Commentary, reviews and news about games played by adults looking for a challenge.
Thursday, July 19, 2012
Desperate measures
The War of 1812 was pretty much a wash for the United States, two years of fighting settling nothing really, but it was a successful and important period for the US Navy. It's professionalism was cemented by the successes it earned in battle against the premiere naval power of its day, the Royal Navy. In particular, a series of single-ship action in the war's first months mortified the British and boosted American morale.
But some of that success came close to never happening on this date, 200 years ago, as the USS Constitution was nearly trapped by a far superior force of British warships. It was only through exceptional seamanship that the ship escaped.
The official Website
Friday, July 13, 2012
Back to the Future -- Iraq 2002
It's an anniversary season surprisingly little remarked upon in the mass media, but this summer 10 years ago the Pentagon was drawing up plans for the invasion of Iraq. I suppose the presidential campaign season is sucking most of the air of of the room, but can anyone doubt that ,had the war turned out as the Bush administration hoped and expected, the 10th anniversary of the war would be a big deal and this summer's anniversary of the fateful decision to invade would have been noteworthy?
Of course, things didn't turn out as expected, and from the point of view of a wargamer there's an interesting point of view to be had on that.
While the vast majority of wargames depict battles and campaigns that actually happened, there has always been a significant portion based on what-could-be, not just what was. Indeed. the very first wargames were military training tools and were largely geared towards helping train officers to conduct future operations. A secondary purpose was to evaluate plans and tactics. Hobby wargames based on history were a much later development, with H.G. Wells Little Wars in the early 1900s and Roverts Gettysburg in the 1960s.
Once they went there, wargame designers found that there was a much bigger market for refighting the battles of the past than speculative or training style wargames. But wargames based on possible future wars or battles have never been completely absent and were quite popular during the Cold War ear, especially.
In particular, just about every aspect of the Cold war turning hot was explored in a vast number of NATO vs. Warsaw Pact games. But various other potential wars have featured in sundry games over the years -- from rather likely ones such as renewed Arab-Israeli and Indo-Pakisatni wars to some highly unlikely one such as fighting between Flemings and Walloons in Belgium or invasions of the United States by foeign coalitions.
But remarkably, very few of the actual major wars that have been fought since the rise of modern wargaming have been anticipated. There was no wargame predicting the Iraq-Iran war, the Falklands War or the Soviet invasion of Afghanistan. During the Gulf War the previously published Gulf Strike was repurposed to cover the developing situation and S&T under Jim Dunnigan did a fairly credible job of throwing together Arabian Nightmare, also reflecting imminent operations, but this was a rather different case of prognostication than the typical what-if game.
So there's very little evidence available for evaluating whether what-if games about potential wars are really worth anything at all, as far as providing any insights, aside from games at a very tactical level, which often mix actual and hypothetical scenarios.
Which brings me to the unique case of Back to Iraq, Ty Bomba's examination of a potential second war between Iraq and the United Startes which went through three editions between the end of the first Gulf War and the second Iraq War. Historians in the future sufficiently detached from the passions and partisanship of today may, I think legitimately look at Back to Iraq as part of the groundwork that prepared the way for that war's occurance.
And I don't mean to pick on Bomba at all. When he wrote so matter-of-factly that "(Saddam) regained the freedom necessary to carry on his various chemical, biological and nuclear weapons research programs" he was expressing a sentiment shared by many, myself included, at the time.
Rather, the lesson to be drawn is how unimaginable the future is, especially the further into it you go and the more of it you include. Back to Iraq, third edition, which appeared early in 2002 (evidence in the magazine suggests that it was largely designed in Oct. 2001), does a credible job of predicting the general course of events and even some of the order of battle. It's a relatively straightforward job to adjust it to match the historical events, which I did in this "historical scenario,"
But subsequent events showed that the game fundamentally missed the point of the war, which that it was not about defeating Saddam's rickety rump conventional forces, but was about creating the conditions on the ground that would win the hearts and minds of the Iraqi people and give the United States the stable ally it wanted in the region. To be fair, Bomba was hardly alone in missing this point. President Bush, Secretary Rumsfeld, Gen. Franks and viceroy Bremer were among those who also misread the fundamental nature of Iraq and led the United States down the wrong path. But to the extent that Back to Iraq didn't attempt to ask the question of "what next?" let alone attempt an answer, it illustrates the biggest limitation of any what-if wargame that attempts to provide an insight into a potential war.
A contemporary example of this is the Clash of Arms game Persian Incursion. based on the excellent Harpoon 4 system, I don't think there's a better or more exhaustive open source examination of what an Israeli war with Iran would look like, and, frankly, I suspect there isn't a classified examination that's better, either.
The strength of Persian Incursion, however, lies in its technical and tactical evaluation of how the Israelis could target Iran's nuclear capabilities and what the Iranians can do about it. Militarily the answer ends up being clear. The biggest challenge for Israel is the logistics of mounting the raid and delivering the ordnance. And there's very little that Iran can do about it and nothing they do has a significant effect on the outcome. So does this make the whole thing a forgone conclusion?
Not really, because Larry Bond, as the game designer, is compelled to address the other ramifications of such a raid and the war by adding a subset of rules, styled "political" to deal with the larger context of the war. Now I think he does a pretty good job and its highly entertaining. Indeed, because of the manifest military impotence of the Iranian side it's the only thing that makes this a "game" at all. But this illustrates starkly the predictive limitation of the game as a whole. There's really no question that Israel has the physical means to destroy any target in Iran it chooses to destroy. But what that ends up meaning and whether the end result even counts as a "victory" is less clear. In the game it's possible for Iran to win a political victory regardless of the fate of its nuclear program. Where the player would be wrong is in assuming this is just an artificiality to make Persian Incursion a "game." In fact, it's the main insight of Persian Incursion as opposed to Back to Iraq and what makes PI a better tool than Back to Iraq was. Indeed, properly understood, PI is the cautionary tale that Back to Iraq never was, because PI makes it clear that the key battleground of an Israeli-Iran war is not between the two military establishments but the political context in which the war occurs. This is a truth that flew right over the head of Back to Iraq.
A commercial wargame is just one small voice in the wilderness of the mass media, but to the extent that it provides a little insight to the citizen weighing the costs of war something like PI provides a much more solid contribution than Back to Iraq by at least asking the right question -- even if it can't provide an answer.
Of course, things didn't turn out as expected, and from the point of view of a wargamer there's an interesting point of view to be had on that.
While the vast majority of wargames depict battles and campaigns that actually happened, there has always been a significant portion based on what-could-be, not just what was. Indeed. the very first wargames were military training tools and were largely geared towards helping train officers to conduct future operations. A secondary purpose was to evaluate plans and tactics. Hobby wargames based on history were a much later development, with H.G. Wells Little Wars in the early 1900s and Roverts Gettysburg in the 1960s.
Once they went there, wargame designers found that there was a much bigger market for refighting the battles of the past than speculative or training style wargames. But wargames based on possible future wars or battles have never been completely absent and were quite popular during the Cold War ear, especially.
In particular, just about every aspect of the Cold war turning hot was explored in a vast number of NATO vs. Warsaw Pact games. But various other potential wars have featured in sundry games over the years -- from rather likely ones such as renewed Arab-Israeli and Indo-Pakisatni wars to some highly unlikely one such as fighting between Flemings and Walloons in Belgium or invasions of the United States by foeign coalitions.
But remarkably, very few of the actual major wars that have been fought since the rise of modern wargaming have been anticipated. There was no wargame predicting the Iraq-Iran war, the Falklands War or the Soviet invasion of Afghanistan. During the Gulf War the previously published Gulf Strike was repurposed to cover the developing situation and S&T under Jim Dunnigan did a fairly credible job of throwing together Arabian Nightmare, also reflecting imminent operations, but this was a rather different case of prognostication than the typical what-if game.
So there's very little evidence available for evaluating whether what-if games about potential wars are really worth anything at all, as far as providing any insights, aside from games at a very tactical level, which often mix actual and hypothetical scenarios.
Which brings me to the unique case of Back to Iraq, Ty Bomba's examination of a potential second war between Iraq and the United Startes which went through three editions between the end of the first Gulf War and the second Iraq War. Historians in the future sufficiently detached from the passions and partisanship of today may, I think legitimately look at Back to Iraq as part of the groundwork that prepared the way for that war's occurance.
And I don't mean to pick on Bomba at all. When he wrote so matter-of-factly that "(Saddam) regained the freedom necessary to carry on his various chemical, biological and nuclear weapons research programs" he was expressing a sentiment shared by many, myself included, at the time.
