Fog of War

Carl von Clausewitz painted by Karl Wilhelm Wach. Credit Wikipedia. Click to enlarge.

Carl von Clausewitz in his On War wrote, “War is the realm of uncertainty; three quarters of the factors on which action in war is based are wrapped in a fog of greater or lesser uncertainty. A sensitive and discriminating judgment is called for; a skilled intelligence to scent out the truth.” Though Clausewitz never specifically wrote the phrase ‘Fog of War’, the above quote is the source of the term which we abbreviate today as FoW. FoW in the 18th and 19th centuries (the era specifically covered by General Staff: Black Powder) was especially problematic because of the lack of modern day battlefield information gathering techniques such as drones, aircraft and satellites (yes, hot air balloons were used in the Civil War but their actual value during combat was minimal).

General Staff is a wargame that can simulate the FoW experienced by an 18th or 19th century commander and his staff. We use the qualifier ‘can simulate’ because General Staff can run in five different ‘modes’:

  • Game mode / No Fog of War
  • Game mode / Partial Fog of War
  • Simulation mode / No Fog of War
  • Simulation mode / Partial Fog of War
  • Simulation mode / Complete Fog of War

Game mode came from a strong desire to create an introductory wargame, with simplified rules, played on historical accurate battlefield maps that could be used to introduce novices to wargaming.

1st Bull Run, 11:30 AM, Simulation Mode, No Fog of War. Reinforcements shown. Click to enlarge.

Antietam, 0600, Game Mode. Reinforcements shown. Click to enlarge.

In the above two screen shots from General Staff you can clearly see the differences between Simulation and Game mode. In Simulation mode a unit’s exact strength in men, leadership value, morale value, experience value, number of volleys and the time it will take for a courier to travel from it’s commander’s HQ to the unit are displayed and tracked. In Game Mode, unit strength is represented by the number of icons (1 – 4) and leadership, morale, experience, and ammunition are not tracked. Units are moved directly by the player and there are no HQ units. In Simulation Mode, orders are given from the commanding HQ down to the subordinate commander’s HQ and then to the actual unit. The leadership value of each HQ effects how long the orders will be delayed on the way.

Little Bighorn, Simulation Mode, Complete Fog of War (from the commander’s perspective). Screen shot. Click to enlarge.

In the above screen shot, we see ‘Complete Fog of War’; only what the commander can see of the battlefield is displayed. In this case, this is what Colonel George Custer could see at this time.  Just as in real life, in Complete Fog of War the commander receives dispatches from his troops about what they have observed; but this information is often stale and outdated by the time it arrives.

Little Bighorn, Simulation Mode, Partial Fog of War. This displays what all Blue forces can observe. Click to enlarge.

In the above screen shot Partial Fog of War is displayed. This is the sum of what is observable by all units (in this case, the Blue force). This is historically inaccurate for the 19th century and is included as an option because, frankly, users may want it and, programmatically, it was an easy feature to add. Throughout the development of General Staff we have consistently offered the users every conceivable option we can think of. That is also why we have included the option of, “No Fog o War,” with every unit visible on the battlefield. It’s an option and some users may want it.

We have experimented with different ways of displaying ‘stale’ unit information including this method, below:

An example of how units that are not directly visible to HQ are displayed. The longer that a unit remains unobserved, the fainter it becomes. (Click to enlarge.)

We are now experimenting with overlays.

As always, your questions and comments are appreciated. Please feel free to email me directly.

Follow Progress with the Changelog

A typical screen shot posted in the Changelog. Click to enlarge.

One of the many techniques that Andy O’Neill has brought to the General Staff project is the Changelog. A Changelog is, “a log or record of all notable changes made to a project,” and is common in developing business applications. Currently, it is over 23 pages of screen shots, updates and commentary.

The General Staff Changelog is here: http://grogheads.com/forums/index.php?topic=21270.0


You can subscribe to updates in the Changelog and also make comments or report bugs that you have found. If you’re reading this, you’re probably a beta-tester.

I will continue to post updates here at this site. But, if you want more frequent – and often more technical – updates I would suggest subscribing to the Changelog.  You can do this by registering on the GrogHeads forum and clicking on the ‘Notify’ button.

 

Movement & Maps

Screen shot showing unit movement arrows for the battle of Antietam scenario. Note how movement is stopped by the small creek in the upper left hand corner of the screen. Click to enlarge.

