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Showing posts with label tactical. Show all posts
Showing posts with label tactical. Show all posts
THE 'STALINGRAD' NOTEBOOK: "BARBAROSSA" REDUX16 commentsIn my first "Notebook" essay on STALINGRAD, I presented a brief overview of the two main approaches developed by Russian players — one early on, one later — to deal with the particular challenges (and opportunities) that were and are an integral feature of the Soviet strategic situation prior to the German player's opening moves. In this second installment of "The 'STALINGRAD' Notebook", I take a look at the changes in German tactics that have developed in response both to the improvements in Russian opening set-ups that started to appear in the 1970's, and to the far more effective (and nuanced) middle and late game Russian positional play that, as time went on, began to accompany those "stronger" openings with greater and greater regularity. INTRODUCTIONCharles Roberts' (Thomas Shaw and Lindsley Schutz, although generally given credit for the design, were actually the developers) game of combat on the Russian Front, STALINGRAD — except for a few post-publication rules clarifications that first appeared in The General and then were formalized in 1974 — is pretty much the same game today as it was when it first saw print over four and a half decades ago. Yet, while the basic architecture of STALINGRAD has really not changed over the years, the way skilled competitors approach the game has changed, and changed significantly since its introduction in 1963. Of course, after taking into account the minor rules modifications that have appeared since then, the main explanation for this evolution in competitive play is that, as time has gone by, STALINGRAD players have become much more sophisticated in their understanding of the game. And the result of all this has been that, for those of us who still enjoy this classic, the game has become both far more difficult to play well and much more interesting. Roberts' eccentric take on the War in the East may be getting a bit "long in the tooth"; nonetheless, it still has the capacity both to entertain and surprise, even now. Which brings me, in a roundabout way to this current set of STALINGRAD essays: in the first installment of this series, I described the evolution that Russian play underwent from the time of the game's release up to the present; in this essay, I will attempt to do the same thing for German play. However, it should be understood that these two essays are not intended to stand independent of each other; and that the evolution of Russian and German play really needs to be viewed as being inextricably linked; that is: the changes that I will be describing, both in how STALINGRAD was once played and how expert players approach the game today, actually represent a sort of ongoing creative "arms race" between the ideas of the best Russian players and those of their most skillful German adversaries. And as long as there are gamers who continue to play STALINGRAD, I expect this process to continue.GERMAN OFFENSIVE STRATEGIES IN THE BATTLE FOR RUSSIAIt has been well over four decades since I played my first few games of STALINGRAD; nonetheless, I can still remember my cringe-worthy mistakes (both, alas, with the Russians and with the Germans) and the sheer carnage in the majority of those long-ago matches. Part of the explanation for the heavy casualties that tended to characterize most of my early STALINGRAD games can, of course, be chalked-up to a lack of any serious appreciation of the strategic subtleties and underlying dynamics of the game on either my part or that of my opponents. This obliviousness to the deeper possibilities of the game's design, however, was not the only factor that, in the 1960's and early 1970's, tended, in match after match, to lead to a mass migration of German and Soviet counters from the game map to their respective "dead piles". In addition to widespread player inexperience (or ineptitude, if you prefer), the flow and tempo of STALINGRAD play in the very early days of the hobby was also colored by two very different factors which — because they both heavily skewed the game in favor of the Russians — tended to steer more than a few experienced German players towards a strategy of combat-based attrition, particularly during the early turns of the game. The impact of these two factors on the early play of the game probably cannot be overstated; therefore, I think that before preceding, a short discussion of the STALINGRAD back story and of the two game elements that so heavily impacted the game's early play is probably in order.Early Play-Balance and the Genesis of the Blitzkrieg StrategyThe first of the two "pro-Russian" factors mentioned above was baked into the game by its designers from the beginning: this was the original "historical" Russian Replacement Schedule of 4-6-8. [Avalon Hill very early on, it should be noted, included an errata sheet of sorts — the notorious "pink sheet — which offered players the option of playing with what would ultimately become the standard among experienced players, a 4-5-6 Soviet replacement rate; however, this "option" was initially resisted by most Soviet players (for obvious reasons) and did not become widely-used