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For What It's Worth
Posted by Stephen Green  ·  18 October 2002

You'll find this next post of little interest, unless you're a fan of computer wargaming -- so feel free to skip it.

The Operational Art of War, in all it's incarnations, is undoubtedly the best operational-level military simulator you can buy without a Pentagon clearance. Recently, I downloaded an Iraq War scenario, Operation Final Justice, and took it out for a few spins.

The scenario assumes that we won't have Saudi bases, and that Jordan will be good only for Special Forces deployments -- no heavy armor. Furthermore, while Turkey will allow the use of its territory, no Turkish troops take part unless Iraq invades -- an unlikely event. Iran starts the game neutral, with a small chance of becoming involved. Sometimes it happens, mostly it doesn't. There are no Allied forces of note, other than the UK. The Iraqi player can gain "points" by using SCUDs to kill Israeli civilians, which (I think) also increases the likelihood of Iranian intervention.

The game lasts two weeks, divided into 28 12-hour turns. Frankly, I think our optempo could support 6-hour turns, if only for the first few days.

The Allied Order of Battle is as follows:

82nd Airborne (Operating out of Turkey) 101st Air Assault (ditto) 75th Ranger Battalion (Jordan) 5th Special Operations Group (ditto) 3rd Armored Cavalry Regiment (Kuwait) 3rd Mechanized Division (ditto) 1st Armored Division (ditto) 1st UK Armoured Division (ditto) About a division's worth of Marines (Qutar) Damn near every artillery piece we've got All the Air Force, Navy, RAF, support and engineering units you'd expect.

The Iraqi order of battle is based on the best public estimates available.

The scenario further assumes that the regular Iraqi Army will, if not actually fight, at least put up a small "speedbump"-type resistence. The Iraqis start off using chemical weapons, and may or may not have a nuke or two, to be used in a static defense role. Civililian refugees, especially in the south, clog roads. To make matters worse, the Iraqis will try to blow up every bridge between anywhere and Baghdad -- and there are a lot of rivers to cross.

All of these factors serve to slow down the Allied advance.

The results? I played as the Allies, with the handicap feature turned up all the way -- against me and for Iraq. I played as Iraq, with the handicap cranked in Saddam's favor. Several times, I let the computer play against itself.

In every case, the same result: Baghdad can't hold out for more than ten days, and Allied casualties are light. Twice, playing as the Allies and risking too many Special Forces casualties (using them to hold bridges behind enemy lines), Saddam fell in just eight turns -- four days. And the risk turned out to be not too risky; those Special Forces guys could hold their own.

Oh, and the game doesn't yet model JDAM or JSOW bombs, so it assumes less effective air support than is likely to be the case.

In every case, casualties were higher than in the Gulf War, but still under 1,000.

Again, OpArt isn't a Pentagon-level simulator, but it is pretty damn good at recreating historical battles. As for its reliability at predicting future battles, only time will tell.

Comments

Well done.

Posted by: Tom Holsinger at October 18, 2002 01:28 PM

I have some doubts about the logistical capability of the route through Mosul and I think you are implying more air assault that we really have the capacity for.

Posted by: Robin Roberts at October 18, 2002 02:19 PM

Arggh, didn't finish that.


Anyway, sounds like fun. I've been meaning to dig out Mark Herman's Gulf Strike or Austin Bay's Arabian Nightmare for similar experiments - both paper boardgames.

Posted by: Robin Roberts at October 18, 2002 02:21 PM

Robin,

Marc Elwinger and I tried simulating then then planned Desert Storm in 1990 using two different games. Marc's was some gargantuan SPI NATO vs. Warsaw Pact game and I used a heavily modified ARKW mixed with SPI's Operation Olympic (the victory conditions were based on a scale matching American casualties against turns elapsed).

Marc and I both found it would take six days maximum to liberate Kuwait. I tired going on to Baghdad and found the major obstacles to be logistic, and so tried it just for fun using a hypothesis that the Iraqi Army would fight. That took three weeks to get to Baghdad.

My house rules for the 1990 ARKW simulation, involved, among many other things, rolling a die every time an allied stack moved next to an Iraqi stack. On a 1, the Iraqi stack would fight normally if attacked. On a 2, each Iraqi unit would lose a step and then fight. On a 3, each unit in the Iraqi stack would lose a step and then vanish (surrender), when attacked. On a 4 the Iraqi stack would retreat one hex and the Allied stack could continue movement. On a 5 they'd retreat with each unit losing a step, and the Allied stack could continue moving. On a 6 the Iraqi stack would vanish (surrender) and the Allied stack could continue moving. That made things so easy that the major obstacle to American conquest of Iraq was logistic and the game was boring.

Jim Dunnigan asked me in 1982 to do an update of SPI's Oil War but I didn't have time.

Posted by: Tom Holsinger at October 18, 2002 02:46 PM

Tom, in '90 when Austin Bay did Arabian Nightmare for Jim, who had briefly returned to editing Strategy & Tactics for Poulter, I did some playtesting of it.

Posted by: Robin Roberts at October 18, 2002 04:07 PM

Sounds like a great game however when I followed the link to Amazon I was informed that it was out of stock. I guess the rest of you vodka readers beat me to it ::sigh::

Posted by: starhawk at October 19, 2002 03:47 PM

Stephen - Bought the game, downloaded the scenario, ran the results. Good stuff. Thanks!

Question for you, Tom, Robin and the other grognards out there:

Anybody have a scenario for liberating France?

Posted by: Clemente at October 30, 2002 12:00 PM



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