Professional Documents
Culture Documents
be allowed to fire in the turns before and after Division Engineer Bn should be SP. have an engr.co. as well (with h-ts in the arm
loading or unloading. (Actually these restric- General Organization notes: The VG Fusilier inf reg).
tions could apply t o the 8.8 cm AT and 122 co should also have an IG (75mm) platoon. Stacking with the mortar, SP CP and SP 751G
mm infantry guns as well; they were damned There should be 3.2 cm Flak in an arm.inf.bn. sections - let one be added t o any stack, while
heavy pieces.) The 17 cm units require 5 turns 1 in the mot.inf.bn; this means 4 in the arm-in- 2 or 3 are treated as another whole unit. The
after unloading t o prepare for firing and 3 f.reg. of the Panzer div., but only 2 in its non-mot 81 mortar section can be carried in
turns t o load before moving. Mot.inf.reg. Neither should have a 20mm(2) transport unit in addition to any other unit
unit. The inf.reg.'s of the pzr.div. should each being carried...
I V Additional units: This section includes
some comments on the additional units given
in the designer's notes, as well as some units of
other origins and indications of their employ-
ment. SUGGESTED ADDITIONAL GERMAN UNITS FOR PANZERBLITZ
(A): Artillery - The additional artillery units
UNIT DESCRIPTION
given i n the design notes are based on 6 weap
ons per battery. This scheme was followed in
the WESPE and HUMMEL units as well in the 28 H 32
Volksgrenadier divisions, but the other divi-
10.5 cm arty bty 4 light field howitzers, ammo
sional artillery battalions followed the stand-
ard 3 batteries of 4 weapons scheme. So, for vehicles, about 130 men
the nit-pickers, reduce the attack factors of the
17, 15, and 10.5 cm units to 32, 40 and 28 15 cm arty bty 4 medium field howitzers, ammo
while increasing their number from 2 to 3 (or vehicles, about 180 men
6 to 9). Also, the Panzer, SS Panzer and Pan-
zergrenadier artillery regiments had 32 cm flak
units which are not shown.
I n summary, I suggest the addition of these 2 cm Flak (SP) 6 unarmored halftracks with mounted
units, beyond those suggested in the design flak, plus ammo vehicles, about 40 men
notes. The fact that they are all German is due
to lack of data on Russian weapons and the 3.7 cm Flak (SP) 8-9 weapons on a Pz I V chassis, ammo
belief that most of the weapons used by the vehicles and about 50 men
Russians are already included.
Elefant platoon 4 88mm A T guns(SP), with ammo vehicles
Use of these units: Heavy tractors should be about 50 men
used for the artillery, Nebelwerfer,.88mm A T
guns and the bridges. Light tractors should
Brumbar platoon 2 15 cm assault guns, ammo vehicles,
about 30 men
generally replace trucks and halftracks as
prime movers for Flak, AT and infantry guns
and 120mm mortars. A 3.7 Flak SP should be le IG section (SP) 2 75mm infantry guns mounted on
halftracks about 10 men
added t o each tank regiment, and one should
replace the 2 20mm(4) in the VG A T Bn. The
towed 2cm Flak in the Inf. Div. AT bn. should m GrW section (SP) 2 81mm mortars mounted on halftracks
be replaced by SP units. Brumbar units can be about 10 men
used in place of the GW38(M). Elefant AT
guns (also called Ferdinands and Porsche Ti- m GrW section 2 81mm mortars, about 15 men and 2
gers) were employed in one battalion (3 co of horse drawn vehicles
3 platoons). SP 75mm IGs-there were 2 guns
in each of the rifle companies of the armored Armored CP 2 radio equipped halftracks, about
infantry bn, and 6 more in its heavy weapons 10 men
co; So replace the 2 StGI I I units by 6 of these.
