Counter Values
By The Numbers
How were the three
arguably most important numbers in ASL generated and why is there
virtually no conversation about whether they are real?
You can tell an ASL
grognard1
when you mention 666 and he immediately thinks of a first line US
squad rather than the mark of the devil. Virtually all ASL players
will know exactly what you are talking about if you give the three
digits of its firepower, range and morale. Maybe less so of, for
example, second line Italian squads. And, to be sure, there is a lot
of overlap, for example, 447 squads. However, it is this defining
characteristic that identifies units.
How did these
characteristics come about? Why are they so universally accepted and
virtually never debated? Perhaps most importantly: Why do we go on
adding squads (especially by third party producers) without laying
down a basic understanding of what goes on in the composition of
these factors?
I propose a short
exercise to help us understand what makes up these figures by
developing some theories about what should go into making these
theories, gathering data and then testing those theories against the
data gathered.
How Were the Numbers
Originally Developed?
I'm going to start out
by saying that I have no personal knowledge of how these numbers were
developed. I will only admit that the original developer of Squad
Leader was Don Greenwood and that previous statistical tests I have
done on Mr. Greenwood's work have been astonishingly well done and
while I don't know how these numbers were generated, I have a high
degree of confidence in them. The fact that he developed these
numbers without the easily accessible data on the Internet is utterly
astounding.
I've also done a huge
of amounts of research on vehicles of WWII and again, I have come to
understand not only the wealth of knowledge represented in the
development of the game system but the shortcuts they did as well.
Nevertheless, I'm
pretty convinced that when the game was developed back in the 1970's
the primary source was an a priori
guess. So an educated guess by a very learned expert. Like a major
league outfielder catching a fly ball, they don't do the math of the
geometry to catch a fly ball, the game developers did a good job of
figuring where the ball was coming down, getting under it and putting
the glove where the ball is.
This
means that the figures are subjective. Based on the guess of an
expert, but nonetheless a guess. So there is room for
argument—especially as third party producing new counters hither
and yon—about what firepower, range and morale should be.
There
are a couple of things that make objective measurement of the data
problematic. I'm going to group these into three categories: Social
Differences, Doctrine and Training. Social differences is a somewhat
sketchy area because it is a slippery slope to racial differences,
but there are differences that make socialization important. I will
hark back here to the 1989 ASL Annual which talks both about American
and Soviet troops in ASL. Written by Craig Posey, these (and other)
annual articles summarize the information and thought that went in to
the composition of the different national distinctions in ASL. While
these Annuals are a bit hard to find these days, they are worth
looking into—especially if you are a third party producer looking
to define or redefine national counters.
Are
Germans more disciplined than other nationalities? The Japanese more
aggressive? Does literacy and technological knowledge affect being a
good soldier? Why are ASL Finns so awesome? Why are ASL Italians so
pathetic? What are the national characteristics identified in first
hand and historical accounts that allow for differences in ASL
counters? Where does this put us in understanding ASL counter stats?
Doctrine
means that, for example, the US includes a Browning Automatic Rifle
inherent in every squad. This is convenient as they never have to
worry about it breaking down. However, it also means that the US has
a significantly higher firepower than other nationalities.
Training
affects these numbers because units more familiar with their weapons
are going to be more effective with those weapons. This, intuitively
makes a lot of sense, because familiarity with weapons improves aim
and allows better use of close combat weapons. If not, why would
military leadership spend time on it?
Firepower
Theoretically,
firepower should be one of the most simple of these to compute.
Firepower is, generally, simply an estimate of the number of members
of the unit and the weapons they possess. However, there are
problems with this estimate.
I
don't think anyone would argue that there are national distinctions
between ability to shoot. Possibly, one could argue that the more
rural a society is, the more likely the society is to rely on
shooting, but even this is pretty marginal. However, training
affects accuracy. The more time on the range, the better a soldier
is able to shoot. If not, isn't the time on the rifle range
completely wasted? Doctrine would, in every case, emphasize the need
for accuracy, so this isn't very important for firepower either.
The
makeup of the squad's weapon compliment is probably pretty important
and here, we see a vast difference in ASL Squads. Let's think about
this. Soldiers are supplied with a variety of weapons like grenades,
rifles, submachine guns, shovels and knives. Even rifle grenades.
So the main difference we see between squad types is between SMG
squads and Rifle squads.
