Weird Wargaming: The Red October

Yesterday I placed a formal Command database request for a hypothetical Soviet submarine. But this wasn’t something like say, a Yankee Notch with conventional missiles. No, this was of a famous literary submarine. The titular undersea ship in The Hunt For Red October. And it made me think of more than just wargame stats.

First, the boring stuff. The Red October in the book isn’t just a re-engined Typhoon. It’s bigger, and has 26 tubes for SS-N-20 missiles instead of the twenty in the original. Weirdly, and this is actually a kind of accidental serendipity, it has only four torpedo tubes compared to the six in real Typhoons. This is probably just getting the not-yet-confirmed details wrong (a sillier example is the even-then biased Clancy portraying the Typhoon as a cramped mess when in fact it famously boasts a gym, arcade, and small swimming pool). But it makes to give up some low-priority torpedo tubes to help make room for the caterpillar drive.

Ah yes, the caterpillar drive. For the database request-in game, I wanted to go the simple route. While in the book it has a combination of the quiet caterpillar-impeller drive and louder normal propellers, I think doing complex mechanics changes for one whimsical hypothetical unit would not be a good cost-benefit. So my suggestion in the real request was just to treat the sub overall as very quiet (at the level of a post-1991 SSBN with advanced propulsion) and leave it at that.

But what got me thinking, especially with full post-USSR hindsight, was how a sub of that nature could be used. Now ballistic missile subs do not have the most complicated or versatile mission structure. But the question (regardless of what the book would say) whether it’d just be used as a more defensible bastion sub or dare to venture out to its quietness would make for interesting study/simulation.

Finally, a part of me views the sub as being something like the ill-fated Komsomolets: A capable and advanced vessel, but one that’s still ultimately a test-bed with additional members of the class unlikely to be built. Especially because the base Typhoon is so big and bulky already.

Weird Wargaming: Supersonic VIP Jets

Every so often, a supersonic business/VIP jet proposal emerges, often derived from high-performance fighters. One of the most interesting was a plan to use the MiG-25 of all airplanes to make a very fast transport. (It wasn’t that serious of a design, but still…)

Now, I can think of a few legitimate, cost-is-no-deterrent users (both governmental and private) who would benefit from moving a few people or a small amount of material around very quickly. But other than that, in private hands I can honestly see supersonic bizjets as being knowingly ridiculous status symbols. Like the supercar that never goes above the speed limit or the SUV that never navigates anything more than a small hill on the road, it’s the symbolism that counts.

And then there are the Jon Land-style super-conspiracies, who of course would have the fastest, shiniest, most capable aircraft imaginable…

Weird Wargaming: My dream wargame…

…Is based on a boxing simulator.

Yes, after playing a lot of Title Bout Boxing, I’ve come to the conclusion that I honestly think you could apply it to a (consumer-level) wargame. Of course, I’m not a programmer and know very, very well that thinking up something and actually making it could not be more different. But what I think…. yeah.

  • Start with a sort of MCOAT-style War of the Spreadsheets, with a variety of inputs. The fighter stats have this in Title Bout.
  • Make the inputs editable, to remove bias. It would come with several default guesses/theories.
  • Add in other conditions on the menus. In Title Bout, this is the fighter’s career state, skill level, and their corner staff. This could be something like battle circumstances, terrain, skill, and morale.
  • When the fighting actually starts, the player realistically has very little ability to intervene. You can try to push more or less, but the ability to actually execute them depends on the virtual dice. Adding luck is realistic and keeps it from being a deterministic spreadsheet war.
  • There’s a summary afterwards. Casualties are not the same as holding territory.
  • Mismatches can happen. You pit Ali against Ben Askren, and the latter gets crushed. You make a battle where the difference makes the Gulf War look like Verdun, you get that.

The important thing to me is the same thing that made me fall in love with Command when I saw what its editor could do. An ability to combine fast setup with diverse results. Of course, I can already see a thousand pitfalls, but the dream is there.

“Put a higher-than-normal quality force of ‘BTRykers’ supported by independent tank battalions and have them attack an entrenched old-style rifle division. See how it shakes out. See if one side gains territory [the attackers probably would] and list the casualties”

A lot of people might not like this wargame’s lack of interactivity, but I would enjoy it scratching an itch.

The Seventh Marine Division

So with the help of the Spatial Illusions Unit Symbol Generator, I set to work making an alternate historical USMC formation. First, the very name. The name “7th Marine Division” is deliberate to symbolize its fictional nature. In real life, the USMC never had more than six divisions even at the height of World War II.

The 7th Division itself is basically an administrative formation that would never actually deploy in full as one manuever unit. Even its subunits are often unlikely to deploy in full at any one location. Its “line” formations are the following.

  • The Parachute Regiment, a sort of revival of the Paramarine concept. The heaviest formation in the 7th Division (in that it has the light artillery and vehicles that an airdroppable regiment/brigade elsewhere would), it functions as a parachute-qualified light airborne formation.
  • The SOF Regiment, which essentially is just the real MARSOC under a different structure type.
  • The Raider regiment, which unlike the real renamed “MARSOC” is meant (at least on paper) to be a more direct-action focus formation comparable to the traditional Army Rangers.

I’m sure there are very good reasons for not adopting an organization or formations like this in real life. Oh well. This is for thriller fiction and wargaming, after all.

