tactics.
Acting, Pt II:
- Don’t be afraid to ask the controller "how should I write this up? I have a neat idea."
- Staff Estimates are mostly reliable. Mostly. They should not be treated as Holy Writ. Governments have toppled and Military S+D missions have gone awry because of inaccurate intelligence.
- The number of Controllers congregating together is a direct indicator of the amount of chips about to hit the fan. If they ALL get together, that is tantamount to the world ending (they won’t end the world because then the game would end)
- Plan Early and Plan Often. Plans take a couple of hours to fully mature. If you want to get something done now, you had best have planned it a while back. Remember you are moving a lot of stuff around, on a strategic level. No, that Motor Rifle Division can’t go from Chechnya to Poland in a day.
Don’t be afraid to act your part a little bit. Realize that you represent, in most cases, yourself and the people in your organizations who think like you. Use those faceless functionaries/ red shirts/ peons, to get things done that you as your Public Self can’t do. This list should get your brain going.
Part III:
- US electorates have Chambers of Commerce, Concerned Citizens Groups, Corporate Executives and Leaders (Bill Gates, Lee Iaccoca), Mafia, Drug Dealers, Tourists, Military dependents, farmers, School Boards, Student Groups, University Activists, City Mayors, State Governors, Worker’s Unions, Veterans groups, Loyal Order of Moose Local 24, you get the idea.
- Iranian Revolutionary Guard has University Students in other countries, Fanatics with bombs and a Suicidal Attitude, 16-year-olds with sub-machine guns and Toyota Pick-Up Trucks, a couple of brigade of troops, spies and informants US Legislators have congressmen, committees, staff and interns! Use Them! Go out on Fact Finding Missions! Have your Budget/ Armed Services/ Foreign Relations Committee member go out and pump people for information.
- The Ministers of State (US Secretary of State, Russian Foreign Minister) has all of the people in the bureaucracy of customs (ever wonder why it took so long to get stuff through customs?), functional ambassadors, occasional spies in foreign embassies.
- The Russian MoD/US Secretary of Defense etc.. have: Intelligence Staffers, content army units, disgruntled army units, Hawkish Legislators (legislators who like to spend money on defense), Veterans groups, retired members of the military .
- The Chinese Communist Party has: Bureaucrats of all stripes, Village Mayor of West Podunk, Mayor of Shanghai, regional Governor, Regional Crimelord, Maoist Farmers, etc.
Think about what the person in your position wants to do in the real world: the US President wants to get re-elected. US legislators want more votes. The Russian MoD wants a strong Military. The Iranian Revolutionary Guard wants to act like a government-sanctioned street gang. The Japanese are waaaaayyyyy too capitalistic for our good. Forming a clique of like-minded individuals in your country is a great thing, as long as it lasts. Meet regularly and coordinate your actions. While you are at it, form another clique, in case the one you are in falls apart.
NSDM Tactics 701: Tactics Conference.
Larger Staff Countries when fully staffed, such as USA, PRC, Japan, Europe, are less fertile ground for Power Plays because of the sheer number of people involved in the process. Smaller Staff Countries, such as Russia, Iran, Middle East, are very fertile, because a small number of players are available for creative government restructuring. Bear this in mind when requesting a position. In order of most to least, here is my estimate of the Machiavellianism (deviousness, power-playing, chance of getting "purged") involved in a country’s politics: Russia, Iran/Iraq, Mid-East, China, Japan, Europe, USA. This doesn’t mean the USA is an easy country, it simply operates on a bit more civilized playing field. Instead of getting shot, you are merely publicly humiliated and driven out of public life.
Reality Check: Nature abhors a vacuum, and the Controllers abhor a quiet game. If the players aren’t keeping each other busy, you can bet money that the Controllers will create trouble. Maybe if they see you standing around, they will hand you a problem. Or, if the whole game is running smoothly, they will start a war somewhere. Although this game does not simulate reality in any way, it does in that you can apply real-world tactics , strategy, and concepts to achieve your goals. In this way it is frighteningly realistic.
For example, the US prez needs continuing Electorate support if he wants to have leverage with Congress (see "Reagan, Ronald W"), and to get re-elected (see "Clinton, William Jefferson"). The Congress needs the support (passive or active) of the Electorate to get their agenda approved. Example #2: you can’t have a coup without tanks. Some Player Positions have victory conditions that are the same as other player positions in the same cell. The is definitely true in the US, Chinese, and Japanese cells. This is not a good thing in the US cell, it a good thing in the Chinese cell, and it is neutral in the Japanese cell.
Forming a Clique(advanced): One tactic which I particularly admire was used by a US President in game past. He convinced a Legislator (a rather timid young lady) to be his Vice-President and to write his budget, while he went out and ran the other aspects of the country. The funny part was that the President didn’t show in the endgame standings, while the Vice-President Won First Place. Be careful of how you delegate your power.
Finally: Disregard any and all of this advice if the situation warrants. This tactics sheet is only a list of advice given to get you started thinking in terms of how this unique game works.
See you at the Con!
Your Faithful Servant,
Walter
The National Security Decision Making Game, © 1995-2003 Dan McDonagh, All Rights Reserved.
Information provided by Walter Grube
This site created and maintained by Dawn Duperault and Mike Tucker.
Send mail to the NSDM Staff.
Home