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Regaining Lua Skill

I love using Lua in Command. I wrote a post on how to use Lua.

Then I started struggling. Thanks to a variety of issues and reasons, I hadn’t done major scenario scripting in a while. So, now that I’m returning to it, it’s the same feeling one gets when doing something again that you haven’t done in some time. Practice makes perfect and you need to keep practicing.

And I should practice. One reason is that it’s good training for computer skills in general, always something nice to have. But even only in the context of the game itself, I’ve found that my fondest scenarios are the ones with Lua in them. Maybe I’ve just made too many scenarios without Lua that the ones with it stand out, or maybe it’s the feeling of greater work resulting in greater satisfaction with the end result. And bizarrely, Lua may make me stick with one in-depth scenario rather than ping-ponging around unfinished ones.

The Oddly Versatile Nation-Egypt

So, I’m doing some of my usual Command scenario editor fooling around, looking at orders of battle, and I see a country that somehow fits the bill for many kinds of Command scenarios without too many forced contrivances. This was confirmed by me playing the community scenario The King’s Hand, which actually features the country in question as the antagonist.

The country in question is Egypt. And I’m astounded at how well it works. Not (just) for the historical Arab-Israeli wars, but for near-contemporary scenarios.

So why Egypt?

  • First, it’s been largely underutilized in existing Command scenarios.
  • Second, it has a large, if problem-prone military.
  • Third, it exists in the Middle East.

So, it can easily be used for a low-end regional conflict like its 2015 airstrikes in Libya. Yet it’s so big that it can serve as a punching bag for a superior opponent that nonetheless needs a few metaphorical punches to bring down. And Egypt’s (over)militarization means that hypothetical force additions can be added without that much suspension of disbelief. And, at least as of now, it’s fairly novel.

I see it this way-as a protagonist, it’s like any other overlooked regional power. As a small scale antagonist, it’s the same. As a large-scale antagonist, it’s like a politically “fresh” equivalent to 1991 Iraq. That its arsenal is a varied legacy of bet-hedging politics (Rafales, rumored MiG-29s, and aid from both sides of the Cold War) only adds to the appeal.

The Unintentional Nightmare Scenario

One ambitious scenario set for Command is Gunner98’s Northern Fury (no relation to Northern Inferno) WWIII series.

Set in the early 1990s against a continued USSR, it’s a furious (no pun intended) wave of ferocious action. While its Soviet Union is ahistorically belligerent, it’s also –vital for gameplay– powerful as well. No bear-shaped pop-up targets-here you have to fight every inch of the way. The Northern Fury scens can be found in the community pack, and excellent AARs of them can be found at Grogheads.

That’s not really the main point. No, the main point is when I played NF 10.2, Ant Eaters Revenge. On paper, it’s F-111 Aardvarks striking Iceland. But I was reminded of two other non-wargames that had incredibly hard settings as well. (Although they’ve been out for a while, and in the latter’s case many years, spoilers for Undertale and Cave Story follow.)

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An F-111. The pilots wanna have a bad time.

You have 1960s-designed fighters going against historically post-USSR SAMs. The defenses on Iceland are so thick and so overwhelming that I felt a connection to two of the most infamous indie game clashes of all time. Those two being the Sacred Grounds/Hell level in Cave Story…

And the battle against Sans the skeleton in Undertale.

I’ll admit, all that made me think of that was the difficulty and intensity. The mission itself is just in the middle of the planned scenario set. There’s none of the deeper (opposite) meanings.

In Cave Story, the floating island the game takes place in is destroyed in the normal ending, and you have to go the extra mile of hell to save it. In Undertale, Sans only fights if the player has decided to kill literally everything else in the game world. Beating him gets the “reward” of the universe being destroyed and the player getting a permanent bad ending on later playthroughs that cannot be remedied through in-game means. Duplicating that part in a linear, realistic wargame would be rather–tough. The closest Command equivalents to the battle against Sans I can think of are Randomizer’s nuclear war scenarios-they’re both challenging and apocalyptic.

Here, a brutal challenge is just a brutal challenge.  Just a ton of projectiles heading towards the player’s units. But I still saw a similarity.

Command Fiction Announcement

At my personal blog, I’ve started a new project. Every Wednesday, I aim to post a fictional vignette based on the aftermath of a Command scenario. So far they’ve been based on my own scenarios, although that may change. They may be viewed here.

The two posted so far have been (with base scenario):

Democratic War Theory (Regaining Honor)

-Elephant Tusks (Standoff-21)

Platforms That Never Were: A-6F

The A-6F Intruder II was a proposed upgrade of the long-serving attack aircraft that would have added more advanced engines, a more capable radar, and air to air missile capability. Although initially approved, it was cancelled in favor of the ill-fated A-12 Avenger, which in turn collapsed. Previous posts in the “platforms that never were” series talked about how many could be built. This talks more about the capabilities, as looking at the numbers considered gives a reasonable and simple one squadron per carrier, with little likelihood of foreign sales.

