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The Kuril Islands War that Wasn’t-How Scenarios Stall

Late 1993. Russia’s eyes are focused on the showdown between Yeltsin and the parliament, the crisis that would end the country’s experiment with democracy almost as soon as it began. But in the Far East, a seemingly long-defeated adversary hopes to take advantage of it…

Fleets of ships and aircraft rush from Hokkaido and strike at the two disputed Kuril Islands, thinking that the collapsed nation is too politically and militarily weak to do anything but quickly give up…

The Third Russo-Japanese War pits the previously restrained JSDF against the crumbled shell of Russia whose Soviet-era arsenal has not entirely been scuttled yet. This seems like a piece of cake for a scenario. And yet-it hasn’t developed into anything beyond a few scenario editor experiments.

Why?

Realism:

Not the biggest challenge. I’m willing to make concessions for the sake of playability, as long as its close enough. The hardest part would be the airbases, and that’s not very difficult.

Scenario creep:

This is a bigger problem. Either I end up with a restrained skirmish that doesn’t live up the full potential of the war, or I get a massive bloated mess where F-4s and MiG-23s fight to see who will be spared the indignity of the boneyard, Oscar subs and Kongo destroyers answer the question of Aegis vs. Granit, and you have to escort troop convoys.

Finding a middle ground is tough. So is making a scenario that takes advantage of both sides.

Uneven sides:

The initial assault on the Kuril Islands could very well be a difficulty five scenario by itself. This is because, especially at the time, Japan’s air-to-ground capability is very weak, and in no state to challenge Russia’s infamous defenses. A few platforms with unguided bombs are not exactly in good shape to conduct a SEAD campaign against even a Vietnam-vintage system. Against anything better, they will be utterly hopeless.

At sea and in the air, they’re better matched, although success depends on how many of the bigger Soviet-surplus platforms are still useable. The large submarine fleets make for something interesting-Pacific Fleet SSNs against top-of-the-line diesels operating in the defensive littoral element they excel in.

So it’s hard. But is it impossible? Nope. As the “Sakhalin or Karafuto” scenario shows, a modern Russo-Japanese War in Command is still possible. But the difficulties have nonetheless kept me from making it, and pushed me towards easier creations.

Armée de l’Air 101

Trying to figure out French Air Force units’ name meaning can result in a serious headache so here’s a quick guide that will hopefully alleviate the pain.

 

Let’s start with an example: “EC 03.004 Limousin“.

  • EC: is the “role” acronym. More on that later.
  • 03.004: here are the “Escadron” (squadron) designation followed by its original “Escadre” (Wing) one, so this squadron is the third of the fourth Escadre. Note that the format “3/4” can be used interchangeably even within the same official document.
  • Limousin: is traditional name of the unit, often with a long history as most units can trace their roots back as far as WW1.

Now let’s deal with these role acronyms we may find in an Order Of Battle:

  • EC:“Escadron de Chasse” meaning, as you may guess, “Fighter Squadron”.
  • ECE: “Escadron de Chasse et d’Expérimentation”, “Experimentation Fighter Squadron”.
  • ED: “Escadron de Drones”, UAV Squadron.
  • EDCA: “Escadron de Détection et de Contrôle Aéroporté”, “Airborne Detection and Control Squadron”, flying E-3F AWACS.
  • EE: “Escadron d’Entrainement”, “Training Squadron”.
  • EEA:“Escadron Électronique Aéroporté”, “Airborne Electronic (Warfare) Squadron”, flying C-160G Gabriel.
  • EH: “Escadron d’Hélicoptères”.
  • ER:“Escadron de Reconnaissance”.
  • ET: “Escadron de Transport”.
  • ETD: “Escadron de Transformation Mirage 2000D”, “Conversion Squadron”, similar to “Operational Conversion Unit” you may be familiar to.
  • ETM: “Escadron de Transport Mixte”, “Mixed transport Squadron”, ie. flying both aircraft and helicopters.
  • ETO: “Escadron de Transition Opérationnelle”, more than an OCU, it’s an Advanced Jet Training unit where both Belgian and French pilot are training on the Alpha Jet.
  • ETOM: “Escadron de transport Outre-Mer”, “Overseas Transport Squadron”.
  • ETR: “Escadron de Transformation Rafale” meaning “Rafale Conversion Squadron”, a joint Armée de l’Air/Marine conversion unit.
  • GAM: “Groupe Aérien Mixte”, “Mixed transport Group”, that one is the Direction Générale de la Sécurité Extérieure’s airline (equivalent to the CIA).
  • GRV: “Groupe de Ravitaillement en Vol” meaning “Air refueling group”.

