Saturday, December 25, 2010

Harpoon 3 ANW - Fighting the Wrong Battle with the Wrong Warships - Part 3

This is a continuation from a previous entry and the battle narrative with the most anticlimactic end I ever told ... And not because of my lousy writing or command skills!

This is where we left previously: I detached a total of four warships from TF02 and TF01 and ordered them west to intercept the Argentine carrier Veiniticinco de Mayo and its escorts. The new task force (TF08) is composed of HMS Amazon, HMS Battleaxe, HMS Argyll (all purpose frigates) and HMS Glasgow (area air defense destroyer).


The modest task force (westmost blue concentric circles icon in the middle of the screen) is sailing west to meet the Argentine carrier group (yellow squarish icons in the west). The selected unit ( blue concentric inverted semicircle) is a flight of 3 Harriers investigating and air contact. Their CAP waypoints are the green "X"s. The area inside the orange lines is a "threat to aircraft" I placed to avoid my own aircraft flying too close to the Argentine ships.

Time is 0105 now. TF08 is sailing at flank speed towards the Argentine carrier. It will be at least two hours until TF08 gets withing weapons range. The Sea Harriers CAP mission downed at least 7 Argentine aircrafts. Things are looking good so far.
Task force formation for scared admirals: because of the high threat of Argentine aircraft and warships, TF08 sails in a tight formation where almost every single weapon system from every warship can support each other. The green outer circle represents a range of 10 nm. Warships of TF08 are represented by blue circular icons.

Time is now 0223. TF08 is getting close to the Argentine carrier. On the left panel, TF08's tight formation makes it very difficult to pinpoint the exact location of the Argentine warships. Sensors need to be more widely spread to pinpoint surface contacts effectively, but I am more concerned about mutual support right now. On the right panel, a hiatus in the CAP missions has left TF08 exposed to Argentine aircraft. The inverted yellow half-square in the right panel turned out to be a 2-aircraft flight of A-4s which was shot down at close range.
Time is now 0245. TF08 receives the first timid missile strike from the Argentines. In the bottom right panel, an Argentine anti-ship missile (red M icon) is about to be intercepted by one of ours. In the top right panel, note how I messed up the CAP missions and ended up with single aircrafts flying west. Thankfully, the Argentines have suffered tremendous air losses in the past two hours and the single Sea Harrier was brought back to safety.
After some maneuvering complications TF08 (blue concentric circular icons) fires its first anti-ship missile. Time is 0354. TF08 has issues tracking the Argentine warships, now located at an estimated range of less than 30 nm. Three single anti-surface missiles fail to guide. We need to close even more.

0439, ARA Hercules (Type 42 Destroyer, labeled as contact D044) fires a barrage of missiles. Although it was a  nerve-wrecking experience, TF08 manages to shoot down all of them. The Argentine carrier Veinticinco de Mayo is the northmost surface contact (yellow square). TF08 continues to fire salvos of 2-4 missiles onto the carrier, but no hits are confirmed.

0503. The Argentine escorts (two yellow squares plus the red romboid icons sailing southeast) leave the Veinticinco de Mayo (yellow square icon near the TF08) behind. The Veinticinco de Mayo is evidently damaged and immobile as we approach for the final kill.
0510. The Veinticinco de Mayo (red romboid icon near TF08) is within sight of TF08 and on fire. TF08 engages the carrier  with its good ole Bofors naval guns. 
And then Harpoon 3 crashed to desktop! No warning, not even a "this program has encountered a problem and needs to close" message. Just the sound of my voice calling expletives. Sudden death ...

The most interesting part of the battle was to come. I had my doubts about how much damage TF08 could do to the Argentine Navy, but I underestimated these four warships. I wonder how the rest of the battle would have unfolded. Was it a good idea to detach warships from the main body of the British force?

Lessons learned:
-Save, save and then save some more. It is my first crash in Harpoon 3, but it is better to be safe than sorry
-A close formation is good for mutual support (we defeated a lot of Argentine missile salvos and air attacks), but terrible for tracking enemy warships
-Air cover:  have a solid plan to avoid gaps in the patrols
-Once you know that an enemy warship is no longer combat-capable, move towards other threats. I focused too much on the Veinticinco de Mayo and I should have started to move onto the escorts as soon as I saw the Argentine carrier lagging behind them


Cheers,

Friday, December 24, 2010

Merry Christmas!