Rather, the lesson to be drawn is how unimaginable the future is, especially the further into it you go and the more of it you include. Back to Iraq, third edition, which appeared early in 2002 (evidence in the magazine suggests that it was largely designed in Oct. 2001), does a credible job of predicting the general course of events and even some of the order of battle. It's a relatively straightforward job to adjust it to match the historical events, which I did in this "historical scenario,"
But subsequent events showed that the game fundamentally missed the point of the war, which that it was not about defeating Saddam's rickety rump conventional forces, but was about creating the conditions on the ground that would win the hearts and minds of the Iraqi people and give the United States the stable ally it wanted in the region. To be fair, Bomba was hardly alone in missing this point. President Bush, Secretary Rumsfeld, Gen. Franks and viceroy Bremer were among those who also misread the fundamental nature of Iraq and led the United States down the wrong path. But to the extent that Back to Iraq didn't attempt to ask the question of "what next?" let alone attempt an answer, it illustrates the biggest limitation of any what-if wargame that attempts to provide an insight into a potential war.
A contemporary example of this is the Clash of Arms game Persian Incursion. based on the excellent Harpoon 4 system, I don't think there's a better or more exhaustive open source examination of what an Israeli war with Iran would look like, and, frankly, I suspect there isn't a classified examination that's better, either.
The strength of Persian Incursion, however, lies in its technical and tactical evaluation of how the Israelis could target Iran's nuclear capabilities and what the Iranians can do about it. Militarily the answer ends up being clear. The biggest challenge for Israel is the logistics of mounting the raid and delivering the ordnance. And there's very little that Iran can do about it and nothing they do has a significant effect on the outcome. So does this make the whole thing a forgone conclusion?
Not really, because Larry Bond, as the game designer, is compelled to address the other ramifications of such a raid and the war by adding a subset of rules, styled "political" to deal with the larger context of the war. Now I think he does a pretty good job and its highly entertaining. Indeed, because of the manifest military impotence of the Iranian side it's the only thing that makes this a "game" at all. But this illustrates starkly the predictive limitation of the game as a whole. There's really no question that Israel has the physical means to destroy any target in Iran it chooses to destroy. But what that ends up meaning and whether the end result even counts as a "victory" is less clear. In the game it's possible for Iran to win a political victory regardless of the fate of its nuclear program. Where the player would be wrong is in assuming this is just an artificiality to make Persian Incursion a "game." In fact, it's the main insight of Persian Incursion as opposed to Back to Iraq and what makes PI a better tool than Back to Iraq was. Indeed, properly understood, PI is the cautionary tale that Back to Iraq never was, because PI makes it clear that the key battleground of an Israeli-Iran war is not between the two military establishments but the political context in which the war occurs. This is a truth that flew right over the head of Back to Iraq.
A commercial wargame is just one small voice in the wilderness of the mass media, but to the extent that it provides a little insight to the citizen weighing the costs of war something like PI provides a much more solid contribution than Back to Iraq by at least asking the right question -- even if it can't provide an answer.
Tuesday, July 10, 2012
Falklands end of the road, 30 years ago
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| ARA 25 de Mayo |
This week the Falklands War came to an official end as the British announced they had achieved their aims. Within days the last prisoners would be repatriated and within two weeks the Exclusion Zone would be lifted.
By early June the valiant Argentinian air forces had been defeated. While some damaging raids still occurred, notably the June 8 attack that damaged one landing ship and sunk another, the Argentinians had pretty much shot their wad. Losses were simply too severe to keep testing the British defenses. With their Navy already knocked out of the fight, and the air force, too, the Argentine Army troops around Port Stanley had no real hope of holding on as an isolated island garrison without air cover.
On June 12-13 the final serious fighting occurred as the two British brigades seized the high ground near Port Stanley. And interesting incident occurred as an ad hoc shore-based Exocet managed to hit and damage the British frigate HMS Glamorganas it closed in to give fire support. This suggests that shore-based "artillery" may be becoming a threat to ships again. Truck-mounted mobile shore batteries of SSMs could be very hard to counter in the future.
But the Argentinians didn't have multiple batteries of these weapons -- they had just one. And the British weren't fighting their way ashore. They were actually attacking from the inland side. And so the Argentinians surrendered.
Thirty years a=on the Falklands War remains a singular event. While there have been many wars since 1945 and quite of few of them have involved naval forces, there have been no other combined land-sea-air campaigns that contested all three environments with such vigor. With the possible exception of a China-Taiwan clash there's no similar conflict on the horizon, either.
The Falklands War is an excellent example of the difference between a first world military and one that is not, especially in the huge gap in quality between the Argentinian army and the British land troops and in the ability of the British to launch such a massive logistical expedition in the first place. That said, the war was hardly a cake walk for the British. The Argentinian air units, in particular, seriously threatened the task Force. Had a few more dud bombs gone off or had the Argentinians owned a few more Exocet missiles they may very well have kept control of the seas around the Falkland Islands.
The Argentinian Navy also remains a huge what-if. In the actual event the first carrier vs. carrier battle since 1944 was called off because the slow speed of the Argentinian carrier meant that its A-4 Skyhawks would have had to be launched with just two 500-pound bombs instead of the six desired. Frankly, this was a lame excuse. First, Argentine Skyhawks later made raids with similar small loads due to the range, but most critically, the Argentinians only needed to get lucky once. A single 500-pound bomb could easily have knocked a carrier out of action, even if it didn't sink it. With the British Harriers not having the range to retaliate, the surviving carrier might have been obliged to retreat as well, and with it, the entoire british task force.
No, the Argentinian Navy, which had been the branch most hot on the war in the first place, proved to have cold feet when the moment of truth came, however. After the sinking of the Belgrano, the major elements of the Argentinian Navy didn't venture forth again. And at the end of the day, this, too, seems to illustrate the difference between a first-class Navy and a navy for show. The Royal Navy understood that losing some ships came with the territory and stuck through it despite the hair-raising attacks in San Carlos Waters. The Argentinian Navy cowered in port, which begs the question of why they wasted all that money on a fleet in the first place if they were not willing to risk using it. Argentinian Adm. Gualter Allara may have lost his nerve, but it was an institutional failure, not a personal one.
Monday, July 9, 2012
Things wargames miss
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| HMS Argyll. Note the low-to-the-water midships gun and the lower gun on the aft quarter. |
One of the limitations of wargames is the annoying complexity of the real world while the erstwhile wargame designer is striving to keep his game rules reasonably succinct. Actual operations are filled with examples of unforeseen complications that can have a significant effect in a given circumstance, but are very hard to take account of in a systemic way. This is one of the reasons why a certain amount of randomness doesn't bother me in wargames because the real world is fluke-filled.
What prompts this discussion is the additional handicap that the British armored cruisers at Coronel suffered due to the rough sea state during the battle -- a problem generally ignored in most wargames.
On both the HMS Good Hope and the HMS Monmouth, as well as the similar HMS Argyll shown above, some of the secondary guns are mounted one above the other in battery along the broadsides. Presumably there were some compelling engineering reasons for this arrangement -- maybe it eased ammunition handling or simplified construction somehow. But service conditions revealed that the lower gun in the set was too close to the water to be usable if the sea was too rough. This had the effect of cutting the secondary batteries of the Monmouth and Good Hope in half. The Argyl design was somewhat modified as the problem became apparent and only two of the 6-inch guns on the ship's broadsides were still subject to the problem. Eventually in the surviving ships of the Monmouth class the lower guns were actually moved up to the topside deck and the sea-level gunports plated over.
Even Larry Bond's Fear God and Dread Nought rules, which are justly considered exhaustive, only assess an accuracy penalty for gunfire in heavy seas, but don't formally include a way to account for guns rendered completely unusable by the waves. this is the sort of thing that can be handled by scenario special rules, of course, but it requires that the scnerio designer have dome the sort of in-depth research needed and is also the kind of thing that's not likely to be included in a "what-if" scenario. It's the sort of thing to keep in mind, however, when considering the "on-paper" strength of a unit.
Sunday, July 8, 2012
If the South had won ...
Professional fool Ted Nugent is in the news this week for remarking that things would have been better if the South had won the American Civil War.
Now this is not a new sentiment, of course. As pointed out here:
For every Southern boy fourteen years old, not once but whenever he wants it, there is the instant when it’s still not yet two o’clock on that July afternoon in 1863, the brigades are in position behind the rail fence, the guns are laid and ready in the woods and the furled flags are already loosened to break out and Pickett himself with his long oiled ringlets and his hat in one hand probably and his sword in the other looking up the hill waiting for Longstreet to give the word and it’s all in the balance, it hasn’t happened yet, it hasn’t even begun yet, it not only hasn’t begun yet but there is still time for it not to begin against that position and those circumstances which made more men than Garnett and Kemper and Armistead and Wilcox look grave yet it’s going to begin, we all know that, we have come too far with too much at stake and that moment doesn’t need even a fourteen-year-old boy to think This time. Maybe this time with all this much to lose and all this much to gain: Pennsylvania, Maryland, the world, the golden dome of Washington itself to crown with desperate and unbelievable victory the desperate gamble, the cast made two years ago….
