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NOCTUVAL

Noctuval Solutions specialises in designing bespoke simulations and wargames.


We help organisations make informed decisions by allowing them to explore complex issues, test different strategies, and understand the potential consequences of their actions.


Through realistic and dynamic scenarios, our simulations give participants the opportunity to make decisions under uncertainty and pressure, stress test existing plans, and identify potential hidden risks before they arise in the real world.

Independent

We are not selling a product or a preferred answer. Findings follow the evidence, including when they are uncomfortable.

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Rigorous

Scenarios are built with subject-matter experts and tested before the day, so participants spend their time on decisions rather than disputing the premise.

Discreet

Every client, scenario and finding is confidential. We agree how material will be handled before work begins.

Tame The Dragon

 PORTFOLIO

Five original games designed or in progress. They show how we design for learning and analysis. Each puts people under pressure to make decisions, then lets them visualise and discuss the consequences.

Tame The Dragon

Logistics Wargame

Players keep sea lines of communication open to Taiwan and US forces during a hypothetical invasion of Taiwan. Supplies of ammunition, food and fuel must move along convoy lines to sustain Taiwan.

Developed with help from Amos Jiang, Toshiki Fujita and Maria Young.

Format

Players Practise

Relevant To

Players

Session Length

A point-to-point and zone map, over 80 cards covering C4ISR, cyber and land capabilities, and supply tokens.

Prioritising scarce supplies, routing convoys, and weighing sustainment against the capabilities that protect it.

Logistics, sustainment and maritime planning staff, and teams studying a Taiwan contingency.

2-6

180 minutes

Underwater Strike

Cooperative Crew Game

Players take crew positions aboard a modern submarine, such as commanding officer or contact manager. Each role has different responsibilities and abilities; submarine modules can be damaged, and the crew must work together to complete its mission.

Created because there is little introductory material on modern submarine warfare and how a crew works together.

Format

Scenarios

Players Practise

Relevant To

Players

Session length

Role-based cooperative play with damageable submarine modules.

Delivering a Special Forces team, launching Tomahawk missiles at ground targets, and sinking key enemy warships.

Teamwork across roles, communication, and keeping a mission on track while the boat is damaged.

Naval education and training.

4

120 minutes

Watershed

Divisional-Level Wargame

Players command units of 3rd (UK) Division, including infantry, armour, logistics and defence and medical units, against a near-peer opponent: Russia.

Units can be played as equipped in 2025, or with hypothetical capabilities that are planned for procurement. Every unit tracks its own fuel, ammunition and spare parts, which must be resupplied continually for it to move and fight.

The supply approach is inspired by Sebastian Bae's Littoral Commander series.

Format

Customisation

Players Practise

Relevant To

Players

Session Length

Divisional-level wargame with unit-by-unit supply.

Current equipment or planned future capabilities, so today's force can be compared with possible changes.

Commanding a mixed force, and managing the supply burden of fighting a high-intensity war.

Land force planning, force design and procurement discussions.

2-4

120 minutes

The Samurai And The Dragon

Matrix Game

Territorial disputes in the East China Sea can escalate quickly into larger conflicts. This game focuses on misunderstood escalatory actions and the failure to see an adversary’s point of view.

Players propose actions, justify them, and counter their opponents’ actions and arguments. An adjudicator guides play.

Format

Suited To

Players Practise

Relevant To

Players

Session Length

Argument-driven matrix game played with an adjudicator.

Entry level. Non-experts can play it with the adjudicator’s help.

Anticipating how an adversary reads your actions, and recognising escalation.

Policy, diplomacy and security teams, and educators.

2

60 minutes

Steel Retribution

Tactical Wargame

A tactical game that educates beginners and junior tank commanders on modern armour technology and tank-on-tank combat in the 21st century.

Players coordinate with other tanks in their platoon to spot targets, move into firing positions and cover each other while outmaneuvering and destroying the enemy.

Format

Customisation

Players Practise

Relevant To

Players

Session Length

Hex and Counter Boxed Wargame

Tanks are equipped from cards representing current and future armour technology.

Platoon coordination, mutual cover, and the trade-offs between different armour technologies.

Beginners and junior tank commanders.

2

120 minutes

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