The burden and rigour of battle – Part 1

As I’ve been developing Mission Command over the past 10 years or so, I like to believe that I’ve learnt something about wargames design, particularly in the field of WW2 land combat. There are probably some wider lessons learnt more generally, but I thought I’d focus a bit on some thoughts about modelling battlegroup tactics. Wolfgang Schneider has a relevant quote in his book Panzer Tactics: “The technical literature includes countless competent presentations at the level of operational / strategic command (army and higher). That also holds true at the tactical / operational level of army corps and division. Totally underrepresented are factually correct descriptions of the level of command that bears the actual burden and rigor [sic] of the battle, that of the regiment – generally, the brigade in modern usage and the battalion.

In World War 2, the level of command from battalion through regiment or brigade up to division was the level at which combat decisions and outcomes occurred that translated into decisive operational and strategic results. It was the foundation of, and implementation method for, operational and strategic decision-making interventions by the higher command levels. I have called this ‘battlegroup level’, as it encompasses formations variously called ‘kampfgruppen’, ‘combat commands’ or ‘battlegroups’, varying in size from a few companies up to whole divisions, and usually containing troops with a combination of different weapons systems.

I argue that designing wargames to model with reasonable accuracy the principal elements that impact decision-making with respect to combat at this battlegroup level is very challenging. It is perhaps more challenging than at higher, operational and strategic, command levels or lower intrinsically tactical command levels. Why this is so, requires some explanation, and may help to provide an insight into World War 2 combat and the modelling of it in this context. My approach is primarily using board wargames and miniatures wargames, rather than computer-based models. However, some of the general insights should also apply to computer-based models.

More to follow…

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