William Faulkner, “Intruder in the Dust”
Left unsaid by Faulknor, of course, is that it's for every white Southern boy fourteen years of age ...
And this, of course, is the rub. Like any great dispute, undoubtedly some folks would have been better off if the losing side had won, but it's hard to see how America as a nation, the liberal democratic world, black Americans, women, labor, and countless other identifiable groups would have been better off if the South had won. It takes an extremely narrow and blinkered view of liberty and what America mea ns to think that the country would have been better off sundered by civil war.
Can a 21st Century American truly subscribe to the idea that this would be a better philosophy?
Our new government is founded upon exactly the opposite idea; its foundations are laid, its corner- stone rests, upon the great truth that the negro is not equal to the white man; that slavery subordination to the superior race is his natural and normal condition. This, our new government, is the first, in the history of the world, based upon this great physical, philosophical, and moral truth. Alexander Stephens, Vice President of the CSA, March 21, 1861
No, it's hard for me to disagree with Gen. U.S. Grant's sentiments as expressed in his Memoirs:
I felt like anything rather than rejoicing at the downfall of a foe who had fought so long and valiantly, and had suffered so much for a cause, though that cause was, I believe, one of the worst for which a people ever fought, and one for which there was the least excuse. I do not question, however, the sincerity of the great mass of those who were opposed to us.
Now this is not a new sentiment, of course. As pointed out here:
For every Southern boy fourteen years old, not once but whenever he wants it, there is the instant when it’s still not yet two o’clock on that July afternoon in 1863, the brigades are in position behind the rail fence, the guns are laid and ready in the woods and the furled flags are already loosened to break out and Pickett himself with his long oiled ringlets and his hat in one hand probably and his sword in the other looking up the hill waiting for Longstreet to give the word and it’s all in the balance, it hasn’t happened yet, it hasn’t even begun yet, it not only hasn’t begun yet but there is still time for it not to begin against that position and those circumstances which made more men than Garnett and Kemper and Armistead and Wilcox look grave yet it’s going to begin, we all know that, we have come too far with too much at stake and that moment doesn’t need even a fourteen-year-old boy to think This time. Maybe this time with all this much to lose and all this much to gain: Pennsylvania, Maryland, the world, the golden dome of Washington itself to crown with desperate and unbelievable victory the desperate gamble, the cast made two years ago….
William Faulkner, “Intruder in the Dust”
Left unsaid by Faulknor, of course, is that it's for every white Southern boy fourteen years of age ...
And this, of course, is the rub. Like any great dispute, undoubtedly some folks would have been better off if the losing side had won, but it's hard to see how America as a nation, the liberal democratic world, black Americans, women, labor, and countless other identifiable groups would have been better off if the South had won. It takes an extremely narrow and blinkered view of liberty and what America mea ns to think that the country would have been better off sundered by civil war.
Can a 21st Century American truly subscribe to the idea that this would be a better philosophy?
Our new government is founded upon exactly the opposite idea; its foundations are laid, its corner- stone rests, upon the great truth that the negro is not equal to the white man; that slavery subordination to the superior race is his natural and normal condition. This, our new government, is the first, in the history of the world, based upon this great physical, philosophical, and moral truth. Alexander Stephens, Vice President of the CSA, March 21, 1861
No, it's hard for me to disagree with Gen. U.S. Grant's sentiments as expressed in his Memoirs:
I felt like anything rather than rejoicing at the downfall of a foe who had fought so long and valiantly, and had suffered so much for a cause, though that cause was, I believe, one of the worst for which a people ever fought, and one for which there was the least excuse. I do not question, however, the sincerity of the great mass of those who were opposed to us.
Friday, July 6, 2012
Fortress America session report
| Game end |
Back in the day (old guy speak for a loooong time ago) I played SPI's Invasion America, the precursor and inspiration for the Milton Bradley Fortress America game, which I missed playing, mostly because I was in my snooty plastic-men-is-not-a-real-wargame phase (that also had me mostly missing out form Axis & Allies).
Having realized the error of my ways, I was looking forward to the new Fantasy Flight Games edition of the classic wargame of American paranoia. While the premise is a bit stretched, to say the least, it is an interesting strategic topic and there is a story line that is at least self-internally logical. Essentially the USA develops these "lasers" that can destroy just about anything and most especially incoming ICBMs. The world, fearing that an invulnerable USA will lord it over them (where would they get THAT worry) decides to invade and forcibly dismantle the lasers before they become fully operational.
Now, I have my doubts, as a practical matter, whether a continental-sized nation can ever be successfully invaded and subdued via conventional means in the industrial era. The cases where it's been tried (in Russia and China) have been notable failures. The continental United States is enormous, as anyone who has driven it knows, and it's also separated from the rest of the globe by wide oceans and therefore I think it would be at least as tough to crack as China or Russia. Still, it has been tried before and without the idea you don't have a game.
The basic game situation has not changed from the Cold War era version of the game. The East Coast is the target of a European-based coalition that sounds vaguely old school Commie. The Southwest is the target of an alliance of Latin American states while the West Coast is invaded by an alliance of Asian powers, Each invading power is exactly the same in strength, with 60 units of infantry, mobile, hovertank, helicopter and bombers. Where they do differ is in the geography they face. The Europeans have to contend with a densely populated East where the bulk of the US military is based at game start. The Asians have pretty easy going on the immediate coast, but then need to fight across the sparsely settled and mountainous West. The South Americans likewise have a lot of territory to cover to get to a significant number of cities. Victory is measured in cities controlled, with the invaders winning if they end a turn controlling 18 US cities. The Americans win by holidng on for 10 turns without the invaders winning.
While heavily outnumbered, the Americans have a deck of "partisan" cards which provide numerous reinforcements which often pop up behind enemy lines. As an optional rule, and one we played with, the invaders can give up some reinforcements in order to draw from their own deck of special cards.
My opponent this week was Roy, one of the game shop regulars, who had played the original version of the game before, but was new to the FFG version. He took the invaders. I played the USA. This was my second game.
My basic strategy was to to be Fabian in the West, trying to preserve troops while drawing the Asians deep into the country in hopes of later causing trouble far behind their lines with partisans. In the East I planned to fight doggedly to keep Washington DC while conceding the southeast. Against the South Americans I planned an opportunistic, maneuver-based war that would seek to minimize terriory lost and maximize casualties.
Things pretty much played out as I expected. Roy's invaders made heavy use of the card-draw option. I think there may have been just one turn where he took the full 8 reinforcements instead of the 5+card option. Overall I think this is a mixed blessing. While some of the cards are quite powerful, I wonder if it's not more important for the invaders to press their initial advantage in numbers. Basically every turn there were 15 new invaders instead of 24 and by mid-game the Eastern and South American forces were decimated with casualty rates far exceeding replacements. Indeed, at one point the South American had just 5 pieces on the whole map!
The Eastern invaders were eventually able to fight for and hold Washington DC, as well as Atlanta and Florida, despite heavy losses. The South Americans did not carry their weight and were notably unsuccessful. Roy lost some very key battles around Houston, Dallas and San Antonio that were probably game-changing. As I said, attrition among the South American blues was very, very heavy. Roy's Western forces were relatively unscathed, but I felt he didn't press his advantage as aggressively as he needed to and, indeed, I think if I'm going to play the Asians at some point I am tempted to skip the cards for them. They need the numbers.
The crisis for the game came late, and actually caught me a little by surprise. Roy was able to play the devastating Washington Burns card which basically wipes out the American ability to play partisan cards and get reinforcements for a turn. By Turn 8 he had gotten up to 22 cities captured! Fortunately I was able to play a bunch of bonus partisan cards from previously recaptured cities take back the five I needed to stave off defeat that turn. Meanwhile the invaders had pretty much shot their wad, especially in the East and South. Even in the West the Asians were being significantly harassed by rear-area partisan units and their hold on some areas was tenuous. For example, Las Vegas was liberated by partisans and the first Asian attempt to retake the city failed, leading to a sticky situation out West that sapped power from the front line drive. The Invaders managed to get up to 18 on turn 9, but the US took back another four cities and on turn 10 the invader high point was 17, so the final US turn was skipped.
A large part of my success was my ability to generate bonus partisan cards by retaking cities. Especially in the last three turns the US was able to rally from some significant deficits in owned cities by playing 6-8 partisan cards. I think Roy's invaders were a little too complacent about holding cities once captured and overextended themselves.
As the map above shows, the Asians did succeed in taking over about half the USA, but the Europeans were down to a foothold in the southeastern corner and the remnants of the South Americans were about done in Texas. The US had a powerful battery of lasers in operation and it's probable that Asian advnaces were about to come to an end.
If I were to write an "alternate history" timeline, I would suggest that on Turn 10 the South Americans would have sued for peace and the Europeans accepted a cease-fire. Suddenly alone, the Asians would likewise have been forced to agree to terms and the USA would emerge victorious. One wonders if the Americans would have emerged in a magnanimous mood, however, and if the foreign bid to forestall American domineering might instead provoke it.
