3LW’s Organic C2 and ROE models

The drive on Tyre continues apace. It’s only thee spaces to the objective, but C2 chit economies and competing imperatives intervene. Click through for a larger image.

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).

After operations IDF anticipates objectives for Turn 4, choosing chits accordingly. HZB makes use of sanctuaries to reorganize while disengaging, and searching for the IDF SF bn. Upcoming turn will be dedicated to missile strikes and restocking next-generation ATGMs.

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.

Turn 7 and we’re still not in Tyre! Securing the IRB and activation of two other task forces have stressed IDF planning capacity, making the original CONOPs difficult to purse.

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.

1 thought on “3LW’s Organic C2 and ROE models”

  1. You made a suggestion some time ago that I think might work well; the 28 July 2015 version of the rules says in section 5.0 (2) 2 and 3.

    “2. Joint Operations Phase:
    The First Player plays his Joint Ops Chits in any order. See the rules sections describing each type of card on what they can do. The Second player can play certain of his Joint Ops Chits in Reaction. Chits played are set aside.

    3. Planning Phase:
    The First Player may place any remaining unplayed Joint Ops Chits desired with the ones he did play and set aside during the Joint Operations Phase. He selects a number of Joint Ops Chits from his Available Pile, to make a total number of chits equal to the hand size allowed by his current C2 Level. Finally, he replaces the Joint Ops Chits he set aside in his Available Pile.”

    I also added it to my game on the Scheldt Campaign (another one that uses Miranda’s Staff Card system) as a variant:

    “To pose an even greater challenge to the planning powers of players, make this simple change with respect to playing Staff Markers (rule 6.3):

    After a Staff Marker has been played during an Operations Phase, it is not put in the Available Pile but is set to one side by the player. In the Planning Phase, the player makes his selections of Staff Markers for the next turn (rule 12.0). After he has done this, any Staff Markers played are now replaced in the Available Pile.”

    This will have an interesting effect on play: players will no longer be able to exhaust all of one type of Staff Marker, with no thought for the next turn.

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