I‘m in self-quarantine. As many of you know, I had a bone marrow / stem cell transplant in 2014 followed by a year of intense chemo. I’m fine (all things considering) but my immune system took a beating. In 2014 H1N1 put me in the hospital for 3 days so I’m taking COVID-19 seriously as, uh, the plague. In a way, being cooped up in the house (the weather hasn’t been cooperating, either, as I had hoped to replace my daily gym workout with long walks with my dog, George) is a lot like a typical upper Midwestern winter: it’s what I call ‘good programming weather’. There’s not much else to do but hunker down and write code. So, obviously, I’m working on General Staff and I wanted to show you an update (above).

General Staff is being written in C# and Windows Programming Foundation (WPF). There are a number of technical reasons why this was a good idea but I’m not overly familiar with WPF and doing some basic things, like creating these transparent movement arrows, took far longer, and involved a lot more programming, than I thought it would.  My partner on this project, Andy O’Neill, is a WPF rockstar; I’m a novice. I would much rather be working on the ‘under the hood’ stuff (like AI) but for the last week or so I’ve been working on movement arrows while Andy is busy with another project (the kind that pays the rent). Anyway, I’m very pleased about how they turned out. Please feel free to write me with comments.

Movement arrows for units at Quatre Bras. Note how blue units are stopped by the stream feeding the large pond. Click to enlarge.

Forward movement of this blue division is stopped by this tiny creek.

But, I also discovered a very interesting problem while testing these movement routines: our maps are too good! If you look at this detail (right) from the Antietam screen capture (above), you’ll see that movement is stopped when it encounters a tiny creek. I’ve walked that area of the Antietam battlefield and that little creek (well, I think it would be more properly called a ‘crick’) wouldn’t stop a division moving forward. However, the movement validation routines stop units from crossing bodies of water (except in column formation while crossing a bridge or a ford).  Ed Kuhrt, who digitized these great maps and copied every small detail was, perhaps, too precise. Definitely better to err on the side of being too precise when it comes to maps, Ed.

We’re seeing the same thing at Quatre Bras (above): the little streams that feed Materne Pond (Etang Materne) are also stopping the French from attacking. I haven’t been to Quatre Bras but I know the French crossed the small streams to attack the Anglo-Allied army’s positions.

Luckily, fixing this is easy. If you have done any work with the General Staff Map Editor you know that erasing terrain features, like water, is quick.

Removing the water in the little stream that feeds Antietam Creek by placing a ‘field’ over the water. Note that the ‘Field’ object is ‘above’ the ‘River’ object on the left Edit Terrain tab. Screen shot. Click to enlarge.

In the above screen shot we’ve opened the Antietam map in the General Staff Map Editor and drawn a ‘Field’ over the ‘crick’ that kept the Union forces from advancing. Note that both the Field and the River are objects and whichever object is higher in the list on the left ‘overwrites’ lower objects. If, for whatever reason, we wanted to restore the water in the creek we could either delete the Field or move it lower down the list than the River object.

Edit: After originally posting this, some readers (see comments, below) suggested that units crossing a small stream should suffer a movement penalty. This is absolutely correct. Instead of ‘painting’ with ‘field’ terrain, I should have used ‘mud’. This allows for a movement penalty (set in the Scenario Editor).

Adjusting unit type speeds across various terrain types in the General Staff Scenario Editor. Screen capture.

And now that that obstacle to movement has been eliminated the I and XII Union Corps can advance:

Now that the water has been removed from the little stream feeding Antietam Creek the Union forces can advance again. Screen shot.

As always, I would love to hear any comments or feedback that you may have.

Introducing a New Generation to Wargames

My childhood friend, Carl Hoffman, introduced me to Avalon Hill wargames. Carl is now a history teacher.

It was my good friend, Carl Hoffman, who lived across the street when I was about 10, who introduced me to Avalon Hill (AH) wargames. The AH wargames of the 1960s were perfectly suited to spark a kid’s imagination. The rules were easy to understand (four pages, big type, with illustrations explaining movement and combat), the Combat Results Table (CRT) was straightforward (and taught us to calculate ratios, too), and we could refight Gettysburg or Waterloo on a rainy afternoon. We learned history (Carl became a history teacher) and problem solving (I became a computer scientist). I’m sure many of us had similar experiences forty or fifty years ago.

For a long time I’ve felt that there is a need for similar ‘introductory wargames’ to engage the next generation of grognards and wargamers. While the hardcore aficionados want more complex and detailed games I’ve also understood that we needed simple, introductory games, to entice a new generation.  From the beginning, I have always had a simpler wargame embedded inside of General Staff. Specifically, if we remove all the layers of historical simulation, what remains is a simple introductory wargame.

