Tuesday, November 19, 2024

Are Command and Control Mechanisms Really Needed In Wargames?

I was listening to a podcast on the Yarkshire Gamers Reet Big Wargames Podcast where George Nafziger was being interviewed.  I found it a very interesting and entertaining episode.  You can find it here.

One interesting point that George Nafziger made was about command and control in wargames.  He was asked how he found wargamers replicate command structures and how that operates on the table.  His response was as follows:

"I've been in some games where you've got to roll to see if your order gets there and if it doesn't get there then it doesn't move, and I think that is very inaccurate because there would have been initiative taken on the part of the local commander.  So, nobody would ever be out of command.  I think that's a made up problem by the game designer."

My immediate reaction was to consider that answer as quite controversial (well, as controversial as a rule mechanism can be considered!).  Especially, as we are now so used to rules that include some form of command and control device whether it is initiative rolls to move units or brigades, command radius, or some form of card activation.  All of which I am happy with.  Indeed, my own home made rules tend to include some form of command and control mechanism.  In fact, I would imagine that rules published nowadays would be criticised for lacking such a concept.

However, upon reflection I did wonder whether Mr Nafziger had a point.  It is entirely feasible that in the absence of an order being sent by a general, the local commander - be it of a squad, platoon, battalion or regiment - would have to use their initiative in the face of the enemy and on the field of battle.  This could include doing something or nothing.  Maybe it is wrong to assume that the absence of an order equals inaction.  Plus, it has been my observation over the decades of gaming that once you put two gamers on the same side, enough "friction" is created without the need to have rules that generate command and control friction.  Perhaps, one should not always assume that if a player can move everything that they are destined to make the best decisions or have the necessary luck with dice or card to be successful.  In this sense their "command" decisions may impact their "control" ability.

So, to what extent do you agree that command and control is a "made up problem by the game designer"?


Tuesday, November 12, 2024

Guinea Pigs Remembered

The other day, I found myself taking my son to a plastic surgery appointment at the Queen Victoria Hospital in East Grinstead.  I got unreasonably excited at this as this is the hospital famous for pioneering and treating so many RAF aircrew for burns and the use of plastic surgery during World War Two.  Such pioneering techniques and holistic treatment of those aircrew being led by Sir Archibald McIndoe.  Those that were treated formed themselves into the "Guinea Pig Club".  A name to reflect the entirely new nature of McIndoe's work.

So, it felt like a privilege to find the roll of honour board.

The Roll of Honour board, as you might expect in a hospital, obscured by trolleys.

The inscription along the bottom reads, "The above are members of the Guinea Pig Club, founded in 1941, for allied serving airforce men who were treated at the Queen Victoria Hospital during the Second World War."

The work of McIndoe and his team was about more than just treating the horrific burns and injuries suffered. They were also concerned with enabling the men to function and thrive despite their physical and mental scars.  In this respect they were ahead of their time in showing that injury and disability should be no barrier.

To this day, the hospital maintains strong links with military patients and continues to treat service men and women. They also support the training of military staff.

What an honour to spend a few moments reflecting on the work done by the Queen Victoria Hospital, McIndoe, and the "Guinea Pigs".

Thursday, November 7, 2024

The Battle of Mikata Ga Hara, 1572 - A Battle Report

With Jonathan's table all set up for the Battle of Mikata Ga Hara, we arranged for a head to head clash.  Follow this link to Jonathan's the briefing for the game

I was given the choice of sides.  So, I chose to take Ieyasu's smaller force.  I guess I just like the challenge of being an under dog.  Jonathan, meanwhile, controlled Takeda's army.  

Jonathan used as the rules his finely honed Samurai version of Basic Impetus.

The opening deployment.  My forces (Ieyasu) closest to the camera.
My plan was to spend turn one getting forces into position to then hit one command of the enemy as hard and as quickly as I could.  You will see that this plan quickly unravelled.

Before engaging Takeda, I aimed to form a line so that any attack would be met by supporting units.

I think I went a little too early.  Archery and then a charge against the enemy centre and forward bow units met with initial success before being repelled.  Meanwhile, on my right I advanced my line and sent Ashigaru spear into a wooded area and engagedthe enemy...

...this met with success until it too was hurled back to its starting position and the worse for wear.

Takeda was now bringing his cavalry forward in the centre.  He clearly saw a hole in the line just begging to be exploited.

And so it was that Takeda's Samurai spear cavalry charged my central bow unit...

... inflicting casualties, then pursuing in the hope of a kill...

... and so it was!  Takeda had punched a nasty great hole through my centre.

However, now disordered and isolated, would Takeda's cavalry fall prey to Ieyasu's own Samurai cavalry?  With them turning to face, that seemed to be the intention.  Meanwhile, Ieyasu's lines redressed themselves...

... and then advanced on the left, whilst a unit of Samurai foot launched itself forward to split the centre from the Takeda right.

Having thrown back both a bow and a light cavalry unit the route towards Takeda's tent was opening up.  But at the same time, Ieyasu's Samurai cavalry fell upon the rear of enemy Samurai cavalry.

The result was devastating.  Takeda's spear cavalry were annihilated.

With barely a pause for breath, Ieyasu's foot Samurai decided to attack the retreating units that blocked the route to the tent.

Without mercy, Takeda's bows were dispatched and the supporting missile cavalry compelled to fall back further in disorder.  Takeda's tent was next...

... until a firm defence threw the assailants back.  Despite this setback, Ieyasu's right were still holding and the left was weakened but engaged.

In an attempt to start buying time for space.  I started pulling back the bow on the left, whilst charging the spear at the hill...

... which also ended up going backwards anyway!

With the Ieyasu left looking very thin, Takeda was in position to deal with the troublesome, yet very weakened Samurai foot in the centre, while at the same time advancing against my right.  This despite a desperate melee that only momentarily held up the advance.

As Takeda's cavalry crashed into the rear of Ieyasu's advanced Samurai unit in the centre, the result was never in doubt, and with their elimination the battle was won by Takeda.

Afterthoughts
A well deserved and hard fought victory for Jonathan as Takeda.  It was close... very close, with Takeda being only two points away from collapse themselves.

This was a thoroughly enjoyable evening online playing an excellent, balanced and well conceived scenario.  Once again Jonathan has worked his magic.  How I would love to have his gift.

Whilst my pre-battle plan fell apart at the first contact (I had forgotten how disruptive having a victorious and pursuing unit can be to the maintenance of a battle line) I was pleased that I gave Jonathan something to think about (at least I hope so) and that this was a game that had a number of critical decision making moments in it.  Jonathan did well with his cavalry and was measured with his advance and attacks.  It may be true to say that as the battle progressed, I was compelled to make some desperate decisions to prevent from being overrun and to score some points as well.

I love the big multiplayer games that I have with the Rejects.  However, it was a real treat to go head to head for a change.  Thank you Jonathan for a splendid game and a thoroughly enjoyable evening.


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