ORIGINAL: ColinWright
ORIGINAL: IronDuke
Whatever the answer to the above, will it have formation, supply and national characteristics sorted out?
Regards,
IronDuke
And air/naval warfare?
Not if you want War in the Pacific, I suspect.
Moderators: ralphtricky, JAMiAM
ORIGINAL: ColinWright
ORIGINAL: IronDuke
Whatever the answer to the above, will it have formation, supply and national characteristics sorted out?
Regards,
IronDuke
And air/naval warfare?
ORIGINAL: Curtis Lemay
ORIGINAL: ColinWright
And that sounds like a lot of battles I can think of.
Provided all the unit commanders have had lobotomies.
ORIGINAL: IronDuke
ORIGINAL: ColinWright
ORIGINAL: IronDuke
Whatever the answer to the above, will it have formation, supply and national characteristics sorted out?
Regards,
IronDuke
And air/naval warfare?
Not if you want War in the Pacific, I suspect.
ORIGINAL: IronDuke
Combined Arms copes with the sentience angle by having pre-set choices about what to do if something unexpected happens. If you think you are going to run into something, you can pre-set your forces to defend or attack etc if they come up against this. So, they merrily proceed forward and then revert to this programming if they hit something in their path.
ORIGINAL: Curtis Lemay
Which covers about 0.1% of the possible situations that can be encountered. You simply can't pre-program an evaluation of the situation that remotely compares with what a human can evalute. So, that unit you programmed to stop if it encounters something does so when it hits that truck park. The other unit you programmed to drive on does so when it bumps into Panzer Lehr. And, of course, there is no way to coordinate forces or manuever in such unplanned encounters.
And, as I said before, there is no way to implement infiltration tactics - Warfare 101 since 1918.
You can't pre-program "take the path of least resistance" or "reinforce success, abandon failure". Again, the more WWI-like the topic, the better WEGO will do.
Of course, it doesn't allow you to specify for each unit what to do at point of unexpected contact as you can in IGOUGO, but then no one ever got this kind of control in real life either so you're not losing a valuable part of a simulation, but losing an unhistorical part of any simulation.
Not true, even at the individual soldier scale, much less TOAW's scales. Even individual soldiers had the latitude to adjust their paths to flank and coordinate against anything they encountered. No Post-WWI force functions as brainlessly as WEGO requires.
In fact, I have to ask: Just where is the wargaming in all of this? There doesn't seem to be much more to it than pointing your forces where you want them to go and watching them go.
ORIGINAL: IronDuke
It's had a long and drawn out development history but I think it will land with a bang.
ORIGINAL: Curtis Lemay
And each motorized unit would have a movement allowance of 330 MPs.
ORIGINAL: rhinobones
ORIGINAL: Curtis Lemay
And each motorized unit would have a movement allowance of 330 MPs.
That's about as silly as it can get. Do you really expect that the time scales wouldn't be adjusted? Do you really think that the entire map needs to be modeled?
Come on kid, if you're going to make an argument at least try to frame it in a reasonable setting.
Regards, RhinoBones
ORIGINAL: Curtis Lemay
Of course, you can always hand it over to the PO. But that's about as brainless - and is it really wargaming?
Actually sounds like a lot of historical events I can think of.
ORIGINAL: IronDuke
Besides when is TOAW IV due? [;)]
ORIGINAL: IronDuke
Besides, Combined Arms has a "Bypass" general order that allows you to tell your units to go around enemy units they encounter on their path. Also, there never was a way to co-ordinate manouevre when forces decided to step outside their Staff instructions.
Generally, units followed their AXIs of advance because going around generally meant you blundered into the axis of advance of the neighbouring unit which (depending on the level we are discussing) was either a Company, battalion, regiment or Division. This presented juicy arty interdiction targets and created traffic jams.
Infiltration tactics were a (largely German) taqctical method of screening infantry advance behind darkness or broken terrain in order to open the attack from a closer, more advantageous and surprising position. It doesn;t really have a place in the operational level unless you simulate it with a combat modifier. It was about getting a better position to attack from, and penetrating the defensive position to its depth, it wasn't an operational concept about having recce companies marauding about in the enemy's rear.
You can pre-program bypass, ...
The Americans and British generally fought linear battles where everyone advanced along their axis of attack. the Russians were relatively inflexible once they had torn the hole in your front. The German method simply didn't emphasise this initiative after early 1942, and if there was still some initiative at the small unit level, you simulate that with greater proficiency within the game engine at an operational level.
You're asking for something which simply didn't happen all that often in practice. I can think of Peiper in the Ardennes and Wood at one point in Lorraine but American Infantry divisions didn't bypass resistance because that put you on the roads and terrain being used by the neighbouring division and led to friendly fire, traffic jams and target rich environments.
