“Hector Bywater’s Naval Wargame” … reply to T. Rooker

January 2nd, 2009

From Tue Sep 09 09:45:33 1997
>X-Authentication-Warning: ecom7.ecn.bgu.edu: mslrc owned process doing -bs
>Date: Tue, 9 Sep 1997 11:44:34 -0500 (CDT)
>From: “Louis R. Coatney”
>X-Sender: mslrc@ecom7.ecn.bgu.edu
>To: Conflict simulation Games ,
> mahan@microwrks.com
>cc: “Louis R. Coatney” ,
> “William D. Anderson” ,
> “Lee H. Tichenor”
>Subject: Re: “Hector Bywater’s Naval Wargame” … reply to T. Rooker
>Precendence: bulk
>Sender: mahan-owner@microworks.net
>
>
>TR,
>
> Thanks for your thoughtful riposte. I disagreed with a lot of
>it, of course, but what (else) is CONSIM-L for? 🙂
>
> Some questions:
>
>On Tue, 9 Sep 1997, Terry Rooker wrote:
> > On Mon, 8 Sep 1997, Louis R. Coatney wrote:
> > > WHAT IF there had been a naval boardgame … not unlike The Avalon
> > > Hill Game Company’s now-classic VICTORY IN THE PACIFIC … published
> > > in tandem/consultation with Hector? There is absolutely *nothing*
> > > in VITP that couldn’t have been thought up 45 years before it was
> > > finally published: it’s just a *manual* boardgame with simple, logical
> > > mechanics. (I’ll be critiquing it soon, but ….)
> > >
> > There are certain mental steps you have to go through to come to new
> > ideas. Claiming VitP could have been dreamed up 45 years earlier is like
> > saying Galileo could have developed the laws of motion since all he had
> > to do was watch things fall. Which he did do by the way, and still
> > didn’t come up with the motion laws.
>
>OK, Rooker … since this was the central point of my original post, in
> fact … exactly WHAT are these mental steps that couldn’t have been
> gone through 45 years before?? (It’s certainly not the math. 🙂 )
>
> > > How well could it have modelled what could actually have happened?
> > >
> > It would have sucked. Carriers were used much differently by both sides
> > than most imagined beforehand. A key element of the USN performance,
> > underway replenishment, wasn’t even a wet dream yet. The need for
> > controlled intercept and accurate AA fire was not realized. The list
> > goes on.
>
>BUT … my question was … couldn’t even a basic game like VITP have
> stimulated innovative/problem-solving thinking? (Look at the John Wayne
> movie about Spig Wead … and all the bulldozer-to-move-an-anthill
> mental gnashing he went through, just to come up with the idea of using
> jeep carriers for *fleet support* … or was this just an excuse to let
> us see the beautiful Maureen O’Hara again? (Did Ford do the movie??)
> (Hmm … Does anyone know if *M. O’Hara* had the daughters she should
> have had?)
>
>I was visiting my best friend from the Academy in DC, once. He had just
> been put in charge of the Pentagon’s new weapons conceptualization
> program. He asked *me* for my input … and I of course suggested sci
> fi and gamer designers … if/when they are really proposing something
> NEW … not just more “space galleons.” 🙂
>
>New ideas don’t come out of *computers* … the last I heard, anyway.
>
> > > AND … could it have demonstrated the futility of a Japanese attack/war
> > > and somehow have deterred that from occurring?
> > The futility of the Japanese attack was not a foregone conclusion. If
> > they had done as someone suggested in a PTO level wargame and initially
> > just gone for the European possessions first they might have had an
> > easier time of it. Then the temptation for a surprise attack would have
> > been less. FWIW, my mother stills hates Japan and all Japanese for the
> > attack. That’s 50 years later. Consider the emotion at the time.
>
>In fact, the Japanese could have taken the Hawaiian Islands right there
> and then, if they had brought along invasion troops … and maybe won
> the war hands-down.
>
>I wonder how many “Japanese” HECTOR BYWATER’S NAVAL WARGAME players would
> have started their games with a carrier … or battleship … raid on
> Pearl Harbor … and whether that would have raised national concern
> about proper defenses and vigilance … among the younger generations
> who would be fighting the war … and who were, in fact, on duty and
> in control of PH’s defenses (even if by command default) in the early,
> critical hours of 7 Dec 41.
>
>(Did wargaming … arcade-type and/or strategic … enhance the
> performance of our Gulf War generation? ??)
>
>(On the other hand, I don’t see national concern about the need for
> “Star Wars” weapons … to end the arms race and military threats/
> confrontations, once and for all. Bill Clinton is *not* “seizing
> the moment” … and we will soon be right back where we were in
> “The Hunt for Red October” … this time vis a vis the *Red Chinese*
> … and still under the Sword of Damocles … and it is statistically
> INEVITABLE that one of these damn/nuclear “things” is going to go OFF.)
>
>What *I* am/was suggesting, though, is that games can be powerful
> attitude-influencers. If the Japanese (people) had seen/played a
> game which painted a war as ultimately hopeless against American
> industrial might, would there have been the necessary lower/younger
> ranks enthusiasm necessary for it?
>
>How would YEAR OF THE RAT (SPI, about Vietnam) have impacted (young)
> Americans in *1963*? ??

Posted via email from mahan’s posterous

Purpose
The Mahan Naval Discussion List hosted here at NavalStrategy.org is to foster discussion and debate on the relevance of Admiral Alfred Thayer Mahan's ideas on the importance of sea power influenced navies around the world.
Links