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Monday, 11 May 2009

A short breather …

Having found the two sets of painted and based 15mm Peter Laing figures in my shed, I thought that I would take a short but necessary breather from operational-level wargames design and see if I can use any of them with my modified version of the TABLE TOP BATTLES wargames rules.

I checked the size of the bases the figures are on and was very pleasantly surprised to find that they fit quite well into the 5cm squares. This means that I could use some of the Chaco War figures – which are paint conversions from Peter Laing’s range of WWI British and Russian figures – for my currently moribund Laurania campaign. This would be a diversion from my current plans, but …

Sunday, 10 May 2009

If you go down to the shed today …

Well I did … and I did get a surprise! Now that I have had more time to search through the pile of plastic storage boxes I had put in the garden shed some years ago, I have found loads of wargaming stuff that I thought that I had lost or had forgotten that I had.

What I had 'found' includes:
  • A boxful of ROCO Minitanks, some of which are painted but most of which are still in their original boxes.
  • A boxful of made and unmade HO scale buildings.
  • A boxful of unmade 1:72nd and 1:76th scale military vehicle kits.
  • Two complete 15mm painted armies for the Chaco War (the figures are Peter Laing WWI figures organised into regiments of 20 figures).
  • Two small 15mm painted nineteenth century ‘imagi-nation’ armies (again, these are all Peter Laing figures).
  • A boxful of unmade 1:1200th scale plastic model ships.
  • A boxful of various unmade plastic kits, including 1:400th scale models of the Russian battleship POTEMKIN and cruiser AURORA.
This is quite a lot of stuff that I will need sort out over the next few months. Some of it I can use almost immediately, but much of it will need to remain in storage until I can decide what I am going to do with it.

Saturday, 9 May 2009

Operational-level Wargame Design 8: First draft complete

The first draft on my operational-level wargames rules – OPERATIONAL ART – has now been completed.

I have uploaded a PDF version to the RED HEX WARGAMES website so that anyone who wants to read them can do so. Please remember that they are still a working draft and not properly play-tested. I hope to begin this process later in the week. In the meantime I am putting the rules to one side so that when I read them again I will do so with a fresh set of eyes … which is when I will begin to see all the mistakes!

Friday, 8 May 2009

Operational-level Wargame Design 7: Progress report

Despite my best-laid plans, I have not yet finished the first draft of my operational-level wargames rules.

That said, I have made considerable progress and should have it finished sometime tomorrow. Writing the earlier blog entries about my design philosophy has really helped, as they have given me a structure – and some of the crucial mechanisms – to work with.

Thursday, 7 May 2009

A naval diversion

This morning I spent an hour or two doing some work in my garden - not something that I do often. My main task was to dig away the earth that had been washed down the 1 in 10 slope in front of my shed. Once I managed to get the shed door open I found a whole load of wargaming stuff that I had 'forgotten' about.

Amongst this 'goldmine' was a box of World War I model warships that were made by Minifigs many years ago. They include:

No. 5: Lion/Princess Royal Class Battlecruiser

No. 7: Drake Class Cruiser

No. 11: Invincible Class Battlecruiser

No. 12: Dreadnought Class Battleship

No. 13: Cruiser (unknown class )
Note: No. 13 is listed as an Early Turret Battleship in the Minifigs catalogue

No. 15: Transport Ship

No. 20: Destroyer

No. 21: Destroyer

No. 24: Destroyer

No. 26: Submarine

Wednesday, 6 May 2009

Operational-level Wargame Design 6: Work of drafting begins

Having now decided on a name for my rules – the highly unoriginal OPERATIONAL ART – I have begun word-processing the first draft. With any luck – and a following wind – this should not take long as most of the work has been done already. My plan is to have the draft finished and ready for play-testing by Saturday, but one never knows what will crop up in the meantime …

Tuesday, 5 May 2009

Operational-level Wargame Design 5: Why use combat values for units? How will combat be resolved? - The missing factors!