 Note that “Groupe” is a holdover from pre-1949 naming, at which point most Groupe were renamed Escadron to match with NATO’s “Squadron”, there’s no differences otherwise.

 

Trivia: randomly wandering online or actually researching data to improve your scenario you may come across French “Escadrille” (Flight) names, eg. “SPA 96” or “SAL 6” or even “BR 44” and get, understandably, quite confused. Well, it comes from WW1 era during which the Escadrille’s name also informed spies and generals the same about the aircraft type it was flying, and that designation was kept as an element of tradition. So we have SPA for Spads, SAL for Salmson, BR for Breguet, C for Caudron, N for Nieuport and so forth.

Please note that the “Escadron” is the basic operational unit, thus an Escadrille is not an autonomous operational unit (in the AdA).

Also, a quick word on airbases. When you see “BA188”, don’t confuse with a British Airways flight, the French-speaking resource you are staring at in awe is probably more about the “Base Aérienne 188”, or Airbase #188, which is at Djibouti.

More could be said on the Marine Nationale (Navy), and will at some point, but just knowing that “BAN” is for “Base de l’Aéronautique Navale” (very much like Naval Air Station), “12F” is for “Flotille 12” (12th Flotilla of course) and “22S” is for “Escadrille 22” should be enough.

Now with these new tools take a look at the French Order of Battle!

Voilà! Hopefully French OOB ain’t so cryptic now.

The Strange Attraction of Sub Scenarios

Why do I like sub scenarios? I’m not very good with subs in Command, so playing with anything less than an advanced sub compared to its target isn’t the most fun. ASW (Anti Submarine Warfare) – mockingly but accurately referred to as “Awfully Slow Warfare” – also holds generally as much appeal to me as the nickname would imply. (Although there are moments of undeniable satisfaction when you finally get and blast an enemy sub to ruin). Yet I’ve made a lot of submarine scenarios, and dream of making even more.

What is the attraction to submarine scenarios that grips me? The most obvious is simple-they’re very easy to make. Making the attacker’s assets is as easy as plopping down a single sub, and for a defender, all you need at best is a few ASW missions.

Of course, not all is smooth underwater sailing. Although my impression of sub scenarios is that they’re very easy to make, they’re very difficult to do well. The first issue is one of balance. While this may be just my own lack of skill using subs, I find that experimental scenarios are often either too easy for the sub or too easy for the defender. If the sub has plenty of missiles, and the defending fleet’s defenses are too weak, then the attacker barely has to fire torpedoes.

In the impromptu “goofing around in the editor” scenarios, this sort of thing isn’t the biggest problem-after all, most of the fun is seeing what happens, and “balance” isn’t an issue any more than it is in turkey-shoots where you see how long it takes a Sverdlov cruiser to sink an LCS.

But in competitive scenarios, it is. In many cases, as long as sinking the ship/sub isn’t totally impossible, the scenario is release-worthy. But in many others, it isn’t. One of my endeavours, The Okhotsk Bastion, is an ambitious but inherently flawed scenario-since watching subs and escorts alike bumble around with poor 1961-vintage sonars isn’t the most fun, I had to add a small aerial component just for the sake of fun.

So with sub scenarios still holding an appeal to me, have I learned my lesson? Yes. Probably the best thing to add is surveillance assets to the submarine side. Satellites are the best form of these, but MPAs and surface ships like AGI trawlers can also be used. (Trawlers get a boost from Lua, which makes it easier to have the opponent change posture and attack them at certain intervals). For early subs with sonars that seem about as effective as pressing one’s ear against the side, they’re a practical necessity. Even for more advanced vessels, they can make it considerably less frustrating without being a total gimme that starting them next to the enemy is.

Command is very good at modelling submarines, and that in and of itself may be a reason why I keep coming back to undersea warfare.

Je Suis Charlie

Possibilities of Sortie Generation Rate Modelling

The ability to change sortie rates from “Surge” (faster) to “Sustained” in 1.06 of Command has been very beneficial. For the player wanting to be a munchkin/enthusiast, flipping “quick-turn-around” to on and enjoying a rapid back-and-forth between base and target can be enjoyable, as the aircraft strikes three times in three hours. For the player in a more serious state of mind, the “sustained” option allows for difficult choices and much less room for error.