However,
virtually all nationalities have a basic FP of four. Even though
rifles varied quite widely from the Lee Enfield (Max range 500m,
manual breach) to the M1 Garand (Max range 840m, semi-automatic
feed), in ASL the numbers are about the same. And, while the US has
a FP of 6, this supposedly includes a LMG-like BAR as part of its
inherent firepower. Which makes it more like a FP of 4 with an
additional 2FP LMG. Even though the US had a lot of carbines and
Thompsons mixed in, in addition to what is arguably the best combat
rifle of the war, its firepower exempting its inherent LMG is roughly
equivalent to 4 anyway.
The
US and British can be assumed to have had a lot of training time
before combat, while many Red Army and late German troops were thrown
into the combat without ever having fired a shot on the range. But
in ASL, no effect.
This
carries over to close combat, where the firepower factor makes up
your close combat value as well—at least between infantry units.
This means, effectively, that a professional volunteer force of
British riflemen has the same strength in close combat as a bunch of
teenage Germans. It also gives SMG squads an edge, which is
certainly justifiable. If we go over to hand-to-hand close combat,
the factor gets somewhat medieval, with both sides being reduced to
shovels and knives.
However,
close combat does not seem to factor in grenades (and often German
units were designated as “Grenadiers” precisely because they were
trained for close up fighting with grenades.) And one of the first
weapons a unit ran short of was grenades. Yet in low-ammo
situations, units still have their full firepower and even doubled
point blank fire. Close combat does not factor in Molotov cocktails,
which seems like it should affect close in fighting. It is possible
to argue that troops might be reluctant to start a fire in their own
hex, but I think the mechanics of Molotov cocktails in ASL is pretty
flawed.
Firepower
also does not factor in experience, which could be crucial in the
lethality of a squad. Many times, untested soldiers would not fire
their weapons or would fire over the heads of their enemies. It took
time for them to get used to the idea of killing. This reluctance
had to be overcome over time in battlefield conditions. However, the
elite status of a unit does effect FP, only for SMG where we would
expect it to have less of an effect. Elite status generally
increases the firepower of a SMG unit.
ASL
was published before the scientific (though controversial) research
of Lt. Col. Dave Grossman (U.S. Army, ret.) Grossman contends that
very few casualties result from aimed gunshot wounds. Others agree
that kill ratios of various rifle weapons (and even automatic
weapons) are very low in terms of their lethality. At any rate,
there is a lot of good evidence to suggest that the rate of fire,
range and stopping power of a soldier-portable weapon is largely
irrelevant to firepower. Casualties tend to be caused by more
impersonal weapons like artillery and grenades. Still, Grossman's
work is pretty controversial in academic terms, but we see this
justified by the immaterial effects of different weapons between the
nationalities in ASL.
I
will also mention that the British, for some inexplicable reason,
were granted immunity from cowering as their superpower. This makes
their first line and elite units a bit better than other
nationalities. They also lack a first line SMG unit, as do the
Germans.
On
the lower end of the spectrum, we can see the squads that do not
measure up to the base line. One exception is partisans, where a mix
of weapon types and a lack of close support could be argued.
Japanese squads, for all their virtues, lose a point of firepower
when they stripe and also starting out as second line squads and
conscripts. I suppose that Bushido spirit is only spread out through
the first line. Chinese squads, at least those not supplied by the
US, begin as three firepower. Finally, Italian first line rifle
squads start out as three firepower. I'll leave it to you why old
men and young boys of the Volksturm have a better firepower than
first line Japanese, Chinese and Italian squads, but there you go.
So,
unfortunately, there is not a lot of variance among squad firepower
factors. Virtually all first line rifle squads are 4 FP and all SMG
squads are 5 FP (increasing to 6 when elite.) The only doctrine
included is the US being up-gunned. Training, experience and
national characteristics are irrelevant in terms of firepower in ASL.
Probably, we would expect more of a variation in this, but the
founding fathers clearly believed that different types of squads
could deal out roughly the same amount of firepower, just at
different ranges.
Range
As
far as range, there is a far greater variety of ranges in ASL than of
firepower factors. However, while WWII rifles did have a variation
in range, the Army did a study in 1959 that showed that rifles in
WWII were not so much limited by their effective range but by
visibility considerations. As a result, riflemen generally only used
their weapons with any degree of effectiveness at less than 200m (5
hexes in ASL terms.) Only in very rare cases were rifles fired
beyond 300m. This study was declassified in 1971. This was a
duplication of a British study of WWII troops with an addition of US
troops in Korea, which is now relevant to ASL.
This
seems to comport with ASL, where I rarely take shots of over 7 or 8
hexes. Given the limitations of mapboards, I think few players do.