Whilst re-reading my recent blog entry about the allocation of combat values to units and the mechanism that will use them to resolve combat, I suddenly realised that I had missed out one of the transient factors that should be included in the Combat Power calculation. The missing factor relates to flank and rear attacks and should read:
  • +3: If the attacking unit is attacking an enemy unit in the flank or in the rear.
I also noticed an inconsistency in two of the other transient factors that should read:
  • +1: If the attacking unit is artillery firing at a target unit that is an adjacent hex.
  • -2: If the attacking unit is attacking an enemy unit that is in defence works, inside a wood, or inside a built-up area.
I hope that this now makes a bit more sense as well as being more consistent in style and terminology.

Monday, 4 May 2009

Keeping a record of my blog entries

I have spent a lot of time over the past few days thinking and writing about the design of my operational-level wargame rules, and at various times I have needed to re-read some of my earlier blog entries to check on what I had written. The fact that I had used plenty of labels helped me to find most of what I was looking for, but some of the things I had written about in some of my blog entries were quite difficult to find.

I therefore decided to print off the ones that I though that I would need to refer to again … and then realised that I did not have an electronic or hard copy of any of my blog entries. I could not work out how to transfer a copy of my blog over to my hard drive, so I used the copy and paste function in my word processor program to transfer the text and images from all of my blog entries into a document.

I split the document up into two-month long sections, each of which has a contents page, and then printed it off. I then hole-punched it, and filed it into a large 4-ring binder.

I now have both electronic and hard copies of my blog entries … and have just spent the last hour or so looking through what I have written since I started last September. What surprised me was how much I had actually written, how many wargames I had played, and how many ideas I had had. It has also made me realise that reviewing your own work can be both rewarding, helpful, and fun, and I have now decided to make copies of my blog entries as I write them. This should ensure that in future I never have to spend more time than is absolutely necessary when I want to look for a blog entry.

Operational-level Wargame Design 5: Why use combat values for units? How will combat be resolved?

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:
  • 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)
In the first of these books Colonel Dupuy explains how he and his colleagues at HERO (the Historical Evaluation and Research Organisation) developed the concept of QJMA – the Quantified Judgement Method of Analysis of Historical Combat data. They analysed the data relating to over one hundred battles and developed a very long and complicated formula that produced results that, when the specific data was added, accorded with the actual results of the battles they had studied. They appeared to have identified a mathematical model that could be used to predict the outcomes of battles.

The second book takes the theory forward, and compares the methodology – now referred to as QJM (the Quantified Judgement Method) – with other theories of combat.

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.
The book also describes the QJM Combat Power Formula in considerable detail, although the description begins with Clausewitz’s Law of Numbers and shows how QJM relates to it. Put simply they both boil down to:

P = N x V x Q
where:
    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)
By comparing the Combat Power of both sides in a combat, the results of that combat should be predictable. It is thinking behind this basic formula that I will be using to develop my own combat resolution system.

It is worth noting that the Combat Effectiveness Value used in Colonel Dupuy’s work seems to show that certain nations produce more effective soldiers than others. For example, in his third book the use of QJM demonstrates that during World Wars I and II German soldiers were 1.2 times more effective that British, French, and American soldiers, and up to 3.0 times more effective than Russians. It also shows that during the Arab-Israeli Wars Israeli soldiers were at least 2.0 times more effective than their Arab opponents. Some commentators have cited this as showing that Colonel Dupuy can only get his formulae to work by ‘fudging’ the data; others have sought to examine how and why this apparent ‘national superiority’ has come about.

Applying the concepts behind QJM

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).
When the Combat Power of both sides are compared, a result is generated using a system that is not very dissimilar for that used in Phil Barker’s DBA and TABLE TOP BATTLES by Mike and Joyce Smith.

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
Note: The starred (*) additons to the basic combat value only apply to command units.

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.
The element of chance is represent by the use of:
  • A D12 (for the Germans).
  • A D10 (for the Russians and Axis allies).
The choice of different dice has been made in light of the work done by Colonel Dupuy to show that the soldiers of different nations have different Combat Effectiveness Values.

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.
Note: If a unit has to withdraw more than four hexes to comply with a combat result or it is prevented from doing so because of an obstacle or enemy unit, the withdrawing unit is deemed to have been destroyed.