Monday, July 2, 2012
Death at Sea - Part II, Battle of the Falklands
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| 1:1250 scale SMS Scharnhorst by Navis |
In Eric Dorn Brose's "novelistic history" Death at Sea, he engages in an extensive amount of speculation over how the Battle of the Falklands could have turned out differently.
The actual course of events is pretty straightforward and most histories treat the outcome as nearly pre-ordained:
On Dec. 7, 1914, a powerful British squadron comprised of two battle-cruisers, three armored cruisers and two light cruisers arrived at Port Stanley in the Falklands, where the pre-dreadnought battleship Canopus had already been grounded to act as a guard ship.The British began coaling their ships and conducting boiler maintenance in preparation for beginning operations to find the the German East Asiatic Squadron, under the command of Graf Maximilian von Spee, victor of Coronel.
The next morning , Spee approached the island, intent on a destructive raid, but was surprised by large caliber shots from the Canopus and drew off. Shortly most of the British force sortied and chased down Spee's doomed squadron, which was heavily outmatched. Only one light cruiser and one support vessel escaped the carnage.
And yet, was Spee doomed, really? Brose argues that Spee lost a golden opportunity to win a stunning victory in the Battle of the Falkands by aggressively closing in and attacking the British fleet in the harbor. There being little chance of outrunning the battle-cruisers anyway, due to their superior speed and longer-ranged guns, Spee could have accepted that battle was inevitable and tried to do as much damage as possible.
And a lot of damage was, indeed, possible. When the Germans approached the Briitsh squadron was in an embarrassing state. Most of the ships were in the midst of coaling, boilers were not lit and in the case of the light cruiser HMS Bristol, partially dismantled. Indeed, only the HMS Kent had steam up and was mobile,
A key limitation of steam-powered ships is the need to "raise steam" in order to get underway. In the technology of 1914 it could take one to two hours to fire up the boilers and raise enough steam to achieve full speed. When sighted Spee was within half an hour of being within effective gunnery range -- and as we saw at Coronel, German gunnery was highly effective. The Germans could have fired at the virtually immobile British force trapped in the harbor. Their main opposition at first would have been the Canopus, firing indirectly guided by a spotter on a nearby hill, and the one mobile British armored cruiser the Kent, which was sister ship to the wholly inadequate Monmouth that Spee destroyed at Coronel. There's little reason to think the Kent would have fared better. Of the other armored cruisers, the Cornwall was yet another Monmouth sister ship while the Carnavan was similar in capability, with a handful of larger 7.5 inch guns instead of the all-6-inch battery of the Monmouths. None was a match for Spee's ships.
No, the main, really the only, threat to Spee was the battle-cruisers Invincible and Inflexible. In the open ocean, where they could use their superior speed and firepower, they definitely outmatched Spee's two armored cruisers. But under fire at close range in a harbor, not so much. Because the battle-cruisers sacrificed armored protection in order to purchase that high sped and heavy firepower and, in fact, they were not any more heavily armored than the German or British armored cruisers were. They all had the same 6-inch thick armored belt, which the German 8-inch gun could penetrate at battle ranges.
The awkward arrangement of turrets on the Invincibles was a factor as well, with just one turret for and aft and the other two arranged as "wing" turrets en echelon. The bottom line was that the battle-cruisers, at best, had a broadside of six guns, and given the confines of the harbor might often have been reduced to two turrets. Altogether then, the entire British force would have had around a dozen or so heavy guns available to fire, and about as many 6-inchers. Spee's squadron would have had broadsides of 10 8-inchers and eight 5.9-inch guns, well-served. Given the demonstrated speed and accuracy of the German gunners, a very even fight. None of the British ships in the actual battle much distinguished themselves in the gunnery department, so there's little reason to think they'd have shot better under the duress of being caught in harbor.
So why didn't Spee attack? He had already demonstrated repeatedly that he was an aggressive, fighting admiral. Unfortunately, we can;t be sure, because he didn't survive the battle. No one the flagship did. And few did aboard the other German cruiser, either.
Here Brose proffers a reason I haven't seen mentioned in other accounts, and I can't tell from his notes on his sources whether he has a witness saying this, or whether it's another fictionalization. In any case, he blames a case of miss-identification
According to Brose, the British battle-cruisers were spotted and correctly identified by the gunnery officer on the Gneisenau, but the captain of the Gneisenau refused to believe the report, passing on the Spee the erroneous report that the ships were Queen-class pre-dreadnoughts. Believing that the British force were slow, old battleships, Spee decided to simply slip away from shipos that could not chase him. This gave the British the chance to raise steam unmoloested and give chase and by the time Spee discovered thre truth, there was little he could do.
Yet even then the battle was not completely hopeless, Brose says. He points out that the battle-cruisers were, in fact, quite vulnerable to catastrophic loss. Indeed, the HMS Invincible herself, along with two other British battle-cruisers, would blow up during the Battle of Jutland a year-and-half later. According to Brose's account there was at least one close call from a German cruiser hit at the Falklands as well. A lucky German hit that destroyed one of the battle-cruiser might have changed the complexion of the battle immediately.
So, does Brose have a point? Could Spee have won at the Falklands?
It's the nature of counterfactuals that a definitive answer is not possible, but unlike the Carhart book on Gettysburg I criticized earlier, Brose seems to stick closely to the realities of time, space, tactics and weapons effects. Nearly all his speculative forays involve human decision and choices made between plausible alternatives.
It's my hope to take a look at the Brose's what-ifs in the future. I'm busy collecting the necessary ships to refight Coronel and the Falklands , including some of Brose's what-ifs.
Sunday, July 1, 2012
Death at Sea -- book review
Death at Sea is a privately published "novelistic history" of the saga of the German East Asiatic Naval Squadron of World War I -- the ships of the famous Graf Maximilian von Spee. Written by Eric Dorn Brose, a professor of history at Drexel University in Philadelphia, it's an odd book in many ways, but, I think, of unusual interest to wargamers and students of "what-if" history in general.
With the centennial of the First World War approaching rapidly, I think there will be heightened interest in the topic. Most of the interesting naval action happened early in the war, especially in the summer and winter of 1914 and 1915. Perhaps the most dramatic saga was that of Von Spee's squadron, which resulted ion two bloody naval battles that resulted in several ships being lost with all hands.
Professional and academic historians generally have a strong aversion to "what-ifs" and speculative history. They often note, correctly, that once you go down the rabbit hole of speculation there's little to guide you in the maze. The worst sorts of speculative history will set out to "prove" some wild-ass pet theory about what could have happened or should have happened. A year or so ago I reviewed Tom Carhart's Lost Triumph: :Lee's Rea;l Plan at Gettysburg and Why It Failed which argued, unpersuasively in my view, that Lee's real plan at Gettysburg on the third day was to coordinate Pickett's Charge with an attack on the rear of the federal army by JEB Stuart's cavalry corps. Incredibly Carhart argues that the plan would have worked had it not been for Custer and some other federal cavalry commanders who foiled the plan. As I pointed out, a look at a wargame map shows that Carhart's theory runs aground on the realities of time, space and forces present. He got carried away, which is easy to do when you are an author and have complete control over the narrative. Wargamers, on the other hand, know that the opponent has a vote and neat plans are unlikely to survive contact with the enemy.
Yet speculative history is the life-blood of wargaming, and all wargames are, to a certain degree, speculative histories. Death at Sea is unusual because Brose freely engages in speculation about how things may have turned out if certain key decisions had been made differently. As it turns out the Spee saga is rich in those kinds of decision points. Standard histories of the events in question tend to emphasize the foregone nature of the two major battles. At Coronel an outclassed British squadron had no chance against Spee's powerful ships and was quickly dispatched. And a month later Spee's squadron was equally outclassed by a powerful British battlecruiser force that leisurely annihilated the Germans.
Brose raises interesting questions about both battles, and explains how they might not have been as lopsided as they appeared, particularly if the losing commanders had made better decisions. Both Spee and the British commander at Coronel, Rear Adm. Sir Christopher Cradock, perished in battle and were martyred heroes to their respective publics, so there was long a reluctance to second-guess their performance. Likewise, the British victor at the Falklands, Adm. Frederick Sturdee and the First Lord of the Admiralty, Winston Churchill, made questionable decisions that could easily have led to disaster. Yet things turned out OK and the rush of later events swept away most questions.
Brose also points out any number of alternative engagements that might also have occurred had deployments been just a little different.
Brose's approach to thew whole story is an unconventional one, especially for an academic historian, which probably explains why this is self-published. It bears the hallmarks of something written for the pleasure of writing it, not to burnish some academic reputation. It is, however, a serious work, for all that, and Brose explains his souring quite clearly and lays out the rationale for his fictionalizing. Some degree of fictionalizing is almost inevitable in a work about this battle because so many of the key witnesses died. As I alluded to above, three of the armored cruisers involved were lost with all hands and a fourth was sunk with barely a hundred survivors. Several of the light cruisers were also sunk with very heavy loss of life. Most of the senior officers of the two defeated squadrons were among those lost, so we cannot know what they thought or why they made their decisions.
