So, my thought is this: what if line-of-sight provided unreliable information in the manner Clausewitz describes? What if one benefit of unit experience was the ability to correctly identify enemy units as well as their quantity? There is ample historical precedent after all. One need only read a history of any post-Normandy WWII battle to realize that American troops were prone to misidentifying almost any German tank as a Tiger.
To most American troops, any big tank trying to kill you was a Tiger. Admittedly, the sloping frontal armour of a King resembled that of a Panther Tiger, but a soldier in trouble doesn’t stop to count the road wheels or turn to his recognition handbook. Similarlly, many Allied memoirs talk of being under fire from ‘eighty-eights’, whereas msot German field and anti-tank guns were of 75mm calibre.
– Snow and Steel: Battle of the Bulge 1944-45 by Peter Caddick-Adams
The mechanism is relatively simple to implement. For each unit, there is a short catalog of mistaken quantities and types based on probability. One is much more likely to mistake a 75mm field gun for an 88mm than for a 37mm, after all. It is obvious that troops tend to overestimate their enemies rather than underestimate them, both in terms of quality and quantity, so the tendency should be to err upwards. Both the visual and statistical information reported to the player will be inaccurate, then updated as other units make contact or sustained contact causes the initial units to correct their initial error.
It seems to me that this could be as important an advance in wargaming as the ASL morale model was. So, what do you see as the likely costs and benefits of implementing an Unreliable Information model, or if you prefer, Tactical Uncertainty principle?Just because a number of gamers and game designers have expressed interest in it, I’m going to run through my thinking on the subject in public. The more I’ve thought about it, the more I conclude that this could be the most useful new wargame design mechanic since John Hill introduced the morale model in Squad Leader. Also, I’m not going to concern myself with how to implement the principle in a board-and-counter or tabletop game yet, since my primary interest is developing a model that will work for Striker (3rd edition) in the 3DV engine, which is to say, on the computer in a 3D tabletop. While the principle remains the same in either case, the precise model of optimal application will necessarily differ.
The basic Tactical Uncertainty Principle, which is based on the Clausewitzian concept of friction in the form of information, can be summarized thus:
- Information reported by LOS is unreliable.
- The reliability of the information reported depends upon the quality of the unit or leader reporting it.
- Units reporting inaccurate information tend to inflate both the quantity and the quality of the enemy units reported.
Today, I will focus on the second aspect of the Principle, which states that the reliability of the information reported about the enemy units spotted depends upon the quality of the unit or leader reporting it. For now, I will utilize the five-level unit-quality system of ASL. Here is how I envision the application in terms of pre-modification statistics, with the number representing the percentage chance that the unit will accurately identify the unit(s) sighted.
Elite 85
Veteran 70
Regular 55
Green 40
Conscript 25
A unit with a leader of differing quality will identify an enemy unit on the basis of the leader’s quality rating rather than its own. A unit with the same quality leader will receive an addition 5 percent identification bonus. So, a Veteran unit with an Elite leader will identify enemy units with an 85 percent success rate, but an Elite unit with an Elite leader will do so at a 90 percent success rate.
Q&A
Will multiple units with a LOS on the same enemy unit make independant roles and report potentially contradictory information (and is there a clean UI for showing this)?
Yes. Yes.
How often will units reroll for possible updates?
Once per enemy movement turn.
Can there be multiple units stacked in a given location and if so, can a unit go entirely unnoticed?
Yes, in the case of a board game and no in the case of a miniatures game. And yes.