Really?
One of the reasons the Germans killed "Aufstragstaktik" (which I presume is what you are hinting at) was because it wasn't practical in the era of mass Armies to have divisional or Corp Commanders setting their own objectives based on how they saw the battlefield and it didn't really occur in the US Army anyway and practically never in the British Army of WWII.
The wargaming is in setting realistic plans that balance objectives with necessity. Yes, I want to get forward, but that uncleared town at the shoulder of my penetration is worrying and I see Tanks massing the other side of it. Therefore, I have to launch a preemptive assault or dig in infantry and AT assets to prevent the counter attack.
You can see attacks hit thin air as the enemy pull back and enemy troops irritatingly withdraw rather than be obligingly static whilst you flank them. However, it's very fluid, realistic and the fun is in the planning. Plan better than your opponent and you win. You also (IMHO) have to plan with very Military considerations in mind.
CA complicates the planning process by giving you numerous deployment states. You don't move and attack in the same state (or rather you can move forward in at attacking deployment but much slower than if you were in a column advancing) and these various states give you a trade off between time and action. I think it works very well.
I've seen sizeable penetrations made. Narrow penetrations made and units cut off as flanking troops advancing hit stiffer resistance. I've seen the bypass order used to get a Guards Battlegroup up Hells Highway past badly hit and blocking FJ and it really puts a premium on anticipation.
Currently in TOAW, you attack, I watch where it is coming and respond.
In CA I have to anticipate, because (as in real life) if your attack is unexpected, I am already a turn behind when I plan the counter. I think it makes breakthroughs much more likely if well planned than in TOAW where IGOUGO always allows reaction. In my experience, clean breakthroughs in TOAW often rely on the enemy having nothing in range to face you with rather than not having the time to stop you and block you as your forces roar on.
ORIGINAL: golden delicious
ORIGINAL: Curtis Lemay
Of course, you can always hand it over to the PO. But that's about as brainless - and is it really wargaming?
Sure it would. In fact I would find it a fascinating exercise. However I wouldn't want to surrender TOAW's approach in favour of this. Some combination of the two would be ideal.
Sure. But at these turn scales, this is the only possible outcome. The trapped forces could be under Rommel or Gamelin. It makes no difference.
That is basically a true statement. You have to know what kind of bait to use when you go fishing.ORIGINAL: ColinWright
ORIGINAL: rhinobones
ORIGINAL: Curtis Lemay
And each motorized unit would have a movement allowance of 330 MPs.
That's about as silly as it can get. Do you really expect that the time scales wouldn't be adjusted? Do you really think that the entire map needs to be modeled?
Come on kid, if you're going to make an argument at least try to frame it in a reasonable setting.
Regards, RhinoBones
It was your proposal to use CA for CFNA.
ORIGINAL: Curtis Lemay
Commanders must be brainless, because that's how WEGO will model them.
WEGO forces are going to function more or less like they were commanded by General John Bell Hood: They’re going to proceed on to Nashville even though they were crushed at Franklin – because that’s what the plan was.
ORIGINAL: rhinobones
This is another erroneous assertion that plays to the absurd. The assertion is intended to paint the picture that units will proceed with current orders on the scale of TOAW (days, weeks, etc) when in actuality WEGO turns are measured in hours. The player has plenty of opportunity to adjust unit orders, in order to support the battle plan. A unit is just not going to march across the map oblivious to the situation; the orders to the unit will not allow such an action and there is a physical time constraint that precludes such a feat....
ORIGINAL: ColinWright
Yeah -- but now you've just implicitly limited the scope of we-go simulations. It sounds like max is about 5 km/hex and one day turns. Nothing wrong with that -- but it's going to leave TOAW with lots of market share.
ORIGINAL: IronDuke
Besides, Combined Arms has a "Bypass" general order that allows you to tell your units to go around enemy units they encounter on their path. Also, there never was a way to co-ordinate manouevre when forces decided to step outside their Staff instructions.
Generally, units followed their AXIs of advance because going around generally meant you blundered into the axis of advance of the neighbouring unit which (depending on the level we are discussing) was either a Company, battalion, regiment or Division. This presented juicy arty interdiction targets and created traffic jams.
ORIGINAL: Curtis Lemay
And that "Bypass" choice would have to be made in advance - before you can evaluate just what you're going to encounter or what sort of shape you're in. Really, the options you're giving players aren’t even as sophisticated as the abilities of the PO in TOAW. And we all know what a fine player the PO is.
You want us to believe that military commanders had no authority to do anything.
Your motives are obvious.
Commanders must be brainless, because that's how WEGO will model them.
WEGO forces are going to function more or less like they were commanded by General John Bell Hood: They’re going to proceed on to Nashville even though they were crushed at Franklin – because that’s what the plan was.
