Section Leaders:
Fionn
Kelly & Madmatt
“X
Hexes of Y meters by Z = A Dinosaur”
by: Fionn Kelly
I
know many of you don’t have any idea who I am or what my history with
wargaming has been, but basically I’ve bought pretty much every World
War II wargame I could get my hands on for the past 13 or 14
years.
Currently
I am alpha testing Combat Mission, a soon to be released
wargame from Battlefront.com ( http://www.battlefront.com ). I believe the design and
game play of Combat Mission is going to change the way gamers view and
play tactical wargames and in this article I’m going begin to attempt
to say how that is going to happen.
Throughout
these years, all of these wargames I’ve played have had systems in
which reality has had to be “fitted” into hex-based, massively
abstracted systems and I have learned to accommodate these abstractions
so instinctively that now I play within the constraints of them even
when they no longer apply.
Replaying
the battles of old has meant accepting as “given” many major
dyshistoricities (and in some cases complete ahistoricities) as well as
learning to see the real-world battles and battlefields I’ve studied
and read about within the context of these game system
limitations.
The
most obvious dyshistoricity is the representation of hexes. If, for
example, a hex is 50 metres in size then what happens to a unit which
moves 75 metres per turn? Essentially; a design decision must be made
to have the unit move either 1 or 2 hexes per turn. It is impossible to
move it 1.5 hexes since the entire idea of a hex is like binary code.
Something is either there or not there. It is either a 1 or a 0; it
cannot be a 0.5. Several games have tried to circumvent such issues by
making the minimal divisor exceptionally small so that the effects of
“rounding up or down” are minimal but STILL these systems contain
some level below which no discrimination of movement, combat results
etc. is possible. How does Combat Mission differ? By simply creating a
three-dimensional battlefield in which total freedom of movement occurs
with a far greater level of detail, hex-abstractions are largely
removed. Certainly a minimal level of discrimination is present but
this level of discrimination in Combat Mission is measured in
centimetres and not in multiple metres as in other games. This one
factor opens avenues of realism previously blocked by the dictated
distortion of abstraction.
Certainly,
the Close Combat series of wargames also supports far more exact levels
of discrimination for lines of sight and fields of fire. However, LOS
and FOF in the Close Combat series is pre-calculated in such a faulty
manner that there are many gamer complaints of enemies having clear
lines of sight and of fire to a specific friendly vehicle without that
friendly vehicles being able to achieve a reciprocal line of sight to
the enemy firing at it. Clearly this is an untenable situation and
shows the limitations and undesirability of pre-calculation of such
important aspects of military wargames. I much prefer the “on the
fly” method of calculating LOS used in most 3D games and find it a
superior solution myself.
So,
to come back to my point: I’m sure many of you have at least as long
a history in wargaming as I have, if not longer. To all you I say that
you should, “Get ready to unlearn.” This was one of Steve’s
favourite sayings to me during the first days and weeks after I got
Combat Mission. I still thought in terms of hexes to target and
expected my units to be able to fight whilst many hundreds of metres
from their headquarters. Was this thinking unrealistic? Yes. So, why
did I, someone who has spoken loudly in support of realism in wargaming
fall into such an unrealistic pattern of thinking? Simply put I believe
the reason is that I have been conditioned by all the other wargames I
have played before.
Steel
Panthers, Close Combat, TOAW, Cross of Iron and all the others I could
mention here contain many common design assumptions which ensure that
the design decisions and game play systems in each game will be
extremely familiar to anyone who has been playing wargames over recent
years. It is our misfortune that the design decisions and game systems
in all of these wargames feature several aspects that reward
unrealistic command behaviors and punish realistic behaviors. Like all
good wargamers and military thinkers I firmly believe we have all
adapted to our environment (the wargames we played) and have,
therefore, picked up many, many “bad habits”.
Hexes
and command and control modeling are two very obvious areas in which
most recent wargames have a common, basic, shared genesis. Having such
shared genesis and maintaining common assumptions certainly increases
the acceptability of the program in the market. Everyone involved,
namely the gamers, the programmers and the publishers and press, are
innately comfortable as it “fits like a well worn glove”. Even
grognards and others of that ilk are likely to be accepting, since the
given design “progresses” in the same, incremental manner that most
other evolutionary, but unrealistic and flawed offerings introduce
themselves to the gaming world. To be fair, this approach eases the
burden of designing the game as one is merely trying to fit a known and
previously modeled combat situation into a familiar and accepted
system.
Familiarity,
in this case, has not bred contempt. Hexes and other design assumptions
are loved by many of the old guard. This love perseveres irrespective
of their utter inability to provide reasons for keeping them in the
face of the advances in computer processing power which allow designers
to run sufficient calculations to accurately model position and
movement with pixel to pixel levels of accuracy.
Well,
I think the time has come to begin breaking from the hex-based,
abstraction-laden systems to something a bit more realistic for SOME
wargames.
