Showing posts with label wargame. Show all posts
Showing posts with label wargame. Show all posts

Saturday, 5 February 2011

Positive Philosophy

You are a philosopher, Dr. Johnson. I have tried too in my time to be a philosopher, but, I don’t know how, cheerfulness was always breaking in. James Boswell.

It might be thought, by looking back at the six months or so of posts on this blog, that I don’t have much regard for wargaming. It might be considered that I think most wargaming to be inaccurate, incoherent, ethically dubious and, quite possibly, imperialist. I dare say that evidence for all of these, and some others, would be available from the posts here.

In other words, I seem to have a real downer on my hobby.

Actually, I have no such thing, although all the above accusations could still be true. I think wargaming is in something of a golden age. When I remember the difficulty of acquiring toy soldiers, the dearth of rules and other paraphernalia of wargaming when I started, the range of services available today is truly remarkable. It is unclear if this will continue, although perhaps the internet will facilitate the exchange of ideas and goods. The real problem, I suspect, will be weaning people off computer games to “the real thing”. But that isn’t my problem, at least at present.

What I am trying to do is to think as clearly as possible about the phenomenon of wargaming, how it works, and what it means, in so far as any hobby means anything. As a case study, there is the development of some rules for ancient Greeks, but what I am trying to do is to get below the ‘just do it for a laugh’ layer and try to see what is really going on.

To suggest that wargaming presents a philosophical or ethical problem is already starting to reflect at a deeper level than simply deciding what soldiers to buy next. But can we define what the philosophical question (or questions) raised by wargaming are?

Pondering this over the last few months, it seems to me that there are both philosophical and ethical issues within and about wargaming, and both revolve around exactly what it is we are doing, or rather, what it is we are representing on the wargame table.

Now, most people who react badly to the information that I’m a wargamer do so, I think, because they imagine that there is actual representation of the violence of a battle on the table. In this sense, I think, that the same people should react in the same way to, say, a violent movie. Not too many people reacted badly to the violence of, say, Saving Private Ryan, but would a wargame of Omaha Beach engender the same muted reaction?
If not, then the difference must revolve about the engagement of the individual with the representation. The representation of the violent act in the movie is “out there”, on the screen, perhaps even a matter of historical record. But the representation of the violent acts in wargaming is also out there, on the table, but the player has some degree of control over what happens.

Perhaps, then, the genesis of the ‘yuck’ response that some people have to wargaming is due to this control. I can choose whether this company, platoon or whatever is placed in harm’s way or not. A wargamer has control over who “lives” and who “dies” in a way that a movie-goer does not. It is perhaps that control which raises, in a few people’s minds, anyway, that question of whether it is ethical to wargame this or that event.
Anyway, I do think, in accord with the quote at the top of this post, that the positives of wargaming outweigh the negatives. Wargaming, mostly, promotes social interaction, historical perspective, literacy and numeracy skills and an inclination to research. It may also provoke philosophic reflection, as well as resource management experience and, finally, it is actually fun.

So I’m not really negative about wargaming, honest. But I am going to try to continue thinking about what it might mean, both to itself and within a broader social context.

Saturday, 29 January 2011

Granularity

D6 or D10, that is the question? Whether it is nobler of the mind to suffer the slings and arrows of outrageous fortune…

With due apologies to Mr Shakespeare, I would like to consider dice this time.
We use dice in wargaming because battles are unpredictable. Battles are complex affairs with plenty of contingent activity, and nothing can be predictable in such circumstances. So we use dice to model these contingencies, chances and probabilities.

Now, this gives rise to two effects. The first is a granularity in our wargames. Real life is a continuum. Groups of soldiers do not go from a ‘let’s get on with it’ to a ‘let’s run away’ frame of mind directly. There is a period of time, great or small, when they lose confidence, coherence and so on, and then the rout starts slowly, before the panic spreads. We cannot model this continuum, partly because it is so poorly understood, and secondly because qua wargame the troops need to be is a definite state, standing firm or running, not somewhere ill-defined in between.