I’ve always loved the A-6F, would have approved it (with full hindsight) over the too-ambitious Terrible Triangle, enjoy using it in Command-and can see its limitations.

First, the most obvious one. The A-6F is still a subsonic late 1950s design frame with all the speed, maneuverability, and maintenance issues that implies. One source even claimed it to be slightly less maneuverable than its older counterpart even with the upgraded engines, simply because of the extra weight those engines would have had to counteract. (Others corroborate the statement that the re-engining was to head off more weight rather than to increase performance). Because of this, the A-6F’s emphasis was on standoff attack as its sole way of remaining survivable against increasingly powerful Soviet/Russian air defenses.  The improved synthetic aperture radar was viewed as the key, to enable it to “see” at a greater distance.

The second issue is present but is not the aircraft’s fault-better electronics were making it less relevant. Better sensors and JDAMs were making even small, light fighters capable of performing the “any time, any weather” mission that was once the Intruders reason for being. Even the standoff weapons could increasingly be carried by different units. And the payload, while still impressive, was less important as targeting shifted from large quantities of dumb bombs to small amounts of smart ones.

That leaves the range, superior to any Hornet variant. One of the most justified theories (again with full hindsight) for the A-6F being a missed opportunity comes from a change in politics. With the most likely conventional sea war shifting from a coastal clash near the Strait of Hormuz to a fight with China over the vast range of the Pacific, and with ASBMs and ASMs making the carriers keep their distance, the theory goes that range becomes more vital than planners thought it to be in the past.

This is a valid argument. The issue with applying it specifically to the Intruder II relates to its aged structure. Namely, for it to excel, the adversary would have to have weapons and a targeting complex good enough for a carrier to stay far back enough that range with existing platforms would be a massive issue-yet have an anti-air defense system poor enough that small numbers of unsupported subsonic aircraft could viably function in it. Even with lopsided procurement, this is dubious. The entire air wing would need extended range to fully address the issue.

The Super Intruder could still play a vital role in extending range, albeit a very unglamorous one. Which is to say its size and fuel capability means it can serve as a tanker, like older Intruder tanker variants. In fact, it’s not hard to see that as their longest-serving niche. Another non-exciting use for the fuel and range is as a long-endurance low intensity combatant, staying on station and occasionally dropping a Paveway/JDAM under strict coordination.

The A-6F proposal illustrates both the strengths and weaknesses of incremental upgrades of mature platforms. The USN would be getting increased capability out of its 1960 platform-but it’s still a 1960 platform at heart.

Baloogan Campaign Wiki back up and running!

After a number of issues relating to upgrading the website, the Baloogan Campaign Wiki is back open for business! 

Please take a look at the Baloogan Campaign Wiki! Its been significantly upgraded in the last week; first and fore most is the ability to see a nation’s units indexed by year.  For example, you can look at the USA’s forces today in 2014 as compared to 1955!

Another new feature is the Import viewer! View Russian ICBM fields. SAM Installations surrounding Moscow. Airbases in Iraq. Marines on Okinawa.

The Baloogan Campaign Wiki can be used for all your strike planning and world domination needs!

The 1965 Cutoff

So, in my innumerable Command editor forays and bits of research for the waves of scenarios I never expect to actually make in full, I’ve found one year where I view the most interesting, novel alternate history scenarios as no longer being possible.

1965.

It’s a pretty sudden cutoff. I think the two big reasons are:

 

 

Vietnam

 

The units involved in the Vietnam War are so well-known that they cease being novel. The F-4 is a lot more famous than the FJ-4. Because 1965 marked the beginning of high-intensity air operations, it fits with the 1965 date. But Vietnam is actually the junior partner here. The bigger reason is…

 

A paradigm shift in military procurement.

The 1950s were a period of ultra-rapid progress, a sort of  “Moore’s Law For Jets”, of rapid obsolescence, high accidents, and the fumblings of any infant field. For non-aircraft, it was less pronounced but still there-as shown by the mix of WWII ships and the very first guided missile vessels that made up the US Navy.

After that, as I mentioned in an old post on the F-4 itself, you get in the missile age (in an oversimplified but still generally accurate way) long development times followed by long service times, with the systems on the platform being of more importance than the platform itself. The last F-4 rolled off the line in 1981, its production lasting longer than the service of many mid-50s fighters. Throughout that time it had gone from a naval defense fighter to a multirole champion.

So what this means is that pre-1965 alternate history scens have more inherent variety. The airwing on the CVA-14 Ticonderoga during the 1958 Sumatra crisis (to give one example) can be substantially different from one on a similar ship several years earlier or later. This is not so dramatic in later decades-they change, but not to that degree.

This does not mean that post-1965 scenarios can’t be novel or interesting, only that the 1953-1965 period has a sort of maniac charm to it that later ones don’t have.