Variable Damage Effects in Naval Wargames



Similar documents
Torpedo: A Historical Review. Admiralty Trilogy Seminar! Presented by:! Clash of Arms Games

FIREFIGHTING AND DAMAGE CONTROL

PACIFIC FLEET. Paul Sincock Ph.D. (Design & Programming) Nils Dücker (Art)

THE DYSTOPIAN WARS RULES ERRATA PAGE Last updated on June 17 th 2011

Ironclads: High Seas Game Manual v. 1.1

OPNAVINST F N96 8 FEB Subj: SURFACE SHIP SURVIVABILITY TRAINING REQUIREMENTS

Peregrination: One Man s Wargame Development Journey, part 2

Abrams Tank Systems. Lessons Learned Operation Iraqi Freedom 2003

AERONAUTICAL AND ASTRONAUTICAL ENGINEER

APPENDIX. The Nagasaki Atomic Bombing

Basic Tools for Process Improvement

La Royale. The French Navy. Capability Briefing To Their Lordships, The Board of the Admiralty 20 April 1939

COAL, AND THE KAISER

The Instructional Guidelines in this section include all the topics and material at the AEMT level.

QUICKSTART RULES Turn Order Rolling Dice 10s Damage Number Caps

Product sheet 8 p - Carl-Gustaf - eng - v. 3 sep 14

120mm Mid Range Munition (MRM) ARDEC S&T Effort

WELCOME TO PAYDAY 2 CRIME.NET

FAQ: Attack! and Expansion [ ]

Sea Eagle FCCT. Naval Electro-Optical Fire Control System

Simple Linear Regression

General and statistical principles for certification of RM ISO Guide 35 and Guide 34

Let s begin. Great breakout on volume maybe we hold until the target is hit maybe we don t it depends on the overall market.

APPENDIX R- Aerial Use of DU During the Gulf War

EN AVANT! EN MASSE! Game Control Rules August 2008

How to Play. It s a Random, Rapid-Fire Card Shoot-Out!

FAQ Exodus Proxima Centauri 07/2013

COMBATSS-21 Scalable combat management system for the world s navies

Physics 125 Practice Exam #3 Chapters 6-7 Professor Siegel

the ability to adapt to a variety of opponents over several Missions. So for example in a 500 point game you may spend 100 points on RD squads.

RPAS for homeland security applications. Jean CARON Mission Air Systems Lima April 2012

Hexadecimate. Each team s objective is to destroy more opponents TPV than the other team.

Forces: Royal Navy Division 1 Warspite (Warspite) Vice-Admiral Jock Whitworth Division 2 Icarus ( I Class -- flag))

Ship Size Class Length Mass Base Hull Size CPs < 5 m <3 mt 1 pip m 12.5 mt 1 pip 2 1 Starfighter m 110 mt 2 pip m 325 mt

Export Controls: What are they? Why do we care?

Our long-term transformation strategy will exploit these tactical advances to achieve two key operational level objectives:

Experiment 7 ~ Conservation of Linear Momentum

STAR TREK: TACTICS III STARTER CHARACTER CARDS. Original Text

Live Training. Full-spectrum Range Instrumentation and Tactical Engagement Simulation Systems (TESS)

Planning & Response Considerations for Mass Shooting Incidents

Finding Aid to the Artificial Collection: Pearl Harbor Attack (Dec 6 Dec 8, 1941)

Double Deck Blackjack

This document contains Model statistics for the Kingdom of Denmark Faction. The statistics are compatible with the Dystopian Wars 2.0 Game Engine.

NPSNET: NAVAL TRAINING INTEGRATION

Earthquakes. Earthquakes: Big Ideas. Earthquakes

Simulating Aftershocks for an On Site Inspection (OSI) Exercise

Newport RI Naval history

Department of Defense DIRECTIVE. SUBJECT: Medical Research for Prevention, Mitigation, and Treatment of Blast Injuries

CFD Modelling and Real-time testing of the Wave Surface Glider (WSG) Robot

Plutonium vs. Uranium: The Road Less Traveled. In a world where nuclear proliferation may no longer be held back by the guise of antiproliferation

Studies on the Effect of Ageing on a range of UK Polymer Bonded Explosives

Your Boiler Room: A Time Bomb?

AP Physics 1 and 2 Lab Investigations

Article from Schweizer Soldat. LASSO: simple but ingenious

New England Defense Contracting Trends

TABLE TOP EXERCISE PRACTICE DRILLS

Constitution vs Guerriere

Practice Exam Three Solutions

CHAPTER 6 NAVAL ORGANIZATION

Animation. Persistence of vision: Visual closure:

A wargame with dynamic pieces for two to six players. by Jonathan A. Leistiko

CHAPTER 4 4 NUMERICAL ANALYSIS

The Challenge. Shipboard crew members need training because cadres are not expected to provide a long-term ConOps for UUV employment.