The Warfare Sims article on the problems with unrealistically high sortie rates focused mainly on caffeinated strike aircraft and the problems that brought (e.g., “take off, launch that ASM, land, get another ASM attached, take off again after the plane is refueled, launch again, etc…). But what I found just as jarring in pre 1.06 builds was caffeinated fighters. Instead of a constant CAP being a difficult, monumental task: they were easy. Basic AA load-outs and their low ready times meant that any air force with planes capable of staying up for two whole hours could do a continuous patrol.

Thankfully the “Fighters and ASW” quick-turn option allows for both rushing simple air to air intercepts up and an acknowledgement of crew limitations (yes, you can do intercepts easier than exhaustively planned strikes, but even the best personnel have only so many intercepts in them).

Beyond simple realism, the sortie rates allow for varied scenarios:

-Two planned Rollback air-to-ground scenarios feature different sortie rates. One involves forward bases stuffed with A-10s and Harriers mobilized to their absolute limit, in order to give the sixth-rate force doing the actual invading a chance to get established.. Another would involve mostly the same aircraft but highly limited by logistical concerns, as the fighting stalls in every respect.

-While big multi-day scenarios are generally not my favorite to make, Lua functionality of changing doctrine could enable sortie rates to be changed part way through a big scenario. The force in question either starts low and picks up the pace as it moves to a war footing, or starts fast and then slows down to a more sustainable rate.

Lua (the new scripting language built into Command) could technically be used to symbolize the command above the player slowing down the sortie pace if excessive losses are taken. (Player loses either too many points or aircraft, event fires switching from surge to sustained, etc…)

-One guilty pleasure has been one of the amphibious battleship conversions launching swarms of Harriers and Sea Cobras against North Vietnam, and a more subdued version of that scenario could be achieved by limiting the turnaround time while keeping the platforms.

-And finally a general peacetime crisis that demands an immediate response, but with few assets on-hand for the player side to respond with.

While I’ve yet to use them to their full potential, the sortie rate changes in Command serve as a way to make more diverse and challenging scenarios as well as model real world conflicts with higher fidelity than before.

The Pentagon Reformers

The Reformers went by many names, “Pentagon Reformers”, “Military Reformers”, the “Defense Reform Movement”, and probably others, although the last was the most common. Coming to prominence in the late 1970s and early 1980s, they unsuccessfully challenged the buildup of military equipment in the Reagan and later Carter administrations.

Accurate, fair accounts of the Reformers are hard to come by, as most of the work on them was either written by Reformers like Pierre Sprey, Chuck Spinney, and James Fallows themselves, or by their opponents. From the Reformer in-house publications, one only gets either triumphalist tales or pity-stories of them bravely but futilely fighting the Evil Juggernaut. The opponents were frequently shallow themselves, and one of the most comprehensive pieces, Marshall L. Michel’s thesis The Revolt of the Majors, is so incredibly  biased that even when I agreed with him, I still was skeptical. To give one example, Michel doesn’t afford the respect of calling the Reformers their preferred name, instead calling them the “Critics”.

(The first part of Revolt, describing not the Reformers, but the development of the USAF and the introduction of Red Flag, is not only better, but it inspired me to make a Command scenario, the brutally hard A Day at Red Flag).

In practical terms, the Reformers were not the most effective, to put it simply. Being fringe gadflies who criticized everything in the 1980s and being fringe gadflies who criticize everything today, all without influencing much in the way of true policy might make them an odd choice for study. Yet in studies of movements and ideals, it is important and intriguing to look at instances of failure in addition to success.

Not all the Reformer criticisms were wrong. There are indeed large expenditures in the military, and the procurement process is no one’s ideal. (Note that it must be put into perspective, though-high-tech projects struggling is one thing compared to “low-tech” projects struggling.) There is a place for a critic who can turn the culture back away from technological irrational exuberance, issues words of caution, and focuses on timeless fundamentals.

But in practice the Reformers failed at that. In my research and opinion, I’ve come up with a small list of reasons why:

1: A penchant for easy publicity over hard work.

This is by far the biggest reason for the Reformers’ failure. At least according to Michel’s account (with all the piles of salt one must take with that), James Fallows, the Atlantic editor who brought the Reformers to prominence, reads like a horrific stereotype of the post-Watergate journalist-dashing, believing firmly in using the press to further a cause with an equally firm view of the power of the media alone to change everything. (From what I’ve seen of his writings, I can say that Fallows’ pieces from that time period make him look arrogant like nobody else).

