Deep Analysis

Case Studies & Analysis

Exploring what specific wargames teach, how their mechanics work, and using games to understand historical and strategic questions.

[U-71]
Mechanics Analysis
Game: Combat Commander: Europe

How Combat Commander Teaches Tactical Uncertainty

Question: What does Combat Commander's card-driven system model that other tactical games miss?

Approach: Compared Combat Commander to other squad-level games (ASL, Conflict of Heroes) focusing on how uncertainty and friction are represented.

Findings: The card-driven system creates real fog of war: you can't execute your perfect plan because you don't have the cards. This models command friction better than deterministic activations.

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[V-72]
Applied Research

Modeling Gray Zone Conflict Through Matrix Games

Question: How can we explore modern 'gray zone' competition when no traditional wargame exists for it?

Approach: Designed a matrix game around a hypothetical South China Sea scenario, focusing on ambiguous actions and escalation risk.

Findings: Matrix games excel at modeling political-military gray zones because they don't require pre-defined rules for every action. Players invent moves, which mirrors the ambiguity of real gray zone competition.

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[W-73]
Historical Research
Game: Enemy at the Gates (Lock 'n Load)

Using Wargames to Understand the Battle of Kursk

Question: What does playing Kursk scenarios teach us about the historical battle that reading doesn't?

Approach: Played multiple Kursk scenarios across different game systems, analyzing what choices players face and what constraints the games model.

Findings: Wargames make visible the operational dilemma: German forces had to attack despite unfavorable conditions because waiting meant letting Soviet defenses strengthen. The games teach through constraint, not narrative.

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