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Force Ratio: Analysis and Application in Wargames

 
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Force Ratio: Analysis and Application in Wargames - 10/31/2016 10:50:21 PM   
the_iron_duke

 

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I was interested in finding some real world data about military force ratio - that is, the effect that an attacker's (numerical) superiority over a defender has on the probability of a successful attack.

Here is a brief summary of the concept of force ratio:

quote:

Until now, historical ratios, exemplified by the 3:1 ratio of forces required for a successful attack, have been treated as fact. In accordance with conventional practice, a friendly force that achieves the established ratio guidelines is able to execute its wartime tasks: 3:1 to attack a prepared position; 2.5:1 to conduct a hasty attack; 1:1 counterattack; 1:2.5 execute a hasty defense; 1:3 defend from prepared position; and 1:6 delay. These rules of thumb are important because they establish a statistical baseline for successful operations. Essentially, if a force achieves a historical force ratio, then the U.S. Army states that it historically has a 50% chance of success [my emphasis].
-Combat Power Analysis is Combat Power Density - Major James A. Zanella, United States Army

These ratios are built on the assumption that the attacker's and defender's forces have the same combat strength, an abstracted value that would include things like personnel strength, training, equipment, morale, readiness, cohesion and so on. So it's a hypothetical guide and easier to replicate in a wargame, since one can create units with the attacker and defender having identical attributes.

I also found in another thread on another forum a link to the following chart, which was described as originating from the Defence Science and Technology Lab, an agency sponsored by the United Kingdom's Ministry of Defence. While the article that the chart derives from is not available, its figures correlate with the force ratios described above from the other source, so I believe it has some usefulness.



From the chart, we can extrapolate the following set of figures. These are the force ratios required for an attacker to have an even odds, 50/50 fight against a defender:

Meeting Engagement: 1/1
Hasty Attack vs Hasty Defence: 2.5/1
Hasty Attack vs Prepared Defence: 3.75/1
Hasty Attack vs Breaching: 5.3/1
Prepared Attack vs Hasty Defence: 2/1
Prepared Attack vs Prepared Defence: 3/1
Prepared Attack vs Breaching: 4/1

Here are some descriptions of the listed situations, along with my analysis of how they should be treated for wargame purposes.

Meeting Engagement

quote:

In warfare, a meeting engagement, or encounter battle, is a combat action that occurs when a moving force, incompletely deployed for battle, engages an enemy at an unexpected time and place.

Since odds are even, I think we can assume that this would represent an attacker and defender fighting with no other combat modifiers.

Hasty Attack

quote:

In land operations, an attack in which preparation time is traded for speed in order to exploit an opportunity.

I think this would represent an attack where an attacker attacks a defending enemy unit without the attack being first prepared by supporting units, notably through artillery or air bombardment. So it would represent an attacker attacking an unsuppressed enemy.

Prepared Attack

quote:

A type of offensive action characterized by preplanned coordinated employment of firepower and maneuver to close with and destroy or capture the enemy. [Definition is of "deliberate attack", which I believe to be synonymous with "prepared attack"]

So I think this would represent an attack where artillery or air bombardment has been taken place prior to the attack and the enemy has therefore been fully suppressed by suppressive fire.

Let's quickly discuss what exactly we mean by suppressive fire. Here is the NATO definition: "fire that degrades the performance of an enemy force below the level needed to fulfill its mission. Suppression is usually only effective for the duration of the fire". From wikipedia: "The purpose of suppression is to stop or prevent the enemy from observing, shooting, moving or carrying out other military tasks that interfere (or could interfere) with the activities of friendly forces. An important feature of suppressive fire is that it is only effective while it lasts and that it has sufficient intensity...Colloquially, this goal is expressed as 'it makes them keep their heads down' or 'it keeps them pinned down'".

So suppressive fire represents just one specific effect of (artillery) bombardment and its effects are also short-lived - in game terms, the effects of suppression should have a duration of only one turn.

From the chart, we can also determine the value of suppressive fire. Here are the force ratios for the different attacking situations.

