The Operational Art of War 3 is the big daddy of operational-level wargames. With an open-ended system designed to support any real or hypothetical modern conflict and the extreme fidelity required to (mostly) capture the unique aspects of various time periods, this is some hefty shit. Every squad and piece of equipment in a unit is represented and simulated, different types of units and weapons interact the way you'd expect, like some of the other stupidly detailed wargames (Gary Grigsby's, for example, I believe War in the Pacific was LPed on here once) this has a weird effect of making a lot of it almost intuitive. Once you get past the technical barrier of understanding the controls much of the details of combat behave in realistic and intuitive ways. There were some hiccups along the way (something about jeeps fighting panzers) but those have been smoothed out. Real life tactics work, you can often use historical material as suggestions for your own strategies, effectively the game allows for real world logic, rather than game-specific logic (compared to something like chess, which doesn't behave like anything except itself)
I think that, and the sheer number of possible scenarios, makes it very suitable for a let's play. All the crowd really needs to know is how the round-based-combat works, something I don't think I've ever seen in another game. Aside from that, the real strategy tends to be intuitive. If you think an armored blitzkrieg on a thin left flank would work, you're probably right. If you want to airdrop commandos behind enemy lines to destroy railroads and disrupt supply, well I don't know how we'll fit commandos on a Yak-9 but in theory it's perfectly valid.
So enough wanking about the game, let's do a Let's Play! I'm going to be playing the Korea 50-51 scenario as North Korea. The real war ended in a stalemate and ceasefire, but let's see if we can't do a little better. Fair warning: I'm not very good at this game. I've only just started playing. Korea 50-51 is technically a tutorial scenario but I've already completed the tutorial. While I have a basic grasp of the controls there's some things I'm not clear on how to do. That's part of where you guys come in. The problem with these high-fidelity wargames is that a lot of times there's stuff you just wouldn't think to do because it's not normally an option. Maybe with people who don't play the game giving suggestions I can get a wider pool of suggestions for how to go about crushing the capitalists.
Without further ado, let's begin. I'll explain the details of the combat system after we're briefed on the situation.
Here's a composite pic of RoK (Republic of Korea) and the southern half of DPRK. We shouldn't need to see the rest of DPRK unless something has gone very wrong. The NATO chits are confusing so I'll translate. Red on red is DPRK, red on blue is RoK. Later we'll see tan on green and black on green which are USA. We may also see gold on red Chinese units if the US pushes into DPRK and if things go completely fcuk then green-on-red Soviet units may also intervene. X is infantry, oval is armor, M is engineer, triangle is anti-tank, and dot is artillery. On the east coast we have marines represented by an anchor, a motorcycle recon unit represented by a slash and two circles, and commandos with crossed arrows. Armies are divided at the division level, different divisions don't work very well together so where possible we should keep the different divisions separate and avoid mushing them together.
To cover the state of hte various armed forces in the game: The DPRK has a very powerful military right now. We will continue to receive new infantry divisions frequently throughout the early part of the war, which should help keep us moving. Our armor is from the Soviets and very strong as well. Our biggest weakness is our air force which is composed of vintage Yakovlev and Lavochkin props against US jets. Enemy interdiction on our troop movements will be a continuous problem that we won't be able to do much about unless the Soviets intervene.
The South Korean army is pretty crap at the start. They have large numbers to draw on but they start out undermanned and outgunned. With good tactics we should be able to destroy most of the RoK military in the first few turns.
The United States is at the nadir of post-war demilitarization at this point and when they start out they'll be low morale and low readiness. They'll quickly grow however and if we can't crush as much of them as possible early on they'll quickly become overpowering. The main US beachhead is Pusan in the southeast and most of hteir troops will come from there.
EDIT: I forgot the other potential forces.
The Chinese are basically human wave. They're extremely numerous and highly motivated, but poorly armed and trained. They're not likely to break but they're not likely to do anything useful, either.
The Soviets haven't demilitarized after world war 2 and are still a terrifying force. In 1950 the soviets are the most powerful military in the world. The only thing the US has on them is nuclear power; the Soviets have only just in the last year detonated their first atomic bomb. If the nuclear cat comes out of the bag the soviets will have no reason not to start something and they're extremely strong even next to the fully militarized US. At the same time, while I'm technically playing the Soviets if they get involved, we the players are fighting for the DPRK, not the USSR. If America and the Soviets duke it out, we're just collateral damage. That means we lose.
If we can be cheeky and capture Pusan early we may be able to win the war in one swoop. We may also start world war 3. There's a few special events to consider. If the US pushes into Korea then China may intervene with increasing odds the farther north they reach. If China intervenes or Communist forces occupy the Pusan anchorage the UN may authorize atomic strikes. Atomic strikes will almost certainly lead to Chinese and Soviet intervention and open up the use of chemical weapons. If we use chemical weapons the UN will as well. It's a very precarious war and the wrong decisions could be devastating. While it would certainly be fun to see, we're here to win and in World War 3 nobody wins. There's also some logistical and strategic concerns to cracking the Pusan perimeter early and I'll cover those in my third post.
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I will now be getting drunk. People can discuss their ideas about how to go about winning the war if you want and I might come in to try to type something as well. Once I've sobered up I'll cover how combat works and start discussing what our strategic options are. The start is pretty straightforward, it's only after we crack the 38th parallel that things really open up.