He calls it a "novelized history" because it's a sort of hybrid work. It's not a full scale novelization in the mode of Michael Shaara's The Killer Angels. I'm not sure Brose has the proper touch to pull off something quite like that. His fictional story line vignettes seem a bit contrived and conventional to me. He is more successful at fleshing out actual events with conversations that at least advance the narrative efficiently. I think readers expecting something as literary as The Killer Angels will be disappointed. Brose is still at heart a historian , not a novelist. On the other hand, the book is much more free-wheeling a read than most histories, especially histories that deal in depth with technical and tactical topics like naval warfare at the ship-to-ship level. While I think some readers, therefore, will find it neither fish nor fowl and be turned off, I think the book makes an excellent resource for the wargamer and the counterfactualist.
For example, Brose spends a considerable amount of time discussing the choices available to Cradock at Coronel, suggesting that the British admiral was far more aggressive than wise and made a challenging tactical situation far worse by accepting battle immediately and letting himself be outmaneuvered on top of it. In particular Brose suggests that Cradock ought to have considered avoiding a decisive commitment as evening fell on Nov. 1, 1914, and try to lead Spee's squadron south until Cradcok could rendezvous with the battleship Canopus. Brose rightly points out that Canopus was hardly the "citadel" that Churchill imagined. And indeed, the "battleship" was hardly better armored than the armored cruisers Good Hope and Monmouth that Cradock already had. But it did have four 12-inch guns, which would have tripled the long-range firepower of Cradock's force. And Canopus' later marksmanship at the Falklands strongly suggests that it would have been a more dangerous opponent than the reservist-manned Good Hope and Monmouth, which barely managed to hit Spee's fleet at all. And this was the key point, of course, because any damage to Spee's cruisers was a critical danger to their survival. They were thousands of miles from any shipyards for repair or replenishment of ammunition. With three capital ships to shoot at, the two German cruisers would have necessarily used up more of their ammunition even in victory, and they were just one lucky hit away from disaster at all times. It's probable that Spee would still have defeated Cradock's squadron -- I've seen it happen when wargamed out -- but he may have had one or more ships crippled in the bargain.
Cradock's main reason for leaving the Canopus behind was that its slow speed meant that Spee could merely run away, and this was a valid concern. Yet Brose makes the case that Spee would have attacked in any case, whether or not Canopus was in the line.
Later I'll look at Brose's take on the Battle of the Falklands, where he also makes a case for a closer-run affair than commonly believed.
Wednesday, June 27, 2012
Mongoose goes 1:1800 scale
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| HMS Achilles from Mongoose Publishing |
Mongoose Publishing, which publishes Victory at Sea, says it will be releasing the first set of its new line of 1:1800 naval miniatures in September with a boxed set depicting the classic Battle of the River Plate.
According to the Mongoose announcement the boxed set will be available at retailers while the company will offer by mail order the sister ships of the various ships that appear in the boxed set.
As regular readers know, 1:1800 is the same scale as the Axis & Allies War at Sea miniatures, so this is good news. But, as the picture shows, the Mongoose miniatures are going to come with a base, and will therefore not be directly compatible with the War at Sea line. This is unfortunate, but not a complete surprise. I suspect Mongoose decided to do this in order to head off the problems the War at Sea line had with the smaller ships when they were not based.
Still, more ships in 1:1800 are a good thing and it's possible that determined players will be able to get around the problem if Mongoose should happen to fill in any notable gaps in the War at Sea line. All the ships at the River Plate have already appeared in War at Sea and the next announced set is The Battle of Denmark Straits, which is also pretty well covered by existing War at Sea ships.
There is no indication that the Mongoose models will be pre-painted, so purchasers will probably have to do that themselves. There is also no indication of the pricing.
The Mongoose blog also mentions that the new edition of Victory at Sea won;t appear until the middle of next year, although no reason is given for the delay. They also recently published a supplement for their World War I version of the game, so Mongoose seems to be making a concerted effort with historical naval gaming. This is a bit of a departure from their usual fare, which is general fantasy and science fiction. (Although they do also have Battlefield Evolution modern tactical rules and miniatures as well).
Sunday, June 24, 2012
Whither Axis & Allies miniatures?
Well, based on this thread, it appears that WOTC has unofficially cancelled Axis n& Allies War at Sea and we won't be seeing a Set 7.
This doesn't come as a complete shock, as indications have been mounting that this was going to be the outcome. WOTC seems committed to coming out with a second set of the Axis & Allies Angels 20 air game, but I'd be very surprised of they keep going after that. While Angels 20 is a good game and has been generally well-received, it's hardly the sort of runaway hit that might make WOTC re-evaluate things.
The entire Axis & Allies miniatures experiment was, overall, a positive thing from my point of view as a historically minded wargamer. The fact that the original Axis & Allies land miniatures appeared at all, given the popular hunger for dragons, orcs, zombies, space cruisers, superheroes and five-story robot battlemechs, was a fantastic development. Let alone getting multiple sets, followed by the even better naval game and an air game as well.
While naturally wargamers are going to look at this through their narrow lens, I don't think the end of the Axis & Allies miniatures lines has much to do with the lines themselves. They were always a niche line and an inherently small market. They were mostly doable at all because of a unique set of macro-economic factors that made pre-painted miniatures affordable. They took advantage of production lines and procedures pioneered by the aforementioned dragons, superheroes and 5-story battlemechs.
But things have changed. The Great Recession has hit Hasbro hard and the macro-economic dynamics have changed as well. It's not quite so cheap to make things in China as it used to be. The increased costliness of the models in recent sets is a symptom of this, although I don't think it directly caused the demise of the lines -- mostly because I see little evidence that increasing the cost of the boosters by a $1 or $2 per box depressed sales. But that increased costliness may very well have affected sales of the various fantastic lines that A&A was free-riding with and the aggregate effect was the same.
The case of lead Axis & Allies designer Rich Baker helps illustrate this reality, I think. While War at Sea was his main claim to fame in my eyes, from the POV of Hasbro, his main job was Dungeons & Dragons and he was let go because Hasbro decided to go in a different direction after the perceived failure of D&D Fourth Edition. Now, I'm not a D&D player and I don't have an opinion on D&D 4th edition, but it seems clear that the corporate take was the D&D 4 was a failure.
This "failure" came at a bad time because D&D was already under a lot of stress. Hasbro/WOTC was already backing away from the pre-painted miniatures market -- it seems because of reduced demand and increasing costs (not sure which is the chicken and which is the egg).
But the bottom line is that the historical miniatures lines were never viable as a standalone product and when the much larger D&D portion of the business ran into a rough patch then the historical lines were doomed.
I think the eventual fate of the three historical lines will diverge from this point because of the nature of each game, the usefulness of its models and the strength of their fan bases.
The newest game. Angels 20, has the roughest road ahead. In many ways it's the best game of the bunch. It's easy to play, visually stunning because of the large models and requires a relatively small investment to get into despite the high per0unit costs. The Starter provides a viable stand-along game, for example.
But working against it is the fact that, with just 2 Sets, there really won't be enough options available to keep the game alive. There won't be enough to satisfy collectors and the game won't be able to cover many important aspects of aerial warfare -- basically being limited to dogfighting. It's not compatible with other lines. It's entering a market with a couple of other viable alternatives, notably the Wings of War/Wings of Glory line of planes and games. Angels 20 planes are not tremendously cheaper than WoW/WoG and being larger makes them more challenging to store. I expect interest in the Angels 20 to wane and it will, at best, be something that people pull out on occasion but won't have a real community around it.
The prognosis for the land game is a little better, mostly because the miniatures are usable with other rules and the line is big enough to be attractive to collectors. As a game, it's the weakest of the trio. While not a bad game, it's nothing special in the universe of similarly scaled tactical wargames. Like the air game, I expect that interest in playing the game by the Hasbro/WOTC rules will wane significantly, but players will often hold onto their collections because they can use the models elsewhere. The V1 to V2 scale change hurts the game in this regard. While unimportant within the context of the Axis & Allies minis game itself, it does reduce the usefulness of many of the models for other games. I wouldn't be surprised to see a lot of people sell off their collections down the road, which will be helpful for those who are using the model s for the Flames of War rules.
The naval game, I think, stands the best chance of hanging around as a significant community. The published rules fill a need unmet by any other set for an easy to play tactical naval wargame. The line got large enough over six sets to cover most of the important ships and, while it inaugurated a new scale that is not compilable with previous scales, the development of Shapeways and 3D printing has created a way around that problem. Already craftsmen and entrepreneurs are filling in the gaps. With the Team Poseidon project of new semi-official cards there's reason to think that the naval game is here to stay.