So dice impose a degree of order on the wargame table, a controlling of the chances, but at the cost of losing the continuum of real life. Of course, the more dice you use, the less granular you can make the game. Role playing games, for example, often use D20 or D100. The effects of being able to roll from 01 – 99 are to wash out many of the effects of the granularity of the dice roll, although there is still a real distinction between a hit and a miss. For some, a near miss could be as demoralising as a light hit, but somewhere the complexity has to be cut off.

To spill the beans a little more on the early days of Polemous, the original was based on using a D10. We wanted a more finely grained set of results. However, the first battle with the rules showed us the error of our ways. The results were fairly wild. Using a difference system and a D10 a side gave a huge range of results, and as the body count mounted we decided that switching back to a D6 system made more sense. Variety is the spice of life, but too much just gets silly.

The choice of dice thus makes a significant contribution to the nature of the game. I’m sure we could have found some means of tackling the wildness of the D10 game. At least, by increasing the factors for the troops we could have reduced the effects of the difference between rolling a 0 and a 9, and by adjusting the tactical factors we could have made them balance the dice fluctuations. I think the reason we didn’t do this was that D6 systems are more familiar and thus intuitive, and we would have had to have worked much harder to balance the system with D10’s.

The second effect is a bit more subtle. Initially, I’d like to make a distinction between chance and probability. Chance is the randomising effect of unknown factors. For example, three arrows shot by the same person consecutively under the same conditions will land in slightly different places. This is due to factors like wind fluctuations, material differences and so on. Probability is the ability to predict the likelihood of some event happening. By this I mean that there is, say, a 10% chance of 15 hits from a volley of 100 muskets hitting a battalion sized target at 100 paces.

Now, the probability may be a cumulation of all the chances affecting each individual discharge of each musket, and the factors affecting each might be different, depending on the individual’s consumption of alcohol before the battle, whether they’ve just shot their ramrod at the enemy and that sort of thing. But the overall effect is one of probability.

How does this affect a wargame? I think the issue is the confluence of chance and probability. Suppose our volley at 100 paces is at the enemy general at the head of his guards battalion. We have a global probability of hits, but does the general get wounded, incapacitated or does he laugh in the face of danger as his invincible guards mow down the enemy? This is surely the province of chance.

But here is the rub: we use the same system to resolve both of these events. Roll globally to determine the overall number of hurts. Then roll again to determine the damage to the general.

Does this matter? Probably not much, but sometimes I do wonder. As a species we are not good at doing probability. The gambler’s fallacy is alive and well and living on a wargames table near you. Million to one chances do not come up fifty-fifty. As for wargaming, of course, probabilities do get complex, and a wargame is a diversion, a hobby, not an extension of applied mathematics. But there are issues.

How many squares were charged in the Napoleonic era? How many of those were broken? Now, suppose we could document all of them. So far as I know only a few squares were broken, and I’d imagine well over 2000 squares were charged. So, to make the numbers easy, let’s say 2 broken squares and 2000 charges, giving a 1:1000 chance of breaking a square. Now, 1/6 to the fourth power is 0.00077, which is just under 0.001. So on this basis the chances of breaking a square are the same as rolling a 6 four times.

Now here comes the problem: we charge squares in wargames many more times than was done in real life, so we see squares broken in wargames many more times than we do in real life. In fact, from real life, we have no idea how often squares were broken, so we land up with meaningless probabilities which we translate to the wargames table. The numbers above look reasonable but were in fact plucked from thin air.

How do we deal with this?

It seems to me that the only way forward is to ignore real life and make the best guesses we can. But if we do that, how can we stay in even slight contact with historical reality? Are we all just playing fantasy games, regardless of whether we have the right coloured piping on the Imperial Guard’s uniform or not?

Saturday, 22 January 2011

Discoursing Again

I rather feel that last week’s effort didn’t quite go where I expected, so I’ll try again.

