Category Archives: games

The 200 Foot General

This is the third post on my Operational Research driven wargame rules (and it’s probably about time that I came up with a catchy name for them, ideas in the comments section most welcome).

One of the most unrealistic things I find in most commercial wargames that I have read or played is that it is very easy for players to change their plans and give new orders to their troops every turn. This is so common that there’s even a name for it, the 200ft General.

What is the Problem?

The concept being that the player is like a General with perfect perception and control of his troops, and he can react to things that they aren’t yet aware of because the player can see the models on the table.

Here are a couple of relevant quotes from the Operational Research that demonstrate why this is a problem.

“a detailed, well-rehearsed plan blocks acceptance of the quick orders rattled out over the radio ten minutes before an attack starts. This mix of friction and mental block can be seen to play a part in nearly half of all mission failures.” Murray in Brains & Bullets

“complicated plans were much more likely to fail.” Murray in Brains & Bullets

So this gives a constraint to the game design. A successful OR driven wargame will ensure that it isn’t easy to change orders and that the more complicated a plan is the more likely it will be to fail.

Potential Solutions

This isn’t a new problem, many wargame designers have grappled with it over the decades that wargaming has been popular. Lots of games have mechanisms of one sort or another to counteract this, ranging from hidden movement and deployment through to complex activation systems. All of these have problems, but at least they’re trying to solve the core problem of limiting player decisions to those that are reasonable for a commander on the ground.

  • Hidden movement & Deployment. This is a very good solution, and one that lots of games try to implement. It has difficulties in that you either need to trust the other player or have an umpire. Failing that some pre-game organisation to produce maps that can be annotated helps. It tends not to be used for competition wargames.
  • Written Orders. This is what real armies do, and so far as I’m aware only one commercial game has attempted this (Spearhead). It slows down the game, or increases setup time. Possibly producing a pro-forma might speed things up.
  • Unit activations. This seems to be common in popular rules. The actual mechanisms vary considerably, but the gist of it is that as a player you cannot be sure whether or not particular units will be activated. About all you can be sure of is that you cannot move your entire army. A good example of this is the DBA PIP system. A general gets 1d6 unit activations each turn.

I think that a good solution would be streamlined and easy to implement by players. Something like this is likely to have a major impact on gameplay speed, and we’re looking for ‘fast’ as a default setting. Each game turn needs to take 5-10 minutes to run through so that a whole game (including setup) can happen in about 2 hours.

Do you have any other potential solutions to this problem?

2D Morale Chart

Further to the previous post Faith in Morale I’ve tried to synthesize the varioius readings on military psychology into a set of morale rules that might give a realistic ebb and flow to an engagement. I’ve not had a chance to test these yet, but here’s what the chart looks like.

v01 of the 2D Morale Chart, (c) 2014 James Kemp
v01 of the 2D Morale Chart, (c) 2014 James Kemp

Reading through the various OR type publications it seems to me that morale is affected by proximity to both friends and the enemy. The closer solders get to the enemy the more they seem to do things other than follow orders. This is not really a surprise, but it’s nice to see the research back up the gut feel.

Where I can find hard numbers for things I have used them to construct the 2D morale chart. In some ways this is sort of arbitrary, the numbers aren’t comprehensive enough to complete it. I’ve taken distance from the enemy as one axis and propensity to fight as the other axis. Probability isn’t as straightforwards as counting the squares, as I’ve chosen to use a 2d6 roll on this chart. This tends the answer towards 7 and I have used the probabilty of a given result (or greater) as the method for putting the shading on the boxes. Where certain conditions make something more or less likely the difference from the probability of 7 or more is what I’ve used to decide whether the die modifier would be +/- 1, 2 or 3 (most end up as +/-1).

I’ll post up more of this, along with some ideas on how I expect it to work, in a later post. Broadly though each glob of troops will have a marker on the chart showing their current morale state. Each time morale is tested they will roll 2d6 and modify. Scores of 6-8 (about 45%) will remain unchanged. scores of 9-11 will improve morale and 12 will improve it and move the unit closer to the enemy (except for defenders in prepared positions). Scores of 4 or 5 will decrease morale, a 2 or 3 will decrease morale and cause the soldiers to give ground back to cover.