Attacking Hasty Defense: (Hasty Attack/Prepared Attack) 2.5:1 vs 2:1 = difference of -20%
Attacking Prepared Defense: 3.75:1 vs 3:1 = difference of -20%
Attacking Breaching: 5.3 vs 4:1 = difference of -25%

So it can be determined that the value of suppressive fire is that it reduces the defender's combat effectiveness by 20-25%. Of course, any artillery bombardment undertaken to raise an enemy unit's suppression level to 100%, would also be inflicting other damage to it (and its hex, potentially). A fuller list of the effects of bombardment would include:

1) Killing enemy. It's reported that the majority of casualties in the Second World war came from bombardment of one kind of another. This probably, in addition to artillery, would include air bombardment and mortars (the latter of which are often modelled in game terms as infantry units, rather than artillery). Here's a reported set of figures of British Second World War casualties and their causes:

Mortar, grenade, bomb, shell ...........75%
Bullet, AT mine................................10%
mine & booby trap...........................10%
Blast and crush.................................2%
Chemical..........................................2%
other................................................1%

2) Suppression of enemy - fully suppressed enemy is 20-25% weaker for ONE turn
3) Reducing defenders' unit entrenchment - reduces the entrenchment that a unit builds up automatically over a few turns by staying in the same hex
4) Reducing defender's unit morale/cohesion/readiness. Artillery should do some slow general attrition to these attributes.
5) Damaging fortifications - if prepared fortifications have hit points.

Therefore, in game terms, I would understand the difference between a Hasty Attack and Prepared Attack to be that the combat strengths of the attacker and defender are identical and the only difference would be that in a Hasty Attack the defender is 0% suppressed, while a Prepared Attack would mean that the defender had been 100% suppressed.

Just to reiterate, suppression is not analogous to shellshocking the enemy - a unit could potentially have 100% readiness/morale and be 100% suppressed and vice versa. Breaking a defender's spirit through artillery bombardment would be done through degrading its readiness/morale, rather than through the effect of suppressive fire.

As a side note, I feel the suppressive fire value of small arms, such as infantry MGs, is also simulated in game terms through hex Zone of Control rules, such as an attacker having its movement end, or its movement points reduced, when entering hexes adjacent to enemy units.

Hasty Defense

quote:

A defense normally organized while in contact with the enemy or when contact is imminent and time available for the organization is limited. It is characterized by improvement of the natural defensive strength of the terrain by utilization of foxholes, emplacements, and obstacles.

I think that this should represent the automatic entrenchment that a unit builds up when not moving from a hex for a few turns. So this value on the chart would represent a unit that had been stationary for a while and had achieved 100% of its unit entrenchment bonus.

Prepared Defense

quote:

A defense normally organized when out of contact with the enemy or when contact with the enemy is not imminent and time for organization is available. It normally includes an extensive fortified zone incorporating pillboxes, forts, and communications systems. See also hasty defense.

I think this would represent fortifications that had been constructed on the battlefield, thereby changing a hex's base defensive modifiers. This could be fortifications that the player has built on the map (using engineers) or, in other games, terrain hexes might have been already pre-placed on the map as fortifications tiles.

Breaching

Without the accompanying text, it's not clear exactly what "breaching" refers to in this instance. It could refer to general obstacle breaching:

quote:

Breaching operations are conducted to allow maneuver despite the presence of obstacles. Obstacle breaching is the employment of a combination of tactics and techniques to advance an attacking force to the
far side of an obstacle that is covered by fire. It is perhaps the single, most difficult combat task a force can encounter...e. An obstacle is any obstruction that is designed or employed to disrupt, fix, turn, or block the movement of an opposing force (OPFOR) and to impose additional losses in personnel, time, and equipment on the OPFOR... Obstacles can exist naturally (existing), be man-made (reinforcing), or be a combination of both.

So it sounds a pretty general term that could encompass any difficult terrain hex that is defended by the enemy, like a city or hill. It could also potentially refer to door breaching - forcing closed or locked doors - and so be being used in this instance to refer to house-to-house clearance of urban areas. Either way, I think we can presume that in game terms, "breaching" would correlate with the upper limit of defensive terrain hexes, so tiles like fort or urban areas.