Further, at least with respect to rifles, point blank fire and fire
at two hexes doesn't matter very much and fire up to five hexes drops
off very rapidly. However, unlike ASL and on a rifle range, where
effectiveness of rifle fire is linear and fairly independent of
range, in combat it tends to be exponentially less effective at
longer ranges until about 250m (six hexes) where it becomes generally
ineffective. Groups of soldiers firing at the same time accentuate
this effect.
Submachine
guns fire at shorter ranges and give up accuracy for putting rounds
on target. Firepower varies widely between SMG groups, from 5 for
first line Red Army and elite German SMG units to 8 for specialist
Finn and German Engineer units. Explaining away these differences is
not simple, as German Engineers were notoriously short of trained
personnel. While they may have had extra hand held explosives, these
are already factored into the game with demolition charges.
Meanwhile, their MP-40 SMG's were drastically inferior to a Soviet
PPSk-41 which had a larger magazine and a greater rate of fire. It
did have a larger projectile with greater stopping power. The
British STEN gun is widely considered the most defective SMG of the
war, but in ASL has equal firepower and twice the range. The
American 747 represents squad with extra Thompsons—a good SMG with
brutal stopping power, but the extra point is often wasted unless you
are using the IIFT.
Let's
look at the effect of range in ASL. If we take a typical unit with
4FP and look at what this means over their range, tripling it for
TPBF, doubling it for PBF and halving it for long range, we get a
total FP number.
If
we graph this, we can see that there is a linear relationship between
range and total firepower.
And
this is data that Posey uses when analyzing firepower of various
nationalities. Total firepower as a measurement of firepower and
range. But it's not quite right. Because the effect of range is not
linear. If we think of a unit in the center of a desert board, a
unit with more range is going to cover more hexes. A unit with a
range of two covers his own hex, all adjacent hexes (6) and all hexes
with two hexes (12). As the range gets longer, the total number of
hexes grows by an additional 6 potential target hexes by each factor
of range. Now, true, on most boards there will be some blocking
terrain. And the greater the range, the greater the potential for
blocking terrain. But it still means that the potential for a LOS to
sneak through and cover a hex is greater the larger your range. And
there ARE open areas where this becomes a factor. If we graph total
firepower as a total possible area covered, we can see that it is not
linear:
And
while the graph looks close to linear, keep in mind that the y axis
is much, much larger numbers. Measuring range as only a line (graph
1) means that a unit with a range of 2 has a little more than half
the potential firepower of a unit with a range of 6. However, the
total potential range of a unit with a range of 6 is more than six
times the potential of a unit with 2 when looking at the total number
of hexes covered.
I
want to stress that this is mitigated by the likelihood that LOS is
blocked, but we are talking about a unit's potential here. This is
especially problematic given the findings of the Army study which
suggests that fire is rarely even attempted at ranges of five hexes.
There is just no way that ASL range numbers are anywhere close to
correct.
Another
important consideration is ammunition supply. Units are likely to
reduce their range as ammunition supply dwindles in order to make
every shot count. It is tedious to keep track of how many times a
unit fires and I'm not suggesting anything like that. But units do
start out under ammunition shortage and many, many trees have given
their lives for historical battle rules and SSR's to mimic effects of
units under low ammo. These effects do, generally, go right at the
effects I mention, because unit substitution does (generally)
decrease range (as well as morale.)
Finally,
it makes sense to point out the doctrinal effects of range. Units
being directed by a leader are simply more likely to fire their
weapons. It is natural that inexperienced troops would be reluctant
to fire and draw attention to themselves. However, when presented
with an attack at close quarters, they will fire in self-defense. It
seems probable that only leader direction would make a unit attack a
potential hornet's nest.
Morale
Morale
comes in three flavors: 8, 7 and 6. Throwing in broken side morale,
it goes from 4 to 9. We tend to consider 8 as an elite morale, 7 as
normal and 6 as a conscript or third line morale. The lone
exceptions are the Americans (with a 6 morale) and the Finns (with an
8.) I think the logic in both is flawed.
Here,
national distinctions make up the most important rationale for
assigning a morale to a particular unit. Italians, as everyone
knows, were horrible soldiers and surrender as soon as any enemy
pokes their head up to take the surrender. Except they weren't.
They were victims of a lot of very bad economic systemic, strategic
and operational decisions. Until they were forced into a
conscription scenario, their army was professional and effective
(aside from a largely worthless armored vehicle park.)