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.

Sunday, 3 May 2009

Operational-level Wargame Design 4: Why activation cards?

Other than in a real-time computer simulation, it is almost impossible to design a wargame without having to make compromises as to who can do what and when they can do it.

Basically it comes down to a choice between two alternatives:
  • 'I go; you go';
  • Simultaneous movement.
Over many years I have played – and designed – wargames using both of these alternatives, but I have never felt satisfied with the results.

If the ‘I go; you go’ method is used, it can lead to one side standing around waiting for their turn whilst the other side moves it forces and initiates combat; this is both boring and not conducive to ‘fun’ wargaming. If the ‘simultaneous movement’ method is used, it is crucial that players are very specific in what they intend to happen when they write down their orders, otherwise games seem to dissolve into series of acrimonious arguments. In addition, neither system works if – like me – a lot of your wargaming is done solo.

The first alternative method to these two mainstays of wargames design that I ever incorporated into one of my own designs was copied from an idea in John Sandars’ AN INTRODUCTION TO WARGAMING (1975). He used a numbered counter system to determine the order in which units were activated during each turn. At the beginning of each turn the players picked the same number of numbered counters out of a bag as units they commanded. They then allocated a numbered counter to each unit in the order that they wanted that unit to be activated during the turn. When the turn began, the unit with number ‘1’ was activated, then ‘2’, and so on until each unit had been activated. The counters were then collected back in and put back into the bag for the next turn.

This modified version of ‘I go; you go’ seemed to overcome some of the problems generated by the conventional ‘I go; you go’ system, although lovers of ‘simultaneous movement’ still objected to it. Furthermore, unless the numbered counters were picked out of the bag ‘blind’ and allocated to units unseen, it did not work well in solo games.

The next method I used was developed from ideas that I first read in Larry Brom’s THE SWORD AND THE FLAME. This method used a pack of playing cards where one side was allocated ‘red’ and the other ‘black’. The playing cards were shuffled, and when a ‘red’ card was turned over, the ‘red’ side could activate a unit, and when a ‘black’ card was turned over, the ‘black’ side could activate a unit. This continued until all the playing cards had been turned over, at which point they were reshuffled and play continued.

This ‘continuous movement’ system did seem to work well with both face-to-face and solo wargames, and I used it in BUNDOCK AND BAYONETS and RESTLESS NATIVES. However some players objected to the idea that one unit could – if the turn of cards allowed it – be activated several times one after another.

Richard Brooks and Ian Drury (both of whom are fellow members of Wargame Developments) then introduced me to a different method of using playing cards to determine the order in which units were activated. They used the smallest playing cards that are generally available (they are specially produced for the card game ‘Solitaire’). The cards were shuffled and then dealt face down to each unit on the table, and once dealt, they were turned over. The unit that had been dealt the playing card with the lowest value was activated first, then the unit with the next lowest value playing card, and so on until all the units that could be activated had been activated. This system worked extremely well, and gave the feeling of ‘continuous movement’ without allowing a unit to be activated time and time again before their opponents could respond. I was so impressed with what became a standard element of all the RED SQUARE wargame designs that I have used it in almost all my wargame designs of recent years, including RED FLAGS AND IRON CROSSES and REDCOATS AND NATIVES.

My only objection to this system is an aesthetic one; I don’t like having the playing cards on the tabletop. I therefore looked around for an alternative that would do the same job but would not require me to deal playing cards onto the tabletop. After a couple of false starts I came up with the concept of activation cards.

Each unit has an activation card that bears its name. These are printed onto business cards using an inkjet printer, and are then laminated. When a unit is deployed onto the tabletop, its activation card is added to the pack of activation cards that will be used for this wargame. The pack is shuffled, and when a unit’s activation card is turned over, that unit is activated.

It is worth noting that a variation of this system was used for SOLFERINO IN THIRTY MINUTES, the main difference being that instead of unit activation cards, there were commander activation cards.

This system has worked well in play-tests, and it is the system that I will be using in my operational-level wargame design.