81mm mortar sections-each engineer, security 5 unarmored halftrack prime-movers,
and VG Fusilier co has one; use 3 t o replace about 10 men Class C unit
the regular mortar units in the armored and
motorized infantry bns; the recon bn should -tractor 5 unarmored halftrack heavy tractors,
have 2 SP sections and a full SP platoon; the
1 S ~ K I I ~10 about 5 men Class C unit
sections in the arm inf bn should be SP, and
one of the three sections added t o the Mobile
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Panzerblitz Revisited
You are controlling 23rd Panzer Division in
Situation 2. Going into the Soviet half of the
last turn you have, through magnificent defen-
terrain road hexes without drawing fire during
movement. Firing is delayed until movement is
complete becauss it takes time t o organize ef-
.., .. HOPP
Figure 2
Situation 1 :
2 spots 1 i n hex A, and can fire starting i n
hex C.
3 spots 1 i n hex 6, and can fire starting i n
hex D.
Situation 3:
I f 1 ends its movement i n hex E, both 2 & 3
can be fired at it ( I f they haven't fired
previously).
-
Figure 3
Situation 1 : Does n o t apply.
Situation 2 (Category 1):
3 can fire at 1 as it enters hex A.
4 can fire at 5 as i t enters the hex its
shown in.
Situation 2 (Category 2):
3 can fire at 2 after all movement has
been completed.
4 can fire at 2, spotted for b y 3. after all
movement has ceased.
Situation 3:
3 can fire at 1 or 2.
4 can fire at 2, spotted for b y 3, or at 5.
(Note: As firing is carried out, i n this
situation, after all movement has ceas-
ed. the truck could unload its troops
before being fired on).
I n Designers Notes (Game Design #5), Jim Rule"). I feel we must tackle this factor t o BAROSSA, STRATEGY I, USN, etc. This
Dunnigan dealt with the "idiocy factor" in make game theory a viable situation-solving represents the perceived use of the military b y
game design. Another name for this factor has tool. We must make the idiocy factor work t o the government and the goals sought beyond
been the "rationality concept" of game design. make simulation games more than sterile tests single battles and campaigns. The information
This is a critical concept because game theory of wits under controlled conditions. We must is also available, b u t i t is more difficult t o
has been criticized primarily on the grounds use idiocy factors t o increase realism* and assimilate and reduce t o probability tables. A
that it forces players t o maximize some value abandon the concept of rational behavior i n good start has been made toward this b y the
(i.e., behave rationally); does not account for game theory. National Objectives tables i n Origins of World
deviant behavior (idiocy or irrationality); and War Two.
generally, presents a sterilized version of real- I perceive three levels of idiocy i n any historic-
ity. These attacks present a severe threat t o al situation being analyzed. The first is the I am opting for a system first p u t forward b y
game theory and are one of the major factors personal level. This is the simplest lwel and Nathan Leites (A Study of Bolshevism, 1953)
i n the relative unpopularity of simulations and dates back t o PHALANX and D A R K AGES. - operational codes. This is a means of
games among the academic community. This This represents the personality of the com- understanding behavior patterns and responses
article is concerned with three important mander (or commanders) of the various armies through an understanding o f doctrine. We have
aspects of the question of "idiocy" and the present Psychoanalysis offers us the tools of done this type of analysis i n S&T. To a certain
hope of "completing" game theory t o make it classification of behavior traits and patterns extent, one could argue doctrine is incorporat-
a less sterile mode of understanding situation- that could enable us t o construct biographies ed into a game. A unit's movement, firepower,
solving. and probability tables of likely actions (and and organization are partly functions of doc-
successes) for these men. trine. But S&T began a construction of units
Mr. Dunnigan sets forth t w o planes of idiocy. (CQ's) which ignored doctrinal aspects and left
The first is the plane prior t o the historical The second level is militaw. This is the these factors t o the rules. I would include
situation. This can be incorporated i n the rules operational doctrine of the military establish- these factors under doctrine or more properly
of the gamelsimulation (e.g. KURSK). The ment in question. From such a doctrine, expressed - operational codes.
