Tag Archives: Chestnut Lodge

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?

The Stress of Battle – Part 3 – Op Research on Terrain Effects

504th Regiment, 82nd Airborne troops advancing...
504th Regiment, 82nd Airborne troops advancing through snow-covered forest during the Battle of the Bulge (Photo credit: Wikipedia)

This is the third part of my extended review of The Stress of Battle by David Rowland. It is such a strong piece of operational research that I thought that it would be useful for wargame designers (and players) to understand what the research evidence is for what went on in WW2 battles.

Fighting in Woods

The data comes from an analysis of 120 battles that took place in woods or forests from the US Civil War to the Korean War. It also applied all the things from the previous research and tried to see how woods differed from combat in other types of terrain.

Woods Open Urban
Attacker casualties per defence MG (at 1:1 force ratio)

0.818

2.07

0.76

Force Ratio Power Relationship

0.418

0.685

0.50

  • Defence is less effective in woods, most likely because limited fields of view mean that the engagement ranges are shorter
  • Combat degradation is greater in woods during night battles
  • Artillery suppression is less effective in woods (presumably because the trees absorb some of the shell splinters)
  • Attack casualties reduce with attacker experience (after ten battles attacker casualties are half of that of inexperienced troops)

Continued in Part 4 – Operational Research on Anti-Tank Combat

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Games on COIN

This post is prompted by an excellent post by the guys at On Violence. You should read Capturing Australia! COIN is Boring Pt.3 to which this was my belated comment.

McCormick model of insurgency
McCormick model of insurgency (Photo credit: Wikipedia)

My apologies for coming late to this one, I’ve been on leave for a couple of weeks now and being spending time with the family.

I’ve been interested in designing a counter insurgency game since the mid 1990s. The original trigger for my interest were the decolonisation conflicts of the British Empire. This wasn’t a board game, nor a computer game. The group I belong to designs face to face games for multiple participants, a bit like the sort of command post exercises those of us who’ve done some military or civil contingencies time would recognise.

I never ran the decolonisation game that prompted this, it needed 20 players, which was too many for the free venues and too few to make it economic in the hired halls. However there were a number of spin-off games, including a look at the Palestine/Israel insurgency in 1945-48; Malaya in the 1950s and Aden in the early 60s.

By the time I’d looked at those traditional insurgencies we got into the Iraq and Afghanistan wars. My most recent attempt, which sort of almost counts as a board game (it has a map, which is really only for flavour) looked at the experience from the point of view of the Afghan farmers, and the drivers that took them to insurgency (or not as the case happens). I ran it twice, both times with someone who served in Afghanistan as one of the players.

I come at all this as a hobbyist. I make the games I’d like to play but cannot find commercially. The same is true of the people that I play with, we form a community of game design activists. (Chestnut Lodge Wargames Group, mainly in the UK). Over the years I’ve played games as both an insurgent and a counter-insurgent. They hold a lot of game play and interest. However a lot of it defies easy mechanisms that you can write down on a few pages than just about anyone can understand.

Part of this is that insurgencies aren’t all the same. What works in dealing with one group might only make things work with another. You need to get inside the culture and methods of the insurgents to defeat them. Or at least that is how I read it. Sometimes it will be unpalatable for modern players to play those games, either because of a close connection with someone hurt by the insurgency, or because current moral standards differ from those of the period or culture concerned.

That said, I think it is possible to write good games about insurgency. They just need to be specifically tailored to the insurgency in question and the players appropriately briefed in advance. You also need players that will roleplay it a little rather than just play to mechanisms.

 

– See more at: http://onviolence.com/?e=739

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Trawling the Archives

I’ve been looking through some of my early writing on my computer, most of which was written for publication in Chestnut Lodge‘s club magazine, known affectionately as MilMud (a contraction of Military Muddling). I found several articles from the mid 90s which I have cut and pasted into the blog with dates when they were originally written or the file modified date if that isn’t clear. I was pleasantly surprised to find that Libre Office can open WordPerfect 5.1 files with no problems.