 

Faith in Morale

An Army Padre in Afghanistan with a CrossI’ve been reading operational research on the psychology of combat recently. It got me to thinking about the role of religious faith in morale of soldiers. I’m not personally religious and don’t have an axe to grind on this. What I am trying to do is build a game design model that properly accounts for relevant factors.

The thought that struck me was that combat is very stressful and that soldiers are called on to do unpleasant things to others. This isn’t an every day thing but it does happen. The after effects can be very severe, PTSD isn’t pleasant for anyone and can last for years after the traumatic events have finished. Psychological casualties are as real as the physical ones, they just have a delayed onset and are harder to spot.

Faith in Morale

Looking at rational human reactions in combat and life threatening situations you can see that the belief system of the individual plays a strong part. If you read first hand accounts enough you begin to understand this. Heroes often do what they do because they don’t see other options that they find acceptable.  People run into burning buildings or stay at a point of danger to help others. A selfish rational view would get you out of there. This often comes down to helping other members of the in group, not letting others down or not being able to live with themselves if they hadn’t tried to help. It is rare to hear patriotism cited, although often modestly you’ll hear ‘I was just doing my job’. That last is rarely true from a technical perspective but it reveals that the person that said it was driven by their belief system.

You’ll have noticed that I’ve been writing about a belief system here rather than faith. That’s deliberate. Faith is a kind of belief system but isn’t all of it. Everyone has a belief system, even atheists. Not everyone has faith.

So where do belief systems come from?

They are a product of our upbringing and life experiences.  Religious faith has a major part in shaping them, as does the dominant culture in the society that we live in. Even those that consciously reject those are shaped by it in their rejection.

Some examples. Homophobia is driven by belief systems. The dominant culture in the UK has taught us that it is a bad thing. Some religious groups disagree, and there is a high level of support far that point of view from the older members of society and those that have arrived from other cultures that don’t share the same belief as our dominant culture.  In the main the driver for homophobia is the classic out group of psychology.  Humans form groups of similar outlooks and turn against other groups. It’s animal instinct and manifests in many places and in many ways. Civilised humans learn to control the behaviour it drives and accept that other people (mostly) aren’t a threat. Being indoctrinated from birth into thinking about things makes this much easier.

Back to combat. The fundamental beliefs that go on here are about harming others and self preservation.  Religion tends to have a view on both of these. Typically it is don’t harm others and you need to make earthly sacrifices for a heavenly reward.

The combat calculus every combatant goes through is pretty much ‘does the risk to me outweigh the benefits of what I’m doing?’

If you are an atheist with no belief in an afterlife then you aren’t going to be as keen on checking out as someone expecting a massive reward for furthering the cause of their chosen religion (and it is the individual combatant’s interpretation that counts here, not the orthodox view).

So perhaps you get something like this:

Belief harm to others self-preservation Overall result
Atheist Only if its within the rules of engagement I don’t want to die Avoids taking risks where possible, but is ready to kill to do the job at hand. Unlikely to operate outside the rules of engagement lest there is an earthly punishment.
Humanist Do unto others as you would have done to yourself I don’t want to die Kills only when there iis no alternative. Will stay well within the rules of engagement as it is what their belief system demands. Won’t take unnecessary risks but will do what they can to help others.
Orthodox Christian/Muslim Killing is wrong, but God accepts that sometimes it is necessary. I don’t want to die yet, but there will a reward in the afterlife if I do good work. As with the Humanist avoids harm to others, but if it him or me will kill the enemy. Will self-sacrifice to save/help others but tries where possible to preserve their ability to continue to act.
Religious Fanatic God wants me to kill unbelievers If I do God’s work I will be rewarded in the after life. Disregards personal safety to achieve the mission objective (which implictly includes doing what God demands and converting or killing the unbelievers.

Let me know what you think in the comments thread.