until some years after the game's introduction.] Given that the Axis replacement rate was (and still is) four factors per game turn, it was abundantly clear to anyone who played STALINGRAD more than once that the longer the game continued, the greater the impact that the Soviet replacement rate had on play. Since most German players could do simple arithmetic, it was obvious that — assuming average combat losses for both armies — Hitler's Wehrmacht was never going to succeed against the Red Army if it waited around for three-to-ones; instead, the chances were good that if the Germans opted for a conservative approach that they would be swamped by hordes of resurrected Soviet units by early to mid 1942. Faced with this unpleasant (if inescapable) reality, most German players (me included) opted to attack during the early game turns with something bordering on total abandon. The theory that most of us used to justify this "all out" offensive strategy was a simple one: if the Germans were to win, they would have to place their faith in the die and hope that lucky combat results would cripple the Red Army enough to allow the Wehrmacht to gobble up significant amounts of Russian territory, particularly during the critically-important 1941 and early '42 game turns. Of course, even back then, different players had very different ideas when it came to the execution of this German approach (there was, for example, the "Leningrad First" strategy, the "Minsk-Smolensk-Moscow" strategy, and, for those players who felt really lucky, the "Fall Blau in '41" strategy). Nonetheless, two major objectives tended to take center stage over and over again when it came to this brand of Axis play: the first of these objectives was for the Germans to destroy as many Soviet units as possible, as quickly as possible, (particularly the two hard-to-replace 7-10-4's and the single 6-9-6); the second goal, which was considered to be even more important (if more difficult) than the first, was for the Axis player to capture at least one of the three "Victory Cities" (the most popular target being Leningrad) before May of 1942 (this was the game turn on which Russian replacements jumped from 6 to 8 factors per Victory City): such a strategic coup, it was hoped, would prevent the Soviet player from rebuilding the Red Army back up to its full, pre-war strength in the middle and late portions of the game.
[As an intriguing bit of war gaming trivia, Don Greenwood (who had inherited this controversy, first from Tom Shaw and then from Randall Reed) was the one at Avalon Hill — I can only assume after he had seen one STALINGRAD rules question too many on this topic — to finally step in personally to end the persistent confusion over the issue of exchanges in STALINGRAD. He did so by reiterating, in the pages of "The General", that the original, printed exchange rules were correct, and that the popular "attack factors for defense factors" exchange rules, widespread though they might be among gamers, was incorrect. Most players — but especially those who preferred to command the Germans — were delighted, if a little nonplussed, when Don Greenwood (who had, at one time, alluded to the "exchange attack factors for defense factors, himself) threw the official weight of Avalon Hill (such as it was) behind the rules requirement that "attack factors be exchanged for attack factors". However, while the vast majority of STALINGRAD players were pleased with Greenwood's formal (if belated) rules clarification, it soon turned out that there was at least one group of gamers who did not appreciate Baltimore's intervention on this issue; and that was the MIT contingent, who were more-or-less headed by George Phillies, but who also included Richard Sylvan and Stanley Hoffman, among others. The reason for this kerfuffle between MIT and Avalon Hill is unclear, although the most popular theory is that the boys at MIT (particularly Hoffman and Sylvan), having developed their theory of play based on a quantitative analysis of projected loss-rates using the incorrect exchange rules, were disinclined to accept a change which invalidated much of their already-completed analysis. Whatever the reason, the boys at MIT were outraged; in fact, George was personally so unhappy with Avalon Hill that he and Don Greenwood ended up going back and forth on this issue for several months, even after the matter had been officially (and forever) resolved, first in "The General", and then in the 2nd Edition of the STALINGRAD rules.] A New Paradigm: The "Positional" or "Long Game" Strategy
Russian Geography and the "Nuts and Bolts" of German Play
The Case for the Blitzkrieg Strategy
The Positional Theorists' RebuttalThe "long game" advocates' response to the Blitzkrieg players' supporting arguments was both interesting and actually rather clever: instead of disputing the logic of their opponents' case, they began by conceding the overall validity of virtually every one of the opposing side's points; then, however, in a neat bit of rhetorical jujitsu, they turned each of these seeemingly pro-attrition arguments against their original authors. The Blitzkrieg supporters, asserted the "positional" advocates, were generally correct in their particulars, but completely wrong in their conclusions.
Debate Aftermath: Who Won?