Here's a summary then of the force ratio combat modifiers as I see it, adapted for wargame use:



Conclusions

So there are a few maxims that we can take from this force ratio analysis:

- A defender that has been stationary in one hex for a few turns and has achieved 100% unit entrenchment, will have an extra defensive combat strength bonus of +150% (so 250% of base combat strength).

- A prepared defence hex increases a unit's defensive bonus by +125% (so 225% of base combat strength). This is separate from a unit's own entrenchment modifier bonus.

- A hex of maximum defensive combat modifiers (e.g. fort, urban) gives a bonus of 280%. This is separate from a unit's own entrenchment modifier's bonus.

- Suppressive fire, which lasts for one turn, can reduce a defending enemy unit's combat effectiveness by 20% or, in the case of maximum defensive terrain hexes, by 25% (as per the chart). This is separate from other damage that the suppressive bombardment may do to the enemy unit (e.g. personnel casualties, unit entrenchment loss, readiness loss, fortification damage).

Example

Let us go through an example: a defender has been in a maximum defensive combat modifier hex, such as a city perhaps, for a number of turns and has achieved 100% of its own unit entrenchment bonus.

- a unit fully entrenched using its own unit entrenchment gives a bonus of +150%
- a max defense/"breaching" hex gives a bonus of +280%

So the defending unit's combat bonus would be (150 + 280) = +430% (so 530% of unit's original strength). Therefore the force ratio for attacking the enemy, in this instance, and getting an even odds 50/50 battle would be 5.3:1.

These would be the odds for performing a Hasty Attack, at least. The odds would be reduced by performing a Prepared Attack, i.e. making the enemy 100% supressed through artillery or air bombardment. In the other attacking circumstances, this would reduce the enemy's combat effectiveness by 20%, but against the max defensive/breaching hex, this would be 25% (as per the chart above).

Of course, in reality, bombardment of the enemy in order to suppress it would also be doing other damage to it (e.g. personnel casualties, unit entrenchment loss, readiness loss, hex fortification damage), but if hypothetically the only damage the attacking bombardment did to the enemy was suppression damage (to maximum suppression), then it would be a 25% combat effectiveness reduction.

So 530% (100 + 430%) - 25% = 400%

The defender's combat effectiveness would thus be reduced from a +430% bonus to a +300% bonus and the force ratio required for an even odds attack reduced from 5.3:1 to 4:1.
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RE: Force Ratio: Analysis and Application in Wargames - 11/1/2016 3:16:05 PM   
Poopyhead

 

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Here is the actual document from the good Major Zanella. The point of his work was that one method should exist whereby the Pentagon can describe to elected officials what force is required to achieve a political goal, like secure Iraq.

http://www.dtic.mil/dtic/tr/fulltext/u2/a566701.pdf

I used to write training manuals for the U.S. Army Military Police School (USAMPS). Every publication in the military has to use established factual procedures, called doctrine. If I write that an MP company can escort an Infantry battalion somewhere on the battlefield, then the Infantry School gets to look at it and actually agree that their battalion would do this. All the other schools look at it as well and give my publication the thumbs up. After the review, the Commandant of the USAMPS signs off and the plan becomes official doctrine. This gives a sort of "doctrinal handshake" where everyone in the Army trains to do exactly what everyone else expects them to do.

I'm explaining this, because MAJ Zanella clearly states that his document is not doctrine. The Commanding General Staff College is where Majors go to become Lt. Colonels. They get to do a sort of class project, where they can address something that they deem interesting. It's a very professional document, but to my knowledge no one in the Army adopted this as doctrine. So your premise is based on a quote from a publication of rather good advise. Further, the author pretty much has the opinion opposite to your conclusion. For instance on page 13 under a chart very much like the one from the UK Laboratory, he describes how combined arms units have a strength beyond their mere numbers. Force ratios don't equate to the synergism of infantry, armor and artillery working as a team. Also, he reiterates what most military professionals have known since Guderian, speed of an all mechanized combined arms force allows density at the point of attack. So overall ratios don't count for much. Long ago, number crunchers took an arbitrary quote from Clausewitz and came up with Combat Results Tables for wargames. These are very arbitrary, IMHO.