Unlike a proprietary line like Star Wars, Hreoclix or even D&D, there's really no reason at all why other manufacturers can;t make 1:1800 scale warships. Dozens of manufacturers have coexisted for years in the existing model naval wargame market with 1:900, 1:1200, 1:1250, 1:2400, 1:3000, 1:4800 and 1:6000 models. Most lines cover the basics -- just about everybody has a Bismarck or Fletcher class DD -- but each also specializes. Naval wargaming has always been a niche within the niche market of wargaming anyway, but this hasn't been a problem. Partly, I think, this is because of the nature of naval wargames. You really only need a small handful of ships to have a game-worthy collection, especially if you specialize. And once you pick a scale there's no reason why you can't expand on it indefinitely.
So I expect the War at Sea line to retain its fan base and even continue to grow, although probably seeing more use as models for other rules as time goes on. Still, I won't be surprised to see games of War at Sea going om 10 years from now, while I'll be very surprised indeed to see any Angels 20 or AAM.
This doesn't come as a complete shock, as indications have been mounting that this was going to be the outcome. WOTC seems committed to coming out with a second set of the Axis & Allies Angels 20 air game, but I'd be very surprised of they keep going after that. While Angels 20 is a good game and has been generally well-received, it's hardly the sort of runaway hit that might make WOTC re-evaluate things.
The entire Axis & Allies miniatures experiment was, overall, a positive thing from my point of view as a historically minded wargamer. The fact that the original Axis & Allies land miniatures appeared at all, given the popular hunger for dragons, orcs, zombies, space cruisers, superheroes and five-story robot battlemechs, was a fantastic development. Let alone getting multiple sets, followed by the even better naval game and an air game as well.
While naturally wargamers are going to look at this through their narrow lens, I don't think the end of the Axis & Allies miniatures lines has much to do with the lines themselves. They were always a niche line and an inherently small market. They were mostly doable at all because of a unique set of macro-economic factors that made pre-painted miniatures affordable. They took advantage of production lines and procedures pioneered by the aforementioned dragons, superheroes and 5-story battlemechs.
But things have changed. The Great Recession has hit Hasbro hard and the macro-economic dynamics have changed as well. It's not quite so cheap to make things in China as it used to be. The increased costliness of the models in recent sets is a symptom of this, although I don't think it directly caused the demise of the lines -- mostly because I see little evidence that increasing the cost of the boosters by a $1 or $2 per box depressed sales. But that increased costliness may very well have affected sales of the various fantastic lines that A&A was free-riding with and the aggregate effect was the same.
The case of lead Axis & Allies designer Rich Baker helps illustrate this reality, I think. While War at Sea was his main claim to fame in my eyes, from the POV of Hasbro, his main job was Dungeons & Dragons and he was let go because Hasbro decided to go in a different direction after the perceived failure of D&D Fourth Edition. Now, I'm not a D&D player and I don't have an opinion on D&D 4th edition, but it seems clear that the corporate take was the D&D 4 was a failure.
This "failure" came at a bad time because D&D was already under a lot of stress. Hasbro/WOTC was already backing away from the pre-painted miniatures market -- it seems because of reduced demand and increasing costs (not sure which is the chicken and which is the egg).
But the bottom line is that the historical miniatures lines were never viable as a standalone product and when the much larger D&D portion of the business ran into a rough patch then the historical lines were doomed.
I think the eventual fate of the three historical lines will diverge from this point because of the nature of each game, the usefulness of its models and the strength of their fan bases.
The newest game. Angels 20, has the roughest road ahead. In many ways it's the best game of the bunch. It's easy to play, visually stunning because of the large models and requires a relatively small investment to get into despite the high per0unit costs. The Starter provides a viable stand-along game, for example.
But working against it is the fact that, with just 2 Sets, there really won't be enough options available to keep the game alive. There won't be enough to satisfy collectors and the game won't be able to cover many important aspects of aerial warfare -- basically being limited to dogfighting. It's not compatible with other lines. It's entering a market with a couple of other viable alternatives, notably the Wings of War/Wings of Glory line of planes and games. Angels 20 planes are not tremendously cheaper than WoW/WoG and being larger makes them more challenging to store. I expect interest in the Angels 20 to wane and it will, at best, be something that people pull out on occasion but won't have a real community around it.
The prognosis for the land game is a little better, mostly because the miniatures are usable with other rules and the line is big enough to be attractive to collectors. As a game, it's the weakest of the trio. While not a bad game, it's nothing special in the universe of similarly scaled tactical wargames. Like the air game, I expect that interest in playing the game by the Hasbro/WOTC rules will wane significantly, but players will often hold onto their collections because they can use the models elsewhere. The V1 to V2 scale change hurts the game in this regard. While unimportant within the context of the Axis & Allies minis game itself, it does reduce the usefulness of many of the models for other games. I wouldn't be surprised to see a lot of people sell off their collections down the road, which will be helpful for those who are using the model s for the Flames of War rules.
The naval game, I think, stands the best chance of hanging around as a significant community. The published rules fill a need unmet by any other set for an easy to play tactical naval wargame. The line got large enough over six sets to cover most of the important ships and, while it inaugurated a new scale that is not compilable with previous scales, the development of Shapeways and 3D printing has created a way around that problem. Already craftsmen and entrepreneurs are filling in the gaps. With the Team Poseidon project of new semi-official cards there's reason to think that the naval game is here to stay.
Unlike a proprietary line like Star Wars, Hreoclix or even D&D, there's really no reason at all why other manufacturers can;t make 1:1800 scale warships. Dozens of manufacturers have coexisted for years in the existing model naval wargame market with 1:900, 1:1200, 1:1250, 1:2400, 1:3000, 1:4800 and 1:6000 models. Most lines cover the basics -- just about everybody has a Bismarck or Fletcher class DD -- but each also specializes. Naval wargaming has always been a niche within the niche market of wargaming anyway, but this hasn't been a problem. Partly, I think, this is because of the nature of naval wargames. You really only need a small handful of ships to have a game-worthy collection, especially if you specialize. And once you pick a scale there's no reason why you can't expand on it indefinitely.
So I expect the War at Sea line to retain its fan base and even continue to grow, although probably seeing more use as models for other rules as time goes on. Still, I won't be surprised to see games of War at Sea going om 10 years from now, while I'll be very surprised indeed to see any Angels 20 or AAM.
Saturday, June 23, 2012
Solitairing In Magnificent Style
| Rebel brigades make a final rush for the Copse of Trees |
Reviewing a solitaire wargame has special pitfalls. Oh, it's easier in one sense, because you don't have to find an opponent, but overall I think it's a challenge. Wargames are complex and subtle beasts by nature, and I can't tell you how many times I've played a game -- often for quite some time -- and found out I had been playing a rule incorrectly, missing a critical modifier or accidentally forgetting some key unit in the order of battle. Having an opponent sitting across the table who has a vested interest im making sure you don't miss anything that helps his side is a big help.
So with the caveat that I tried to play In Magnificent Style very, very correctly, it's always possible I missed something.
Solitaire wargames have tended to follow two basic models. One is the scripted adventure model of either/or paragraphs or other narrative tools that guide the player through a menu of choices. The classic example of this approach is Ambush!. The other approach is to create a framework where the player tries to accomplish some goal while stuff happens to him, generally using some sort of randomization mechanic. The classic example of this is B-17. In Magnificent Style is basically from this second approach, although a clever random events chit pull system give s it a little bot of the flavor of the paragraph system. This second approach works best when the player represents a side that had few courses of action available to it. In B-17 the player controls a single bomber that is part of a much larger formation of bombers. The player has no choice as to the target the tactics or the timing.
In Magnificent Style examines earlier example of a situation where there was plenty of valor, but few choices -- Pickett's Charge at the Battle of Gettysburg. The Rebels taking part also had no choice as to the target, the tactics or the timing. The game is meant to be the first i n a similar series of games to be called Death or Glory! that will depict other doomed assaults.
The components are excellent. The most notable are the counters, which are my first exposure to the new laser-cut (as opposed to the traditional die-cut) technique. They are thicker than what you typically find with die cut counters and the precision of the cut is stunning. I wouldn't be surprised to see this become the new industry standard. There's no need to trip or clip counters with these babies. They fall out easily and cleanly and the laser cutting allows for naturally rounded corners.
The counters include the nine brigades, several dozen markers and double-sided event chits. there are even a couple of tiny dice in their own little holder on the counter sheet.
The 11" by 17" map is on light card stock and in full color. Also in full color are a player auid sheet and a copiously illustrated 20 -page rule book.
The player's objective to to get the nine brigades involved in the charge across the killing ground and capture the Union positions on Cemetery Ridge.