The Layers of Historical Simulation in General Staff

Each layer of historical simulation can be turned on or off when playing a General Staff scenario. The more options you add, the more historically accurate the simulation becomes. The options are:

  1. Unit strength
    1. Unit strength is a value from 1 – 4 with units being reduced in steps.
    2. Unit strength is the actual historic number of troops and every individual casualty is tracked.
  2. Combat resolution
    1. Simple Combat Resolution Table like the old AH CRT.
    2. Complex Combat Resolution Equation taking into effect morale, experience, leadership, terrain, and elevation.
  3. Moving units
    1. Units are moved directly by the player.
    2. Orders to move units are issued down a chain of command from the top HQ to the subordinate HQ via couriers and the rapidity with which the orders are executed depends on the Leadership Value of the subordinate HQ and subordinate units.
  4. Fog of War (FoW)
    1. No Fog of War. The entire map is visible and all units (friend and foe) are displayed on it.
    2. Partial FoW. The entire map is displayed and the sum of what all friendly units can see is displayed.
    3. Complete FoW. You see only what the commander can see from his HQ and nothing else. All unit positions not directly observable are updated via couriers and are frequently no longer accurate by the time the courier arrives.

So, at it’s most complex (let’s call this a Historical Accuracy level of 100%) this is what the player commanding the Army of the Potomac (Blue) would see (what General George McClellan could actually see through his telescope on the lawn of the Pry House on the morning of September 17, 1862):

Antietam from the perspective of General George B. McClellan at the Pry House on the east bank of the Antietam Creek. This is complete Fog of War and the highest level of historical accuracy. Screen shot. Click to enlarge.

And, interestingly, this view of what McClellan could see is confirmed in The U. S. Army War College Guide to the Battle of Antietam and The Maryland Campaign of 1862 edited by Jay Luvaas and Harold W. Nelson.”General McClellan and his headquarters staff observed the battle from the lawn of the Pry House… Through a telescope mounted on stakes he enjoyed a panorama view of the fighting… He could see Richardson’s division break through the Confederate position at the Bloody Lane. He could not, however, follow the movements of the First and the Twelfth Corps once they disappeared into the East Woods, which masked the fight for the Cornfield, nor did he witness the attempts to seize Burnside’s bridge to the south because  the view from the Pry House was blocked by trees and high ground.” – p. 119.

So, the above is the 100% historically accurate view of the battle of Antietam from McClellan’s Headquarters. This is the ‘introductory’ view:

Antietam in ‘Introductory’ mode. Note that unit strengths are represented by one to four icons. Also note the lack of HQs. Screen shot. Click to enlarge.

I first saw the concept of ‘unit steps’ in Jim Dunnigan’s Avalon Hill classic, 1914 and I’m shamelessly using it here. I very much like the simplicity of this system: as units take casualties, they are reduced, in steps, from four icons, to three, to two, etc. I also very much like the idea that this is not an abstraction of the battle of Antietam (or Little Bighorn, or Quate Bras, etc.) but the actual units in their actual locations. This fulfills my requirements for an introductory wargame: historic, teaches tactics and problem solving, easy to play, simple rules, quick to learn and quick to play (I would think a game could easily be played in less than an hour).

Here are some more General Staff scenarios in ‘introductory mode’:

1st Bull Run, 11:30 hours, ‘introductory’ mode. Screen shot. Click to enlarge.

Little Bighorn in ‘introductory’ mode. Screen capture. Click to enlarge.

Quatre Bras in ‘introductory’ mode. Screen capture. Click to enlarge.

I could use your help! Announcing a ‘name the mode’ contest!

From ‘The American Kriegsspiel. Clicking on this image will take you to the Grogheads.com article on William Livermore’s American Kriegsspiel.

I originally called ‘introductory’ mode, ‘Kriegsspiel’ mode because I was reminded of the maps and blocks that Kriegsspiel uses. However, I pretty quickly received some emails from the Kriegsspiel community complaining – and rightfully so – that Kriegsspiel isn’t an introductory game. Absolutely! And if you’ve ever taken a look at the original rule books and tables you would agree, too.

So, here’s my problem (and how YOU can help): I need a new phrase to replace ‘Kriegsspiel mode’. I’ve been using ‘Introductory mode’ but I just don’t like it. I really need a new name for this version. I’m open to any suggestions. How about a completely made up word? ‘Stratego’ would be great if it hadn’t already been used. So, I’m announcing a contest to ‘name this mode’. The winner will receive 2 General Staff coffee mugs. Please email me (Ezra@RiverviewAI.com) with you suggestions. Thank you for your help!