[HN Gopher] Logistics, How Did They Do It, Part I: The Problem ___________________________________________________________________ Logistics, How Did They Do It, Part I: The Problem Author : herodotus Score : 102 points Date : 2022-07-26 15:19 UTC (7 hours ago) (HTM) web link (acoup.blog) (TXT) w3m dump (acoup.blog) | antonymy wrote: | I underestimated how much of warfare was about grain shipments | until I read Caesar's Commentaries on the Gallic Wars. Now it's | all I think about whenever I see pre-modern armies depicted in | media, is where they get their bread and corn. | herodotus wrote: | Are there any computer or table top war games that deal in a | somewhat realistic way with logistics? | [deleted] | hef19898 wrote: | Battletech, both the tabletop and the last PC game, do a decent | job. The former mainly in some of the added rule books (I think | Tactical Ops and Strategic Ops in the last edition, before | there was one called Tactical Handbook) which even go as deep | as covering things like Depot and Factory modifications to | military hardware (in that case Mechs) that is generally | speaking pretty much in line with how modern military systems | are managed. There are some more abstract systems using pool | points for ease of book keeping. | | The PC game takes some short cuts for ease of use (improvements | to the base dropship the merc unit is using) and is assuming | spares and consumables are readily available. It is covering | the basic principals rather well so. | dv_dt wrote: | I don't think it's a war game per se, but wars can occur in | Dwarf Fortress. And there can definitely be some very detailed | logistics involved. | brazzy wrote: | Completely different kind of logistics, both in scope and in | focus. in Dwarf fortress, it's about equipping, training and | supporting a double- or low triple digit number of soldiers | operating in or very near their base. | | The logistics we're talking about concern the problem of | having about a hundred or even a thousand times more soldiers | move large distances away from their base, and avoid having | them starve. | rich_sasha wrote: | This one [1] is famously detailed. There are 23 pages in the | manual dedicated just to logistics. A famous example of the | level of detail is that Italian troops require an extra portion | of water supplies to cook pasta. | | As per the linked article: | | > Reviewer Luke Winkie pointed out that "If you and your group | meets for three hours at a time, twice a month, you'd wrap up | the campaign in about 20 years. | | [1] https://en.wikipedia.org/wiki/The_Campaign_for_North_Africa | gregsadetsky wrote: | 192 pages total. Wow. | | https://web.archive.org/web/20220608080417/https://www.spiga. | .. | tekla wrote: | Eve Online. Try fighting a war without freighters full of fuel, | ammo, and replacement ships. Its a full time job by itself. | waynesonfire wrote: | > Its a full time job by itself. | | Indeed, the game is a full time job. | sofixa wrote: | I'm not sure I'd say realistic _per se_ , but Hearts of Iron | 4's (WW2 grand strategy game) new logistics system is pretty | good IMHO. You need to manufacture enough of each war machine | (with the necessary raw materials), then handle supply through | railways, supply hubs (and trucks/horses from then on, | depending on terrain, type and number of divisions and of | course if you have enough trucks) and convoys if supplying | overseas. | NoNameProvided wrote: | It's worth a note that this was introduced with the latest | DLC, and the AI currently is hopelessly broken as it does not | understand the importance of defending your railway lines | connecting your supply depots. | dragonwriter wrote: | > Are there any computer or table top war games that deal in a | somewhat realistic way with logistics? | | ISTR that the big strategic/operational tabletop games of the | 1980s often had semi realistic depictions of at least the | importance of logistic (at least supply); things like WWII | European (or Pacific) Theater of Operations from SPI, Avalon | Hill's Empires in Arms (which I just learned has a still- | actuvely-maintained official computer version), etc. | allturtles wrote: | The Operational Combat Series[0] is famous within the hex-and- | counter wargame community for its logistic systems. It deals | only with mid-twentieth century conflict. Supply point counters | are brought near the front by land,sea, or air transport, and | then consumed by troops to fight. | | More recently, the Levy and Campaign series[1] tries to | seriously address the kind of pre-modern logistical problems | that are discussed by the OP. You have to feed your troops, and | can get food by hauling it with you (in which case you need to | acquire the necessary transport) or by ravaging the local | countryside (which has other side effects). | | Generally speaking, there just aren't many pre-modern tabletop | wargames (World War II is by far a more popular topic), and | most of the ones that do exist are "tactical" games that deal | only with single battles, and so bypass all the logistical | issues. | | This thread[2] on boardgamegeek may be of interest, there are | probably other similar threads there, too. | | [0]: https://boardgamegeek.com/boardgamefamily/80/series- | operatio... [1]: | https://boardgamegeek.com/boardgamefamily/72536/series-levy-... | [2]: https://boardgamegeek.com/thread/2265815/games-about- | logisti... | ca7 wrote: | Regarding OCS, supply is broken down mainly into ammo and | fuel. No ammo = no combat. No fuel = no movement. OCS makes | you commit to operations you plan to perform _in the future_ | as you have to build up supply in an area (and then have a | logistics network to "throw" the supply to units) to launch | operations. The opponent is also doing this at the same time. | nullstyle wrote: | Foxhole entrenched is a game to look at | dEnigma wrote: | Foxhole was also the first thing that popped into my head. | I'm not sure how "realistic" you can call it, but there are | certainly some interesting interactions/dynamics displayed | when it comes to logistics. | | https://store.steampowered.com/app/505460/Foxhole/ | Phenomenit wrote: | I would love to have this wonderful blog recorded as a podcast. | Khoth wrote: | Not technically a podcast, but if you want to listen to them, | someone has recorded themselves reading (most of) the posts: | https://www.youtube.com/c/AGreatDivorce/videos | Animats wrote: | We can see this today with Russia's early Ukraine campaign. The | attacking armored forces moved fast at first, but outran their | logistics tail. Large military operations have reasonably well | defended rear bases, a moving attack front, and a "communications | region" in between. The communications region is vulnerable; the | attackers don't yet have full control of that region. Both air | and ground attacks on the communications region were used in | Ukraine. If the tip of the spear can be slowed down, the | attackers are forced into a battle that uses more resources. If | the defender can prevent those resources from moving forward, the | attackers run out of fuel and ammo. Towards the end of the attack | on Kyiv, Ukrainian troops were finding "lost orcs", Russian | soldiers separated from their units. Some were just disarmed and | told "Russia is that way, start walking". | | So, having failed at a complicated, fast campaign, Russia has | moved to a simpler form - bring up many troops and artillery and | slowly pound the opposition into rubble. It's like WWI. That kind | of war can go on for years if enough resources are available. It | seems to be working for Russia. ___________________________________________________________________ (page generated 2022-07-26 23:00 UTC)