Given its prominence in wargaming, it’s a little surprising that it’s taken as long as it has to bring an official 198X World War III DLC to Command. But now it’s here. The Red Tide battleset is out.
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.
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.
The newest DLC for Command: Modern Operations, Kashmir Fire, has been announced.
Not surprisingly, it centers around the Indo-Pakistan conflict.
It’s been a while, but I have a new Command: Modern Operations scenario up for testing, 2KW Sub Strike.
I’ve wanted to do a scenario set in a mid-70s Second Korean War where the north smells an opportunity in the immediate aftermath of Vietnam. After much thought, I settled on “do a submarine scenario”, which also plays to one of my favorite strengths of having the player be objectively outmatched and having to manage the best they can.
With a few diesel subs, you have to take on an aircraft carrier shielded by, among others, a hypothetical guided missile battleship and a brand-new Spruance destroyer. Are you up for it?
In the past, I’ve made three entries in the Command LIVE series of DLC scenarios for both Command: Modern Air Naval Operations and its sequel, Command: Modern Operations.
Now I’m proud to say that my fourth, Sahel Slugfest, has now been released.
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.
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.
Welcome to a new feature on Fuldapocalypse that I’d like to call “Weird Wargaming.” The question I seek to answer is “what if you tried to wargame out an armed force from a strange and/or bad piece of fiction? What if you tried to apply a kind of logic to an illogical setting?”
Why do this? Why not?
I’m starting at the bottom with William W. Johnstone’s Ashes series (see the first installment’s review here). This strangely fits because, in spite of its nominal billing as a postapocalyptic adventure, a lot of the books are de facto “big war thrillers.” Very bad big war thrillers.
Led by super-Mary Sue Ben Raines, the “Rebels” take the fight to the enemy of the week, who range from elements of the US government to cannibals to foreign invaders to “punks”. Although their political background shifts from the doomed “Tri-states” of the first book to the “Southern United States of America” in later ones, they’re consistently referred to as the “Rebels”, so I’ll be doing the same in this piece.
Raines’ Rebels use Cold War American equipment, although there’s lots of gimmicks and, to put it mildly, lack of rigor (for instance, one later Ashes book has an “Abrams M60 tank fitted with a flame thrower”) . Their organization ranges from four-battalion independent brigades to “Several divisions”.
If in doubt, fall back on Cold War American organization and weapons-not surprising, since the books started being published in the 1980s.
Let me just let Johnstone himself explain.
“The armed forces of the Tri-states ranked among the best in the world, their training a combination of Special Forces, Ranger, SEAL, and gutter-fighting. Every resident of the Tri-states, male and female, between the ages of sixteen and sixty was a member of the armed forces. They met twice a month, after their initial thirty-week basic training, and were on active duty one month each year. And the training was a no-holds-barred type.”
(Out of the Ashes, pg. 356)
(Incidentally, I think this paragraph gives a good impression of the literary quality of the Ashes books.)
So treat the Mary Sues right and give them the highest proficiency scores possible, however applicable. (So, in Command Modern Operations, they’d all get the “Ace” proficiency setting).
- Ben Raines leads from the front. A lot. This makes him a good human MacGuffin/figure with max stats in a small-scale game.
- The Rebels typically blast their opponents away quickly with tanks and artillery. Of course, what modern army doesn’t?
- The Rebels, and to be fair, their opponents have this ability, despite a seeming apocalypse, to use huge mechanized armies without any issue whatsoever.
In larger-scale games, use Cold War American equipment and the highest proficiency setting the ruleset will allow. Sometimes use four-battalion brigades if that matters for the game. In smaller-scale games, Raines himself can feature in all his Mary Sue glory.
So, Command: Modern Operations is now released. I was more than just an eagerly waiting enthusiast or even a beta tester. I had the privilege of writing the manual for it.
I have a celebratory post on the Creative Corner, but I wanted to talk on this blog about something a little more important to it. See, it’s almost guaranteed that without my interest in the original Command: Modern Air/Naval Operations and thus without the subsequent leap into military history/fiction that followed from that, this blog, Fuldapocalypse, would not exist.
Many World War III books are tied to wargaming. Red Storm Rising was famously assisted by Harpoon. The War That Never Was is more or less a novelization of a Newport wargame. More recently, Northern Fury H Hour started off as part of a Command scenario set before becoming a solid novel. And so it makes sense that wargaming would lead me to this blog.