RE: Initiative - was RE: Piquet
From: Adrian Reen-Shuler <saltpeanuts73@y...>
Date: Wed, 29 Sep 2004 17:08:59 -0700 (PDT)
Subject: RE: Initiative - was RE: Piquet
I think it's interesting that we all accept random die
rolls coupled with modifiers as a good way to resolve
fire combat and morale, but many of us balk at using
the same method to simulate command and control
issues.
It's understood that a 30% chance of getting a "hit"
on an enemy unit doesn't mean your unit only shoots a
single round and that round only has a 30% chance of
hitting, but rather the cumulative effect of your
unit's fire has a 30% chance of effecting the enemy.
So, the single die roll is not literally the action,
but rather is combined with modifiers to provide a
representation of the overall effect of many actions,
decisions, and conditions.
Granted, in PK the modifiers are a bit unorthodox (#
of "infantry move in open" cards... vs. the standard
+1 to hit at close range), but I think the principle
is the same. Modifiers + randomness simulate reality
in a fairly predictable but not guaranteed way. (No
one in their right mind is going to charge an SD with
a lone DD, but how many times have we all rolled
nothing but 1's with the SD and the DD's gotten clean
away?)
-Adrian
--- B Lin <lin@rxkinetix.com> wrote:
> Allan,
> Some of your examples support the points of where
> Piquet fails in the initative department:
>
> 1) Howard was a known negative factor and Hooker
> attempted to compensate by moving Reynolds to cover
> the flank, in Piquet you have no idea which units
> you are going to be able to move until you get some
> initative points to do something. You can not
> compensate for a known break in the command, because
> there is no fore knowledge of the weak points in
> your command structure. When you do send orders to
> any unit, they will execute your orders, not 1-3
> turns from now, but this turn.
>
> 2) Hooker made a rapid decision to reinforce
> Howard's flank - the decision was made and the
> orders issued. But Reynolds did not receive the
> appropriate information (orders) until it was too
> late. Again, the decision for action was made
> quickly, but the reception of those orders lagged.
> I'm sure Reynolds did not sit on the orders for
> hours after receiving them, but executed as soon as
> was possible.
>
> 3) Hooker ordered Sedgwick to take Lee in the rear,
> again he made the decision quickly but as you
> pointed out, he did not emphasize speed enough and
> Sedgwick was a day late. If Sedgwick had understood
> Hooker's emphasis, perhaps he might have moved
> faster - again it is an issue of complete
> information in a timely manner.
>
> There is a difference between a known problem and a
> known possibility of a problem. For instance a
> rifle that jams 10% of the time in a firefight and
> taking a couple of minutes to unjam is different
> than having 10% of your rifles out of action due to
> manufacturing problems. In the first case, you
> might have 100 rifles with the overall effect being
> that you get 90% of rated firepower, in the second
> case you field 90 rifles out of a possible 100 so
> you get 90% rated firepower. It appears the same,
> until you are the guy at the sharp end of the stick.
> Would you have more confidence in a firearm that
> jams 10% of the time or one that jams rarely? If
> you know 10% of your rifles are sidelined, you can
> take steps to alleviate or bypass the problem -
> perhaps of the 10 sidelined you can scrounge enough
> parts to make a few more work, perhaps knowing that
> 10% of rifles orderded are defective so you increase
> your order by 10% to compensate. If the rifles just
> jam randomly, then your!
> guys are just screwed in a firefight they have to
> take their chances.
>
> So at a company level it appears that there is no
> difference - whether the problem is random
> statistical chance or a delineated subset of the
> whole, but in practice it makes a world of
> difference. Piquet's initiative is another example.
> It generates results similar to historical results,
> but how it does it doesn't necessarily correlate
> with how those results were achieved in the
> historical example. In Piquet, a unit may sit and
> do nothing because you don't have enough action
> points, which is very different than a unit that
> doesn't move because it never received its orders or
> it's commander is ignoring orders. In Piquet, if
> you get initative points, you can move any unit you
> want to. In historical battles, you have stubborn
> commanders who will subvert, delay or plain ignore
> your orders and will not move under any
> circumstances or will move in a manner contrary to
> your orders.