Again, by Michel’s flawed piece, Fallows was convinced that working within the system was impossible, so he aimed for an outside media campaign of “simple ideas, simply put” that would convince the media leaders, who would in turn convince Congress to impose from outside the lower-tech, less-expensive force the Reformers wanted. The problems this strategy had will be covered in a later point, but the biggest were that it alienated those “inside” from the start, that it depended on the media, and that it left no room for grey.

So instead of calmly and rationally arguing in the USNI Proceedings and similar journals about say, the virtue of smaller warships, the stereotypical Reformer would go to the mainstream press and say “Did you know that radar can be detected? And that our [ships/planes/etc.] are brimming with radars!” Of course people who actually know anything know that radar can be detected, and that dealing with it has been a problem since radar was invented.

But studying radar is hard, and delivering a narrative is easy. There’s more personal reward in staying and talking than from delving into the depths of a project, making enemies to cut a small amount from a project, and maybe taking away something that might have been useful.

Even sources sympathetic to the Reformers have pointed this out. Pro-Reform journalist Gregg Easterbrook’s review of James Burton’s The Pentagon Wars (known by many for its HBO movie adaptation) was mixed, with the greatest criticism (echoed by a decidedly not sympathetic to the Reformers blogger) being that Burton acted as if he was entitled to some sort of recognition and reward beyond the outcome of his work.

This was a reason why the Gulf War was so damaging to the Reformers. Suddenly the image, the “simple idea, simply put” was of high-tech weapons handily winning. To change course, to argue for subtlety and complexity of the situation, to say that it was not as it appeared, was jarring to a movement whose strategy was based on just the opposite.

From its creation, the Reform Movement entered a vicious cycle-make bold, unrealistic proposals that would never be adopted, accuse the opposition of being corrupt and evil, and then when the proposals predictably fail, point to that as proof that the opposition is irredeemably corrupt and evil. Compromise and limited victories were out of the question, which leads to the next point.

2: A setup where a few fringe beliefs can wreck the project.

In the world of online collaborative fiction, vastly different from military reform (I hope), I’ve seen multiple instances of projects being destroyed by individual users with insistent goals that were detrimental to good writing, in a loose “structure” that had no one to say “No, you can’t.”

As this is a post about the Reformers and not Coiler’s nightmare tales of stories that grew to the length of War and Peace without going anywhere in the plot, I won’t go into more detail on that part. But the setup of the Reformers-loose, with no incentive to self-criticize and a great one to present a unified image, allowed that to go forward. This was the case in the Reformers’ most fervent cause, aircraft, where their most important figure, Pierre Sprey, was and is a very black-and-white (even by James Burton’s standards), stubborn figure with a dated thought process.

Sprey was a civilian engineer and analyst who served in the Robert McNamara-era Defense Department (which he often minimizes, since “veteran of the Vietnam-era Pentagon” is not the biggest selling point), worked on the requirements for what would become the A-10 and F-16 (exaggerated into being outright designers of them), and was the Reform Movement’s greatest and most vocal figure from the start.

From this came several flaws: A generally dated mentality, a combination of an engineer’s view for theoretical perfection and obsession with viewing everything in terms of numbers without experience that could put the numbers into context or show the value of compromise, and a love of being a critic.

In practice, this meant the ideal American fighter was the F-86, based on its (later found to be greatly exaggerated) 10-1 kill ratio in the Korean War. Numbers! The M48 was a much better tank than the Abrams-because you could get five of the former for one of the latter. Numbers! Everything had to be single-role, because multirole compromises ruined the single-role “perfection”. Radar was this clunky thing that was only suited for guiding themselves-finicky missiles-date. Oh, and the services were all corrupt and stupid.

So, the Pierre Sprey air force was one of what amounted to austere jet-Sturmoviks based around cannon, and higher-performance F-5s with nothing better than rear-aspect AAMs. Whether in the present or in 1979 the prescription from him has always been the same. This doomed the Reformers to do nothing more than criticize, for Sprey’s views remain the stated ones, and the impracticality of those means there’s no hope of his solution being applied.

(This incidentally takes the sting off of Sprey’s criticisms of the F-22 and F-35 fighters, since he slams everything. Sprey has attacked Euro-canards, on Russia Today no less, but no one tell him that he’s attacked Flankers just as harshly at varying points. Any alternative philosophy that had radar and or/multirole capability would be automatically attacked by him).