Infiltration tactics were a (largely German) taqctical method of screening infantry advance behind darkness or broken terrain in order to open the attack from a closer, more advantageous and surprising position. It doesn't really have a place in the operational level unless you simulate it with a combat modifier. It was about getting a better position to attack from, and penetrating the defensive position to its depth, it wasn't an operational concept about having recce companies marauding about in the enemy's rear.
No. Its principles applied at the tactical, operational, and even strategic scales. Blitzkrieg was just infiltration with tanks.
Blitzkrieg was just infiltration with tanks.
All of WWII was the application of infiltration principles.
And, again, how do you direct your reserves to exploit success instead of reinforce failure?
You can pre-program bypass, ...
That's not the same as taking the path of least resistance. That requires mental faculties.
The Americans and British generally fought linear battles where everyone advanced along their axis of attack. the Russians were relatively inflexible once they had torn the hole in your front. The German method simply didn't emphasise this initiative after early 1942, and if there was still some initiative at the small unit level, you simulate that with greater proficiency within the game engine at an operational level.
You're asking for something which simply didn't happen all that often in practice. I can think of Peiper in the Ardennes and Wood at one point in Lorraine but American Infantry divisions didn't bypass resistance because that put you on the roads and terrain being used by the neighbouring division and led to friendly fire, traffic jams and target rich environments.
Linear tactics were basically abandoned by the end of WWI.
That's why WWII battles were so fluid relative to WWI.
But there are far more problems beyond infiltration. No coordination is possible against unexpected targets. That includes both ground forces and support. You can't do "hit and run" tactics. It all traces back to the brainless commander problem.
Really?
One of the reasons the Germans killed "Aufstragstaktik" (which I presume is what you are hinting at) was because it wasn't practical in the era of mass Armies to have divisional or Corp Commanders setting their own objectives based on how they saw the battlefield and it didn't really occur in the US Army anyway and practically never in the British Army of WWII.
What I was hinting at was that if a squad ran into a machinegun nest across their axis of advance, they weren't forced to launch a frontal assault on it. They had the latitude to maneuver against it, even coordinate with another squad or two. They could call for support, etc. The same was true at all scales.
The wargaming is in setting realistic plans that balance objectives with necessity. Yes, I want to get forward, but that uncleared town at the shoulder of my penetration is worrying and I see Tanks massing the other side of it. Therefore, I have to launch a preemptive assault or dig in infantry and AT assets to prevent the counter attack.
You can see attacks hit thin air as the enemy pull back and enemy troops irritatingly withdraw rather than be obligingly static whilst you flank them. However, it's very fluid, realistic and the fun is in the planning. Plan better than your opponent and you win. You also (IMHO) have to plan with very Military considerations in mind.
CA complicates the planning process by giving you numerous deployment states. You don't move and attack in the same state (or rather you can move forward in at attacking deployment but much slower than if you were in a column advancing) and these various states give you a trade off between time and action. I think it works very well.
I've seen sizeable penetrations made. Narrow penetrations made and units cut off as flanking troops advancing hit stiffer resistance. I've seen the bypass order used to get a Guards Battlegroup up Hells Highway past badly hit and blocking FJ and it really puts a premium on anticipation.
Currently in TOAW, you attack, I watch where it is coming and respond.
In CA I have to anticipate, because (as in real life) if your attack is unexpected, I am already a turn behind when I plan the counter. I think it makes breakthroughs much more likely if well planned than in TOAW where IGOUGO always allows reaction. In my experience, clean breakthroughs in TOAW often rely on the enemy having nothing in range to face you with rather than not having the time to stop you and block you as your forces roar on.
This all sounds roughly like programming the PO in TOAW scenario design, and then watching a PO vs. PO test. That’s not my idea of wargaming. And it produces ridiculous results like enemy forces ignoring each other as they move right by each other.
ORIGINAL: golden delicious
ORIGINAL: IronDuke
Besides when is TOAW IV due? [;)]
I would tell you- but I signed an NDA
Anyway, TOAW III is an extant system.
ORIGINAL: ColinWright
ORIGINAL: rhinobones
This is another erroneous assertion that plays to the absurd. The assertion is intended to paint the picture that units will proceed with current orders on the scale of TOAW (days, weeks, etc) when in actuality WEGO turns are measured in hours. The player has plenty of opportunity to adjust unit orders, in order to support the battle plan. A unit is just not going to march across the map oblivious to the situation; the orders to the unit will not allow such an action and there is a physical time constraint that precludes such a feat....
Yeah -- but now you've just implicitly limited the scope of we-go simulations. It sounds like max is about 5 km/hex and one day turns. Nothing wrong with that -- but it's going to leave TOAW with lots of market share.