< Message edited by Poopyhead -- 11/1/2016 3:19:48 PM >


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RE: Force Ratio: Analysis and Application in Wargames - 11/1/2016 4:57:09 PM   
the_iron_duke

 

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Thanks for the reply.

quote:

ORIGINAL: Poopyhead
Further, the author pretty much has the opinion opposite to your conclusion. For instance on page 13 under a chart very much like the one from the UK Laboratory, he describes how combined arms units have a strength beyond their mere numbers. Force ratios don't equate to the synergism of infantry, armor and artillery working as a team.

Could you expand upon this? This does not seem to be at odds with what I have described - combined arms being the key to a successful attack.

Artillery/airpower:
- suppresses enemy
- reduces unit entrenchment
- degrades enemy personnel strength
- degrades enemy morale/readiness
- potentially damages hit points of defensive constructions reducing their power

Infantry are then obviously the best troop type for attacking close terrain hexes, but if the artillery/airpower has done a sufficient job, then the enemy defender's ability to resist an attack may be reduced to such an extent that armoured units, which are normally at a disadvantage attacking close terrain, would be able to join an assault, significantly increasing the attacking forces' firepower.

Plus, a coordinated attack on an enemy hex from multiple hex sides, using multiple units, would give a combat bonus for each hex side that is abeing attacked across.

On another subject, I think suppressive fire would be better modelled using a logarithmic scale rather than a clean cut-off at 20 or 25%. So it would be harder to achieve the 20/25% target, but at the same time it would be possible to go beyond the 20/25% limit and therefore there'd be the possibility of achieving a higher suppression level through luck or additional bombardment (at reduced efficiency).

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RE: Force Ratio: Analysis and Application in Wargames - 11/1/2016 5:33:53 PM   
Poopyhead

 

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Check out the Battle of 73 Easting. A small combined arms team wiped out a much larger force of Republican Guards in a hasty attack on a defended position. The 3-1 ratio stuff is more for wargaming than from real combat. In WW I numbers didn't make any difference as every attack ended in slaughter. In WW II, speed and organization of a combined arms team led to the Blitz. This isn't an hourlong barrage followed by a charge of bayonets. "Kiel und kessel", surround and engulf by fast mechanized teams. Asymmetric warfare requires lots of HUMINT on the ground. A numbers game is really unrealistic.

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RE: Force Ratio: Analysis and Application in Wargames - 11/1/2016 6:25:41 PM   
the_iron_duke

 

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When looking at historical examples, one is looking at an incomplete data set. It's not really possible to put an exact value on an enemy's morale/cohesion level, suppression level and so on in the real world.

So a historical report might say that an attacking force defeated a defender three times its personnel size. From a wargame perspective one would be able to say that the attacker had one third of the personnel of the defender, but also that it's readiness/morale was 100% and the enemy had 10% morale/readiness, its combat effectiveness reduced 25% through suppressive fire, it had half the experience level of the attacker, was out of HQ range, out of ammo or supplies and so on - all factors that would significantly affect the result away from a simple measurement of comparative personnel numbers.

Plus, if one saw the combat results in the game one might see that the attacker had rolled two double sixes, while the defender had rolled a double one - a one in 1,296 chance of the attacker getting the best luck (and this would be Clausewitz' battlefield "friction" that leads to random unforeseen events in operation).

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RE: Force Ratio: Analysis and Application in Wargames - 11/1/2016 9:46:23 PM   
rickier65

 

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Thanks for the articles and the discussion.

Rick

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RE: Force Ratio: Analysis and Application in Wargames - 11/2/2016 12:47:19 PM   
pzgndr

 

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I cannot find a current link to Harry R. Erwin's outstanding "A Combat Results Table for Operational Games" but I'm attaching a copy that I've had for many years.

quote:

This Combat Results Table (CRT) is based on research by Dr. John Dockery into the mechanisms of decision in battle. It is designed for use with operational games with one to three day turns and a scale of five to fifteen miles per hex. It can also be used at other scales and turn lengths as long as the unit size/turn length/ground scale mesh are approximately in the same ratio. For example, it would be appropriate for an army-level game with 100-mile hexes and 2-week turns or for a corps-level game with 20-mile hexes and one-week turns. This CRT is based on a database of approximately 500 1-day divisional battles during WWII.