  • 1995 CLWG Games Weekend – Saturday. This was my first ever CLWG event and my first offside report.
  • 1995 CLWG Games Weekend – Sunday. The second part of this report.
  • A Young Officer’s Guide to Fighting in Built Up Areas (FIBUA). I wrote this as a spoof of a training manual extract. At the time I was very uch into military humour.
  • Design Session for ‘Lion Comes Home‘ onside report. This was the start of my fascination with counter insurgency, back in 1995. I wanted to do a game about the post-war decolonisation, and I did lots of work on it and ran many test versions of parts of it. However the whole game never appeared because it was too big for a club game and I didn’t want to commit to running a megagame.
  • Onside Report on C3I. This marks another of my obsessions, in trying to accurately model morale of people in combat. Almost everything I read (and a few recent conversations with veterans) suggest that most people in combat aren’t remotely effective, and even those that are aren’t as good as they would be in training. Despite the tone of the article I never further developed or used C3I because it was too fiddly for a good game.
  • Milmud article on Revolutionary Warfare. An article I wrote for the CLWG club magazine on one of the spin off games from my idea for Lion Comes Home. This was in January 2003.

There are still more articles in my archives that I intend to add to my blog, so that this becomes a better record of the development of various ideas. Unless I write fresh material as a result, I’m always going to slot them in to where they would have appeared had I had a blog at the time.

 

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CLWG December 1999

What you missed at the Chestnut Lodge Wargames Group (CLWG) December 1999 meeting.

English: Wreckage of a Fairley Battle shot dow...
English: Wreckage of a Fairley Battle shot down by the Wehrmacht, France, on May 1940. Deutsch: Trümmer einer von der Wehrmacht im Mai 1940 in Frankreich abgeschossenen Fairley Battle. (Photo credit: Wikipedia)

The CLWG December 1999 meeting started from 12 at John Rutherford’s house and we played until after 9pm. Afterwards we chatted, with the aid of several bottles of wine, until almost midnight. In total we had 13 members at the meeting. It started with a fairly light-hearted game called ‘Battling Druids‘ which was originally designed by Trevor Farrant as a participation game for wargames shows for another club that he is a member of. This involves four 100mm models of druids, four fountains, a cloud with a lighting bolt, hordes of hedges, magic spells and a whole lot of fun.

A sergeant air-gunner mans his Vickers 'K' gun...
A sergeant air-gunner mans his Vickers ‘K’ gun from the rear cockpit of a Fairey Battle. (Photo credit: Wikipedia)

Next up was an RAF Aircrew RPG which I ran with the help of a couple of others. This involved the layers creating themselves characters, setting off in their Fairey Battles and hamming it up big style. Every stereotype was there, from the Australian bush pilot (who was a real-life Quantas Jumbo Jet pilot) to the terrible ex-public schoolboy who drove his Morgan nearly as fast as the aircraft. All the players ended up in enemy hands (what do you expect when you take a Fairey Battle to bomb a bridge in Maastricht?) They were separated, interrogated and then combined in a prison camp (except for the Aussie who broke out and ran for it like a man).

This led us nicely into our next game from Jerry, which was set in a POW camp near the Swiss border in the later part of 1944. It was based on one of the exercises that the regular army uses to test its potential officers reasoning ability. We split into two groups for this, and although both groups came up with reasonable plans neither of us managed to get the ‘DS solution’ which is what the army consider to be the correct answer. Admittedly the set problem does tie your hands a bit and railroads you towards a sub-optimal solution (at least in my view). This also ran alongside another session of the ‘Battling Druids’.

Next up was the club quiz, run by me. It came in two parts. The first part was where I asked people ten questions about their ideal game, its title, what it would feature, what it wouldn’t feature, where it was set, its subject and who the dream designer would be and a couple of other things too. The interval was filled by Chinese takeaway and some wine. After that I read out the answers to each of he questions and people had to guess who had written which answers. Given the rather silly nature of some answers (e.g. one of the games was titled something like “Manchurian Kung-Fu Space Marines vs. Psycho-Alien Death Nazis from Mars”, another called “Charles & Die” – about the English Civil War naturally) this was a highly amusing game where people were accused of all sorts of things.