3: No real base.

For a strategy that depended entirely on political pressure, the Reform Movement did not have much of a base of genuine support. Most of the politicians who professed to publicly support it did so for opportunistic reasons. The best it got from most were those who wanted to say they were in favor of military reform (for who wouldn’t be?) in public while privately supporting “the best” for the state/district.

The more serious ones, most notably Gary Hart, did so as a political ploy-an attempt to co-opt Reagan-era moods on national defense. The idea was to have something that could cut defense spending without appearing weak on the matter. (In Hart and other ‘New Democrats’ specific cases, inter-party struggles played a role. Politicians like Walter Mondale delivered talking-point anti-Reagan responses while supporting systems like the F-15 because of nothing but union, donor and constituent pressure).

Apart from the Reformer plans actual savings being dubious (the cost of infrastructure and personnel to crew and maintain these hordes of “low-tech” platforms was mysteriously not mention), this was not an issue that the base of either side was eager to push. To the genuine antiwar left, this was not exactly their favorite issue-few Vietnam War protesters would put “the missiles had a low hit rate” as the biggest problem with the conflict. To the genuine hawkish right, the reformers were viewed with often-well-reasoned suspicion.

Finally, this lack of a base shows with the Reformers’ suggestions for strategy, or lack thereof. More than any long detailed articles, their own bizarre tone speaks for itself-a combination of conventional anti-military-industrial complex rhetoric one would expect from the peace movement, mixed with urgent-sounding and seemingly militarist “Mr. President we must not allow a tactical fighter gap!”.

Lessons from the Reformers:

As stated previously, the Reformers were not always wrong, and for such a loose-knit group of fellows, the quality has varied tremendously. At the top of the pile are such figures as the legendary John Boyd himself (for all his “character issues” and problems with specifics, the OODA Loop remains key to understanding action in general terms), and the previously mentioned Gregg Easterbrook (who, though not without problems, was willing to go against the Reformer Narrative in some ways, such as pointing out that advanced technology often made maintenance easier rather than harder).

The dubious honor of the worst member of the Reform Movement would probably go to one Roger Thompson, a post-Soviet era entrant who focused on naval matters. Thompson’s entire strategy, as shown in his books and articles, has consisted of digging up every incident after Pearl Harbor that makes the US Navy look bad, following the philosophy of “Anyone American talking about their capabilities is an arrogant truth denier, but anyone non-American talking about their capabilities is accurate if it makes the USN look bad”. Ironically, Thompson neglects real criticisms and scandals (problems with naval aviation, including the tailor-made-for-Reformers A-12) in favor of nonexistent ones (exercises where carriers were “sunk” without knowing the context, and using that to claim that all carriers are super-vulnerable), as well as constantly praising the Canadian military as a super-force.

But the lessons of the Reformers are best for other political groups, to understand what not to do. The lessons include the importance of both having a solid political base yet also keeping the fringe in check and not letting it set policy, the need to not write any organization off, and most importantly, that showy, easy publicity is no match for hard, determined work.

Thoughts on Command Scenario Design

Of all the excellent features in Command: Modern Air/Naval Operations, the scenario editor stands out. Both comprehensive and easy to use, it allows a vast amount of scenario creation and experimentation. In fact, it’s so fluid that many of my “scenario plans” have turned into nothing but me fooling around in the editor, seeing how a flight of Corsairs do against a moderately defended fuel depot instead of making the Preah Vihear escalation I’d really wanted to do.

Having made many scenarios and played many more, I’ve formed many opinions on scenario design, what makes a good scenario, and what my favorite types of scenarios are. Now I finally hope to share those opinions.

Mechanics:

The diversity of time periods and conditions in Command makes explicit quantification of what to put in a scenario difficult. However, one constant in very good scenarios is a “just right” level of forces under player and enemy control. This balance is hard to achieve. If the forces on the player side are too weak, and they can only win in the absolute ideal conditions, then the designer has done something wrong. If the forces on the player side are too strong and the outcome is never in doubt, only the exact losses, that is also an issue.

Ideally, the player’s forces should be in that state where they can win, possibly handily, but need to use intelligent tactics to do. Note that what this is varies considerably on the scenario, as well on the author’s perceptions. While I prefer “legitimate” force reductions over “Give the player a ton of assets but punish them severely if they lose anything”, the latter can and has worked (See the official scenario Shamal for an excellent example).

