Dance of the Vampires
Posted: Wed May 20, 2020 8:56 pm
A couple weeks ago Kushan and SSN754 recommend that I check out Dance of the Vampires from Wargame Vault. These are Larry Bond’s notes from a series of wargames using his paper based game of Harpoon. There were three games which he ran in 1985 with Tom Clancy and many others to work out the details for a chapter by that name in their novel Red Storm Rising. I picked it up immediately and read through most of it that day, it has an obvious connection to how Joel (Airborne Ranger) and I are writing our Northern Fury series. Unfortunately, one thing led to another and I only finished it off today.
Firstly, I think we all owe Larry Bond a huge debt of gratitude for essentially founding the modern air/naval warfare genre with his board game. Secondly, we should all be very thankful that personal computers exist, and that the genre has evolved to CMO. Reading through how he was calculating submarine and radar detections with a locally scripted program on the one computer they had available made me cringe. Thirdly, our understanding of modern combat and systems has evolved exponentially in the past 35 years.
I made a few notes which I’ll share with you here.
• To put together a game in 1985 involving 2x US and 1x French carrier vs a few Regts of Soviet bombers and a dozen or so subs took a team of 12 players, several days with weeks of planning. They didn’t finish. If we want to do that our biggest problem is figuring out which scenario to play.
• They really didn’t know how some things worked. The Cold War was still very real, and a lot of security revolved around a lot of stuff. They were using the Su-24 as a fighter; using ‘blip enhancers’ which Bond thought existed but added a correction after the game; the use of ECM and detection was what we would consider archaic.
• The players, who had mostly not played or only played one game of Harpoon before, just didn’t know how to do things. We take many basics for granted because we’ve done it a hundred times. Why you should have an air defence cruiser close enough to the carrier to use its air defence. Why you should have radar coverage over a Task group. Why you need ESM up and watching. Why tanker support is important. They were making all the same errors we did when we played our first game of CMANO or CMO. An example: they didn’t use A2A refueling but as a result of this game there is an addendum titled ‘Simpler rules for air to air refueling’ that is 4 pages long!
• Between the three games they built a computer script which was evolving. First it calculated movement over time for ships & aircraft, then evolved into a sonar tool which calculated detection only out to the first CZ, they didn’t include detections any further out because doing it was too hard and would slow down the game.
I don’t want to come off as critical. I think this endeavour was simply amazing! They managed to take paper based rules, a bunch of guys, some rulers, note pads, some vague ideas and a home-grown computer program and ran a very sophisticated game. The fact that it happened on this scale at all is a testament to how good the paper-based Harpoon rules were.
Like Joel and I, and I’m not comparing ourselves to Clancy & Bond, they weren’t basing their story on the scenario, they already knew what had to happen. They were testing concepts and establishing tidbits to make the story come alive. They succeeded.
So, I’ll sum up by saying – we don’t know how good we have it with CMO. There are always minor quibbles, but on the whole, this genre of games has come a long, long way since Bond set pen to paper. I highly recommend this as a great read for anyone interested in CMO.
B
Firstly, I think we all owe Larry Bond a huge debt of gratitude for essentially founding the modern air/naval warfare genre with his board game. Secondly, we should all be very thankful that personal computers exist, and that the genre has evolved to CMO. Reading through how he was calculating submarine and radar detections with a locally scripted program on the one computer they had available made me cringe. Thirdly, our understanding of modern combat and systems has evolved exponentially in the past 35 years.
I made a few notes which I’ll share with you here.
• To put together a game in 1985 involving 2x US and 1x French carrier vs a few Regts of Soviet bombers and a dozen or so subs took a team of 12 players, several days with weeks of planning. They didn’t finish. If we want to do that our biggest problem is figuring out which scenario to play.
• They really didn’t know how some things worked. The Cold War was still very real, and a lot of security revolved around a lot of stuff. They were using the Su-24 as a fighter; using ‘blip enhancers’ which Bond thought existed but added a correction after the game; the use of ECM and detection was what we would consider archaic.
• The players, who had mostly not played or only played one game of Harpoon before, just didn’t know how to do things. We take many basics for granted because we’ve done it a hundred times. Why you should have an air defence cruiser close enough to the carrier to use its air defence. Why you should have radar coverage over a Task group. Why you need ESM up and watching. Why tanker support is important. They were making all the same errors we did when we played our first game of CMANO or CMO. An example: they didn’t use A2A refueling but as a result of this game there is an addendum titled ‘Simpler rules for air to air refueling’ that is 4 pages long!
• Between the three games they built a computer script which was evolving. First it calculated movement over time for ships & aircraft, then evolved into a sonar tool which calculated detection only out to the first CZ, they didn’t include detections any further out because doing it was too hard and would slow down the game.
I don’t want to come off as critical. I think this endeavour was simply amazing! They managed to take paper based rules, a bunch of guys, some rulers, note pads, some vague ideas and a home-grown computer program and ran a very sophisticated game. The fact that it happened on this scale at all is a testament to how good the paper-based Harpoon rules were.
Like Joel and I, and I’m not comparing ourselves to Clancy & Bond, they weren’t basing their story on the scenario, they already knew what had to happen. They were testing concepts and establishing tidbits to make the story come alive. They succeeded.
So, I’ll sum up by saying – we don’t know how good we have it with CMO. There are always minor quibbles, but on the whole, this genre of games has come a long, long way since Bond set pen to paper. I highly recommend this as a great read for anyone interested in CMO.
B