New Command scen for testing: Sneaky Sneaky

I got back into making Command: Modern Operations content with another draft scenario that I’ve called Sneaky Sneaky. It’s in an alternate historical setting where a “Walkerist” rogue state survived in Central America. Now they have to try and slip a few improvised mini-subs past the Royal Navy to Belize. Much inspirational thanks goes to the Covert Shores website for its great work on analyzing such submarines.

The scenario can be tried out here.

Weird Wargaming: From The Periphery to the Centfront

The force deployments of the Cold War Central Front have been one of the most obsessively studied and analyzed of all time. Yet some surprising curveballs can still emerge. One of them I recently found was unadopted suggestions to move either Turkish or Italian forces to permanent bases in West Germany. The Turkish force I heard was two divisions. The Italian one was undefined.

The biggest (purely military and not political) risk I felt was that a significant portion of these nation’s heavy formations (the only viable ones for a conventional Fuldapocalypse) would have to be moved. Thus they would need to be either reequiped with cheaper and less capable superpower surplus, beefed up expensively, or have fewer mechanized units on their own territory.

As for where to put them, there were a few options. One was the obvious use of them to shore up the always vital and always vulnerable NORTHAG. Another was to put them in Southern Germany and/or other areas with good defensible terrain (such as the Harz Mountains) to free up Bundeswehr troops to go elsewhere.

However they were equipped and wherever they went, having these alternate deployments seems like it would make for an interesting wargame scenario.

Weird Wargaming: The Ambitious Special Operations of WWIII

This Weird Wargaming has the original intent of Fuldapocalypse meeting what the blog has gained a focus on-largely conventional World War IIIs mixed with elite small unit actions. I got the inspiration for this from a question of “what would the Army Rangers be doing in a conventional WW3?” Whatever the skill, level, troops like them are just far too light for the Centfront and would get bulldozed and/or bypassed. My initial thought was that they’d just get sent over to Norway with all of the other light infantry.

This was a very timid use of them (and other special forces), and the responses got my eyes lighting up. One was “Delta hunting the rail-mobile command center of GSFG, with the Rangers adding extra muscle.” To me it would be a ultra high-risk operation with an iffy reward, but hey, what else would you use them for?

Something like that would be a blast to sim, even if it’d have to use a different ruleset than the usual large-unit Fuldapocalyptic reenactments. While I have the same apprehension that it would turn into another Kidnapped with a scenario the mechanics aren’t meant to handle if you used a “hard” system, good design on either end would make it excellent. And if you used a “soft” system, well, stuff like this is what action heroes are made for.

Weird Wargaming: T-64 APCs

When all you have is a hammer, everything looks like a nail. When all you have is a bunch of T-64 tanks, everything looks like it could work with a T-64. As it stood, the independent Ukraine inherited a gargantuan number of those tanks after the breakup of the USSR. As the beginning of the Donbass War showed all too vividly, it had very little else. Since the bureau that designed and the plant that built it were also in Ukraine, then… well, the hammer was even more prominent.

So, there’s the BMP-64, essentially an eastern Bradley on a tank platform. It has similar dimensions and a similar role as the famous American IFV (although a lot more dismounts). Note on the same brochure there’s more vehicles on the T-64 chassis and other tanks fitted with infantry compartments. The latter ones I’ve always envisioned as (at least theoretically) being more suited for a western armored cavalry structure. They can do the same things a tank in armored cav units can do, but they also have a few scouts to dismount when need be.

Then there’s the BMP-K-64, using the tank chassis for a wheeled APC. I find it simultaneously weird, interesting, questionable, and somehow impressive. This would be used like any other Stryker/BTR-style wheeled troop carrier, albeit with its thick front armor taken into account.

These desperation-born oddballs are the kind of armored vehicles I have a soft spot for.

Weird Wargaming: Artificial Humans

Ok, this is one of the weirdest Weird Wargamings yet, and it depends entirely on what ruleset is being used. Basically, one of my loves is “artificial humans“. The boring thing to do would be to treat them as either normal humans or robots. But there was one attempt at going beyond that.

Now in Fire Emblem: The Blazing Blade, the morphs are treated just like normal units with one exception-all of them, even the strongest, have zero luck. Zero luck means that they have lower hit and dodge rates mixed with massive opponent critical rates. That can definitely be incorporated into various tabletop rules.

Of course, it can make some sense to give them higher stats in other categories to compensate for that. It all depends on what the theme of these artificial humans are. They can be everything from super to expendable, as the Fire Emblem morphs are.

Weird Wargaming: OPFOR as “Actors”

In some of my Command scenarios, I’ve depicted exercises. Many similar scenarios use the “characters”, the foreign platforms they’re simulating. Therefore there would be a lot of Soviet origin fighters. And there’s no problem with that. But I’ve decided to do things a little differently in my own.

I’ve decided to frequently use the “actors”, the western units painted up as “aggressors” to play the enemy during the operations. Part of this is just for the sake of distinct novelty, and part of it is to provide a non-contrived way for advanced western platforms to fight each other.

A general substitution rule I’ve used is this.

MiG-29F-20, F-16

There are of course even more variants, but those are the general ones.

The next part is setting the side proficiency of the OPFOR to “Ace”, the highest one. It’s there to simulate both highly trained crews (hi Jester and Viper) and give the player more of a challenge.

That’s my small personal guideline for exercise scenarios.