aariediger wrote:Sorry, don’t buy it. No, the player is not the corps or division commander, but you most certainly do play the role of Army commander. You exercise operational level control, setting lines of march for your corps, set the engagement rules, and tell them how hard to press the attack.
No commander can affect a battle after it starts. You set it up as best as you can and then you take your chances. Grant was the best commander of the war, and yet look at how quickly things got away from him in the Wilderness. Or Lee at Gettysburg. No plan survives contact with the enemy. You should never plan to win to an even battle. Amateurs study tactics, generals study logistics. The way to win is to find a way to deny supply to your enemy, while keeping your force in supply. Do that, then take an objective on the cheap, or smash their starving armies.
Sorry you don't see it. Your second paragraph tends to rebut your first, though. Did you play AACW a lot? - I mean a
lot, because there were some very nice wrinkles that Athena, even in AACW, displayed. And humans are downright devious. Athena 2.0 is even better & I've played only eight or so game instances and just one to completion in CW2. I haven't begun to explore this puppy. Permit me to address your points.
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You exercise operational level control - No, you don't. This is too highly abstracted. A real field order, in real life, can run to 200 pages for even a modestly complex op. This is Plans. Eisenhower was instructed to write the plan (not all by his lonesome, of course) for a projected landing in North Africa. When he was done, he was told he better believe in it, because he was going to lead the op. It took him some six months of 18 hour days, seven days a week, to write it. In terms of simulations or 'games', if you want operational level, try
War in the Pacific: Admiral's Edition. That is what you could, to some degree, deem 'operational'. I will spare everyone here the detailed comparison, but if you have played WitP, you should realize that CW2 is not operational, not even close. WitP tries mightily to give you a field level experience, but it too, is a model and abstracts things, a model has to.
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setting lines of march for your corps - No, you don't. One should always bear in mind that even small regions are pretty big. You tell the stacks to enter a region & that is it. Even pretty big stacks in a region can decline the invitations to get it on. Posture is a good mechanic, but there are no guarantees - I have seen many, many instances of two 2000 PWR stacks staring at each other in the same region. This can be affected by Options, but it does happen. Again, to contrast: WitP is daily, over hexes that are 40 nautical miles across. Your scouting squadrons can quite plausibly miss the IJN carrier task force steaming up your stern. Not very often at all, but it can happen. The regions in CW2 are bigger than the hexes described; Butler County, KS (not on CW2 map) is practically right next door to Sedgwick County (Wichita, where I lived) and is larger than Rhode Island, i. e., over 1000 square miles. Regions are not small & in the mid-19th century, even Montgomery County, right next to DC, could hide a Corps if you didn't scout it or had friendly civvies & spies giving you reports. The Soldier's Home in DC (
in DC) was frequented by Lincoln to get away from things - a half-hour's carriage ride for him. That's
in DC, which is less than 100 square miles on the Potomac side. The Soldier's Home is something like seven miles from the White House. We 'moderns' are almost incapable of understanding how slow and unreliable transportation was. Please don't mention railroads - the game model is highly, highly abstracted and bears little relationship to actual RR operations - if the design tried to do this, it would be well-nigh unplayable.
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set the engagement rules...how hard to attack - You're closer here, but, have you ever had Cohesion (or lack thereof) obviate your orders, 'cuz you forgot to scope it out before that nasty surprise you were going to spring? No? You haven't played enough then, or are a master of detail every single Turn. How about weather? You've never had a Leader decline your kind offers? Never overlooked anything? Never been surprised or had an unexpected result? I don't know about you, but I've played this puppy a lot and I'm still saying, "How come...?" to myself. It's a major part of learning this application, at least for me.
* Logistics - Sorry, there are no logistics in this game. There is Supply. I refer you to an old AACW thread,
I Just Don't Understand Supply, to which I contributed what I believe was a helpful and informative concise 'explanation' of how the system works. We had some nice follow up posts in it, 'cuz I had a pretty good model laid out for the reader, but details, details...Still, what we have is Supply, which is cool & a pretty good game mechanic and does, thankfully, actually affect things - but it's not really logistics. Try WitP again - that's a tad closer, but even that is an abstraction, although the player must cart every single ton of Supply and Fuel (and maybe Oil & Resources, too) across the Pacific, in each and every individual hull.
If one has not read
Supplying War: Logistics from Wallenstein to Patton (in the 1970s, and still the landmark study, I believe), or been in procurement, like I was at one point (supplying a modest little hospital ward in Maryland, which was a full time job and me only a Spec 4, but hey, my sig was good up to $500 - and I was Da Man, although of course, I was accountable to the officers, but they were MDs & didn't care as long as I had saline solution in stock), then intenet forums talking about logistics just make me smile.
We are not generals. We aren't even privates. We are stage managers, who deal with temperamental divas on an open air stage where performances get cancelled for several reasons and, if they do go off per the supposed opening time, quite often turn out to be Verdi's
Otello, not Shakespeare's
Othello.
Once the player realizes this, then he doesn't have unreasonable expectations within the game. It only took me some dozen starts in AACW to figure out how come my PA troops in early 61, near the MD line, were starving to death in Pennsylvania in the summer. Call me stupid. This is a really, really good model, but 'operational'? Nope. 'Logistics' - no, not really. A Broadway opening? Yup. What this application is actually good for is illustrating some of the skills needed for Project Management, believe it or not.
Guess what, you're a project manager. I'll forbear the screed on Risk Management, other than to note that it includes opportunity management as well as what most folks consider 'risk' - and that includes Dumping the Whole Thing for Better Opportunities, just to illustrate.
Yes, it's project management. After Whatshisname has fallen flat on his face, yet again, you fire him and find better generals, for one small example. Yeah, it's fun 'pushing arrows', but hey, give McClellan a try as a Corps commander under Grant - he will truly surprise you & show how awesome Grant really is.
Grant is a general, to whom I give the clearest orders I can. I prep his Army, give 'em Stuff & Support and slap on the back. The rest is up to Digital Grant.