The
original argument for the Americans having a 6 morale was, as I
remember, that Rommel thought that no soldiers were worse in their
first battle, but had improved so much by their second. Certainly,
there is a very weak justification that Americans, unlike other
armies, were not on home court at any time in the war. But the
reality is that in game terms, with a 6 FP, American squads get very
tough indeed if you give them a 6 morale.
Likewise,
from the very beginning, the Finns have been adopted by many ASL
players and imbued with various superpowers (including an 8 morale
and the ability to self-rally) that has become difficult, if not
impossible, to roll back without instigating a backlash.
Nationality
distinctions for morale differences aren't really very good
justifications. What is not considered in morale is tactical
situation. Crossing an open field can improve your morale in
certain, rather narrow situations. Being on a beach does make you
fanatic, but one might question whether that is even enough. With
literally no where to go, such as the case on Omaha beach, is an
increase in a 666 squad by one point of morale enough?
Squads
do go berserk (10 ML) and fanatic (+1 ML) as a way to randomly
increase morale. Dare Death sort of allows a way to control this in
an odd way to assign a superpower to Chinese squads. Units can also
declare a Human Wave, which allows a (+1 ML) and extra movement—if
you can wrangle the proper conditions to allow it.
Broken
side morale is also an important issue in ASL. Generally, the lower
the quality of the unit, the more likely that the broken side morale
is lower than the front side. This is true of half squads and green
units. The exceptions are the Americans, who have a broken side
morale of 8 (going down to 7 for lower quality units.) Also, the SS,
which get a +1 morale.
The
US broken side morale is a game mechanic. Given their 6 unbroken
morale, they will likely not come back if their broken side morale is
the same. The broken side morale of 8 gives them a reasonable chance
to come back even if DM. This gives Americans a kind of unique
characteristic of break and rally. Whether or not this is a genuine
characteristic of the US military in WWII is somewhat irrelevant.
The
broken side morale of the SS gives them an even superior possibility
of coming back under DM, making them extremely difficult to dig out
of stone buildings. I even have an opponent who will break an SS
unit, rout him with a leader and gain an extra movement phase by
rallying in the next turn (if done right, you can even get two
chances to rally.) The argument allowing a higher broken side morale
for the SS is two fold. First, they are, after all, supermen—and
any argument to the contrary is politicizing the game. Second, at
least on the Eastern Front, they expected (and got) no quarter.
I'll
leave the first argument alone. But if units that expect no quarter
get a higher broken side morale get an extra point of morale, why
don't the Red Army troops get the same thing? Virtually none of the
Red Army POW's came back from German captivity and those that did
received no hero's welcome when they returned to the Red Army. In
fact, why don't ALL units subject to no quarter not receive an
increase in their broken side morale? Especially partisans, who had
absolutely no hope of anything short of a quick death if they
surrendered. What about the Charlemagne Division, that were going to
be killed whether they fell to the Russians or the Americans who
would turn them in to the new French government? In fact, assigning
an increased broken side morale to the SS is probably justified, but
not for these reasons. It is because they were fanatical Nazis,
often raised from childhood on a steady diet of hate and nationalism
that made them willing to die for the fatherland. This, however, is
not a popular argument to make.
Conclusions
In
order to create an interesting game atmosphere, the game designers
wanted variety. There are, really, three dimensions to this variety.
First, there are national distinctions. Second, there are unit
quality distinctions. Finally, we can distinguish between rifle
units and units with more automatic weapons.
National
distinctions can be seen as real differences between equipment and
training. We can also throw in doctrine and to some degree the
effects of love of country and trust in leadership. Perhaps certain
aspects of national characteristics show up in the assignment of a
unit's statistics. Whether or not the countries have a professional
military (like the UK) or have good technical knowledge.
However,
national distinctions can be unfair. Italians, Japanese and Chinese
all are disadvantaged by what can be considered stereotypical
observations about their effectiveness. Marketing plays a role in
the superior abilities of American and UK units.
I
am very dubious about these national effects. If you are a third
party producer and you are going to come out with a new type unit, I
would tell everyone to start with a 447 squad and develop
justifications for each change you want to make. Run these past
another knowledgeable player(s) (and especially outside your
playtest/publishing group) to prevent it from becoming a capricious,
subjective effect. I think there must be very strong justifications
to allow changes to be made from a national distinction standpoint.
Unit
quality distinctions are far more important with regard to the
numbers on the counters. When a unit has fewer experienced members
they are less likely to produce firepower, apply it at longer ranges
and hang around in bad situations. Elite, on the other hand, means
that you've got more motivated troops that are more heavily invested
in the regime. They are likely to have the newest, best equipment
and the crème of the replacements.