At
this point I just want to make clear that I do not wish to be seen
berating hexes as so many real-time-only gamers do. I have far, far
more hex-based games in my game collection than I do of any and all
other game types. I think hexes most definitely had a role to play in
the past when every kilobyte counted and computers, quite simply, would
not have been able to deal with fully three-dimensional terrain with
realistic characteristics.
I
also think hexes still have a place to play in larger-scale games in
which their levels of abstraction are more acceptable and less apt to
produce noticeably flawed results. However now is the time for wargames
at a very tactical level to realize that the expectations of gamers,
the increase in CPU speed and the advent and acceptance of 3D
accelerator cards are all enabling and facilitating a move away from
hexes at the tactical level. A change to truly three-dimensional
representation of the battle and the units and actions occurring there
is both possible and appropriate at this tactical level and drives
straight towards the heart of the issue of realistic simulation that
gamers crave.
Why
would a three-dimensional map lead to more realistic outcomes? Well,
quite simply since fired round, vehicle and infantry locations can be
represented with far greater accuracy, the results of movement and
explosions can be tracked to a far more detailed degree. Thus, it will
be possible to differentiate between a unit moving seventy-four metres
and one moving seventy-five metres with ease and to account for actions
by and against that unit at the same time.
Throw in increased accuracy in LOS calculations, impact
calculations, realistic, three dimensional representation of blast
radii and calculations of casualties based on the distance of the unit
from the epicentre of the blast (all of which are then accurately,
visually represented) the realism and immersion level possible both
increase drastically.
My
particular area of interest lies in tanks and other varieties of
armoured fighting vehicles and here the combination of accurate data
and more specific unit location, facing and round tracking data
combines to immensely increase accuracy. Let me lead you through a very
basic example of only the most major factors that suddenly are much
more differentiated and thus can be more precisely modeled in an AP
penetration model. I will use Steel Panther as my hex-based comparison
game but I could just as easily be choosing West Front or any other
comparable games.
The
factors that affect penetration of a vehicle include the following:
Facing
of the vehicle relative to the shell:
Only 6 facings are possible with the average hex-based game. A
three-dimensional game such as Combat Mission can model shells
impacting from any and all of the three hundred and sixty possible
degrees around a tank.
Angle
of incidence of the shell:
This refers to the angle which the shell makes with the armour as it
impacts this armour and is comprised of the angle of the armour and the
nose-down angle of the shell (or nose-up if the shell is on the
ascending portion of its trajectory). In Steel Panthers this simply
isn’t accounted for except insofar as the slope of the armour is
taken into account slightly (but not correctly) in determining the
armour rating of all vehicles.
Round
tracking:
Was the shell fired from a higher or lower elevation than the target?
If it was then this will play a role in varying the angle of incidence
once impact occurs which directly plays into the amount of armour the
shell will have to penetrate to destroy the enemy tank.
Slope
of ground:
Is the enemy tank on a slope? If the enemy tank is heading towards you
down a steeply sloping hill of a thirty degree down angle when hit the
angle of incidence between armour and shell will be reduced by thirty
degrees which could make as much as thirty or more millimetres in shell
penetration. Very often this will be the difference between a
non-penetrating hit and a kill. Likewise the slope of the ground under
your own tank plays its own part in determining the amount of elevation
needed for your round to reach the target.
Is
your tank in a hull-down position?
Good tactical move isn’t it? I have yet to see a hex-based game that
models the extremely poor declination of Soviet main guns due to their
low turrets. This has the effect of creating a large area of “dead
ground” in front of any Soviet tank position on a significant
elevation as it simply cannot bring its gun to bear on any enemy tank
which approaches the base of the elevation. Can Combat Mission and any
other game using a truly accurate three-dimensional representation of
terrain incorporate such fine points? Yes.
I
know some of you will state that I am talking about minutiae here but I
have heard several armour officers pointing this exact issue out as a
major design flaw in much Russian armour and the Israelis used this
exact failing when attacking Egyptian positions in the past. Hell, the
BMP-2 has a dead space on its front left extending from 350 degrees and
295 degrees relative and has a main gun depression of only four
degrees. Has this ever been modeled in a hex-based game. No. Can it be
easily modeled in a truly three-dimensional game? Yes. This is a huge
tactical flaw and is akin to the lack of a turret on turretless assault
guns the taking advantage of which is one of the most basic and
important skills learned by every wargamer.
ONLY
a natively three-dimensional game can take full account of the
three-dimensional angle of incidence between shell and armour which is
the Holy Grail of correct armour penetration modeling. In current
hex-based wargames there is absolutely no attempt to take account of
three-dimensional angles of incidence since the engines simply cannot
handle them. Hexes are far too crude for such fine and important
calculations. Only a truly three-dimensional engine can utilize the
myriad of data available to calculate this most important of
components. This has been shown in some testing reports from the Combat
Mission developers in which they found a single degree of incidence
from the front of a Sherman caused the eighty-eight millimetre shells
of a Tiger I to ricochet from the tank and not penetrate. Without the
extremely fine levels of differentiation possible in truly
three-dimensional wargames of which, as far as I am concerned, Combat
Mission is the first worth discussing with serious, demanding wargamers
this would simply not be possible.