Related articles

Book Review – Bullets and Brains by Leo Murray

Brains and Bullets: How Psychology Wins WarsBrains and Bullets: How Psychology Wins Wars by Leo Murray

My rating: 5 of 5 stars

Brains and Bullets is an excellent and very readable book which tries to put some hard numbers on a variety of psychological tactics that can be used to persuade your own troops to fight and the enemy to give up.

This is an excellent work on what happens in combat and why. It is very readable, structured into bite sized chunks on the key phenomena and then some joining up when it has all been explained. Each chapter opens with an account from a real soldier who experienced that psychological effect in combat. This is then analysed and explained, pulling in other examples as required to show that it isn’t an isolated incident but a general effect. Those examples range from the Napoleonic Wars right up to operations in Afghanistan, and they’re the products of proper scientific research not just a collection of war stories from unreliable sources.

That said there is no need to be an operational researcher, or scientist to understand the book. The language used is straightforward and direct, each of the concepts is very well explained and it forms an excellent introductory work as well as being well researched. The target audience is ordinary people without a technical or military background (although the author hopes that many military officers and civil servants will read it and think about it). Here’s my favourite line from the end of the book “if you are paid to be a military analyst, don’t forget that you work for the Crown (or the people) and for soldiers. You owe no allegiance to your cost centre manager. Crack on.”

If you do have a serious interest then it is worth saying that this isn’t fluffy pop psychology (I like those as light reading, having read Psychology at uni). All the conclusions are backed up with hard numbers from years of solid operational research. The author is hoping to influence army officers to use tactical psychology to make them more effective, so for example “even the hardest-fought flank attack seized ground with a smaller force, captured more of the enemy and caused fewer fatalities on both sides. flanking attack was six times more effective than a frontal attack.”

I’m not going to summarise this book like I did for the Stress of Battle, it’s way more available and affordable. Go buy it yourself (or borrow from the Library) and enjoy it. I certainly did.

View all my reviews

Counterfeit Game Money

At Chestnut Lodge Wargames Group we design and play a lot of games involving game money. We do this to the extent that we often joke that all you need for a game are CLWG members and some (play) money.  By definition none of this is real, but in game terms it is always genuine. There is never any question that some of it could be fake. For more modern games involving high value government expenditures this is definitely fine, but in some of the games we play it would make for an interesting dynamic if it turned out we couldn’t rely on the value of the coins.

 

Game money
Game money (Photo credit: James Kemp)

 

So while my daughter was playing with my stack of play money (see the photo above) I was thinking that I could run a game, probably in a fantasy setting, where the different players had briefings about what they saw as acceptable money.  I thought it would need to be a trading game, perhaps with merchants from different parts of the world with their own coinage, and supplying things to either each other or to city/principality governments. I could brief them about the relative values they had for each of the types of coins, and I could also suggest to some of them that damaged coins, or those where the paint had come off, weren’t worth as much (or were even totally worthless). This would add an interesting dynamic to the game, especially if the briefing wasn’t too widespread. An additional possibility would be to deliberately add in counterfeit currency and have someone try and pass as much of it as they could into circulation.

 

What do you think, could this be done?

 

 

 

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A215 – Life Writing – Working in the Dark

From the two pieces I’ve already posted, Early Memories & Initiative at Night and another I drafted this piece as part of the life writing tutorial for A215 Creative Writing. It has summarised the original freewrites and linked them with a through-line.

Working in the Dark

“How many civil servants does it take to change a lightbulb?”
“None, they prefer to work in the dark!”

As a small child I play with lego by candlelight, a power cut. I sit beside the glass door to the balcony, the rest of the room is dark and impenetrable. The multicolour swirl pattern on the carpet is vivid. The thick green base tile and the red and white lego bricks forming into a house. In the dim Scottish winter night I can’t play for long before it is too dark.

Almost twenty I spend a night navigating between bases on the Pentlands to solve puzzles with a group of fellow officer cadets. After a day at university we are flung unexpectedly onto the hills. A psychological trick when we expected to spend the evening drinking in the mess. In the dark we find inventive solutions, much to the chagrin of the Directing Staff. A land rover rolled to change the wheel without a jack. We run a stretcher casualty through a minefield. This carries on all night. We are disqualified, the solutions we found in the dark aren’t approved.

