Intelligence in War
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Intelligence in War         


Author: eddysterckx
Date: Jul 19, 2006 01:52

Hi,
>From : Intelligence in War : it can be decisive - a declassified CIA
study than can be found here :
https://www.cia.gov/csi/studies/vol50no2/html_files/Intelligence_War_2.htm

"History repeatedly has demonstrated that numerically inferior forces,
armed with less capable technologies, can win when leaders are armed
with accurate intelligence they believe they can act upon. Such
intelligence can be a force multiplier. Therefore, considering the
value of force employment, technology, and mass without placing a
corresponding value on intelligence is a mistake."
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Re: Intelligence in War         


Author: BasKa
Date: Jul 19, 2006 02:22

Point is, not only in strategic wargames, but also in operational games
the way intell is depicted leaves much to be desired IMHO. The map
directly behind the frontlines is almost always very, very empty while
in reality it would be crawling with units on situation assesment maps
in HQ's.

What would an operational commander have in the way of battlefield
intell in WWII? Sigint from his radio listening posts, humint from
defectors and partisans/resistance/commando units behind the lines,
photorecce from aircraft and maybe a few more of these.
But how are these assets implemented in most wargames? I guess only air
recce is available in most games.
If I remember well, Flashpoint Germany (albeit a modern wargame) has
Sigint on the HQ's using their radio's.
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Re: Intelligence in War         


Author: eddysterckx
Date: Jul 19, 2006 02:47

BasKa wrote:
> Would it be something at the start of a turn or at certain moments in a
> HTTR or COTA like games to give the player some reports with intell?
> Depending on a certain % of assets (spy's, sigint, airint etc) the
> player receives reports on enemy units on ceertain locations on the
> map.

Well, something like this is implemented in COTA - the scenario creator
can create real or fake intel reports on units which may or may not be
at that map location far away from LOS at scenario start. Check the
Malta scenarios for examples of this.
> Because he doesn't really know if these reports are accurate, it adds
> to the uncertainty of command, but if he 'reads' these reports well, he
> can send additional intell units to focus on an area to see what is
> happening there (send out his tactical recce aircraft, send a scout
> unit to a certain location, direct his sigint units to focus etc).
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Re: Intelligence in War         


Author: Christoph Stark
Date: Jul 19, 2006 03:56

eddysterckx@hotmail.com wrote:

[intelligence and the lack of 20/20 hindsight in strategic wargames]

I think HOI2 -- while not exactly a hardcore wargame -- handles this nicely.
Due to the possibility of scripting events there's a couple of mods
available that change the course of history by popping up some interesting
events, some of them triggered to certain conditions. While this in itself
leads to a limited replay value, the diplomactic aspects ensure that no two
games are really alike. It's for instance possible to play as Germany
without going to war with Russia at all, if you handle things right (and
Stalin plays along, which he does not always do ;-)) Finally, I enjoy the
fact that you can direct research, which is IMHO pretty important for
strategic wargames with a scope of nearly a decade. It's great fun to play
through a couple of "what-if" scenarios once in a while... ;-)

Cheers,
Chris

--
E-Mail replies to:
christoph[dot]stark[at]tu-clausthal[dot]de
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Re: Intelligence in War         


Author: eddysterckx
Date: Jul 19, 2006 04:14

Christoph Stark wrote:
> eddysterckx@hotmail.com wrote:
>
> [intelligence and the lack of 20/20 hindsight in strategic wargames]
>
> I think HOI2 -- while not exactly a hardcore wargame -- handles this nicely.
> Due to the possibility of scripting events there's a couple of mods
> available that change the course of history by popping up some interesting
> events, some of them triggered to certain conditions. While this in itself
> leads to a limited replay value, the diplomactic aspects ensure that no two
> games are really alike. It's for instance possible to play as Germany
> without going to war with Russia at all, if you handle things right (and
> Stalin plays along, which he does not always do ;-)) Finally, I enjoy the
> fact that you can direct research, which is IMHO pretty important...
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Re: Intelligence in War         


Author: Giftzwerg
Date: Jul 19, 2006 04:20

In article <1153299142.471177.164050@75g2000cwc.googlegroups.com>,
eddysterckx@hotmail.com says...
> So how do you factor in "bad intel" in a strategic
> level wargame ?

