Generals KIA

The subject of generals killed in action post-1900 holds a bizarre and somewhat morbid interest for me. It’s a period where personal presence on the battlefield was theoretically less important thanks to the use of the telephone and later radio. It’s also a period where fighting formations became exponentially more powerful.

Not surprisingly, the World War II Eastern Front takes the cake. Although there were exceptions, American general officer casualties were surprisingly low-they were comparable in both World War II and Vietnam despite the lower casualties of the latter war.

For a later period hypothetical WWIII/high intensity peer war, I have a tentative list of dead generals that mainly includes air/missile strikes (including a corps commander and some of his high-end staff taken out by a hit on their badly sited HQ). Besides those and maybe a few shot-down ones, there’s an example I made of the commander of an airborne division killed by a tank raid on a forward helicopter base he’s visiting.

Earlier, I have considerably higher casualties among general officers. This is because there’s often more divisions and because worse C3 means the generals have to be at the front more often.

 

Command Community Pack Commentary

The latest Command Community Pack has been released, with a whopping 29 new scenarios available in it.

I made two of them, Brazil Abroad and Human Limitation, and figured I’d give a “director’s commentary”.

  • Brazil Abroad was both logistically limited power production, and a slow-paced, sustained ops air campaign, something I feel has been underutilized in Command. I wanted to give the player limited resources and a wide array of freedom when pursuing a target, which in practice meant a LOT of targets.
  • Human Limitation is a concept I’ve been interested in for a while, even before I got Command. Not just of Gaddafi’s African adventures leading him to Rhodesia, but the basic min-max concept of lots of equipment and little skill vs. the exact opposite.

What will I make next? I’m considering a Circle Trigon scen or doing what I’ve long scoffed at, making a pull-out-all-the-stops classic WWIII.

Unleashing the Circle Trigon

So, it’s very weird how when dealing with the early “Circle Trigon” phase of US military OPFORs (a history of their progression I recorded in another post at Baloogan Campaign), my usual approach to exercise scenarios has been turned on its head. I played a largely futile attack by USMC aircraft on a battleship/cruiser pair in Command, and it was really fun.

However, instead of an American battleship and cruiser, I represented the Trigonist warships with a French battleship and Spanish cruiser. This was “in-character” for the Aggressor backstory, which featured them carved out of Bavaria, Italy, Spain, and France. The Aggressor Navy being vaguely defined gives me a lot of creative freedom (it’s neither a direct copy of an American unit or obvious Soviet stand-in). I think my approach involves…

  • For later OPFORs, using “Actor” aggressor units adds variety, as a break from the waves of units. But for this earlier environment, obscure French/Spanish/Italian units “in-character” get their chance to shine. The Circle Trigon backstory is so goofy I feel compelled to run with it.
  • The proficiency setting is not always “Ace”. Weird how, even as I focus on the ‘characters’, I shift to the ‘actors’ proficiency. These are ad-hoc units trained in Aggressor tactics and speaking Esperanto, not the full-time OPFOR that became a beast at Nellis and the NTC. But who knows, I could make them aces if I wanted to 😀
  • Just wanting to have fun.

And I certainly did. I really should make a full Aggressor scen that treats everything seriously.

 

 

 

Command Fiction: Sixty Turning And Forty Burning

This Command Fiction is based on the community scenario Operation Vulture, which is in turn based on a real (and thankfully never enacted) proposal to use heavy bombers to support the French at Dien Bien Phu.

_ _ _ _ _ _

Only ten of the Peacemakers were serviceable. There were many reasons, from spare parts still being flown in to the tropical air not being to the liking of any aircraft. Still. The number-crunchers would have something to chew on once the analyses came back.

Could a greater payload (a much greater payload) in an individual platform make up for a decrease in overall platforms? The world, the French, the PLA, and the Viet Minh were about to find-

Ok, that was loud, the staff officer thought as the aircraft hefted its tons of bombs upwards. Really, really, loud.

-find out.

Post-Soviet Snags

I like obscure conflicts in Command, even hypothetical ones.

However, there’s one (not insurmountable, but still present) issue I’ve fond with would-be post Soviet conflicts. The issue comes from the Soviet-era force structures. In many ex-bloc states, a conflict in the scenario editor ends up in an unequal squash. Surplus aircraft with little standoff capability go against top-of-the-line air defenses designed to stop the USAF.

Thankfully, there are workarounds. Plot ones like saying the missiles aren’t totally deployed, in-game ones using WRA and proficiency changes to make the SAMs less effective, or, in the case of large countries, taking place in an area where the best defenses wouldn’t be stationed anyway.

Command Fiction: The Little Sink

While Operation Little Sink sounds like something from a random generator, it’s in fact a fake name I came up with by myself in the process of writing this post. Now I want to make a Command scenario entitled “Operation Little Sink”.

Or “Plan Little Sink”.

What could it be? My theory is that it’s a limited contingency plan, the smaller counterpart to a “Plan Big Sink”. And what could that contingency be? Perhaps an amphibious operation (sink as in water sink?), although those have to be big. Amphibious raids vs a full-scale attack?

Or air support and limited ground forces (Little Sink) vs. full-scale war (Big Sink)?

Hope my Little Sink scenario doesn’t sunk like many others. (Sorry, had to make the pun)

Command Community Update

The Command Community Scenario Pack has just been updated, with a wide array of new scenarios ready for play. These range from adaptations of classic Tom Clancy novels to large original works to alternate-history what ifs.

The scenarios are described in full here and can be downloaded in the usual Warfaresims spot here.

Old Wargames And Possible Adaptations

I remember two of my Steel Panthers games I played all the way through, and wondered if I could adapt the “plot” of them to Command

The first was an unusual skirmish. This consisted of the unconventional UN side trying to break a dug-in position belonging to Ukraine. The vanilla UN isn’t even meant to be a proper side, just a scenario placeholder for its “Allied” components (They have decent “Peacekeeper” infantry, but their only real AFV is an over-expensive for plain armor mine-plow M60 Patton).

I had two of those tanks as the peacekeepers breached the line, although one sadly did not survive the battle. The peacekeepers were not unscathed, but their opponents were hit far harder.

(The plot is difficult-the best I can think of is an earlier Crimea/Donbass style conflict that ends with a demilitarized zone patrolled by peacekeepers, a potentially unauthorized attempt to occupy part of it that the UN defuses by attacking by itself rather than having the Russians and their local allies risk reigniting it)

The second was a France-Sudan battle in Chad. This is vastly more suitable.

A company of Leclercs and APCs destroyed a large force of Sudanese armor, infantry, and militia. A few APCs and infantry were lost, but that was it in the very Desert Storm-like lopsided battle.

The aftermath of that would be something. Even better, I can use it for either side. A push-on as France with casualty-sensitive events for balance reasons, or a desperation sortie by Sudan. Then again, I have a million scenario ideas already…