Almost thirty I set up the Climate Change Levy Administration. My first day is greeted by a dark, empty office, no furniture, just a carpet. My new boss thinks the task is impossible in the time. No-one in our Department has ever run an operational case-working team, so there are no ideas about how to set one up. Less than a fortnight later I have begged, borrowed and scrounged facilities for twenty-two people, and recruited twenty people, built an IT system and got the process going. We finish two weeks early.

By forty I understand that I am at my best when working in the dark, improvising and adapting to overcome issues.

 

 

 

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A215 – Life Writing – Initiative at Night

Here’s the second of the pieces I wrote for the A215 Creative Writing online tutorial on life writing.

Saturday 13th December 1991

It’s 3am on a Saturday before Christmas 1991, I’ve only been awake for 21 hours. After a day of lectures I went with the UOTC to Redford Barracks in Edinburgh for a training camp. Since 1830 I have been on the Pentland Hills doing orienteering and solving problems with a team of third year cadets. We’ve not been good at following the approved DS solutions. To change the tire on a land rover without a jack we ignored the planks and mik crates and instead rolled the vehicle onto its side before righting it after we’d changed the tire. Our time was the fastest, but the officer wasn’t pleased. To take a casualty across a minefield (laid with dummy mines that emit smoke if you tread on them) we simply picked up the stretcher and ran across the minefield to the designated helicopter landing site. We got a lecture about that, although some Paras did the exact same thing in Helmand almost twenty years later, and that was with real mines and a real casualty.

About eleven it starts to snow, and when we cross the Pentland Hills as a gaggle with a bunch of other teams it is several inches deep and we have a snowball fight across the line of march. My team are all pretty fit and taking this in our stride, we range up and down the column, encouraging some of the newer recruits who are obviously struggling with this unexpected night exercise. We start some singing to raise morale, and a few minutes after we do we bump into the Colonel, who joins us for ten minutes as we march over the summit. Some snowballs follow the other column with whom we are exchanging places. The Colonel finds this amusing, but carefully avoids joining in.

Over the other side we need to spot some vehicles using night vision equipment and then re-assemble some weapons. This is followed by an indoor stint where we are asked a whole bunch of military knowledge questions. I ruin the graph showing that scores decline with sleep deprivation by scoring 100%, although the rest of the teams manage to keep to the theory.

After this, we go next door to a room with a pile of cables, headsets, batteries and some unfamiliar radio equipment. Jimmy, the Royal Signals sergeant major running the stand, briefs us that we need to assemble an automatic re-broadcast station using the pieces given. The rest of the team turn and look at me expectantly. The bounce is wearing off, but I am still very much awake.

‘Joe, you know about radios, what do we do?’ asks Ian, who’s in the engineer troop. I look around and a couple of the others have sat down.

‘Why don’t you guys get a brew on and I’ll have a look at it’ I reply, unstrapping the webbing that I’ve been carrying all evening. ‘There’s a flask of hot water on the top, and a burner in that pouch’ I say, handing it over to Ian. ‘Chocolate in the ammo pouches, share it round.’

Over the last two and a half years I’ve become an expert at looking after myself, and by extension others, when out and about. I never go anywhere without a brew kit, chocolate to share and food for 24 hours. Weighs me down, but well worth it for unexpected jaunts like tonights.

I take control of the assorted bits of signals equipment. I’ve never seen this particular type of radio before, but the principles are the same as the ones I have used. Looking round the main transmitter box I find several labelled ports for leads to be attached, including a coax style connector for sending signals in and out. By the time I’m done attaching wires and plugging in cables and headsets Ian has made a brew, passed it round with the chocolate and boiled water to re-fill the flask. It’s been about ten minutes and I tell Jimmy that it’s done. I drink the remnants of the very strong sweet coffee Ian made and chew on a mars bar. Jimmy gives it a quick once over and then confirms that it works by sending a message between two other similar sets on different frequencies.

We set off into the dark for our next map reference, which turns out to be a group of four ton trucks to take us back to the barracks. We can sleep, but it’s only two and a half hours until breakfast!

