25 July 2010

Sun Tzu Revisited

I have been going through Sun Tzu once again, and have found his chapter on the offensive strategy to be both interesting and related to wargaming.

Normally a wargame is conducted with both players having equal forces. Our battles are fought on a points system and each player has an equal number of points to compose his force. Thus both armies begin with equal combat power.

As a result it can be difficult to win a game using tactics such as encirclement or flanking, because both players have armies of equal size and strength.
Sun Tzu states that you should outnumber your enemy by 10 to 1 in order to be able to encircle him, and by 5 to 1 in order to be able to defeat him. If you only outnumber him by 2 to 1 then you must divide him before you engage him. Sun Tzu obviously never played Warhammer.

He also said that the best generals get no credit. This is because they defeat the enemy without fighting. Hence, if there is no battle then there is no glory. And no glory means no PR for the general. In fact, he specifically said that you should always take your enemies army intact without fighting – which is the epitome of skill.

However when we wargame we are assuming that the situation has reached a critical stage and battle is inevitable. Yet, historically, generals loathe engaging on 1 to 1 terms because that risks their entire army being defeated.
By recreating historical battles, however, we can experience the skewed odds that Sun Tzu mentions.

Unfortunately though, it can sometimes be difficult to find an opponent willing to take on the outnumbered side, especially when they are the historical losers. In fact, such scenarios can be rather unpopular simply because many wargamers dislike taking the side of the army that traditionally lost. Hence, there is no shortage of budding Roman generals, but those representing the Gallic tribes are rather thin on the ground.

Still, playing a wargame where you are outnumbered 5 to 1 would be a real challenge and a real test of your generalship. Yet Sun Tzu has quoted this ratio, no doubt, because such odds were considered to be insurmountable and thus an army such outnumbered had no chance of winning, which meant the general did not risk his army when engaging such inferior forces.

But trying out a scenario where you are outnumbered 2 or even 3 to 1 could provide a lot of fun and really stretch your tactical muscles. Normally, such outnumbered forces would be on the defensive and would often have occupied terrain that facilitates this – many defensive battles are great examples of this.

Next time you wargame, give it a try and see how it feels to be desperately short of troops. After the game, switch sides with your opponent and game the scenario again.

Doing so will give you a unique appreciation for the use of your forces and their combat abilities, as well as how terrain can dramatically affect the outcome of a battle.

Video Posts

For those of you who commented on the video posts - many thanks for that.

However Stefan and I have decided that we will continue after the armies are painted. Somehow the videos just don’t look effective enough with big blobs of orange troops and a shaky camera.

Keep watching this space and we will have some more posts up shortly as the armies are now about half painted.

Thanks,

Justin.

17 July 2010

Tactical Wargaming - Video 3 (Field of Glory)

The third in the series of Tactical Wargaming videos. The game of cat and mouse continues...




Until next time, always remember that the very best wargaming tactics are always helped by a large dose of luck.

Tactical Wargaming - Video 2 (Field of Glory)

The series of Tactical Wargaming videos continue and we re-asses our position and our tactics after the initial turn.





Until next time, always remember that the very best wargaming tactics are always helped by a large dose of luck.

Tactical Wargaming - Video 1 (Field of Glory)

Stephan and I decided to explain some concepts in the first of a series of Tactical Wargaming videos while playing through a Field of Glory battle.

This video is the first of the series and shows Stephan and myself explaining the armies and explaining how we intend to outwit each other.

This can give you a great idea of the thought processes behind each game.

So on with the show...





Until next time, always remember that the very best wargaming tactics are always helped by a large dose of luck.

14 July 2010

Tactics and zombies

"Huh? What do zombies have to do with tactics?" I hear you scream.

The correct answer is, "Quite a lot." So read on and be enlightened.

Most of us enjoy a good zombie flick. Hordes of the undead sweeping forwards in a never ending tide. Small groups of survivors trying to hold out in a variety of locations, each looking for that safe, zombie-free zone.

If a bacterial or viral agent was accidentally released tomorrow - just like in the movie 28 Days Later - resulting in a plague of zombies, how would you survive?