Finally,
and here ASL does a very good job, there are good distinctions made
between rifle units and submachine gun units. This is accentuated by
the assault fire rule. This grouping of automatic weapons such as
Thompsons and BARs is what justifies the high US firepower. On the
other hand, the Italian Beretfa SMG was a very good weapon and is not
represented at all in ASL. The Folgore division used this weapon and
yet has no assault fire ability nor an increased firepower. Except
in the Le Franc Tireur redesign of the Italian OOB, the Beretta does
not impart the normal benefits of SMG's.
While
it is clear we cannot go back to the start with regard to production
of counters. We'll work with what we have. This means, that we have
to live with a certain unrealistic element in the countermix. People
are not orcs, elves and dwarves, so distinctions between
nationalities is a game device rather than a means to replicate
historical values. ASL is a game and not a military reenactment.
However,
as new counters are developed we need to be true to the original game
design. This is my principle argument with PTO counters. Things
changed rather drastically with the concept of step reduction. Then,
the USMC had to be beefed up to contend with those effects. I'll
admit I did not buy the Forgotten War and have no intention of
playing these scenarios, so I can't comment on the new counters with
these. However, while the ASL countermix is arguably rounded out
completely, third party producers don't necessarily see it that way.
LFT
has done a remake of Italians and Romanians. I think this is done
rather well. Bounding Fire Productions have added a second line Red
Army squad. In all of these cases, I'd say these are well done. I
was given a set of Soldiers of the Negus, but not comment on
anything, other than the tank flipping superpower that provides some
comedy relief. No, I have not played any of these scenarios.
You
know what third party stuff you like and you will make decisions
based on that. However, keep in mind the ideas I have raised here as
you evaluate their decisions on counter values.
1Do
people still use “grognard”
anymore? It is French for “grumbler” and it is a name that was
attached to the Republican Old Guard during the Napoleonic Wars
because they had earned the right to complain about their
conditions. ASL players adopted it when the Internet first became
available to describe people who had been playing for a long time.
Comments
This said, whatever numbers are chosen will be to some degree inaccurate. It could be a lot better - but it could never be perfect.
The worst offenders are the 8-3-8 and 7-4-7 squads, which are based on pure fantasy. The Soviets do display the most internal consistency. The British are a bit vanilla but mostly sound [though the airbourne counters suffer the same issues as the US paratroops.]
The Italians broke the system with massive display of prejudice.
The basic way the Japanese work is with hindsight the way the system should perhaps have been done. The special characteristic of not being stopped when they break being unique to them but everyone should use step reduction.
I still don't understand the way LMGs are handled in ASL. You pretty much have to include them all in counter form - including the BAR - or go the other way and make them all inherent. The current way is chaos. Many German squads have 2 MG34/42 as standard.
Anyway- this is all academic. ASL will not change significantly. It is set in stone now and for good reason. I wrote my own similar scale system. I enjoyed the process and developed a number of fascinating [to me anyway] scenarios. ASL was the inspiration for this and also provided the jumping off point for my scenario research.
Interesting article.
Doctrine also plays a role in Morale. The 6 ML of US 1st line is born of the replacement system - Moving individual new soldiers up to the front line and thus keeping Divisions in action longer, )as opposed to other armies that brought worn out divisions back to integrate replacement personnel.) This meant that at the squad level, many soldiers had different levels of experience and often hadn't had time to develop cohesiveness as team- and veterans often did not get rested effectively. As a designer, I think most US infantry should be elite right during Overlord and any other initial operation before the 'Repple Depple. system could amke an impact.
In my own system I have 3 Morale levels for MMCs - Green = 6, Trained = 7, and Experienced = 8. Some 8ML units have lower ELR [I call it COHESION] due to being a cadre for a recent intake of Green or perhaps Trained replacements. I also have a 3rd dimension called 'MOTIVATION' so I can depict fanatical troops who have low levels of training and experience or indeed demoralised units who have are experienced.
ASL falls down by trying to do it all with the Good Order morale plus ELR and sometimes a different broken side morale. It does a lot with not much - but given all the detail spent on armour factors and special rules for AFVs a little more detail on the MMC values might have been justified. It could have been overhauled when ASL was designed but was largely left as it was.
The Germans had 'training and replacement units [Abteilung I think which is ~ a battalion] in most divisional size units. I think the idea was to have experience officers and NCOs training these new men in the field to bring them up to speed before throwing them into the front line. I daresay it didn't always work so well in practice but the idea is sound. The US system has been characterised by some as 'organised murder' by comparison.