Author Topic: Some thoughts on command in scenarios  (Read 177 times)

Offline Dinger

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Some thoughts on command in scenarios
« on: January 14, 2002, 09:52:58 PM »
I'm throwing this out to start a discussion.  First let me clarify a few things:
This is not a "so, you wanna CO a scenario" thread.  There are plenty of those.  Franky, any person who volunteers for the burden of commanding at any level in a scenario, snap shot or what have you, has my enduring respect.

Here I'd like to talk about what to me makes some commanders more effective than others; what tactics and organizational details are effective. This might also hint at why it can be a rewarding experience.

What I wanted to throw out here were ten tips I picked up.  Each of these is based on my experience as a player and commander at all levels in single and multiframe scenarios.  For each of the tips I've seen what happens when they're followed and what happens when they're not.

These are based on some hazy ideas I have of underlying principles that I've picked up from somewhere.  None of these are *my* ideas; they've been around for centuries.

Anyway, I tend to be verbose, so I kept my comments to a minimum.  This is to start a discussion, not end it:

The following tips apply to Side COs as well as Flight Leaders.  Heck most of them even work inside of elements
Organization:

1. Appoint an XO to:
   A. Repeat briefing information (Side: scenario-specific rules; Squadron: orders, loadout, mission)
   B. Brief players.(Side: repeat orders and specific instructions to FLs; Squadron: repeat standard procedures -- checklists: takeoff, combat procedures (simple stuff such as: fighters stay high, or bombers go to 80% throttle.  Really, it only helps to repeat procedure)
   C. Give position reports/monitor squadron positions.  A FL is concentrating on the objective: bombing, interception, hunting other fighters, whatever.  Someone's gotta keep track of where the friendlies are should an emergency arise.  Similarly, the CO tends to concentrate on one thing: either his movements or the enemy's.  Someone should be watching the other half of the picture.

2. Send power down.  If you're giving orders to twelve people, you need a middle manager.  If you're a CO, gather flights into groups under command of a group leader; if you're a Squadron Leader, divide your squad into separate flights under command of a flight leader.

3. Do your research.
   A. Do all the standard things you'd do for any other strat game.  Know your equipment. Know your enemy's equipment.  Know the terrain, and so on.
   B. Know the abilities of the people under your command. Performance in this game does not reflect someone's quality as a human being.  Do not be afraid to think about what people or squads are good at, and what they're not.  A prepared CO does the same for his enemy.

3. If someone arrives late, dies, bails, or is otherwise unable to fly, have that person .join one of the pilots and give reports.

During the frame:
4. REPORT ENEMY CONTACTS.  Unless someone is shooting directly at you, in which case you screwed up bad, your first concern is to report at least numbers, location and altitude of bandits, and type and heading if you have that information.  You're not the only one dealing with task saturation; hollering "666 Flaming Turds are under attack from high six oclock!!! HELLLLPPP!", is only going to get you killed.

5. Report position regularly.  At least do this when you're at critical moments -- such as on station, RTB, refueling, and so on.

6. Mass forces: rally before an attack.  Formations may be pretty on climbout, but they're critical on attack.  And if a CO wants to shoot down a bunch of planes, he's gotta obtain overwhelming local air superiority.  THat means often having several squads group up in an area.  Instead of just sending them into a meatgrinder, order them to rally and attack.  That's how the pros have been doing it for millennia.  In the place of rallying, precise timing can be used.

7. Keep a reserve.  If a squadron is investigating bogeys, the bulk of the squadron should linger back.  If they're advancing to engage, about a third should cover high.  Commit the reserve for the knockout punch, or to aid the friendlies in a disengagement.  The same goes for COs -- If you rally three squads, for an attack, have two engage and the third cover.  When the enemy's unit cohesion is shattered, send the reserve in to chew them up.  Nothing ends a static furball like a bunch of high fighters screaming in.

8. Withdraw when you start to lose unit cohesion.  When formations start breaking down and the attack degenerates, it's time to clear out.  If you wait for the high bandits, or for someone to die, you'll lose your planes.  You've already lost the advantage in the engagement; don't lose it all.  A CO should also recognize where the enemy has achieved local air superiority and concede it.  If the enemy has 20 fighters in a sector and you have 8 in the area, send them _away_ from that sector.

9. After combat, consolidate units and reorganize.  Report status and results of the engagements.  A CO shouldn't be afraid of putting together two half-strength units to make a full-strength one.  If the mission allows for a second strike mission, the CO should organize fighter sweeps and escorts.

After the frame:
9. Evaluate the performance of everybody.  What went right? What went wrong? What should be improved for the next time?

10. Maintain morale.  Heck you should try this throughout the command experience.  Morale is probably the most overlooked aspect of AH command.  Put bluntly, you have to gain and keep the confidence of the people who are taking your orders.  If they don't feel good about the experience and look forward to the next frame, they're not gonna show.  If that happens, you'll be understrength or staffed with green "walkons" (Heck, multiframe scenarios often see uneven numbers precisely because, regardless of the actual score, one side won the morale battle).  If they don't like or trust your orders, they may end up doing their own thing.  Each frame needs to be won not merely on points, but on the fun had by the participants.