>
> Ideally an initative system would be moot, because
> the individiual unit actions will generate
> "initiative". If you give the orders and they are
> all carried out, then you have the "initative". If
> you give orders and they aren't carried out, then
> you don't have the initiative. Factors such as
> communication speed and clarity should also play a
> role in determining those effects.
>
> --Binhan
>
>
> -----Original Message-----
> From: Allan Goodall
> [mailto:agoodall@worldnet.att.net]
> Sent: Wednesday, September 29, 2004 7:55 AM
> To: gzg-l@scotch.csua.berkeley.edu
> Subject: Re: Initiative - was RE: Piquet
>
>
> On 28 Sep 2004 at 20:26, The GZG Digest wrote:
>
> > From: "B Lin" <lin@rxkinetix.com>
> >
> > These errors occurred, not because the general was
> slow in giving the
> > order after the appropriate infomation was
> available, but is almost
> > always due to incomplete information being
> available to the general in
> > a timely fashion.
>
> My area of expertise is the American Civil War, and
> I take exception to
> this. Yes, knowledge of the battle conditions was a
> major factor in most
> (if not all) battles of the ACW. Command initiative
> was _the_ deciding
> factor in many of the major battles of the ACW.
> Actually, the initiative
> of the _sub-commanders_ were the deciding factors in
> many of the major
> battles.
>
> A good example is Chancellorsville. Hooker told
> Howard to watch his right
> flank, but Howard did not take the appropriate
> measures. Hooker didn't
> know that Jackson was planning to assault his flank,
> but it was a
> definite possibility. Hooker issued the appropriate
> orders, but his sub-
> commander ignored them. Hooker went a step further.
> He issued orders for
> Reynold's corps to move up beside Howard the night
> before, at about the
> same time Jackson and Lee were devising their plan.
> For some reason that
> was never discovered, it took the dispatch rider 3
> hours to travel 5
> miles. Reynolds got the order just before sunrise.
> By the time his men
> were moving, the sun was up and the Confederates on
> Marye's Heights could
> bombard the bridge across the Rappahannock. This
> delayed Reynolds by a
> couple more hours. As a result, Jackson rolled up
> the Eleventh Corps
> while Reynolds was en route.
>
> Hooker told Sedgwick to march from Fredericksburg to
> Lee's rear as fast
> as possible, but gave Sedgwick too much discretion
> in his orders. Instead
> of Sedgwick's corps hitting Lee in the rear on the
> third day of the
> battle, Sedgwick struck a day later, when a groggy
> Hooker had already
> moved the army across the Rappahannock. (There are
> several other examples
> in this battle, but you get the idea.)
>
> Another example is Gettysburg, where Lee wanted
> Ewell to attack Cemetery
> Hill on July 1, but Ewell didn't (claiming his
> troops were too tired). On
> July 2 he pushed Longstreet into attacking the Union
> left flank, but
> Longstreet was slow to respond. On July 3, Lee
> wanted Ewell to
> demonstrate against the Union right while
> Longstreet's Assault (better,
> but less accurately, known as Pickett's Charge) went
> on in the centre,
> but Ewell attacked too soon.
>
> In each of these cases, the correct order was issued
> (though you could
> debate the effect Ewell would have had on July 1 at
> Gettysburg) but the
> battle was lost due to the time it took the order to
> be received, or due
> to the lack of initiative on the part of the
> sub-commanders.
>
> One thing I really like about Piquet is that it
> takes away some of the
> player's abilities of co-ordination offered to him
> by the God's Eye View
> and because the player is not actually on the
> battlefield. Incompetent
> commanders and a clumsy command structure can be
> more easily simulated in
> Piquet than in most other games. I'm on the (mostly
> silent) playtest list
> for the Piquet naval game. In the Russo-Japanese
> War, at the battle of
> the Yellow Sea, one of the Russian ships (I think it
> was the
> Petropavlovsk, but I have a bad memory for Russian
> ship names) was struck
> in the bridge and had a rudder jam. Unfortunately,
> it was also leading a
> column at the time. It slipped into a turn, with the
> ships immediately
>
=== message truncated ===
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