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Since we’re all friends here, we can admit: computer war gamers are by
and large armchair warriors. We
sit in front of our phosphor screens, happily clicking away at our
keyboards or mice while imagining the roar of cannon or the thunder of
tanks on the battlefield. Only
a very few of us have ever even been IN the military, and a vanishing small proportion of them have actually seen combat.
So we sate our martial urges by turning up the digital sound system and
buying equipment to run the newest and greatest software to come out
which purports to bring us ever closer to reality.
Ironically, the real warriors among us can testify, the effort
amongst the technologically advanced armies of the world is to push
reality ever further from the soldier: RPV’s, situational awareness
systems in MBT’s, the ‘wired’ soldier.
All of these are efforts to take the reality of warfare - the
dirt, the pain, the distractions – and reduce them to an electronic
signature represented on some Tactical Operations board in an HQ
somewhere. Don’t get me
wrong, this isn’t (entirely) meant to sanitize war.
Mostly, it has to do with the informational and task-demands on
the modern commander.
An 18th Century general would perhaps have an army of twenty
to fifty thousand soldier in his charge, strung out along the axis of
advance for several kilometers. When
battle was joined (rarely by “agreement” as the popular histories
would have you believe, more frequently by necessity of ground and
timing) these troops would be concentrated into an operational zone
rarely more than one kilometer wide.
The enemy would do likewise, the circumstances of technology
and conscription forcing the concentration of force.
In fact, the term ‘strategy’ in its original sense, referred
specifically to the operations conducted beyond the reach of the
enemy’s cannon. Many a
battle was fought after a night’s bivouac within sight of the
opposing forces’ campfires. “Supply”,
when it was considered, was usually an immediate matter of robbing
some poor civilian unlucky enough to have a farm nearby.
The battle itself was a short affair, rarely beginning before first
light nor continuing after dusk.
Very few battles actually lasted into a second day.
“Total War” not commonly being the practice, a catastrophic
defeat by the main army of a state would typically force that monarch
to capitulate or at least open negotiations to end the conflict.
Contrast that with the modern
Air Land battle: the modern general may
(again, with a similar 20,000-50,000 men) have the responsibility for
an area covering hundreds of square kilometers.
Supply and support functions will consume as many as 50-80% of
his forces, leaving him with little actual “force” to apply, but a
lot to protect. In-depth
defense is a must – airborne and airmobile troops can leapfrog into
a force’s rear area in hours. The
dangers of CBR warfare (in an all-out conflict anyway) will fatigue
his troops quickly and further prevent him from forming concentrations
at any but the most certain of enemy advances.
Infiltrators, 5th columnists, and guerillas are all
particularly hard to engage successfully.
Operations are all combined arms affairs, coordinating the
operations and timing of everything from the A10 coming from 20
minutes off-target, the arty barrage coming from 30km behind you (and
only able to fire for a few minutes before having to displace), the
deployment of breaching assets and the employment of armor and
infantry. Engagement
ranges can be upwards of 4000 meters, and troops can be vulnerable to
fire from an enemy they never even knew existed.
Capt. Patrick Proctor, (U.S. Army Field Arty) was a typical computer
wargamer, albeit with extraordinary resources.
He had access to JANUS (the US Army’s simulation system)
which was obviously ultra realistic, but was based on mainframes and
very hard to operate (not to mention that the hardware requirements
put it out of reach of any but professional soldiers).
The public computer wargames were much more entertaining, easy
to use, and feature-loaded but ultimately unbelievable; factual
results were commonly sacrificed in favor of what “played better”.
Enter Brigade Combat Team. Capt.
Proctor has taken the core logic and engine of JANUS, and given it to
the wargaming community in an easy-to-use Win9X package.
BCT is essentially a reality-freak’s dream of a wargame.
The interface is based not on a hex map, an abstracted zone
map, or some exaggerated “realistic” (but ultimately not real)
terrain; nope, in BCT you’re moving on CONTOUR lines. The units aren’t abstracted “strength factors” –
they’re the actual TO&E real-world facts.
Units are represented on the map iconically, and over all the
map really does look like a situation board you might see in any
operational HQ. The unit
data is utterly realistic, and I would imagine it’s based on MILES
data (the simulators used in the field), since JANUS is also a
MILES-based system.
LOS is neatly indicated – right click on a unit (BCT heavily relies on
right-clicks) and put it in “LOS fan” mode – the unit is
surrounded by yellow lines indicating their field of vision.
