Turn 7 and we’re still not in Tyre! Lots of effort diverted to securing the IRB and, with activation of 162, demands on planning capacity increase.When all else fails, playing 3LW, when there’s no play to put together from the chits, or there’s no Schlitz on the shelf, 3LW tempts the IDF player to lash out. He has the unusual liberty to decide how much force to employ. Going beyond a certain point gives you the enemy’s ground but loses you points. Hezbollah is ever present. The “fish in the sea” concept HZB employed in 2006 is organic to the system – there is no need to add rule exceptions or chrome in order to model it. Rather, creativity and resiliency matter more to HZB, especially if he can get ahead in the decisional loop. Miranda’s idea works lucidly to express operational tempo, moreseo than other operational systems which become accounting exercises. Once HZB’s planning capacity is stressed they are constrained by the chit economy to raiding into Israel, or else raining down missiles into Israel. This tallies very well with journalistic accounts of the 2006 war and with current thinking about the dilemmas of fourth-generation warfare (4GW).
A reformed bucket-of-dice mechanic (BoD) is well-suited to a game where force is elegantly modeled other than in terms of basic mobility and firepower. If you listen to what the designer is trying to whisper, rules of engagement matter very much in 4GW. Applying the optimal amount of force is a major consideration.
After six or seven hours of solo play of both scenarios I began to worry over resolving an ambiguity about when command chits are returned to a player’s pool. It wasn’t clear whether the chit pools refreshed at the end of each turn or whether chits actually selected in the previous turn took some time before becoming available again. The refresh phase rewards the second player (usually HZB) inordinately, as he will have more potential chits to play in reaction to the first player’s actions; whereas, the first player suffers greater uncertainty and greater stress on available chits, as he must decide whether to husband them for future reaction. Decoupling chit refresh from a final, mutual phase opting for a sub-phase of the player turn would be better. Chronologic resource-management aberrations arise in all IGOUGO systems. Nevertheless, command staff adapts well to hybrid warfare and could be an excellent tool for challenging some of the operational assumptions of the COIN series. Next I’ll look at DG’s version of the game Next War: Lebanon.