If my experience serves, generally via a host of "special rules" that
themselves amount to a rich, gamey layer of pure bullshit.

But there are really two levels to consider this on; the level of the
game scenario itself, and the meta-level or the context within which the
scenario operates.

The right way to handle "intelligence" on the level of the game scenario
itself is to build FOW routines and orders/intelligence gathering delays
which ensure that the "picture" of the battlefield the game system
presents to the player features the intelligence uncertainties and
downright nonsense a real commander might face. This ensures the human
player has the same opportunity to misread the intelligence his real-
world counterpart has.
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Re: Intelligence in War         


Author: BasKa
Date: Jul 19, 2006 05:06

> But the question of "intelligence" is much more problematic for game
> designers at the level of the *context* of the scenario. There was some
> seriously bad intelligence that managed to drop 1st Airborne right on
> top of two SS Panzer divisions, but what do we do with this fact?
>
>> But the only other way to fix it is to build in the actual possibility
> that Patton's army group *does* exist and *can* invade! Or that Nagumo
> has six carriers at Midway. Or that there are no panzers at Arnhem. At
> this point, you've essentially abandoned history and decided to build
> hypothetical scenarios.
>

This problem with operational and strategic games geared at a certain
campaign is that you ALLWAYS know what has happenend historically. Be
it the Bulge, be it Arnhem, be it Stalingrad (what competent PC general
would leave the Italians and Romenians to guard his flanks at a
computer Stalingrad battle?).
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Re: Intelligence in War         


Author: Giftzwerg
Date: Jul 19, 2006 05:34

In article <1153310819.423909.258570@m73g2000cwd.googlegroups.com>,
curtiss@hetnet.nl says...
> This problem with operational and strategic games geared at a certain
> campaign is that you ALLWAYS know what has happenend historically. Be
> it the Bulge, be it Arnhem, be it Stalingrad (what competent PC general
> would leave the Italians and Romenians to guard his flanks at a
> computer Stalingrad battle?).
>
> The point is (and it is discussed often) that re-playing history
> exactely is no fun! The fun in wargaming is that you have a problem to
> be solved (get my army across the Rhine) and you have certain assets at
> your disposal. Within a certain % you know what the enemy has
> available, so you start from there.

That's true - but it's exactly what Eddy is getting at. You *know* what
many, many aspects of the scenario are, and this knowledge is often
something the real commander either didn't know, or knew *wrongly*. And
how do we model this?

As Donald Rumsfeld famously remarked:
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Re: Intelligence in War         


Author: Frank E
Date: Jul 19, 2006 05:41

On Wed, 19 Jul 2006 07:20:57 -0400, Giftzwerg
NOSPAMZ.hotmail.com> wrote:
>In article <1153299142.471177.164050@75g2000cwc.googlegroups.com>,
>eddysterckx@hotmail.com says...
>
>But the only other way to fix it is to build in the actual possibility
>that Patton's army group...
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Re: Intelligence in War         


Author: eddysterckx
Date: Jul 19, 2006 06:07

Frank E wrote:
> I've never understood why wargame developers ignore this. Just to pick
> on 2 recent games that I like, both CotA and BoA could have been a lot
> better if they'd added some randomness.
>
> CotA in particular, suffers from the fact that every time you play a
> scenario everything is identical. All units start in the same position
> every time, the OOB is identical every time you play, the objectives
> are the same.... Nothing ever changes.

Hold it :)

In CotA it depends on the scenario - The scenario developer can create
alternative setups, units can start in different locations and at game
start a specific setup is randomly chosen. Not all scenarios have it,
but a lot do - I'll let Arjuna provide the full list of them or you can
open every scenario in the scenario editor to have a look at the
different setups.

Greetz,

Eddy Sterckx
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