Dynamic Stability of Flared and Tumblehome Hull Forms in Waves

Blender Notes. Introduction to Digital Modelling and Animation in Design Blender Tutorial - week 9 The Game Engine

MEMORANDUM FOR ASSISTANT SECRETARY OF THE ARMY MANAGEMENT)

informing technology decisions

Star Trek: Attack Wing Additional Rules for Tournaments. Revised 4/29/2015

A leading British OEM of integrity in the Shipping, Naval, Offshore Oil & Gas, Fire Safety and Energy Markets.

6/27/2014. Sponsored Programs Administration Buzz Session June 25, Agenda. NIH notices Other sponsors UNMC Q&A

Risk-Estimate Distances

PS-6.2 Explain the factors that determine potential and kinetic energy and the transformation of one to the other.

Fast Play Napoleonic Wargame Rules 1.1 by Jon Linney

C B A T 3 T 2 T What is the magnitude of the force T 1? A) 37.5 N B) 75.0 N C) 113 N D) 157 N E) 192 N

Lateral Acceleration. Chris Garner

A Proven Barrier System Tested and Installed Worldwide

Annex to Decision 2015/007/R AMC and GM to Part-CAT Issue 2, Amendment 2

Marine Corps Tank Employment MCWP 3-12 (CD) Appendix F. Scout and TOW Platoons

WHITE PAPER Guide to 50% Faster VMs No Hardware Required

FORCE 16 INTERCEPTOR. UNION FORCE MARINE GROUP Jean-Marc Gregori, President ITALY: FRANCE: JMG@UFMGroup.

Digital vs. Analogue Control Systems

Ministry of Defence. Managing the defence inventory. Methodology

Risk Analysis Overview

Numerical modelling of shear connection between concrete slab and sheeting deck

a V e N als enting/gee Mers IGN rse amp Nuclear a can Ica

How To Recruit For A Contact Center

APPLICATION FOR COMBAT-RELATED SPECIAL COMPENSATION (CRSC)

Dynamic Process Modeling. Process Dynamics and Control

Expected Value and the Game of Craps

LNG SAFETY MYTHS and LEGENDS

NTSU Fleet Vehicle Driving

Introduction. Below is a list of benefits for the 4v4 method

Navy Field Manual. Navy FIELD Manual 1

Primary Intra-school/Level 1 Resource - Challenge Card

Transcription:

Variable Damage Effects in Naval Wargames Christopher Carlson Cold Wars 2008 Admiralty Trilogy Seminar Presented by: Clash of Arms Games

Outline What is damage? Damage modeling philosophies Drivers in damage variability Modified AT fire and flooding critical hits Modified AT damage control Ship damage control capacity Conclusions

Weapon Damage Mechanisms Explosives Basis for damage mechanisms Rapid conversion of chemical potential energy into heat, smoke, noise and kinetic effects Blast Effects Formation of a shock or high pressure wave Fragmentation Effects Breakup and acceleration of case material Incendiary Effects Generates a lot of heat

What is Damage? Damage is the result of explosive effects that causes a degradation in a ship s functions and/or seaworthiness Degradation to a ship s functions Propulsion Movement Sensors Detection Weapons Attack/Engage Degradation to a ship s seaworthiness Loss of flotation Loss of stability How do we measure damage? Mobility kill Firepower kill Mission kill Hard kill

Damage Modeling Philosophies The approaches to modeling damage are numerous and varied Fred T. Jane abandoned any attempt to objectively model damage in his naval game, left the determination to a knowledgeable Umpire completely subjective U.S. Naval War College Fire and Maneuver Rules adopted a totally objective approach by using the Lanchester Attrition mathematical equation The majority of naval wargames attempts to define a damage capacity for ships based on size and construction Hybrid subjective/objective approach

Damage Modeling Philosophies Royal Navy War Game Rules 1929 and the popular Fletcher-Pratt Naval Wargame use a gradual degradation approach Damage capacity is defined point system Speed lost as a function of overall damage Firepower lost as a function of damage Often referred to as the Salami slice approach to damage Battle Stations! used two concepts: gradual degradation and location/system specific (Damage Effects Cards) Firepower, flotation, and speed degrades gradually using the Non- Specific Hit Method Firepower, flotation, and speed degrade by means of a critical hit and hit location concept in the Specific Hit Method

Damage Modeling Philosophies Seekrieg uses an in depth damage effects approach to simulate ship function and flotation degradation Uses damage points as a measure of ship damage capacity Uses nested damage effects die rolls and tables Hit location specific Admiralty Trilogy naval wargames Uses damage points as a measure of ship damage capacity Uses critical hit system to provide random elements Minimizes the use of hit location

Damage Modeling Philosophies Playability Accuracy Damage is perhaps the hardest concept of combat to model Detection very well documented, considerable experimentation Hitting reasonably well documented, good base of experimentation Damage not well documented, limited experimentation Many exceptions to the rule Modeling approach depends on where you sit on the see-saw Models are a representation of a real object or process Compromises are nearly always required to get one to work All models are wrong. Some models are useful. Mr. George Box