Of course, in the end, we are brought back to the crux of the original debate: which is, all things considered, which of these two approaches gives the German player the best chance of victory in STALINGRAD? This is certainly a simple enough question to ask; however, as I hope I have been able to show in this essay, it is also virtually impossible to answer definitively. Perhaps, when everything is said and done, the issue really comes done to a player's temperment: the aggressive German commander who wants to sieze the initiative on the first game turn and maintain it thereafter, will probably prefer the Blitzkrieg strategy; on the other hand, the Axis player who is patient enough to take risks selectively, but who still wants to maximize the battlefield results of a comparatively small number of low-odds attacks will probably be more comfortable with the less nerve-racking "long game" approach. CONCLUSIONThe play of STALINGRAD, like that of virtually all of the Avalon Hill classics, has undergone a number of changes in the decades since the game's introduction in 1963. Some of these changes I have already outlined in the first installment of "The 'STALINGRAD' Notebook", but others have resulted from a process — driven by the creative efforts of a number of dedicated players — that, for want of a better word, I will call the "deconstruction" of the original game design. What I mean by this is that, as time has gone by, improved Russian defensive play has inevitably led to new (sometimes radical) thinking about methods (both tactical and strategic) to improve the German player's prospects for victory in STALINGRAD; and, just as importantly, this new thinking has also led to a reappraisal of the effect of the flow and tempo of the game on German options. Stated differently, the rise in popularity of the hyper-modern Russian defense has had a dramatic impact on contemporary views of what is actually required to generate a reasonable chance of an Axis victory. Thus, German control of terrain at various stages in the game, strength differentials between the Wehrmacht and the Red Army, and the role of low-odds attacks have all been thoroughly reevaluated by long-time players, and, in more than a few cases, old ideas have either been modified extensively or even discarded completely.Finally, I should note that the terms "Blitzkrieg" (and "attrition") and "positional" (and "long game") are my own. In order to more clearly illustrate what I believe to be the gradual evolution of German strategic thought among STALINGRAD players, I have resorted to an arbitrary and (admittedly) somewhat simplified typology of the ideas that found themselves in competition both in countless face-to-face discussions and within the pages of the hobby press over the years. It is doubtful, in fact, that even the self-professed proponents of the two schools of German play that I have outlined in this essay would necessarily agree with all of my conclusions regarding the theories underpinning the two, very different approaches to German strategy. Nonetheless, I think that, on the whole, I have been fair to both factions, and that the preceding description — brief though it may be — is generally true, if not to the letter, then at least to the "spirit" of the facts. Related PostsTRICKS OF THE TRADE: TURN PHASE TRACK FOR SPI’S 'GRENADIER'0 comments
I am a big fan of the early SPI tactical games, particularly the three titles that comprise the “gunpowder” series: MUSKET & PIKE; GRENADIER; and RIFLE AND SABER. In addition, while it really wasn’t a “period” simulation like the others, I tend to also include SOLDIERS in this list. Unfortunately, attractive art work was not this series' strong suit. In fact, all four of these early SPI titles had very bland two-color maps. On the plus side, these games’ counters, rules, and other components were generally a lot better. The one notable exception being the first game in this series to actually see print, GRENADIER. The failure of the designer, Jim Dunnigan, to include “disruption” markers in this first effort, as well as SPI’s uninspired choice of colors for the game counters — this was the Napoleonic period, after all — sets this title apart as being the most primitive, awkward to play, and visually disappointing of the lot. Happily, the subsequent games published in this series included lots of additional information markers, and the unit counters got more colorful. That being said, all four of these games, including drab old GRENADIER, are interesting, challenging, and enjoyable to play.
One glaring shortcoming, however, of all of these SPI “gunpowder” tactical games was the failure of SPI to include any type of “play aide” that would specifically help players keep track of their various actions in the course of a game turn. This was no small issue. Each game turn, in every one of the titles in this tactical series, had multiple and asymmetrical player phases. Because the actions of each game turn were very interactive and almost simultaneous, it was very easy for players to lose track of which phase they were actually executing in the turn sequence. After putting up with this irritating little problem for a few gaming sessions, I finally resorted to hand-drawing a makeshift “phase track” for each of the titles in this series; I and my opponents liked them so much that I persuaded my wife (she’s the expert) to republish all of the different game tracks with nicer computer graphics and jazzier colors. I have posted a copy of the improved, computer version of the GRENADIER “Turn Phase Track,” for any visitors who might find this play aide useful. .