What are the discourses of wargaming?

By this I mean, roughly, how do we construct the social phenomenon that is wargaming today? Wargaming is decidedly a social construct, I think, but I want to try to consider how it is formed.

There are various structures that, I suppose, frame wargaming. Materially, these would include the figures themselves, books of rules, history books (or “source” books if we are talking fantasy or science fiction), terrain and so on.

Then there are the more social structures. Wargame clubs and shows, online email lists and fora, and even blogs such as this one. Spanning the material and the social are the associations of wargamers, such as the Society of Ancients and the Solo Wargamers Association, which produce their own material as well as form a social space for discussion. Similarly, I suppose, the glossy wargame magazines provide the same sort of space.

The thing about all of this stuff is that it constrains our means of creating wargames. We fight wargames in a way that is constrained by the physical space and objects, as well as the rules. Furthermore, the constraints on our time, by work, family commitments or the sheer activity of everyday life also limit what we can achieve.

Nevertheless, wargaming exists, and exists in a socio-cultural environment that permits it to exist. How then can it said to be constructed?

At a fairly low level, it could be observed that wargaming is a method of telling ourselves stories. A narrative of sorts unfolds as a wargame proceeds. The unpredictable nature of these stories, moderated by dice and decisions, makes them engaging. A wargame might be written up as such a story (I’ve posted one here myself, complete with pictures) but that is a post-wargame reflection on the event, or series of events, that made up the game. The game itself is more engaging than simple story-telling.

From another view point, the game is constrained by the rhetoric of the rules. Some rules are more guidelines to the players which outline the sorts of things that should happen. Some are more dogmatic, instructing the players in how to lay out the terrain, deploy the armies and in many cases, exactly which troops are allowed in which army. Indeed, I recall furious debates in some parts of the wargame community in the 1970’s about the use of army lists and how they were dumbing down the hobby, and writing your own rules was deemed to be the ‘best’ or ‘most accurate’, whatever that was held to mean.

Of course, the rules we play do make a difference, not least to the language me use in describing a wargame. In Polemos, the term ‘shaken’ has a specific meaning, and that enters then discourse of the players. Shaken in Polemos does not necessarily correlate to descriptions of battles which state ‘The 39th foot was shaken but unmoved’. It might, but not necessarily. It is probably worth recalling that in the earliest version of Polemos there ever was, shaken was described as ‘not ‘appy’, as in “This base is not ‘appy”. The discourse of Polemos could have been very different is we had retained this name for it.

So we layer various frames, constraints and discourses onto our wargames. Does any of it matter? Well, perhaps, because the constructs that we make inform the choices and directions we take. For example, 6 mm figures were long regarded as either being for WWII wargames, where they were respectable, or for the poor or cheapskates (like me). I well remember being told by someone that my 6 mm armies were ‘versatile’. As this was said with a slightly malicious grin, I presume that the implication was that they could be used for practically anything. The discourse here was to do down someone with a non-fashionable view or set of actions, in this case, in buying, painting and playing with 6 mm toys. Only with the hard work of Mr Berry and other 6 mm advocates has this bit of discourse started to change. Mind you, I do recall similar views being expressed about 15 mm toys in the 1970’s (and guess who was buying them then).

Similarly, I could argue that my favourite bugbear of recent times, the ancient rules covering everything from Sumeria to GarIgliano and all stations between around the world is a part of the wargaming discourse. It says that, for example, chariots are pretty well medieval knights, and Huns are more or less border horse. The claim lying behind here is that all ancients were pretty well the same, and can be treated the same. I would submit that this part of wargame discourse is as ill-founded as the argument that what really matters in WWII wargaming is the number of rivets on a Tiger tank’s turret.
It may be that I’m beating dead horses here, but I do think that, while talking, thinking and taking part in wargames, we probably do need to watch our language a bit. Not only do we run the risk of boxing ourselves in and cashing in our creativity for a few D6, but we also may well startle non-wargamers but exalting the virtues of, say, Napoleon’s Imperial Guard, which, at least, is not part of everyone’s everyday conversation.

