[HN Gopher] Logistics, How Did They Do It, Part I: The Problem
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       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)
        
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 (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.
        
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       (page generated 2022-07-26 23:00 UTC)