
War Game Review
By Dave Banks - Febuary 28, 2022
Reading Time: 5 min
Operational Art of War IV, by Matrix Games. Computer simulation of formation combat operations
Available: From Matrix Games online
Typical Price: Less than $40.00 CDN

Background: Unless Canadian Army officers are lucky enough to serve with Allied forces, their exposure to operations at brigade and higher levels will likely be limited to attending Command and Staff College, or to participating in a UNIFIED RESOLVE or a MAPLE RESOLVE exercise. The opportunities to think, plan and fight at formation level are hard to come by. But, as the German Army learned in the late 1920s and early 1930s, a small army can still school its officers to think “upwards and outwards” so that when war comes, the fundamentals of combined arms fighting at formation level are already instilled in well-exercised theory. The game Operational Art of War IV provides a useful, challenging, and cost-effective tool to introduce, maintain and hone those fundamentals.
About the Game: The first version of Operational Art of War (OAW) was introduced in 1998 and is now in its fourth iteration. (You can read about its history here). While the game has the ability to represent combat from sub-unit up to army group level, its greatest strength lies in depicting the brigade/division/corps levels. It is a fairly standard “hex and counter”- type game, whose appearance may remind you of a board game, with basic map graphics and standard NATO symbology on counters. Do not let that fool you. Under the hood are the results of years of game design improvements that allow the game to consider a wide range of factors such as terrain, weather, fatigue, digging in, supply, weapon types, air support, vehicle capabilities and command and control each time it digitally resolves a combat action.
Scenarios: The game includes around 100 scenarios ranging in subject matter and period from the American Civil War, both World Wars, Korea, Vietnam to Desert Storm and future hypothetical conflicts. A powerful scenario editor allows you to modify any of these scenarios or to create your own. Hundreds more scenarios are available through the online gaming community. Scenarios give you the opportunity to examine the many ‘what-ifs’ of military history.
Game Play: OAWIV uses a turn-based system known as ‘I Go-You Go’ which is similar to that used in any board game, although as conditions change the game will decide which player, human or Artificial Intelligence (AI), has the initiative to go first. Reinforcements are received (or not!), forces moved and deployed, and combats resolved. Games range in length from as few as 15 or 20 turns to over 100, depending on the scenario. Games can be played with either side as human or AI, or ‘head-to-head’.
Strengths:
- A powerful and deep depiction of formation-level land-centric combat that requires players to think ahead about things such as supporting fires, supply routes, fatigue and weather;
- A wide range of scenarios allowing players to study engagements from all major conflicts since the mid-19th century; and
- A capable editor that allows users to build almost any scenario they can think of.
Weaknesses:
- While OAWIV does represent both air and maritime operations, these are really supporting players to the land operations. The game can represent combat in these domains, but it does better when depicting the effects of these components on the land fight;
- The game does not do nearly as well depicting combat below battalion level as it does at brigade and above. There are plenty of other games available that do a much better job of representing lower-end tactical combat; and
- The scenario editor by itself is worth the price of the game, but it requires some dedicated effort to master its functions.
Using the Game as a Learning Tool:
- Play a scenario on your own in conjunction with reading a good battle or campaign study. I did this for the Ardennes Offensive: after playing both sides I found I had a much better understanding of why the campaign unfolded the way it did;
- Use a projected image of a game on a big screen or virtually to support the teaching of a case study or in preparation for a battlefield tour;
- Conduct a ‘force-on-force’ free-play battle to develop the ability to conceptualize at formation level against a live enemy; or
- Using the scenario editor, use the game as the vehicle for a course of action (COA) war game or plan a war game.




Related Content
preview | 1 | title | 4 | 5 |
---|
Page details
- Date modified: