Numbers, Predictions and War
The choice of what method to use to resolve combat is – in my opinion – the most important decision a wargames designer can make. Get this wrong, and however good the rest of the rules mechanisms used may be, the design will fail.
The problem is that combat is not an easily quantifiable event because it ultimately depends upon human interaction, a notoriously difficult thing to model. There are people who have spent a considerable amount of time and effort trying to achieve this seemingly impossible goal, and the writings of one of these – Colonel Trevor Dupuy – occupy a place on the top shelf of my bookcase of wargaming books.
The three main books he wrote about combat are:
The book begins with what Dupuy termed ‘The Timeless Verities of Combat’. These are:
P = N x V x Q where:
Taking concepts behind the QJM Combat Power Formula as a starting point I have chosen a very simple method of combat resolution that combines the following factors:
The numerical values I have chosen for each type of unit are:
Therefore an inexperienced (conscript) Russian Rifle Regiment will have a combat value of 2 (basic combat value plus 1 for being conscript infantry) whereas an elite German Panzer Grenadier unit will have a combat value of 4 (basic combat value plus 4 for being elite infantry).
The numerical values I have chosen for each transient effect on combat are:
Resolving Combat
When combat occurs, both sides take the combat value of the unit that is involved in the combat, add the numerical values of any relevant transient effects and the dice score that they throw, and this give that unit’s Combat Power. These are then compared, and a result is generated.
The combat results are:
The combat resolution system will need vigorous play-testing, but as it is built upon a reasonably sound body of theory and previous experience I hope that any modifications will be minimal.
The choice of what method to use to resolve combat is – in my opinion – the most important decision a wargames designer can make. Get this wrong, and however good the rest of the rules mechanisms used may be, the design will fail.
The problem is that combat is not an easily quantifiable event because it ultimately depends upon human interaction, a notoriously difficult thing to model. There are people who have spent a considerable amount of time and effort trying to achieve this seemingly impossible goal, and the writings of one of these – Colonel Trevor Dupuy – occupy a place on the top shelf of my bookcase of wargaming books.
The three main books he wrote about combat are:
- NUMBERS, PREDICTIONS AND WAR: USING HISTORY TO EVALUATE COMBAT FACTORS AND PREDICT THE OUTCOME OF BATTLES (1979)
- UNDERSTANDING WAR – HISTORY AND THEORY OF COMBAT (1987 & 1992)
- ATTRITION: FORECASTING BATTLE CASULATIES AND EQUIPMENT LOSSES IN MODERN WAR (1990)
The book begins with what Dupuy termed ‘The Timeless Verities of Combat’. These are:
- Offensive action is essential to positive combat results.
- Defensive strength is greater than offensive strength.
- Defensive posture is necessary when successful offense is impossible.
- Flank or rear attack is more likely to succeed than frontal attack.
- Initiative permits application of preponderant combat power.
- Defenders’ chances of success are directly proportional to fortification strength.
- An attacker willing to pay the price can always penetrate the strongest defences.
- Successful defence requires depth and reserves.
- Superior combat power always wins.
- Surprise substantially enhances combat power.
- Firepower kills, disrupts, suppresses, and causes dispersion.
- Combat activities are always slower, less productive, and less efficient than anticipated.
- Combat is too complex to be described in a single, simple aphorism.
- P = Power (In QJM this is termed Combat Power)
- N = Numbers (In QJM this is termed Force Strength)
- V = Variables (In QJM this is termed Environmental and Operational Factors)
- Q = Quality (In QJM this is termed Combat Effectiveness Value)
Taking concepts behind the QJM Combat Power Formula as a starting point I have chosen a very simple method of combat resolution that combines the following factors:
- A numerical value for each type of unit based upon its training, equipment, and experience.
- Numerical values that represent transient effects on combat (e.g. terrain, surprise).
- An element of chance (i.e. the use of a dice).
The numerical values I have chosen for each type of unit are:
- 1: Basic combat value for all units
+0: Poor quality General*
+0: Poor quality infantry and cavalry
+1: Average quality General*
+1: Conscript infantry and cavalry
+1: Transport
+2: Good quality General*
+2: Equipped with light AFVs
+2: Regular infantry and cavalry
+2: Artillery
+3: Exceptional quality General*
+3: Equipped with medium AFVs
+3: Elite infantry
+4: Equipped with heavy AFVs
+5: Equipped with very heavy AFVs
Therefore an inexperienced (conscript) Russian Rifle Regiment will have a combat value of 2 (basic combat value plus 1 for being conscript infantry) whereas an elite German Panzer Grenadier unit will have a combat value of 4 (basic combat value plus 4 for being elite infantry).
The numerical values I have chosen for each transient effect on combat are:
- Add the command stand’s combat value: If a unit’s division, corps, and/or army command stand is in an adjacent hex, add the command stand’s combat value.
- +1: If the firing stand is artillery firing at a target that is in an adjacent square.
- -2: If the target stand is in defence works, inside a wood, or inside a built-up area.
- A D12 (for the Germans).
- A D10 (for the Russians and Axis allies).
Resolving Combat
When combat occurs, both sides take the combat value of the unit that is involved in the combat, add the numerical values of any relevant transient effects and the dice score that they throw, and this give that unit’s Combat Power. These are then compared, and a result is generated.
The combat results are:
- If the attacking unit’s Combat Power is lower than the defending unit’s Combat Power, the combat has been ineffective.
- If the attacking unit’s and defending unit’s Combat Powers are equal, each unit throws a D12 or D10 (as appropriate) and the unit with the lowest score stays in its current position and reduces its combat value by one.
- If the defending unit’s Combat Power is less than the attacking unit’s Combat Power but more than half of the attacking unit’s Combat Power, the defending unit stays in its current position and reduces its combat value by one.
- If the defending unit’s Combat Power is less than half of the attacking unit’s Combat Power, but more than a quarter of the attacking unit's Combat Power, the defending unit reduces its combat value by two.
- If the defending unit’s Combat Power is less than a quarter of the attacking unit’s Combat Power, the defending unit reduces its combat value by two and withdraws until it is at least one hex away from an enemy unit.
The combat resolution system will need vigorous play-testing, but as it is built upon a reasonably sound body of theory and previous experience I hope that any modifications will be minimal.
No comments:
Post a Comment
Thank you for leaving a comment. Please note that any comments that are spam or contain phishing messages or that come from Google Accounts that are 'Unknown' will be deleted.