Perhaps others will find this helpful as well.


Attachment (1)

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RE: Force Ratio: Analysis and Application in Wargames - 11/2/2016 1:48:20 PM   
Poopyhead

 

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The Republican Guards were the best units in Saddam's army, with years of combat experience against Iran and the best equipment that the Soviets/Chinese were willing to sell. IMHO, the ACR at 73 Easting would have got the same result 1296 times in a row :). If you had a Combat Results Table (CRT) that accurately reflected that reality, then someone would say that it is fudged. Wars actually aren't decided at the strategic level. Some Lieutenant realizes that the IJN carriers aren't where his dive bombers were sent. He follows an enemy destroyer's vector on nothing more than a hunch even though he'll probably run out of fuel. That's how we won the Battle of Midway. Chamberlain knows the Confederates are about to crush his position on the flanks of the Union army and once again give Lee a victory. His men are exhausted and out of ammo. So he leads a bayonet charge at Little Round Top that pretty much decides the Battle of Gettysburg. Courage wins battles and winning battles wins wars. For that reason I prefer wargames where your strategy sets up the grand battle, but you still have to get the tactics right down where the rubber meets the road to win. A CRT where 3-1 gets you a cookie doesn't interest me.
:)

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RE: Force Ratio: Analysis and Application in Wargames - 11/2/2016 3:33:31 PM   
Erik Rutins

 

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Thanks for the link.

It's definitely worth bringing the OODA loop and a discussion of morale/willingness to fight into this as far as how to model engagements for wargaming. Most advanced wargames look at much more than just the numbers when deciding the true "power" or "strength" of a force for those reasons. Doctrine and the combined arms force mix down to the tactical level absolutely makes a difference too.

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RE: Force Ratio: Analysis and Application in Wargames - 11/4/2016 4:32:18 AM   
the_iron_duke

 

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Initiative would be another possible layer to add to the combat process and that is not a straightforward thing to measure or even decide upon what is being measured. For example, it could be a measure of getting the drop on the enemy through better recon ability, or differences in unit mobility allowing concentration of force to exploit vulnerabilities in the enemy's positions or better gun range allowing one side to strike before the other is able. Or a combination of such things.

I also like attribute-masking on enemy units, that's revealed through units' recon points. So recon points are needed to see that an enemy unit is in a hex, more to find out what the unit is composed of and, even then, the stats may be inaccurate, with the better the recon, the truer the picture. Inadequate recon can therefore cause an attacker to underestimate a defender's strength, leading to an unexpected defeat.

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RE: Force Ratio: Analysis and Application in Wargames - 11/4/2016 12:45:15 PM   
wings7


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Excellent discussion!

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RE: Force Ratio: Analysis and Application in Wargames - 11/4/2016 2:54:24 PM   
Poopyhead

 

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Wargaming should teach the gamer how to plan and execute. If the stack of units with Alexander/Napolean/Lee gets all of the combat bonuses, that may teach the gamer that great leaders are great. It doesn't develop the gamer or make their decision process extend beyond always using a great leader. Let's say an abstract game mechanic determines arbitrarily that your Panzer Division just routed a Soviet Rifle Division holding the approaches to Moscow because you achieved 5-1 odds. Great, you win! Now on the other hand, your battle goes to a Steel Panthers or even Panzer General screen and you have to actually make that happen. IMHO, learning how to really do a good recon, make a plan and employ your forces so they can shoot, move and communicate their way to the objective is what wargaming should be about. It's like the difference between checkers and chess.

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RE: Force Ratio: Analysis and Application in Wargames - 11/4/2016 3:06:17 PM   
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Both in wargaming and real life, numbers and equations are good to get perspectives; yet it all comes down to the human factor and there's always the unexpected isn't there.

< Message edited by MakeeLearn -- 11/4/2016 3:25:18 PM >

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