The key mechanic is a "push-your-luck" system where, in turn, the player activates one of the brigades and rolls two dice, cross indexing the rolls on a "Movement Events Results table. So a roll on the black die of "2" and on the white die of "3" is read as a "2-3" (not totaled as a "5") and referenced on the chart. The most common result is "Advance" which allows the brigade to move forward one square and then activate again. Other results include Determined Advance, On to Washington and C'mon Boys which allow advances with enhancements and negative results such as Light Fire, Heavy Fire and even Rout! which involve losing strength or ground.
The Push-Your-Luck element comes into play because each time the player activates a brigade instead of rolling on the table, he can elect to "Regroup" which moves the brigade Rally Point forward and therefore mitigates many of the negative effects on the table.
Many of the results also have the player drawing a chit and applying either the Blue side (helping the Union) or the Gray side (helping the player). Some Blue chits, for example, cause extra hits on the rebel brgades, add obstacles or make generals casualties. The gray chits similarly give the Rebels temproary protections, cause losses to the Union side or allow rerolls.
The Player has five turns to complete the charge, so there's constant tension between deciding whether to continue the advance, risking losses and setbacks or stop and consolidate your ground.
I found the game pretty challenging in my first five plays, managing a couple of draws while losing three times. Like many games of its ilks, it's hard to say whether there's really a winning strategy to follow. It's difficult to strike a balance between advancing and consolidating. Being too aggressive seems guaranteed to wreck a brigade, but being too cautious will see the attack running out of time. The six brigades of Pickett and Trimble's divisions have 10 squares to cover, so the average pace of the advance has to be at least 2 squares per turn. Pettigrew has even further to go, needing to cover 11 squares. Complicating things is the fact that the Emmitsburg Road and Union lines each need to be crossed and each represents an "obstacle" that can only be crossed on 13 of the 36 possible rolls. When you consider that 11 of the 36 possible rolls are negative results the scale of the challenge becomes clear. It appears to me that, on average, the Rebel brigades need to try to advance 3-4 squares each turn. before stopping.
Overall I think the game succeeds in its aim. It's an entertaining solitaire exercise that is challenging enough to bear repeated playings and creates a lot of in-game drama and narrative. I found the rules extremely clear and well-written -- a must for a solitaire game -- and reasonably historical. I don't think it would count as a simulation -- the Rebel charge has a chance to succeed, after all -- but it is definitely a wargame. One thing i don't like about a solitaire game is if it starts to feel like a puzzle -- something with a solution. In Magnificent Style doesn't have a solution. There aren't really any tactics to employ. Like Pickett, the player has just one role -- decide whether to push forward or stop and dress ranks.
Friday, June 22, 2012
S. Craig Taylor has died
Very sad news comes via Boardgamegeek that game designer S. Craig Taylor has passed away. While I never met Mr. Taylor, I was a big fan of his many fine games. For quite some time his Wooden Ships & Iron Men was a particular favorite of mine, but there were many others. He seemed to hit a sweet spot between history and playabilty in his designs. Sad news indeed.
Tuesday, June 19, 2012
War of 1812 bicentennial
Monday, June 18th, marked the bicentennial of one of the country's most ill-advised adventures, the War of 1812.
Now, there's certainly no doubt that the United States was provoked. The British, being the premier maritime power of the day, had few compunctions about acting as it pleased, with little concern over the sensibilities of weaker powers. The Chesapeake-Leopard affair was egregious by any standards, for example.
And the Americans were in a tough spot. Europe was embroiled in war, going into the second decade of the generation-long French Revolutionary/Napoleonic Wars and it was having a very negative effect on American trade. Both side resorted to economic warfare and America bore the brunt of it.
On the other hand, the American response to the crisis was, to say the least, wrong-headed. On the one hand, Thomas Jefferson tired some economic warfare of his own, with the Non-Intercourse Act, that merely worsened the situation for Americans. Meanwhile he tried a foolish naval policy of emphasizing coastal gunboats instead of proper naval vessels. Like many attempts to get defense on the cheap. the gunboats proved worse than useless when the war came. Their crews made their main contribution to the war effort as foot soldiers and artillerymen in some land battles and by providing experienced crew men on the lakes and aboard the few proper naval vessels there were.
That the United States ended up being able to claim something like a draw by the end of the war was largely due to the professionalism of the United States Navy, the vast extent of the war zone and the fact that Britain was distracted by the much more important European fighting.
Aside from the classic ship duels of the opening phase of the naval war, the War of 1812 hasn't gotten much attention in wargames, although it wouldn't be fair to say it's been ignored. This 200th anniversary year has brought a new euro-style wargame called 1812 that I haven't actually seen yet, but seems to be well received. There's the classic Columbia Games block wargame War of 1812 that still holds up well after all these years and there's an expansion to Worthington's Napoleon's War series called America's War that depicts four of the main land battles from the conflict. There are also War of 1812 scenarios in most of the Age of Sail wargames such as Close Action and Serpents of the Sea.
The war, itself, wasn't an intense affair, especially compared to the contemporary Napoleonic wars. The land battles were mere skirmishes and the naval battles small encounters. The US Navy had some nasty surprises for the Royal Navy, but the overall balance of power between the two sides at sea meant that the outcome of that part of the war was never in doubt. The US Army, once again, learned that there's no substitute for training -- and certainly not militia -- but the lesson was promptly unlearned after the war and the country would continue to rely on militiamen for the rest of the century.
Now, there's certainly no doubt that the United States was provoked. The British, being the premier maritime power of the day, had few compunctions about acting as it pleased, with little concern over the sensibilities of weaker powers. The Chesapeake-Leopard affair was egregious by any standards, for example.
And the Americans were in a tough spot. Europe was embroiled in war, going into the second decade of the generation-long French Revolutionary/Napoleonic Wars and it was having a very negative effect on American trade. Both side resorted to economic warfare and America bore the brunt of it.
On the other hand, the American response to the crisis was, to say the least, wrong-headed. On the one hand, Thomas Jefferson tired some economic warfare of his own, with the Non-Intercourse Act, that merely worsened the situation for Americans. Meanwhile he tried a foolish naval policy of emphasizing coastal gunboats instead of proper naval vessels. Like many attempts to get defense on the cheap. the gunboats proved worse than useless when the war came. Their crews made their main contribution to the war effort as foot soldiers and artillerymen in some land battles and by providing experienced crew men on the lakes and aboard the few proper naval vessels there were.
That the United States ended up being able to claim something like a draw by the end of the war was largely due to the professionalism of the United States Navy, the vast extent of the war zone and the fact that Britain was distracted by the much more important European fighting.
Aside from the classic ship duels of the opening phase of the naval war, the War of 1812 hasn't gotten much attention in wargames, although it wouldn't be fair to say it's been ignored. This 200th anniversary year has brought a new euro-style wargame called 1812 that I haven't actually seen yet, but seems to be well received. There's the classic Columbia Games block wargame War of 1812 that still holds up well after all these years and there's an expansion to Worthington's Napoleon's War series called America's War that depicts four of the main land battles from the conflict. There are also War of 1812 scenarios in most of the Age of Sail wargames such as Close Action and Serpents of the Sea.
The war, itself, wasn't an intense affair, especially compared to the contemporary Napoleonic wars. The land battles were mere skirmishes and the naval battles small encounters. The US Navy had some nasty surprises for the Royal Navy, but the overall balance of power between the two sides at sea meant that the outcome of that part of the war was never in doubt. The US Army, once again, learned that there's no substitute for training -- and certainly not militia -- but the lesson was promptly unlearned after the war and the country would continue to rely on militiamen for the rest of the century.
Tuesday, June 12, 2012
In Harm's Way, again
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| The HMAS Perth (left) and the USS Houston land an early hit on the light cruiser Natori |
Another excellent session report from Andy Rucker on his Blog.
I don't have much to add, except to congratulate him on a very convincing victory. Yeah, the Japanese Long Lances were very disappointing, but he took good advantage of the opportunity and had this been the historical outcome the event would have been remembered as a very glorious chapter in the naval histories of Australia, Netherlands and the USA.
While the Allied squadron was wiped out, just as it was historically, they devastated the invasion fleet and sunk several Japanese warships including a heavy cruiser! This would have been a notable victory at a time when Allied fortunes were riding low.
Friday, June 8, 2012
A Final Sting -- Bluff Cove 1982
| Sir Tristam loaded on a heavy lift vessel for transport back to Britain in 1983 after the war. |
While the British were trying to keep up the pace of their advance on Stanley by ferrying troops in landing ships closer to the front, the Argentinians launched two strikes from the mainland. While both strikes were spotted by British submarines on picket off the coast, the early warning wasn't enough to thwart the aattck.
The first, and most destructive run was by five A-4 Skyhawks (out of 8 launched) that surprised the British landing ships Sir Galahad and Sir Tristam and supporting craft at Bluff Cove. Both British landing ships were hit and heavily damaged with 51 killed and 46 wounded. The Sir Galahad was dmaged too badly to save and the Sir Tristam had to be carried back to England on a heavy lift ship after the war for extensive repairs, so both ships were, in effect, "sunk." None of the attacking planes waslost.