other is the idiocy manifested during the probability tables regarding types of form-
historical situation. This cannot readily be ations, actions, and results could be construct- Up t o this point, we have three levels of idiocy
built into the game/simulation because of ed which would limit the player's actions i n that take place i n a campaign (any or all of
unfeasibleness, complications, etc. (FRANCE, situations being simulated. Several articles have which may be included i n a single simulation
1940). This plane of decision, Mr. Dunnigan been done on the different militaty establish- situation). We have means of operationalizing
asserts, has been left t o player control. Because ments and their doctrines. The information these concepts outside the rules. That leaves
of this, he further asserts (also correctly) that seems readily available for this operational the third critical aspect of game theory -
we think our present frame of reference, thus step. decision.
making historical re-creation unlikely. We tend
t o seek ways around rules designed t o build in The third and most complex level is the It is well t o remember that decision theory
such idiocy (escaping consequences of "Feudal political. This is crucial in games like BAR- preceded game theory; i n fact, game theory is
2. Special words or phrases should be simple, attack (atkl-a specific combat action against a Attacking Units Retreat (Ar): all involved
and as self-descriprive as possible. particular Enemy unit or units, i n order t o attacking units must retreat.
Attacking Units Disrupted (Ad): all involved basis representing the use o f crew-sighted maintenance and administrative personnel and
attacking units are "disrupted" (which usually weapons; e.g., tank and anti-tank guns, ma- facility.
means that they remain i n place and suffer chineguns etc.
some sort of impairment of their combat hex-hexagonal grid-module used t o determine
and/or movement ability) 'dirt"-those aspects o f a game which increase the positioning and movement of units on a
complexity at the expense of playability; Game-map. obs: square.
Exchange (Ex): the side w i t h the weaker force unnecessary detail added t o a game in an
is completely destroyed and the stronger force attempt t o produce so-called "realism". hex-grain-the direction of a hex-pattern which
loses a number of Combat Strength Points at is described b y drawing an imaginary line,
least equal t o that of the weaker force. diversionary attack-an attack performed at perpendicular t o two o f the sides of a hex and
poor odds in an effort t o allow other attacking parallel t o one of the sides of the map-sheet.
Defending units Eliminated (De); Defending units t o concentrate (and obtain better odds) When the line parallels the width of the
Units Retreat (Dr); Defending Units Disrupted against another, adjacent defending unit. obs: map-sheet, the pattern is called "grain short";
(Dd): the three preceding phrases have the soak-off. when it parallels the length, it is called "grain
same general meaning as applied t o the defend- long".
ing units as d o their counterpart phrases which dummy unit-a counter which resembles an
apply t o the attacking units. actual unit b u t whose only function is t o hex-side-one o f the six sides of a hexagonal
deceive the Enemy Player; a counter used t o grid module.
Combat Results Table (CRT)-a table of com- simulate the effects of limited intelligence.
bat outcomes usually used in conjunction with Indirect Fire-in tactical games, high trajectory
a die or some other means o f generating a Enemy Player-the opposing Player. Term is fire guided by an observer. Fire which is not
random number in order t o determine the used in rules writing t o refer t o the other limited t o the Line o f Sight.
effects of attacks made during the course of a Player from the point of view of the reader.
game. interdict-to affect (usually by the use of
entry cost-the expenditure of Movement airpower or artillery) the lines of communica-
Combat Results Deck (CRDI-a deck o f cards Points required t o enter a given hex. tion or supply o f an enemy force.
used t o determine the outcome o f combat-ac-
tions instead o f using a die-table system. environment-the physical sphere in which the Interphase-a Phase occuring between the Play-
action of a game takes place: Air, Sea, or er-Turns i n which both Players perform some
Combat Strength-the basic offensive and d e Land. action (such as unit production, for example).
fensive power o f a given unit expressed as a
number. obs: Combat Factor exit-cost-the expenditure o f Movement Points involved unit-a unit which is the subject, or
required t o enter a given hex. the object, o f a given game-action (usually an
Combat Supply-that f o r m of supply required attack); a unit which is actively concerned as
by units which are about t o engage i n combat; facing-the direction in which a unit is point- distinguished from other units which may be
Combat Supply usually takes the form o f ed; applicable only in games in which units present i n the same position but which are not
special supply units which are expended as have a "front" and a "flank". participants i n the action.
they are used for supply purposes.