Level of Variability in Damage Models Jane s Naval Game Very high variability, inconsistent U.S. Navy Fire and Maneuver Rules No variability Royal Navy War Game Rules 1929 No variability Fletcher-Pratt Naval Wargame No variability Battle Stations! No variability/high variability Seekrieg High variability Admiralty Trilogy Low variability CONUNDRUM: Players want speed of play, accuracy, and high variability

Damage Variability Drivers Hit location Multiple hits in the same place doesn t result in equal degradation, bouncing the rubble Will slow game play Variations in warhead performance Often described as the best way to obtain damage variability Problem: Damage effects are not linear 50% loading detonation results in nearly 80% of the damage effects Greater than 100% damage effects result due to other factors Secondary effects Fire and flooding are the two main actors Function reducing critical hits Historically this is where variability comes into play

Current AT Damage Variability Weapon damage has been a fixed value based on warhead weight Critical hit system provided specific function degradation Additional speed reductions through general ship damage Fire and flooding provide the extra effects The issue with players is that our system isn t very variable Fire and flooding occurs in fixed intervals Minor Fire/Flooding: 2%/3%/4% of ship s original DPs Major Fire/Flooding: 4%/6%/8%of ship s original DPs Severe Fire/Flooding: 6%/9%/12% of ship s original DPs Damage control results in a step reduction (or increase) Catastrophic loss if fire and flooding gets too high

Revised AT Damage Variability Damage points based on total energy raised to the 1/3 power Blast Energy Fragmentation kinetic energy Kinetic energy of residual mass for missiles Will remain a fixed value Fire and flooding critical hits will be shifted to a die roll Pre-dreadnought era ( 1907): 2d6+2 World War I era (1908-1924): 1d6+2 World War II Modern ( 1925): 1d6 Non-penetrating fire and flooding damage is halved Fire and flooding damage cause by small guns (<76mm) is halved

Revised AT Damage Variability Shellfire and bombs: Fire and flooding critical hit damage goes into effect three Tactical Turns later Takes time for the fire and flooding to spread beyond the immediate affected area WET showed that it takes about 9 to 12 minutes for a fire to fully develop Flooding, even through a large caliber shell hole, takes time to affect the ship s stability Effects are not made public introduces a little Fog of War Torpedo and mines: Flooding critical hit damage goes into effect immediately Multiple compartments are flooded when the torpedo/mine warhead explodes Ship stability is affected instantly

Damage Control Additional variability is being introduced by making the damage control procedure a die roll as well Success depends on how badly the ship s damage control cadre is stressed Larger ships can handle more secondary damage U.S. WWII DD had 35-40 highly trained DC personnel (3 teams) U.S. WWII BB had 35-40 trained men per team (6 teams) Clarifies how nearby ships can lend assistance The terms Minor, Major, Severe, and Overloaded now refer to the overall load on the damage control teams

Severity Conditions Size Minor Major Severe Overwhelmed Class A 1-10% 11-15% 16-17% 18% B 1-10% 11-15% 16-17% 18% C 1-8% 9-12% 13-14% 15% D 1-8% 9-12% 13-14% 15% E 1-6% 7-10% 11-12% 13% F 1-6% 7-10% 11-12% 13% G 1-6% 7-10% 11-12% 13% Modified by era range of values: -2% to +2%

Damage Control Die Roll Die Roll Minor Major Severe Overwhelmed 1-2d6% -2d6% -2d6% -1d6% 2-2d6% -2d6% -1d6% -1d6% 3-2d6% -1d6% -1d6% -1d6% 4-1d6% -1d6% -1d6% No Change 5-1d6% -1d6% No Change No Change 6-1d6% No Change No Change +1d6% 7 No Change No Change +1d6% +1d6% 8 No Change +1d6% +1d6% +1d6% 9 +1d6% +1d6% +1d6% +2d6% 10 +1d6% +1d6% +2d6% +2d6%

Damage Control Odds & Ends Fire and flooding damage control die rolls are resolved separately A ship can temporarily increase its damage control capacity, by one half of its Minor value, at the expense of combat capability Other ships can lend support to reduce the Severity Condition up to half of their Minor capacity If either fire or flooding place a ship in an overwhelmed Severity Condition can lead to catastrophic loss Overall Critical Hit table being modified to take into account space allocation More likely to get engineering hit vice rudder or bridge hit

Example USS Lexington hit by several bombs and torpedoes Secondary fire damage: 16% Secondary flooding damage: 8% Total = 24% and exceeds the ship s Overwhelmed status Actions by CO Commits deck crew to DC efforts: +5% Two DD s come alongside to assist: +4% each Severity condition decreases to Major 24% - 5% - 8% = 11% Lexington is in a good position to combat the casualties

Conclusion Damage variability is a high interest item for players Variability drivers: Location, warhead performance, secondary effects Admiralty Trilogy games don t use specific hit locations Warhead performance variability isn t realistic Secondary effects the best option for our games Damage effects are very difficult to model Significant tension between playability and accuracy Revised model gives greater variability in fire and flooding critical hits and in the DC die rolls Delayed implementation of some critical hit results means ships aren t instantaneously crippled