A following wave of four Skyhawks was less fortunate, as the British defenders were now alerted and three of the four planes were downed by misisles and Harriers without causing any damage.
The second strike was comprised of five Dagger aircraft (of six launched) that attacked the frigate Plymouth in Flatland Sound. Four 1,000 pound bombs hit the ship and it would certainly have been lost if any of them had exploded. Instead the four duds severely damaged the frigate. None of the attacking planes were lost.
Wednesday, June 6, 2012
Now THIS is what I'm talking about -- Memoir '44
This summer, August apparently, Days of Wonder is going to have a new expansion for Memoir '44 -- and a doozy it is shaping up to be!
It's essentially a box of figures, with 17 new scenarios for using them. And what cool stuff it is, with Polish cavalry, French infantry and Finnish ski troops. All sorts of armored vehicles and new artillery pieces. It has a half dozen plastic landing craft! (No more counters and badges). Therea re also reissues of the Tiger tanks, trucks and other pieces from some earlier expansions that are now out of print. There's more than 180 figures all told. Maybe the days of a box of plastic aren't quite over yet.
Tuesday, June 5, 2012
Red Dawn 21?
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| Fortress America by Fantasy Flight Games |
Those old enough will remember the pulp fiction Red Scare 1984 movie Red dawn, which implausibly postulated a surprise invasion of an isolated United States (Including paratroopers landing outside a high school in Colorado) by the Soviet Union, Cuba and Nicaraugua.
Around the same time Milton Bradley came out with Fortress America (an elaboration of SPI's Invasion America) which assumed a slightly more militarily plausible scenario that involved basically the whole world ganging up on the USA with a Chinese-led Asian alliance attacking the West Coast, a union of South American nations coming up through Mexico and a Euro-Soviet coalition hitting the East Coast.
While a great fantasy and an entertaining game idea, the plausibility factor was pretty low, to say the least.
Now there's a new version of the classic game coming out and it's interesting to me how this new recasting of the background seems somewhat more plausible than the 80s version did. The first decade of the 21st Century was not a good one for the USA and its relations with much of the world. America's approach to the War on Terror, for example, has had a negative impact on public opinion in many quarters. While some of the damage has been reversed under the new administration, one can hardly say that it's an approach that's settled in. The opposition party and its main candidate has openly called for a return to the more bellicose and unilateralist approach that shook our allies and emboldened our enemies. It's certainly possible to imagine a return to that policy depending upon the outcome of November.
And even if the current administration is returned to power, the drone campaign it's been waging across the globe is inherently an affront to international norms of sovereignty. The US gets away with it for now because its so enormously powerful, its targets are generally weak and unpopular and no one else has the ability to do it. All of these, however, are factors subject to change. No useful weapon remains the exclusive domain of a nation and more than one commenter has pointed out that American enthusiasm for drone warfare is likely to wane once we start being on the receiving end of it.
America's run of hegemonic power has been very unusual in world historical terms because it has been and remains essentially unchallenged. The usual pattern in history is for the other great powers to combine when any one power threatened to achieve hegemony. At its peak, during the Pax Britannica, Britain was content to have a naval power equal to the next two navies combined. And, of course, it had a small army that was no threat to any continental power. Today the USN is stronger than the navies of the entire rest of the world put together. No possible combination of powers is competitive. And, of course, the reality is that most of the other significant navies are US allies. The US Army, while not the largest in the world, is still very large and even more capable and is clearly capable of destroying any middle rank regional power.
The world has generally seemed to view the American hegemony as relatively benign, as such things go, and there's been relatively little push-back so far. But things can change in politics and the insularity of Americans and particularly of certain strains of current political thought could cause foreign powers to rethink their acceptance of the status quo.
The in-game scenario that assumes the world combines to thwart a US suddenly invulnerable to missile attack isn't the strongest such scenario, but it's probably the most acceptable one for a wide audience. There was a little bit of a brouhaha when the game came out when an alternative and edgier background scenario was leaked. One might legitimately wonder if the controversy was because it struck a little too close to the truth for people's comfort.
In any case, it's worth remembering that, as rich as America is, it's not richer than the rest of the world put together. Figures vary, but the US share of the world's GDP is around 25% or so -- by far the single largest. But, obviously, the rest of the world does have a 3-1 edge in GDP and even if a significant portion remained neutral, there are quite a few combination of powers that could add up to more than the US in raw economic output. And, of course, from a population standpoint the US is hopeless, being outnumbered more than 20 to 1.
Back when the first edition of Fortress America came out the ideological battle lines were clear: Freedom vs. Communism. And we in the US were clearly the "Good Guys."
Now no global ideological struggle is really underway (The Islamist Jihad having very little growth potential or appeal outside a particular cultural milieu. If it were not for oil it would be insignificant) and in the wake of waterboarding, renditions, Gitmo, drone strikes and "preventive war" it's not necessarily clear that we're the unambiguous good guys. So I wouldn't be surprised to see come mainstream commentary about this game when it starts hitting the store shelves in a week or so.
Oh, and there's a remake of Red Dawn due out this year, too. This time with North Koreans (?!) invading the US! (Changed post production from China -- another case of being, perhaps, too close to the truth?) Frankly, I think the Nicaraguans were more plausible! Coincidence? I think not!
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| USS Yorktown under attack during the Battle of Midway |
Today is the 70th anniversary of the first and most critical day of the Battle of Midway.
On the one hand, the battle is among the best remembered of the war because of its obvious importance and the high drama of the situation and how it played out. You had an enormous Japanese fleet, heretofore highly successful, being defeated in the most dramatic fashion possible by the outnumbered, plucky Ameircans.
that's certainly the popular image anyway, as shown by Hollywood in the movie Midway and in popular books such as Incredible Victory and Midway: The Battle that Doomed Japan.
Of course more recent scholarship, most vividly in Shattered Sword, shows that it wasn't quite as one-sided a situation as all that and that the odds were not as much against the United States as the raw numbers might suggest.
This is no news to wargamers, of course. Midway is one of the original, classic wargame situations in the hobby, ever since the seminal Avalon Hill game Midway appeared in 1964. The appeal of Midway, from a wargaming standpoint, is that it's not only an important battle, but a remarkable even one. Yes, the Japanese had a large fleet, but at the critical point the two sides were very comparable in strength. The Japanese carrier task force was comprised of four fleet carriers carrying 225 aircraft escorted by five battleships and cruisers while the American task force was comprised of three fleet carriers with 233 aircraft and an escort including eight cruisers. The island of Midway formed a fourth "aircraft carrier" with another 81 combat aircraft.
Each side had advantages. For the Japanese this included highly trained and experienced aircrew with first-rate planes using advanced carrier doctrine and techniques. For the Americans there was the advantage of code-breaking and superior damage control. While the Japanese held an advantage in plane quality generally, the American Wildcats were learning to hold their own against the Zero and the Dauntless Divebombers were excellent.
Perhaps nothing helped the Americans more than their good luck and some good leadership. The key decision by Wade McClusky leading the Enterprise divebombers to follow an errant Japanese destroyer to the carriers and the fortuitous timing of the various uncoordinated American attacks created the conditions for victory.
But no one can read the details of how this all happened without seeing that it could very easily have turned out the other way. The Hornet divebombers strike, for example, completely missed the Japanese fleet and ended up landing on midway. If the Enterprise strike had done likewise then only the Yorktown's strike would have ended up finding the Japanese fleet. That attack sunk the Kaga. Historically the counterstrike by the Hiryu was enough to sink the Yorktown, but what would have happened if there had been three surviving Japanese carriers available to launch? We can't know for sure, of course, but Capt. Wayne Hughes analysis in the book Fleet Tactics suggests that under the conditions of 1942 carrier battles each carrier deck load could be expected to sink or disable one opposing carrier on average. So it's quite likely that the US might have lost all three of the Yorktown class ships on the afternoon of June 4th.
Midway itself probably would not have fallen, as the projected Japanese invasion force seems wholly inadequate to defeat the marines present on the base, but the Japanese would have been well-placed to follow up their success. Certainly there would have been no Guadalcanal campaign as the United States would have had to husband its remaining carrier assets (primarily the Saratoga and the Wasp) until the Essex class ships started to arrive.
The Japanese naval aviation would also have been in much better shape as there would have been no heavy attrition in the Solomons and the carrier pilots would have been kept aboard their carriers.
As to whether the Japanese would have ultimately prevailed, it's hard to say. They still had to cope with the fact that their industrial strength was inadequate to compete with America over the long haul, but they would have had many opportunities to make the long and challenging drive across there Pacific and even longer and more challenging affair -- at least until the atom bomb weighed in.
For me, personally, Midway has always been one of my favorite topics in wargaming. My very first wargame was Avalon Hill's Midway, which I still think is one of the best classic wargames. I also have a half-dozen other Midway wargames as well.
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