---

Some principles:
A. Keep the number of different sorts of tasks that any one person has to do to a minimum.
B. Timely information costs little and is worth a lot.
C. The goal of the air-to-air combat is not to kill the opponent, but to render him ineffective.  The best way to do this is by killing him.
D. The same structures repeat themselves up the chain of command.  The element leader performs primarily offensive tasks (positioning to attack) and the wingman primarily defensive ones (monitoring environment).  The same holds for FL/XO and CO/XO.

Offline Hangtime

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Some thoughts on command in scenarios
« Reply #1 on: January 14, 2002, 10:25:06 PM »
Nice treatsie. Nice to see the fine points percolated down to words on a page... really nicely done.

I might add that not once in my experience when things went right did we have poor planning and lousy comms.
 
On the other hand every time things went wrong it was instantly obvious why they went wrong.. poor planning and lousy comms. :)

Great Post Dinger.
« Last Edit: January 14, 2002, 10:38:07 PM by Hangtime »
The price of Freedom is the willingness to do sudden battle, anywhere, any time and with utter recklessness...

...at home, or abroad.

Offline Seeker

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Some thoughts on command in scenarios
« Reply #2 on: January 14, 2002, 10:28:02 PM »

Offline Dinger

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Thanks
« Reply #3 on: January 15, 2002, 04:31:54 PM »
I was hoping I'd at least piss somebody off by suggesting that low frame turnout is the CO's problem, and whining only hurts the cause.
Ah well, live and learn. :D

Offline Drex

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Some thoughts on command in scenarios
« Reply #4 on: January 15, 2002, 04:51:10 PM »
I remember being the CO for Sol II in Warbirds.  Lot of stuff that goes behind the scenes.  Thankfully I had Sand as an XO and Cuda as an administrator.  They made life easy.  A big scenerio is a lot different then snapshots, but snapshots/Scenerio lites is were you learn how to organise quickly through the first few chaotic frames.

Would be nice to be able to rate COs in the snapshot events, and the highest rated ones are asked for the CO spot in the Big Scenerios.  

Drex

Offline Hangtime

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Some thoughts on command in scenarios
« Reply #5 on: January 15, 2002, 05:07:08 PM »
Chit Dinger... when you state the obvious and it turns out to be unassailable the usual response is the sound of crickets.

I'd say yah put up a grand slam post.. unfortunately the majority of pilots in AH only want to furball mindlessley, don't give a rats bellybutton about tactics or strat, consider themselves to be superior to their compatriots in those regards anyway and thus are expempt from any direction from those that are obstensibly trying to lead, and would refuse leadership other than their own instinctively anyway. Instant gratification...  

THE AH PILOT AWAITING ORDERS

Real wars are fought by slobs that would never put themselves in the positions they are in, but once there; discover that the only way to survive is to fight, and the only way to win is to follow or give orders they or any other would deem insane.

Since this ain't a 'real' military, there is nothing at stake other than a pixel rearangement of a virtual aircraft or battlefield. No courts-martial, no lives lost, no futures destroyed, nothing other than a "hey, screw you; bozo, I don't wanna escort a buff, I wanna warp-dance that FW I pinged, he's MINE and if i don't my buddies will steal the kill...."

Life as a leader inna virtual war is more coddeling and politics than it is tactical skill or strategic smarts. Getting guys to do the dull inglorious work of prosecuting a virtual war is very much like this:

AH MOTIVATIONAL VIDEO

"And thats the way it is..."
 
« Last Edit: January 15, 2002, 05:56:20 PM by Hangtime »
The price of Freedom is the willingness to do sudden battle, anywhere, any time and with utter recklessness...

...at home, or abroad.

Offline Udie at Work

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Some thoughts on command in scenarios
« Reply #6 on: January 15, 2002, 05:16:38 PM »
Oh so many years ago in WB I used to fly in all of the SL's.  It was my main addiction to WB.   Nobody ever wanted to CO or XO an event and it was a real problem.  I used to do it just to get things moving along.  So much that people just sort of expected me to be the leader if I showed up :(  

 I would always assign a flight leader for each flight of planes I had.  I'd have them repeat the briefing for me while I made my plans for attack.   I'd tune to my flight leaders on private and tell nobody but them to communicate with me on private.  I'd assign a radio channel for each flight and keep people off the country channel.  This worked well and some people actually got "trained" and would just ask me for flight assignments hehe.  Well my record for successful/failed flights as CO ended up being about 50/50.  It really seemed to be random, that fog of war thing always has an effect.  Sometimes for good sometimes for bad.  