Saturday, 15 January 2011

Some Discourses of Wargaming

Wargaming occurs in a cultural context. Certain conditions have to be met before people can wargame. For example, I do not have to grow my own food, and that gives me a certain amount of leisure time in which to pursue other activates, which might include the reading of history and, ultimately, wargaming.

This, however, has certain implications for how we wargame. For example, I have long suspected that the most important part of any real war is the capture and holding of territory. Think of the battles in history which came about as a result of sieges. The Persians besieged the Greek cities in Ionia. Those who had no walls either surrendered or came out to fight. In the English Civil war the Royalists besieged and captured Leicester to draw the Parliamentarians away from Chester. This ultimately led to Naseby and the demise of the main royal army. More recently, Tobruk was a lengthy siege that distracted the Afrika Korps from the main aim of capturing Egypt, while I suppose that we could view the whole of the western front in World War One as a lengthy and very bloody siege, even ignoring such episodes as Verdun.

Waterloo is perhaps the paradigm counter-example. On the other hand, you could argue that Waterloo stands out as a counter example precisely because it was unusual. In 100 days there wasn’t much time to man fortresses and bring up the heavy artillery. The whole point, from both sides, was to prevent that from happening by obtaining a quick victory.

So why do we focus on the battle in wargaming? Professional soldiers, I’m told, focus on logistics while amateurs look at tactics. I’m an amateur; fair enough, and logistics is boring. But battles tend to have all the ‘glamour’ items: heroism, pageant, colour, movement, action, adventure and so on. Sieges tend to be nearly as dull as logistics.
I remember mentioning my idea that battles were largely unimportant while sieges and capturing territory were vital on an email list (now defunct). I was shouted down (as far as one can be in cyberspace), although I did challenge the list to provide in period examples of battles that were not fought as a consequence of besieging or a desire to lay siege to somewhere. I don’t recall the details, but there were few in the period which could be put forward.

So we seem to have this discourse in wargaming, that battles are important. That is true enough, as in many cases they are. Furthermore, we believe in the decisive battle. But actually, this is hiding something. Within wargaming, battle is important because that is all we can reproduce, interestingly and frequently. So the hidden need to fight wargame battles may be part of the motivation for the wargamer-ly focus on battles in the first place.

Now, this has slightly interesting consequences, I think. The battles wargamers are interested in tend to be the ones that are regarded as being decisive in terms of western history, culture or understanding of war. But not everyone in the world has this idea of war, necessarily. The Mexica culture before the conquest had a highly developed concept of the “Flower War”. This was an agreed combat between warriors on each side, but not the whole armies. Its meaning and effects are not entirely clear (not to me, anyway, and it is a while since I read Hassig’s account of it), but it is an entirely different understanding of decisive combat. But I’ve never seen a wargame based around it.

There are other implications. I’ve mentioned before the issue of the Persians being seen through Greek eyes. I discovered the other day on Amazon a book called ‘Military Orientalism’. Orientalism, in case you didn’t know, is a concept originally developed by an Egyptian-American scholar called Edward Said, which basically argues that Occidental attitudes to the East (I think Said started with the Middle East but the concept has been broadened) is a mixture of fear and arrogance. According to what I’ve seen of the Military Orientalism book blurb, the argument is that ever since Herodotus, the occident has misunderstood and misinterpreted the ways of fighting of the orient. The point is that the strategy and tactics make sense to those using them, even if to western eyes (and often, the only accounts we have are from western accounts) they look odd, cowardly, counter-productive, ineffective, or whatever.

The classic case of this might well be Afghanistan, where, in all of western involvement there, the strategy of the Afghans has not been to fight pitched battles, but to sit in the hills and cause such casualties and difficulties for the invaders that they’ve simply got bored and gone home (I generalise, but only a bit). The politics of the forces being there may well vary, but the argument is that western politicians in their capitals misunderstand the situation on the ground, and the strategy of the enemy.