All
these and many more factors simply can’t be accounted for in the
crude world of hexes. Hexes are wonderful for representing very
large-scale actions where certain levels of abstraction are necessary.
At present, however, to be frank, very finely scaled tactical battles
are being modeled using hexes which are far too large to accommodate
the realism claims of the marketing managers which are plastered all
over the boxes of these games. Certainly the choosing of a suitably
small hex scale would allow for more gradation of data and finer
discrimination. Certain hex-based games recently have shown this by
markedly reducing the scale of the game and the size of the hexes used
to model combat. The result is that the combat in those hex-based games
is more realistic than in most but at no stage will hex-based tactical
combat allow for as fine a level of differentiation and gradation of
results as will a three-dimensional representation of the exact same
tactical combat.
Combat
is all about fine levels of differentiation and precise results.
Getting a result right to “within half a squad” is no good when you
are modeling a platoon-sized skirmish. Sure it might be fine when
modeling the combat of an entire battalion but all too many hex-based
games aren’t accurately modeling the battalions to “within half a
squad” but are modeling platoons and lower to “within half a
squad”.
I
think that a hex-based game can best be described as X hexes of Y meters by Z = A where X, Y and Z are all very large
numbers which each contain many large abstractions and “massaging of
numbers” to allow the figures to fit into the hex-based environment.
“A” is the product of these numbers AND its accuracy has been
degraded by the sum of all the myriad abstractions and massaging which
occurred when calculating X, Y and Z.
Meanwhile
the three-dimensional game, whilst obviously having to draw the line
somewhere, can model several factors which simply cannot be modeled in
a hex-based game and do so more accurately. Thus, the same problem,
factored into a three-dimensional game such as Combat Mission can
reasonably be described as X
centimeters by Z by Y by M + N = A.
Greater
levels of accuracy and the modeling of far more factors must, assuming
correct research, yield a more accurate “A”nswer.
While
I don’t think Steve, Charles or anyone else would claim Combat
Mission is the most perfectly accurate wargame which will ever be made
it definitely is something quite extraordinary and different from what
we are used to. I visualize it as a first step down a road. Combat
Mission is something new and different. It is not so much evolutionary
as it is revolutionary. I think this will become obvious to others when
they buy it and I think we will see the effect of Combat Mission’s
release in the next generation of tactical level wargames.
At
present many companies are creating wargames that take advantage of the
increasing prevalence of 3D cards to create lush graphics. From what I
have seen, however, most of these efforts consist basically of a three
dimensional graphic overlay of a traditional hex-based map. The end
result is that whilst the game might look lush it doesn’t take
advantage of the extra realism and immersive opportunities which I feel
are afforded by fully utilizing 3D to actually MODEL AND RESOLVE
everything that is going on in-game. A 3D overlay of an underlying
hex-grid is still a game hobbled by the necessity of describing all
movements, ranges, effects etc into the context of “x hexes of y
metres size equals A”.
Computer
power currently is not capable of dealing with the extra calculations
which realistic terrain modeling will enforce on large scale conflicts
so I do not think strategic or operational level games will change
anytime soon. Even if they did adopt a three dimensional terrain model,
the level of abstraction currently present is far too extreme for such
strategic level games to really benefit from the added detail. As many
people have pointed out during the wait for Combat Mission, it is not
enough to simply create a new system that has the potential for
increasingly detailed, and realistic combat resolution. It is also
necessary to research and utilize all the data available to take
advantage of the increased possibilities for realism and detail. I
happen to know, from being on the inside, that this attention to detail
is being paid in full in Combat Mission and that AI actions and weapons
performances are being constantly evaluated and changed on the basis of
observed behavior and tester input. Just recently the behavior of tanks
underwent some very important changes which I think will make them
behave even more realistically (and selfishly).
Will we
abandon hexes soon? No, I don’t think so. I think we will see a slow
change in tactical wargame engines over the next few years. I think we
will initially see three-dimensional graphics being utilized to create
better graphics that lend more immersion to current games. The new
Panzer General and Harpoon games are both examples of this, as far as I
am aware. Soon, we will begin seeing games which begin to utilize
real-world physics to a greater degree than is currently possible given
the fact that any physics present in current hex-based games must fit
within the constraints imposed by a hex-based system. The first steps
will be tentative and slow. I imagine that round tracking and movement
rates and LOS will be the first aspects which will benefit from the
increasing usage of 3D in wargames but once three-dimensionality has
proved its worth I expect more and more engines to be coded to be fully
three-dimensionally functional in tactical wargames.
Hopefully
such a change will also be accompanied by a move away from the IGO-UGO
system that hamstrings so many other games.
More
of THAT particular can of worms next time.
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