One type of scenario I like is the kind where the player has limited resources. The scenario The Battle of the Turtle Islands, where you must play as the severely under equipped Filipino military and start at a disadvantage is a favorite, and one of my creations is the Regaining Honor, where the US is the antagonist and the protagonist is Yemen’s out of date, less-trained military. Oh, don’t worry, it’s not impossible, you’re only facing wallowing drones-at the start.

Atmosphere:

This is almost as important as mechanics, arguably even more so. I’ll open up with my favorite scenario, Randomizer’s Deter, Detect, Defend. This is a pull-out-all-the-stops nuclear war scenario. The Soviets are sending their bomber fleet, you get countless unidentified contacts on the radar, and-then a message pops up telling you to watch for civilian aircraft en route to the US. Great. Now which of those contacts is a nuclear bear and which is innocent? Just that message sets up the atmosphere, and contributes to the feel of making it seem like something more than a robotic assembly of units and dice rolls.

While the mechanics alone can contribute to atmosphere in many ways (from the genuine “Oh shit” feeling of being on the receiving end of stealth technology to the darkly amusing scene of watching an enemy frigate set for indiscriminate firing blow up whales), messages can add that special touch.

Setting:

Unfortunately, my tastes are almost the exact opposite of many wargaming fans. I’m wary of 1980s WWIII scenarios and direct ripped-from-the-headlines scenarios, especially ‘big’ events. This is not to say that I won’t play or make those types of scenarios, but that I regard them as not my first priority. While there are actually relatively few of the infamous 1980s WWIII scenarios in Command itself, the presence of that period in decades of wargaming has left an undeniable stamp.

The thought process I have is “Here’s this gigantic simulator that can do so much, and people just want to reenact technothrillers for the five millionth time.”

Obviously, smaller/regional conflicts have their limitations too-there’s only so much you can do with a tiny air force and a few patrol boats against another tiny air force and even fewer patrol boats, but I like to look broadly. Computer limitations also play a role in my ability to play big scenarios, but I have managed-in many cases, it’s just a lack of interest in such a well-worn topic.

Even with WWIII scenarios, I prefer earlier ones with more obscure units than the usual Backfire/Oscar/AEGIS motion.

Finally, and this is a personal preference, I often like to give my units, on the occasion that I’ve named them, fictional names that suit the unit (So fish or cities for a submarine, personal names for an American destroyer, letter-names for a British destroyer. Unfortunately, units that have just a numerical designation are much harder).

With regards to realism, I’m pretty-strange-. I like either historical or “could possibly happen, however unlikely” scenarios, and occasionally use really weird and out-there scenarios (My “ancient Greek” Ancient Armies, Modern Weapons was really fun to make, and refreshing because I did not have to make anything historically accurate). As with the 1980s WWIII ones, I do sometimes get annoyed at scenarios that have premises that sound like wish-fulfillment technothrillers more than anything else.

All Together:

Naturally, all the factors together add up to what makes a scenario excellent. Unfortunately, all factors adding up together can lead to the nightmare of scenario designers-scope creep. The fear of being overcome by creep, together with the previously mentioned computer limitations, makes me make my scenarios small and frequently improvised.

In many cases, such small scenarios are satisfying. But of course I dream of bigger scenarios, including one very frustrating project that I hope to see but have so much trouble making. That scenario is tentatively titled “Rollback”, and is based off of alternative plans for the Iraq War that would feature a native opposition doing the ground fighting while American airpower flattened Saddam’s army. (In real life it was a hopeless pipe dream).

Some of it is just time constraints, but some of Rollback doesn’t feel “right”. A ground element involving the basic land AI? Do you make the Iraqis a historically strong or historically weaker? What’s the right balance between either too tough or too boring? Even though it appeals to me in theory, in practice it’s become more frustrating, to the point where I may just do a similar “style” scenario in a different locale that I feel more comfortable in. Other scenario authors have broken too-large games into smaller, more focused scenarios, and Rollback may very well meet a similar fate.

Command’s scenario authors have taken advantage of the simulation’s power to offer a variety of games. However, if I had to offer an opinion for a feature that was underutilized, it would be political restrictions. Political restrictions have always been a part of warfare, and Command offers more potential for realizing them than either I personally or other scenario authors have taken advantage of (yet).

Even this is a small complaint. Command’s scenario potential is very good and has been fulfilled very well. A good scenario should make the player feel like they’re experiencing more than just a well-done simulation, and there are ones in the game that accomplish this with great effectiveness.