Related Map and Counters Blog PostsSPI, GRENADIER (1971)GAME ANALYSIS: GRENADIER: Tactical Warfare 1680-1850 SPI, GRENADIER (1971)35 comments
GRENADIER: Tactical Combat 1680-1850 is a historical simulation of European tactical warfare from 1704 to the mid-19th century. The historical period covered by the game, contrary to what is promised in the title, actually spans the years from the very early 18th century, through the wars of Frederick the Great and the campaigns of Napoleon Bonaparte, to the end of the Mexican-American War. GRENADIER was designed by James F. Dunnigan and published in 1971 by Simulations Publications, Incorporated (SPI).
DESCRIPTION GRENADIER is a wide-ranging and ambitious examination of European warfare during the period of transition from the first introduction of the socket bayonet, which allowed an infantryman armed with a musket to participate effectively in both fire and shock combat, to the years just before the Crimean War, and the dawn of modern industrialized warfare.GRENADIER is the second installment (although it was the first to be released) of SPI’s series of tactical games dealing with the development of firearms and their evolving tactical use on the battlefield. The first game of the series, MUSKET & PIKE (1550-1680), was published in January 1973, and the last, RIFLE AND SABER (1850-1900), appeared in April of the same year. Interestingly, GRENADIER was the only game in the series designed by Jim Dunnigan; both of the other two titles were designed by John Young. After GRENADIER, leader counters — and command and control — were completely eliminated from the rest of the series. Apparently, players wanted a little realism in their tactical games, just not quite that much. The course of play in GRENADIER is interactive, but logical. This multi-phase turn sequence, while adding a little complexity, gives the game some of the feel of simultaneous movement without requiring any cumbersome record keeping. A typical game turn proceeds as follows: first player offensive fire phase (fire combat is always resolved in this order: shot, then canister, and then musket); second player defensive fire phase; first player movement phase; first player shock combat phase; second player offensive fire phase; first player defensive fire phase; second player movement phase; second player shock combat phase. Once these steps are completed, the game turn is over.GRENADIER offers sixteen different scenarios (mini-games) that depict engagements from the War of Spanish Succession (1701-1714), the Second Silesian War (1744-1745), the Seven Years’ War (1756-1763), the Napoleonic Wars (1796-1815), and the Mexican-American War (1846-1848). Among the many battles depicted in the scenarios are the following: 1. Blenheim (12 August 1704) 2. Fontenoy (11 May 1745) 3. Leuthen (5 December 1757) 4. The Pyramids (21 July 1798) 5. Trebbia (9 June 1799) 6. Marengo (14 June 1800) 7. Austerlitz (2 December 1805) 8. Jena (14 October 1806) 9. Rolica (17 August 1808) 10. Sepulveda (30 November 1808) 11. Los Santos (3 January 1812) 12. Salamanca (23 July 1812) 13. Pilnitz (mid-September 1813) 14. Waterloo (18 June 1815), The Charge of the Union Brigade 15. Waterloo (18 June 1815), The Attack of the Imperial Guard 16. Palo Alto (8 May 1846) A PERSONAL OBSERVATIONBy today's standards, the GRENADIER game components are a little dated, if not downright primitive; the game design, however, is not. In fact, the complex interaction of the different combat arms, and the crucial importance of command and control, makes GRENADIER a challenging game to play, even by today's standards. Moreover, because the combat system minimizes the influence of luck, die rolls have very little impact on important combats; instead, it is the individual player's coordination of infantry, cavalry, and artillery and his ability to maximize the different arms' battlefield effectiveness that ultimately determines success in the game. Thus, the "rock, scissors and paper" tactical puzzle is really the heart of the GRENADIER simulation platform and probably explains why the game system remains fresh and challenging, even after repeated playings. This is undoubtedly also the reason that, despite the fact that I played every single scenario at least once (a college friend was a big fan of tactical games), and a sizable number of them many, many times, I never felt, by any game's end, that I ever really got things exactly right. In fact, when I took GRENADIER out to write up this description, I had the urge to set-up and play through The Attack of the Imperial Guard — my favorite scenario — to see if I could break the British left flank, just one more time, and march my grenadiers over Wellington and off the map to victory.Design Characteristics:
Game Components:
Related Map and Counters Blog PostsGAME ANALYSIS: GRENADIER: Tactical Warfare 1680-1850 HISTORICAL BACKGROUNDTRICKS OF THE TRADE: TURN PHASE TRACK FOR SPI'S 'GRENADIER' SPI, MUSKET & PIKE: Tactical Warfare 1550-1680 (1973) SPI, RIFLE AND SABER (1973) Recommended ReadingSee my blog post Book Review of this title which is recommended for those visitors who would like additional historical background information.
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