Operational Level Sea Power Requirements

The team behind the award-winning game Advanced Tactics is back with a new and improved game engine that focuses on the decisive early days of World War II! Decisive Campaigns: The Blitzkrieg from Warsaw to Paris is the first in an innovative series of operational World War II wargames that also include a strategic element. The Blitzkrieg from Warsaw to Paris simulates Germany’s military successes in Poland and France in 1939 and 1940 (including also a hypothetical “Sea Lion” invasion of Great Britain).

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bcgames
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Operational Level Sea Power Requirements

Post by bcgames »

What do you want to see added to this game engine to best replicate an operational-level sea campaign? What about operational-level brown water and coastal naval operations?

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RE: Operational Level Sea Power Requirements

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Sea power is always difficult to model accurately in a strategic game. On land, an individual soldier or even a 100 individual soldiers more or less doesn't make any difference to the outcome of a battle. But 1 ship, or one plane can make a huge difference on the ocean. To accurately model sea power requires a completely different engine than you would use for land combat, which is why games abstract sea combat so much.

However, with the small operational scale of this game (5-10 miles/hex?) Naval units could traverse the entire length of the map in one turn, so using Area movement with abstract interception like a lot of games of this type use would probably not work. Without writing an entirely new engine to handle sea movement, sighting, combat, air searching, air-to-ship attack, etc., I don't see how you could add a sea campaign except in a highly abstract way.
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RE: Operational Level Sea Power Requirements

Post by bcgames »

Yes, these are all very good points.

Given that every element in this game is an abstraction of an actual thing, what should be modeled to best render the effects of naval operations? For the sake of narrowing the discussion, let's assume the naval scenario is the Eastern Front (Baltic and Black Seas, and major rivers) 1941-45.
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RE: Operational Level Sea Power Requirements

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For the effects of naval operations, I would add shore bombardment which could be used on coastal hexes and maybe one hex inland, and invasion points, which could be used like strategic transfer points except they at least partially be used up in an invasion. You would also have to model coastal batteries, which would have only a minimal land attack rating as well as model artillery firing on shore bombardment groups.
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RE: Operational Level Sea Power Requirements

Post by bcgames »

So for naval gunfire (shore bombardment), ships would act like "floating artillery units"; perhaps grouped as squadrons of destroyers, light cruisers, or cruisers, and task groups/task forces centered around a battleship, monitor, or battle cruiser.
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