Field o f Fire-the arc o f space through which a isolated-the state of being totally out-of-
consolidate-to f o r m a single large unit from given unit's weapons have effect. supply.
t w o o r more smaller units (see breakdown)
Friendly Player-the Player from whose point Level o f Victory-one of the various degrees of
contiguous line-an uninterrupted line o f of view a given rule is written. victory possible i n a given game. I n games in
Friendly units and/or Friendly controlled hex- which degrees o f victory are possible the most
es. Fire Protection Strength-the defensive ability common format is that o f three possible levels:
of a given unit or terrain with respect t o a Fire
controlled hex-a hexagon upon which units o f attack. (see Protection Strength) Marginal Victory-a bare victory; e.g., in terms
one Player's army are exerting a Zone o f of game victory points, a victory i n which the
Control without actually occupying the hex.. Fire Strength-the specialized Combat winner has more than half of the total victory
Strength of amissile-firing unit;e.g., an artil- points achieved by both sides, b u t less than
corps-equivalent-a given number o f smaller lery unit. two-thirds, and has not suffered losses greater
units which when taken together are consider- than 45% of his entire army.
ed the equal o f a full corps for game purposes. Fortification hex-a hex which contains pre- Substantive Victory-a creditable, but average
pared defensive positions. victory; e.g., i n terms of game victory points, a
Counter-attack (Ca)-a same-phase attack by victory in which the winner has two-thirds or
the non-phasing Player's units as mandated b y game-map-the playing surface. obs: mapboard more of the total victory points achieved by
the Combat Results Table. See the games Crete or board both sides but less than three-quarters, and has
and France 1940. not suffered losses greater than 35% of his
Game-Turn-a complete turn of play i n a total strength.
covering terrain-in tactical games, terrain game, usually consisting o f t w o Player-Turns. Decisive Victory-an unqualified success; e.g.,
which provides concealment and thereby pre- (see Sequence of Play) in terms of game victory points a victory in
vents a Line of SightILine of Fire from being
which the winner has at least three-quarters of
established t o units within such terrain. General Rule-a major game rule expressed i n a the total victory points acheived by both sides,
brief, general paragraph. (see cases) and has not suffered losses greater than 25% of
Defender (Def o r Dl-the Player whose units
his total strength.
are the objects of the attacks in progress. General Supply-that aspect of supply which
contributes t o the day-to-day "housekeeping" Possible fourth Level of Victory:
Defense Strength (DSl-the basic defensive and maintenance of a unit i n the field (as Overwhelming victory-a rout of the enemy; i n
power of a given unit expressed as a number. distinguished from Combat Supply) terms of game victory points, a victory in
which the winner has four-fifths or more of
Demoralization-the point at which the overall grid-the pattern (usually hexagonal) superim- the total victory points achieved b y both sides
performance of an army or a unit is grossly posed upon the map-sheet in order t o regular- and has suffered losses not greater than 15% of
affected by the psychological impact of heavy ize movement and position. (see hex). his total strength.
losses.
Note that the specific terms of victory may
detrain-the off-loading o f units which have grid-map game-a general term for simulation change from game t o game-what constitutes a
been travelling by rail; similarly: deplane, games which utilize grid pattern maps, quanti- Decisive Victory i n one game may be only a
debark. Antonyms: entrain, emplane, embark. fied units, probability tables etc. Marginal Victory in another-the ratios given
in the above definitions are for the purpose of
Direct-Fire-in tactical games, the application Ground Support Element-the one counter of illustration only and should not be construed
of a unit's Attack Strength on a Line-of-Sight a t w o counter Air Unit which represents the as absolute standards.
Line of Fire (L0F)-the path of fire (from Play-by-Mail (PBM)-any one of several sys- Road Movement Rate-the number of Move-
direct-fire weapons) between two units; the tems designed t o allow Players t o conduct ment Points-per-hex requird t o be expended
imaginary straight line which describes such a games by mail. by a unit moving on a road.
path drawn from the center of the one hex t o
the center of the other. The Line of Sight and Player-one of the active participants in a saddle point-the point in a game in which the
the Line of Fire are usually equivalent. game. outcome is usually decided.