Hoping you have a wonderful Christmas, fellows!

Cheers,

Squad Battles Modern War Out Monday, Combat Mission Battle for Normandy Aiming for February 2011



Gee, I take a short trip and look what happens.

John Tiller's Squad Battles Modern War will be available next Monday. When Tiller said "aggressive publication schedule", he meant it. Credit card ready, bring it on!

Squad Battles Modern War


Battlefront has a name for it's next Combat Mission iteration: Combat Mission Battle for Normandy. Looking great. I've seen screenshots showing rivers ... and bridges. Yeah! Hoping for an early release of this one.

Image
Family picture.
Cheers,

Wednesday, December 22, 2010

Old Games/Sims Woes

A new entry for the "Maneuver Warfare: a Wargamer's Notebook" is in the works. I wanted it to include some combat flight simulator experience of F-86 Sabres and Mig-15s dogfighting over Korea. So I went and dusted off my copy of Mig Alley and tried to install it on my Win7 computer. It never ran ... At a certain point even other games stopped working (the installer must have overwritten some DirectX files) ... Big pain.

Installing Mig Alley in my oldest XP computer made the trick. "Setup.exe" must be ran in Win98 compatibility mode and that's it. That will probably do the trick in the Win7, but I'm not going to take any more chances.

This is me flying a Mig-15.

Yours truly practicing the flying gaits in some remote area of South Korea.

Well, it looks ugly. It's a 11 years old simulator. You may wonder why I chose Mig Alley and not any of the other add-on/mods for IL2-1946 or Strike Fighters. I read that Korean War dogfighting is nowhere more authentic in terms of flight models than in Mig Alley, but I have no proof of anything. What's your experience with the before mentioned mods?

And speaking of flight models. I messed up with trimming, climbing and descending in the F-86 until 2 a.m. last night. The F-86 Sabre, with the trim in neutral, flights a beautiful straight and level 430-450 KIAS with the engine at 83%.

I better get into some serious dogfighting now. I've lost no less than 5 hours troubleshooting this thing.

Cheers,

Tuesday, December 21, 2010

Less is more? - US Army Wargames Big and Small

The print version of Training and Simulation Journal (TSJ) came packed with good reading.

There is a forum type discussion about an earlier feature about Jim Lunsford's Follow me, an easy-to-learn, low-budget tactical game that is being used in the U.S. Military Academy. In this issue of TSJ, Col. John Surdu explains that simple and cheap war games are useful, but complex and expensive war games (like Warsim and OneSAF) are not to be scorched because they are validated and verified. He writes: "do we understand where there might be negative learning because the combat effects [in simple war games] are incorrect?". James Sterrett (deputy lead of the simulations group at the U.S. Army Command and General Staff College, CGSC) responds: "[expensive and complex war games] can provide great execution-centric learning environments, but the overhead they require doesn't support the majority of the education executed at the CGSC". Jim Lunsford gets the final words of the discussion: "no matter how good the game may appear to be, the quality of training will always depend on the instructor's ability to shape learning".

Big budgets but big requirements. I wouldn't like to be in the shoes of the contractors who design these big US Army simulations. In a lighter note, Michael Peck wrote a review of Civilization V, a game that apparently has come back to its roots. From his review, quote of the day:
"It is the peculiar nature of popular video games and rock bands that they begin with one style, swell with excess until they are barely recognizable, and then return to their roots"
Food for thought.

Cheers,

Monday, December 20, 2010

Media Warfare: ProSIM announces the publication of "Media War"

Pat Proctor, the man who brought us hours of great tactical war gaming with ProSIM, has been busy writing.


From his blog:


Media Warfare: ProSIM announces the publication of "Media War"
In Operation Iraqi Freedom, insurgent and terrorist groups have developed the capability to use small, relatively insignificant tactical attacks, amplified through the megaphone of the media, to erode the will of the American public to prosecute the war. This capability has neutralized the overwhelming advantage the US military has in firepower in Iraq by bypassing it completely.

Available as an e-book from Amazon.

Looking forward to read your book, Pat.

Cheers,

Saturday, December 18, 2010

Gary Grigsby's War in the East - Shaping Operations Against the AI, Intentional and Not

I was playing as the Germans in the "Road to Leningrad" scenario of Gary Grigsby's War in the East and after enjoying the breakthrough cakewalk (should we call it "breakthrough"?) things start to get interesting once I sink the threads of my panzers in the hugeness of the theater of operations.