 

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Evolution

image

We’ve had a succession of changes in socially acceptable behaviour. First we couldn’t smoke on trains, then it was smelly food, noisy headphones and excessive alcohol consumption.  Now there is the most sensible change in social responsibility. The Daily Fail is now not allowed on Britain’s rail network. About time if you ask me…

Poetry – Bloom by James Kemp

Bloom

“Splash!”

A roar over my head closes
from behind and drowns the radio.
Binoculars brought to bear, I observe
the seed embedding. It grows
a small orange blossom. Morphing
into a larger, darker flower
climbing from the point of impact.

Rain patters over the iron roof
as sods and stones strike sonorously.

The flower is gone, dissipated
in a cloud of dust, and silence
returns.

Notes

This was the first full poem that I wrote, and this is the fourth draft, which may not be the final version. It was prompted from the memory of watching artillery shells burst when training as an artillery forward observer at Warcop training area in Cumbria in 1991. On the FOO course I gave an incorrect map reference and the first ranging shell burst about 150m in front of me (the wartime safety distance is 250m, in peacetime double that). Normally you don’t see the orange flame of a bursting shell, I only saw it for an instant, and that most likely because of how close I was to the impact point. By chance the shell landed right in the centre of the field of vision of my binoculars. Needless to say this event was accompanied by copious swearing as I ducked back down inside the trench. That was followed by “Add one thousand, repeat.”

As part of my drafting process I read out the poem on video camera, so you can watch/listen to it as well as read it.

<iframe src=”//www.youtube.com/embed/1hsOw80cs-U” height=”315″ width=”560″ allowfullscreen=”” frameborder=”0″>

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Game Design Notes: World War One Strategic Battles

This was originally written as a game design session prompt for a session at Chestnut Lodge Wargames Group back in April 2004. A discussion thread on about this excellent blog post http://sketchinggamedesigns.blogspot.com.es/2014/01/the-wrinkles-of-tactics-first-world-war.html lead me to dig it out and post it here.

World War One Strategic Battles

Turn structure

Three turns per year, March – June (Spring), July to September (Summer) and October to February (Winter).

Actions

Small offensives can be prepared and launched within one turn. Large offensives take a turn of preparation and then take a whole turn of offensive action. Small offensives can be carried on into large offensives.

Battles are fought in phases.

  • Preparation: divisions are allocated to the line, first wave, second wave, exploitation, training and reserve tasks
  • Bombardment
  • Assault
  • Counter-attack
  • Continuation phases if appropriate

Resolution

Fighting is resolved at Army level, with Divisions as the smallest unit (two down). One player per Army?

Three kinds of Division:

  • infantry (standard)
  • cavalry (rare)
  • artillery (representing Corps/Army artillery)

All divisions of a particular kind are the same except for level of experience and training. This can be open to the player as it was generally well known which units were the most effective and had the most offensive spirit.

Special training can be given to units to allow them to be competent at tasks, e.g. building fortifications, pioneer tasks, tank support, amphibious landings etc. The number of turns that they get in this task should be recorded separately from that of infantry training.

Infantry divisions take one turn to raise, cavalry and artillery take two turns. Ideally more training should be given before a unit is used in combat. A minimum of three turns of training is suggested before committing a new Division to the assault.

Training States Turns Experience

New 0 none

Effective 2 time in line

Regular 4 time in line

Experienced 6 time in major offensive (including defending)

Veteran 8 Several major offensives

Both the number of turns training and the combat experience are required for the troops to be considered at the higher training state. Note that the training state is just a label and not a guarantee of performance.

Political End

Resource allocation

Sources of resources

Taxation – can set a proportion of GDP to be spent on government. Level has effect on popularity, standard of living, economic growth, industrial output.

Loans – need to be repaid later but avoids some of the problems with increasing taxation. Can also inject foreign capital into paying for the war which increases overall resources available to any particular nation.

Manpower

Can conscript or get volunteers. Quality issues with conscription but increased numbers may offset that. Volunteers make more aggressive units, conscripts more passive ones. Has impact on economic growth, popularity & industrial output. Also issue of women’s rights if they are mobilised for the war effort.

 

 

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