Take a look around your house or apartment. What are the entrance points for a zombie attack? How much food supplies do you have? What makeshift weapons could you cobble together? How many are in your household and is this number adequate to defend the property? What changes would you make and how would you achieve them?

Remember, your mission is to survive, time is limited, terrain equals your home, troops means your family, and the enemy is a horde of brain eating zombies waiting to get in.

If you need to move out, where do you go? Who do you take with you? How will you gain supplies?

These exercises are similar to what a guerrilla commander would consider when conducting operations. In fact, if you prefer, you can replace the zombies with an invading enemy - like in the movie Red Dawn. But be advised, thinking opponents, rather than the mindless undead, make it much harder.

How would you organize your group? What roles would you give family members and friends? How will establish a chain of command? Who has essential skills that you will need to survive? Do you have a medic? Do you have an offensive specialist? What about recon?

This is an excellent tactical exercise that you can conduct in idle moments. When you get bored with it, assume the outbreak occurs when you are at work or school. That should bring up a host of new tactical considerations that should keep you busy for weeks.

And if you really want to get into the nitty-gritty of zombie survival. I recommend the Zombie Survival Guide by Max Brooks. It is a fascinating, funny, yet eerily frightening read that will have you locking all your doors at night and sleeping with a baseball bat under the bed - just in case Mr Jones from next door turns in to the living dead.

12 July 2010

More about terrain - OKOCA

No, it's not a kid's song and you don't have to put your left leg in, take your left leg out and shake it all about.

Instead 'OKOCA' is a handy acronym for analyzing the terrain you are facing to make sure you get a good grasp of your situation.

As we have said before, terrain is vitally important when wargaming and the winner and loser of many wargames can be seen to be the player who took best advantage of the ground and used it to multiply the power of his force.

So let's run through that little acronym and see what it's all about.

O = OBSERVATION. What field of vision does the terrain give you. High ground allows you to get excellent views of the surrounding area, enabling you to see what the enemy is up to. Get your men in positions where they can observe the enemy unseen. They will be your eyes, enabling you to fight very effectively. This is less important in tabletop wargames, or boardgames, where both players normally have full view of the table - although some wargames are now bringing in the concept of troops only being able to see for a set distance which is dependent upon time of day and weather conditions. In this case, get some observers out there. When it comes to computer wargaming which is normally played with a 'Fog of War' effect, then seizing observation sites is a must. You don't know where the enemy is deploying or advancing. Get on some high ground and find out; then prepare a nasty surprise.

K = KEY TERRAIN. This represents ground that will give either side a substantial advantage in the coming battle. Identify key terrain and fight for it. If you cannot hold it, then deny it to the enemy using obstacles or by dominating it with fields of fire. Holding the key terrain could be a vital part of winning the battle, so don't miss out. An example would be the only bridge over a river. Whoever holds it would have a major advantage in the ensuing combat as they would be able to retreat over it and counter-attack across it, giving them more mobility than their opponents.

O = OBSTACLES. Obstacles are things that impede the enemy. A minefield, stakes dug into the ground, and barbed wire are all good examples. They don't have to be offensive either - a simple ditch can do the job. They cost the enemy time to remove and time is a precious commodity on the battlefield. So tie up enemy resources in obstacle removal and that translates into less troops that are attacking you. Obstacles can also be used to funnel an enemy where you want him to go. If he doesn't have the time or the means to destroy the obstacle, then he will have to go around it. And that can be right into your line of fire.

C = COVER AND CONCEALMENT. We have already talked about this in detail. Remember, cover provides protection, concealment hides you from vision. Either is good, but terrain that can accomplish both is especially valuable.

A = AVENUE. The avenue of approach is either the direction you are attacking the enemy, or the route he will use to attack you. Determine the avenue correctly and you can prepare accordingly. Often the avenue is decided upon by areas that provide concealment and the avoidance of obstacles. Analyze the terrain, see where the enemy is going to come from and hit him hard. At the same time, conceal your own avenues of approach with small attacks that make your opponent think the main attack is on the way. Remember, there may be more than one avenue of approach.

Next time you wargame, look at the terrain in front of you and use it as a weapon to attack your opponent with.