After the club quiz things degenerated further into hilarity with a game of Starship Marine. The game was different from normal because each player had to write down what actions the player on their left did (which rotated round the table each turn). When you got the bit of paper telling you what had just happened you announced what you wanted your character to do next (and hopefully the person who was writing down what actually happens was listening to you). This game involved teddy bears, VR porn, scantily clad women, large alien robots, leaking steam, a system failure in a suit of powered armour, accidental grenade throwing and a host of other improbable and hilarious outcomes that wouldn’t normally have happened in one of our usual games using the rules.

All that happened after that was that we sat around and talked for an hour or so before deciding that we had to leave to get last buses/trains/etc home. In all it was a good session.

CLWG Games Weekend 1995 – Saturday

This was the first Chestnut Lodge event I had attended and I must say that I enjoyed it. I was fortunate enough to have read the last few editions of MilMud. So I had a vague-ish idea of what was going on. I managed to find Chestnut Lodge eventually and turned up in the middle of the first turn for the Origins of World War One.

Origins of World War One

This was a rather intriguing game, with a good dash of paranoia all round. The game went quite well, although the timing was a bit confused. It wasn’t clear to the players what year it was, although I am sure that the umpires knew quite well. This wasn’t a serious problem in the sense that everything happened when it happened and not in any particular time sequence. At least that’s how I perceived it to be, I may be wrong. I’ll say no more as I’m sure others are better placed to offer more constructive stuff.

Pickles’ Railway Game

The next thing I was involved in was Jonathon Pickles Railway game. From talking to Jonathon this started out as a time-filler and grew into a behemoth so fast that he was forced to put it out of its misery on the Saturday evening.

It was a very good game as it went, although I thought that it went a bit slowly. Jon blames that on the lack of mechanical counting devices and help in sorting out the railways. Doing everything manually took time and contributed to the sudden demise of the game.

That apart the game would be worth doing in it’s own right, it was fairly engaging and involved as much activity as one was willing to give it. About the only concept that I didn’t quite get to understand was exactly how the stock market was operating, but then I never actually asked anyone to explain it.

The rest of the game seemed very obvious with only a minor skim through the brief, which seems ideal as I understand that not reading briefing is common. (Government Ministers certainly don’t read their briefing, so why should anyone else be expected to?)

Watch the Skies

As a blow by blow account of what I did at the games weekend I ought to mention Jim Wallman’s game, well he brought it along with him anyway. It was an MB game that Games Workshop could have written, the less said the better. Especially as my side (the baddies) got wiped out.

I did play in Jim’s trainer for Watch the Skies which I enjoyed, and managed to get landed with command of the SAS team. In the process of the operation we saw lots of strange stuff, reported it all back to Hereford, and didn’t fire a single shot!

This lead on nicely to the evening session of Watch the Skies. I had arranged with Mukul to join the Chinese team and looked after their operation. I managed to cause a fair amount of paranoia amongst some of the other teams, especially the Brits.

After peacefully resisting any attempt by the British to board my container ship, during which no-one was hurt or threatened by any weapon, the British shot a dozen or so of my crew after attempting to abseil onto the deck of my ship.  I had handcuffed the first two down. After such severe provocation I was forced to retaliate by shooting down the helicopter.

I also engaged the frigate with an ATGW, successfully hitting it amidships. Unfortunately a freighter is no match for a warship, however small, and I had to allow the Brits aboard before the 4.5″ shells hit something vital. After we got the fire out and the Brits had searched the ship, and found nothing with which to justify their piratical actions they apologised and withdrew rapidly.

I have learnt my lesson, there is no paranoia at Chestnut, everyone is out to get everyone else. Next time I’ll have anti-ship missiles.