So, where I’m trying to get to here is a complex place where we, as wargamers, wargame the things that interest us, which are battles in the western tradition of war, and, then, in many cases, impose these ways of doing battle (on the wargame table, at least) on other cultures which do not (or would not have been able to) recognise warfare in these terms. ‘Wargame Orientalism’, anybody?

Saturday, 4 December 2010

Nasty Dilemmas

I’d like to try to consider two slightly different but parallel issues in wargame rule writing this week.

The first is this: my reading so far suggests that the early Greeks were not terribly good generals. Greek generalship seems to have consisted of marching up to near where the enemy are and making camp. Having done that, at a suitable point, you march your soldiers out of camp, line them up, and make an inspiring speech. You then place yourself in the front rank, shout something like “That way lads, at them” and, hopefully, everyone charges off in the right direction, destroying the enemy and winning victory, fame, glory and so on.

So what is the problem with this?

Consider this: you arrive for your wargame, set up your phalanx, set them going according to the rules and then, apparently, you have absolutely nothing else to do for the rest of the evening while your little lead heroes battle it out.

Beautifully historically accurate, but it could be a bit dull for the player.

I remember reading a long time ago in, I think, Arquebusier, about a wargame where a French 16th century army had faced an imperial one, Lansknechts and all. Of course, the Landsknechts had a skirmisher unit out of those blokes in slashed sleeves with huge great swords. These clashed with the French crossbow / handgun skirmisher unit, and routed it.

So far, so good.

A bad dice roll then ensured that the French support unit routed too. Oops, chuckle. But then the rot set in and unit after unit of the French army joined the rout. Eventually, the French player, seeing a third of his army running away, conceded the game.

How accurate! How interesting! But what a dull wargame. A minor unit had succeeded in putting a whole army to flight. ‘What a waste of an evening’, is another way of putting it.

Historical accuracy does not necessarily a decent wargame make.

The second issue is with troop types. In Aristotle’s Politics, (Book VI, para 7 1321a5 – 1321a27 for those of you into these sorts of things) four troop types are identified: cavalry, heavy infantry, light armed troops and the navy.

Discounting the navy, we have three troop types, attested by Aristotle. Yet a quick check of some popular rule sets suggests that the Greeks had far more variety than this. Where are the light horse, the Thracian peltasts, the bowmen?

According to what I’ve read so far, an early Greek army in Polemos terms would be 20 bases of hoplites, and that is it. As noted above, the general would simply point them in the right direction and let them go.

So now we arrive in the realm of trade-off and compromise that bedevils wargame rule writing. How do we keep something reasonably historically accurate while keeping the game interesting?

In this instance, do I allow Greek generals to do something other than simply fight in the front rank? If I do, and they start redeploying the phalanx to flank, then it would seem that we’ve lost historical accuracy to playability. Where do we draw the line?

On the other hand, we could quite easily argue that although Greek generals did not engage in fancy manoeuvres, they might have been able to but just did not need to, so I’m justified in allowing them to do so. This is an argument from silence, of course, and these are always dangerous (just because there is no record of alien space bats intervening, there is no reason to suppose they didn’t).

Similarly, we have a problem with the mixture of troop types. 20 bases of hoplites are a bit dull, after all. We could just about add some skirmishers (light armed troops), although they are specifically excluded by Herodotus at Marathon – the Athenians were unsupported by either cavalry or archers. If we regard Marathon as a special case, then we are again arguing from silence and the alien space bats are lurking.

So is the choice really between dull but historically worthy games and inaccurate but fun ones? Sometimes, looking at the wargaming world, it does seem to be the case. On the one hand we have tournament and fantasy games where anyone fights anyone according to a rule set which has to be fairly arbitrary to cope, while on the other hand we have painstaking models and simulations which seem to drain all the fun away.

Is that it? Are we, as wargamers simply impaled on the horns of this nasty dilemma?