Post by cowboy40 on Oct 26, 2024 14:45:03 GMT -7
I have war gamed for years...on the computer and on the table tops. The problems i am finding for acurate war games is that the rulesets are getting to complicated, but that said, the more complicated the rules the better the results.
I have played games on the table top...and have learned many valuable lessons in tactics.
Playing Command at Sea has taught me the value of air power in the era of World War II. This ruleset takes in account for time to arm, fuel and to spot carrier decks for launch and recovery. It takes into account for land based turn around times. I have learned the management of task forces at sea. These rules include instructions for surface battles and sub-surface operations as well. You can fight convoy actions, air to surface battles, and even air to air fights. the rules allow you to conduct shore bombardments and even landings right up to the beaches during an amphibiou8s assault.
The Admiral Trilogy Group, who is now handling the ruleset, has developed it to the point that it is very much intergrated into the ruleset for Harpoon. This isn't fully seamless yet, but they are working on that. Larry Bond and his comrades over there have given us a great theory of rules that allows us to conduct naval warfare though out the last 150 plus years say around 1880 to the present day covering rules for per-dreadnaught era to the present day of the ballistic missile submarines of today.
I have been able to use the tactics i have read about, developed by the Western Approaches Tactical Unit (WATU) and the U.S. Navy's 10th Fleet's Anti-submarine Warfare School, that developed the tactics by using simple war games to developed tactics that took the oceans back from the U-Bouts. I have used these tactics in Command at Sea. To good effect. This shows how lessons from one war game can lead to tactics that can be used in another. The experiance i gained from C&S have translated well into early Cold War actions developed in our sessions of Harpoon V rulesets.
I haven't gotten into the Fear God and Dreadnought rules yet, but i wonder if the lessons learned int the rulesets i play now will help me in the age of the battleline? I am going to be getting into that ruleset soon. How different will it be not to have radar directed weapons on the battleline. How will it be to fight out Jutland as opposed to the surface battles of Guadalcanal and Leyte Gulf. I look forward to dipping my feet into the waters of World War I. FGDN shou7ldn't be to much harder then what i have already learned.
And yes, I Know there are other rulesets out there, but this is the system I have played since the 1980s.
Now for land warfare, I have learned to use Battlefronts gaming system Flames of War and Team Yankee rulesets. They are pretty much on the same system. Problem with this ruleset is it is pretty much limited to the tactical side of things of actions up to Battalion size. I haven\'t really found a set that gives theater level strategic operations a good learn. That level of gaming seems to become convoluted like a real war does, so maybe I have learned that level of Ground warfare.
Flames of War covers things like World War I, World War II, Vietnam and the Israli wars of the 1960s, Team Yankee covers a Third World War in Europe in the 1980s. Great stuff.
Ironically I have been able to use some these lessons learned in the naval warfare gaming to even our Star Trek Simulator. That ruleset has shown me what FASA stated ships can do tactics wise and how to fight even the odd balls like the Excelsior Mk. I and the Fenlon classes.
I have learned alot from my table top gaming that I use in my PC war games as well.
I am going to sign out for now, because life is throwing one of those Whisky Tango Foxtrot moments at me, my boss is trying to call me on the weekend..lol
Good luck and good hunting...
I have played games on the table top...and have learned many valuable lessons in tactics.
Playing Command at Sea has taught me the value of air power in the era of World War II. This ruleset takes in account for time to arm, fuel and to spot carrier decks for launch and recovery. It takes into account for land based turn around times. I have learned the management of task forces at sea. These rules include instructions for surface battles and sub-surface operations as well. You can fight convoy actions, air to surface battles, and even air to air fights. the rules allow you to conduct shore bombardments and even landings right up to the beaches during an amphibiou8s assault.
The Admiral Trilogy Group, who is now handling the ruleset, has developed it to the point that it is very much intergrated into the ruleset for Harpoon. This isn't fully seamless yet, but they are working on that. Larry Bond and his comrades over there have given us a great theory of rules that allows us to conduct naval warfare though out the last 150 plus years say around 1880 to the present day covering rules for per-dreadnaught era to the present day of the ballistic missile submarines of today.
I have been able to use the tactics i have read about, developed by the Western Approaches Tactical Unit (WATU) and the U.S. Navy's 10th Fleet's Anti-submarine Warfare School, that developed the tactics by using simple war games to developed tactics that took the oceans back from the U-Bouts. I have used these tactics in Command at Sea. To good effect. This shows how lessons from one war game can lead to tactics that can be used in another. The experiance i gained from C&S have translated well into early Cold War actions developed in our sessions of Harpoon V rulesets.
I haven't gotten into the Fear God and Dreadnought rules yet, but i wonder if the lessons learned int the rulesets i play now will help me in the age of the battleline? I am going to be getting into that ruleset soon. How different will it be not to have radar directed weapons on the battleline. How will it be to fight out Jutland as opposed to the surface battles of Guadalcanal and Leyte Gulf. I look forward to dipping my feet into the waters of World War I. FGDN shou7ldn't be to much harder then what i have already learned.
And yes, I Know there are other rulesets out there, but this is the system I have played since the 1980s.
Now for land warfare, I have learned to use Battlefronts gaming system Flames of War and Team Yankee rulesets. They are pretty much on the same system. Problem with this ruleset is it is pretty much limited to the tactical side of things of actions up to Battalion size. I haven\'t really found a set that gives theater level strategic operations a good learn. That level of gaming seems to become convoluted like a real war does, so maybe I have learned that level of Ground warfare.
Flames of War covers things like World War I, World War II, Vietnam and the Israli wars of the 1960s, Team Yankee covers a Third World War in Europe in the 1980s. Great stuff.
Ironically I have been able to use some these lessons learned in the naval warfare gaming to even our Star Trek Simulator. That ruleset has shown me what FASA stated ships can do tactics wise and how to fight even the odd balls like the Excelsior Mk. I and the Fenlon classes.
I have learned alot from my table top gaming that I use in my PC war games as well.
I am going to sign out for now, because life is throwing one of those Whisky Tango Foxtrot moments at me, my boss is trying to call me on the weekend..lol
Good luck and good hunting...