 One time in a Wed SL  I was CO of a 214 blacksheep mission.  214 was to escort TBM's and SBD's to attack a japanese base on the other side of the map 200miles away or so.  It was sooooo tough keeping all flights in view and still try to sneak some in from diferent directions.   Well as luck would have it the japanese missed us on thier patrol.   I saw their flight pass above and behind us headed the other direction.  So I ordered all flights to vector to target and attack.  Well we hit thier radar shortly after I made that order.   Aproaching their base thier cap force spotted the TBM's and devestated them.  But the TBM's got through and bombed the hell out of the field then RTB'd to the CV.  Meanwhile we f4u's mixed it up with the CAP and returning patrol until all the zekes were dead, then we RTB'd only to run out of fuel 1/2 way back to the CV.   Frame results was a marginal US victory, but a smashing moral victory for me personally.  This was one of my best shots at being CO and I loved it :)

NEXT

 In the fortress german senario I was a FL of a flight of 109g6's. It was the 2nd or 3rd frame of the senario and we were getting pounded pretty bad.   This one flight I had 16 109's including myself.  We climbed to 25k to await orders and flew our assigned flight plan.  Some time into the frame I was vectored over the channel to intercept incoming cons.  We got to the channel and saw some spits down at about 20k headed our way.  Well in my infinite wisdom I decided to jocky for position (I'm already above them and had lots of E)  I order my flight to 180 to climb some more.  Well the turn bled all our E at that alt and the next thing I know we have 20 spits chewing us all up.   Knowing I had messed up I ordered the flight to dive to the deck and  retreat over France to regroup and do a better job.  Comms sucked that night (alot of walk ons) and 1/2 or more of my flight missed the order.  I got back over france and tried to regroup my flight, but nobody answered.   As it turned out I was the only survivor of that mess up :rolleyes:  I was totaly deflated and almost quit the senario.  I absolutely couldn't believe the next frame when I actually got orders to lead another flight :)  

 The only good thing about that frame is right at the end I got jumped at 20k by 6 p38's from 25k.   I dove for the deck in tight barrel roll.  The 38's followed. at about 15k I started losening up the barrel roll and slid behind all 6 p38's hehehehe they were in compression.  I got pings into one of them just before 5 of the 6 augered, I only got credit for 1 kill :(


 I guess my point is that no matter how well you plan something out Murphy will always be there to screw it up :) Though I do agree with everything in your post Dinger....

Offline Dinger

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Well
« Reply #7 on: January 15, 2002, 06:37:12 PM »
That's the kinda stuff I'm looking for.  I mean, it all sounds so good in theory, but once the bullets start to fly, my command experiences have often ended up like Udie's.  THe only solution I can suggest is that above: divide up the tasks, and have someone other than the CO take care of what should be "automatic" -- the endless repeating of information, checklists, briefings and so on.

The big issue is that it's just hard to get people to step up to command.  It is a game in itself that works according to its own rules.  And part of the fun is trying to adapt to the changing environment.

Okay, here are some stories for ya:
I too lived for WB SL and campaigns.  And like Udie I often stepped forward "just to get the game going".  Somebody has to do it.

One time (it was Lapwin's first SL as CM), we had a carrier battle: something like F6Fs, F4Us and SBDs (or something) take off from one carrier and attack a japanese CV.  The Kitties and Hawgs were light, and there was the additional restriction that, for gameplay, fuel and other purposes, the fighters would take off five minutes after the bombers.

So I show up there, and because of issues involving the placement of the CVs, we all move to a land-field (23) while waiting for the CV to be properly placed.  As we sat there, nobody volunteered for anything, so I agreed to CO.

Now, CO is a full-time job, but like many COs, I felt the need to help ease the balance (nobody seemed to want to fly an SBD).  So I was flying the SBDs as well.
Worse, nobody wanted to be a FL.  So I applied the rule that states: "The first person to ask who the FL is, is appointed to that position."  Boom! I gangpressed F4U and F6F FLs.  For the SBDs, I decided I could handle it.

So, where ideally we'd have three FLs with XOs, a CO and an XO who weren't flying, we had two FLs and a combination CO/FL.
I had a very simple plan -- the hawgs would sweep over the target area and locate the CV, before dragging the CAP away.  The Kitties would escort the SBDs to the target.

So we rolled and headed to the target area.  Then the fighters took off.  Five minutes later I ask for position reports.  The Hawgs are right where they should be, but the F6Fs are sixty miles behind their anticipated location!  There's no way they can make up that distance and still give the SBDs time to reach their target!  I send the F6Fs direct.
The hawgs run into an aggressive CAP and get chewed up.  The SBDs get killed by fleet ack as they drop on target.  The kitties show up and are shot to hell.

It was only when they posted the results that I found out what happened: The Hellcat leader I had pressed into service wasn't aware that this was, in fact, a carrier scenario.  He missed the order to relocate to the CV and took off with his whole group from the land base!

lessons learned: see above.  Everybody's supposed to have read the briefings, but have someone repeat everything.  If you're gonna gangpress 2 commanders, shanghai 4 more.
« Last Edit: January 15, 2002, 06:39:22 PM by Dinger »