I have just uploaded the first General Staff: Black Powder gameplay and artificial intelligence (AI) video. We will be publishing on Steam. Please feel free to contact me directly with any questions or comments.
I have just uploaded the first General Staff: Black Powder gameplay and artificial intelligence (AI) video. We will be publishing on Steam. Please feel free to contact me directly with any questions or comments.
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 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.
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.
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.
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:
We are now experimenting with overlays.
As always, your questions and comments are appreciated. Please feel free to email me directly.
Every wargame that I’ve designed allows the user to adjust important variables such as leadership and morale and how they affect combat. Usually included is the ability to design your own armies, maps and scenarios as well. However, with the General Staff Wargaming System we’ve added a new feature: the ability to control the realism level before playing a scenario.
The General Staff Wargame has two basic levels of play:
Simulation mode uses HQ units and a chain of command that passes orders down from the General HQ to the sub-commander to the individual unit. How fast the unit responds to the orders are affected by the distance that the courier must travel and the Leadership Value of the HQs. Simulation mode also employs a more detailed combat resolution model and tracks the actual number of troops in every unit.
Kriegsspiel mode does not have HQ units and friendly units are moved directly and immediately (no transmission of orders via couriers). The combat resolution model is simpler and units have a value of 1-4 displayed by the number of unit icons on the map.
In addition to the two game modes (Simulation and Kriegsspiel) there are three Scenario Options:
Order of Battle (OOB) displayed / not displayed. Enemy units with known positions appear dark; enemy units ‘on the map’ but with unknown locations appear grayed out. This, of course, gives the user complete knowledge of the enemy’s OOB and, more importantly, knows when units from certain formations are not directly observable.
Only friendly units directly observed by the General HQ are displayed. All other friendly units fade at their last known location. Couriers bring in unit location updates, but they are outdated by the time they arrive.
Only enemy units directly observed by the General HQ are displayed. All other enemy units fade at their last known location. Couriers bring in unit location updates, but they are outdated by the time they arrive.
If both of these above options are selected (only friendly and enemy units that are directly observable by your commanding General HQ) you will be simulating the Fog of War that field commanders of the age of gunpowder experienced.
We would like to hear from you and get your opinion on what realism features you will use in General Staff:
I first conceived of General Staff as a very simple, introductory wargame that might be the first real wargame to be released for the Xbox (clearly, an under-served market). However, two things stopped this plan dead in its tracks: first Microsoft closed down the independent online games channel for Xbox and then, after being approached by a major wargame publisher, I was told that there was, “no market for wargames on the Xbox,” however a new version of my UMS series, could, “sell 25,000 units in its first year.”
So, I went back to the proverbial drawing board but I also asked you, the Grognards, what kind of a game you wanted. And here are the results:
After pondering this conundrum I had an epiphany: ‘simple’ wargames and ‘complex simulations’ actually share about 80% of the same code and data. Why not make a wargame that the user can decide which he wants to play? Sometimes people aren’t up for hours long complex simulations; other times people are.
In the above screen capture the user has selected ‘Simulation’ mode. Note that there are headquarters units displayed. Headquarters play an important role in General Staff in simulation mode. All orders are given through the commanding general to the subordinate commander (via courier) and then (again via courier) to the actual unit. For example:
It will take 8 minutes for the courier to ride from Marshal Beresford headquarters to the subordinate’s headquarters.
Additional time (based on the headquarter’s Leadership value) will be added before the next courier is dispatched to deliver the order to the infantry unit. So for a command to go from Marshal Beresford, to Major General Stewart to Colborne’s Brigade will take a minimum of 14 minutes of game time plus additional time penalties based on the leadership abilities of Beresford and Stewart.
Lastly, the leadership of Colborne’s Brigade is used to calculate how quickly the unit will act upon the received orders. This is an example of the detailed Simulation mode for General Staff.
However, in Kreigsspiel mode, all headquarters units are removed and the user issues orders directly to the units that immediately respond to the commands.
Also, all unit information except a simple value (1-4) is ignored. Kriegsspiel mode is the simple, introductory wargame that I originally envisioned.
Below is a video describing how to use the Scenario Design Module for the General Staff Wargaming System. Yes, it really is that simple: just combine two armies previously created in the Army Design Module with a map created in the Map Design Module and create a new battle scenario.
Also, there’s a gameplay surprise in this video!