This is critical and it is well designed that it’s so easy to
call up when needed.
Unit movement is equally realistic.
If you want to move that BMP squad to the top of the hill click
on the BMP icon and drag to the hill
- displayed on the screen is the straight-line path the unit
intends to follow. If it
goes over too steep of terrain, a little green ‘x’ across your
path shows you they’ll stop there.
You can then enter intermediate waypoints to mitigate the slope
or obstacle that’s causing problems.
Another zoom level would be handy here, as with some of the
maps the contours are navigable but clicking ‘exactly’ where you
want can be a pain. Further
you have to be careful as units have essentially no independent path finding
AI – they’ll defend in place (they’re not helpless),
but they will not figure out how to go around an obstacle.
Firing is equally simple – right click, click, click and your
unit is shooting.
Interestingly, I noticed that as long as you can manage to keep them on
the same contour level, any slope may be traversed laterally which
seems a little unrealistic. I
know a buddy of mine swore he couldn’t roll a Hummer even though he
tried, but I wouldn’t want to have to dash around a hill at a
45-degree tip in an M3.
One of the things Patrick really wanted to address was the command
burden of the player. Acknowledging
that only a ‘real-time’ sim is realistic, and recognizing that it
would take the resources of a Microsoft to build individual-unit
helper AI’s, Pat resolved on a very simple and effective tool
seemingly ignored by a lot of current real-time programmers: the PAUSE
button. I’m entirely
with him on this one – in real life, a Brigade commander would tell
his subcommanders to ‘take the town’; they would tell their
subordinates ‘you go left, you go right’; and so forth.
An overall commander wouldn’t realistically have to issue
individual orders to combat teams, so rationalizing this by allowing
the player to pause seems to me an elegant workaround.
Further, since waypoints come in two flavors (‘stop’ and ‘go’)
you can lay out your entire formation’s advance with precision at
the very beginning of the battle (admittedly this can get a little
tedious), ordering units to stop to cover while others advance, etc.
This allows your units to operate with some autonomy and you
only have to really focus on the places where action is happening.
Terrain is abstracted – that ‘green hashed blob’ is a forest for
example – but rather than detracting from the game it fits
consistently and neatly with the contour-map theme.
I very much like the fact that reality rules here – you have
a complete picture of the terrain you will be operating on.
This is 2000 – nobody’s wondering about if there’s a town
on the other side of the hill. Of
course, what’s defending that town is commonly in question.
Fog of war – in the sense of enemy units – is present all
the time as far as I can tell, but if you’re a reality buff, you
shouldn't be turning that off, should you?
The AI is adequate, but understandably narrow – depart radically from
your operational area when you are the attacker and you can simply
drive behind them and win. But
if you do play ‘by the book’ and stay in your zone, the AI defense
can be pretty good. When
I was on defense, I found the AI tends to ‘lead with the nose’ a
little frequently and can be sucker punched with flanking
counterattacks. But if
you are stupid enough (or your force is such that you have no choice)
to try to stand your ground in front of the AI, you will have a bad
day. The AI excels at
proper timing of its concentrations (far, far better than I was),
dropping a barrage on your defenders, followed up by a brief air or
heli attack to paste any armor still evident, and then the inevitable
wave of mech infantry. Ugh.
If nothing else it teaches you that standing still in the
modern battle is suicide.
As mentioned before, there’s not a lot of helper AI, but ProSim has
made sure there are many configurable opportunities to set systems and
unit behaviors to setting which reflect your own preferences and play
style.
Really, I feel the place in which BCT excels is in its multiplayer –
TCP/IP, IPX, modem, serial – everything’s supported. There’s a “commanders list” on its hosted site,
helping you to find other humans to play against.
Their Arena even lets you view games in progress – something
I normally would enjoy immensely but I was never lucky enough to find
anyone playing (my weird hours more at fault than the game).
One thing that small companies have going for them is that they can
offer a great deal better customer support and Capt. Proctor is no
exception. He maintains a
close eye on the forums (Pat, you’re based in HAWAII and you’re
spending your time at a COMPUTER?
This guy’s dedicated!) and answered my questions posted there
almost immediately (to whit: note that I’m still waiting on a
question I posted to Talonsoft more than a month ago…).
Brigade Combat Team delivers a very playable modern combat simulation,
with a minimum of frills but a maximum of realism. I enjoyed it a great deal.
If you like to comment on this review, please post a
message at the forum.
Reviewed by Steve
Lieb |