Under my command, Army Group North, the least powerful of all German army groups at the onset of the Russo-German War. Our objective is to capture Leningrad. Army Group North is composed of two Armies (16th and 18th, infantry), and the 4th Panzer Group (4th PzGrp, armored). The schwerpunkt for the first part of this operation is the 4th PzGrp, which will conduct a deep penetration to capture the intermediate objective Pskov, some 230+ miles beyond the start line. Because Army Group North as a whole has very limited operational mobility (too much infantry), the 4th PzGrp will capture and pause at Pskov and this city will be the springboard for the final Army Group North's attack on Leningrad.

4th PzGrp cut through the Soviets like a knife, crossed the Daugava river and now is preparing to capture Pskov.

Click the image for a better view. With the infantry hundreds of miles behind, the 4th PzGrp approaches Pskov through the east (LVI Pz. Corps) and the south (XXXXI Pz. Corps).  I wanted to approach Pskov with XXXXI Pz. Corps moving west of the Velikaya river, but as seen here, but the 6thPzDiv (outlined fucsia) has bumped into two Soviet infantry divisions. 
Click the image for a better view. Annoyed at the perspective of conducting an corps-sized attack across a river, I instead move the XXXXI PzCorp (counters outlined fucsia and yellow) towards Pskov but east of the Velikaya river (black arrow was added with an image editing software).

Click the image for a better view. Following my XXXXI Pz Corps move north, the two Soviet infantry divisions moved out. Their move was not east because the Totenkopf Motorized Division (counter highlighted fucsia) has moved through that terrain (black arrow) and didn't find them. It is likely that at least one of the Soviet infantry divisions has moved to reinforce Pskov.

Pskov fell during the week of July 10, 1941 amid substantial loss of lives and equipment. It was not wise to attack the city from a single direction and across a river. But the war gamer here is happy to see the AI in this game reacting in this way to his moves. In other opportunities I've noticed also that the AI tends to retreat when there is a threat of encirclement. Besides of an interesting opponent, the AI in War in the East offers the solo player the possibility to conduct the so-called "decisive" and "shaping" operations.

Cheers,

Gary Grigsby's War in the East - Screenshots


I finally got to try War in the East, the monster Eastern Front from 2by3 Games and published by Matrix Games.

War in the East is massive in both scale and depth. It feels like you could be playing this game for a whole year and yet find something new. There are some game design features that I am liking, like a not so restrictive fog of war that is adequate for an operational level war game, the detailed but easy to manage logistics and the flexibility to reorganize/shuffle formations.

I was a bit reluctant about how a 2 weeks turn would work (it sounded a bit too long), but all the game mechanics seem to be finely tuned for a 2 week pulse of action. EDIT: Turns are one week. Thanks anonymous for the correction.

Not so enthused about the general feel of working in the map (it feels a bit clunky) and the on-map highlighting  of formations above the corps level.

Images below are clickeable.








Cheers,

Thursday, December 16, 2010

Panzer Campaigns Kharkov 43 - Keep the Infantry Moving

Operational and strategic mobility is are usually bound to the road network.

In PzC's Kharkov 43, the winter weather conditions are forcing me to conduct a good portion of the tactical maneuvers near the roads. In particular, infantry. Not that they can't move through the open ... It's just too taxiing for them to do so.

This company from the 320th Inf. Div. will be walking roads until it makes contact. The highlighted hexes are the reachable ones. Note how mobility is double if the grunts keep their feet in the road. Any movement aside the road will reduce their mobility to half. From the "Gross Deutschland leads the way" scenario.
Cheers,

Tuesday, December 14, 2010

Military Monday at SimHQ - ArmA 2 Operation Arrowhead

A great video by Brennus on the "Military Monday" online session with ArmA2 Operation Arrowhead.

Infantry supported by a Warrior IFV, clears a roadblock and moves onto a guerrilla campground.



"Military Monday" is an online session hosted by SimHQ. The players follow a chain of command and radio communications protocols. Realistic tactics are highly encouraged.

Original thread here. Make sure to view this video in YouTube for HD.

Cheers,

P/S: anybody here joins these sessions at SimHQ? Anybody plays ArmA 2 online at a virtual unit?

Cheers,