WARNING: This is Version 1 of my old archive, so Photos will NOT work and many links will NOT work. But you can find articles by searching on the Titles. There is a lot of information in this archive. Use the SEARCH BAR at the top right. Prior to December 2012; I was a pro-Christian type of Conservative. I was unaware of the mass of Jewish lies in history, especially the lies regarding WW2 and Hitler. So in here you will find pro-Jewish and pro-Israel material. I was definitely WRONG about the Boeremag and Janusz Walus. They were for real.
Original Post Date: 2007-03-13 Posted By: Jan
From the News Archives of: WWW.AfricanCrisis.Org
Date & Time Posted: 3/13/2007
[Pic] The Mathematics of Warfare: My Boer, British, Zulu WarGame
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From the News Archives of: WWW.AfricanCrisis.Org
Date & Time Posted: 3/13/2007
[Pic] The Mathematics of Warfare: My Boer, British, Zulu WarGame
Back in 2005, I posted an article on a history forum where some really cool intellectuals and military minds in America and Europe were discussing history. Recently someone asked me what the result of that was. This is part of my thinking and interest in Prediction, and worth adding into the discussion about The Future – which clearly concerns all of us, not just in Southern Africa but elsewhere in the world. The Reader wrote:- Did you manage to do the modeling you were attempting? How did it go? What models did you choose? Did they work? When I saw the discussion, I became curious about how things went. Bernie Here is Jan’s original post in 2005:- I am looking for information on what one might call the Mathematics of warfare. By this I am referring to equations such as the Lanchester equation, Col Du Puy’s QJM/HERO… and anything else. I’m looking for models and maths to calculate:- I know what I’m asking for is a very wide topic… but if people can point me to different sources I would appreciate it. Also, I’m looking for any info on any era. I just want to get good sources and good reading material with a statistical/mathematical flavour. Also… does anyone know of any mathematical models for guerilla warfare… for calculating the outcome of a guerilla type war… e.g. like Napoleon’s penninsula campaign or Vietnam, etc… i.e. when conventional troops come up against irregulars who are launching surprise attacks, ambushes, etc. I am assuming that this is an area of study where little if anything has been done… but I’m asking anyway. Its one thing calculating the outcome of a single battle… but its another when you’re dealing with a vague concept like guerrilla warfare… and yet… I would think it must be possible. One particularly important reply came from an American Artillery Officer whose posts I’ve read many times and who actually fought in the first Gulf War. I regard him as an extremely intelligent man – based on his many observations in the past. He did knock the wind out of my sails a bit with his comments. But I think he took them in the wrong vein. Nevertheless I have a great respect for his views:- Howie, The Dupuys have done the same thing Jomini did-take the human element out of consideration. That is not a wise thing to do. We did computer simulations before going to Kuwait in 1990. According to the computer, the US and its allies lost every time. So much for computer simulation. Patton said the one constant in warfare was man. Tactics, techniques, and technology change, and man does not. You can apply mathematics to logistics, artillery fire direction, and a few other sciences that are included in the military art. However, Napoleon didn’t consider warfare an exact mathematical science, though he did consider the study of mathematics essential for officers-undoubtedly because math tends to discipline the mind to think logically (for a change). He always planned carefully, but changed his plans as the situation dictated, and went with the flow if he had to. He also made his own luck, which he considered as the ability to exploit accidents. ‘First, one must see…’ Napoleon also considered the simplest moves to be the best and was a master of the nine principles of war. If anyone wants a ‘mathematical’ application to warfare, see Scharnhorst’s opinions about his Prussian contemporaries before Jena. they are quite enlightening. Sincerely, Hi Bernie, The short answer is that I did indeed go ahead and I did indeed built a model along the lines of what I envisaged in that email. I even played two hypothetical campaigns using historical and invented data. It was an interesting exercise. I did later find some papers on the Internet which I printed and read. One was a fascinating paper about how Colonel DuPuy’s formulae prove the Lanchester Eqations (of battle) true. My feeling was that there is a lot of truth in this. The key thing in all these calculations (and which I think Kevin misses in his pooh poohing of numbers), is the fact that you have soldiers of different quality. DuPuy deals with this in depth in his analysis of the world wars. I think it is fair and obvious to say that not all soldiers are the same and any simulation must make the correct assumption of quality of troops. What Kevin never did say was whether the basic assumptions of the Iraqi army did indeed take into account the lower quality of the Iraqi forces. Also, did they simulate General Schwarzkopf’s surprise attack through the desert and did they take into account the effects of a surprise attack on the Iraqi army? Surprise is a huge factor. I am convinced that when they did the modelling they must have made errors in their assumptions. It is interesting that the US Army and senior commanders did still attack even though their models told them they’d fail. Does it mean they don’t trust their own models or do they sense their own models may be wrong? In the end, lacking new ideas of how to model, I simply went and took all DuPuy’s writings and started building a set of programs based solely on Du Puy’s writings. Du Puy changed his ideas as time went by too. I did not have access to the very latest ideas – the ones which supplanted his QJM and HERO systems – so I merely took what he wrote in the 1970s and 1980s and I started writing a web-based wargaming program. I would have liked to model tanks and aircraft, but I did not get that far. The tanks, artillery, etc instead need different loss and replacement rates and I did not get around to modelling that. But to test the basic idea I went and did this. I wrote a simple game that can simulate infantry and cavalry and I then went and created a hypothetical and extremely simple scenario which I wargamed. It was terribly simple but I actually had a lot of fun with it and I want to do more of it. I ran my biggest simulation to simulate 77 days of warfare. It took me several weeks, playing a little bit each evening. The main thing I wanted to do with DuPuy’s equations, tables and historical data was to take them in the form he gave them, build a computer program around them and then run them “raw” and see what happens. I did not want to invent too many rules (except where absolutely necessary) – because I wanted to see if one could get a “feel” for the “logic of war”. Let me elaborate. I did not want to have preconceived ideas about certain things – I wanted to run the game and then see what logic works in the game. Its best if I explain two things I learnt after playing my simple simulations. My first simulation was truly simple – it was really in order to debug the program. It was a tedious thing. I simulated about 120 days of battle over about 2-3 months to debug the program. When it was pretty bug free, because of limitations on my mapping (this is where my game ultimately broke down), I decided to take the original game map, expand it, add a nice hypothetical story twist and then play a simple, but heck of an interesting game. Now the original “test battle” was simple. I have a lovely map of South Africa in 1890 – complete with roads and rail. So I superimposed very simple graphics (truly primitive stuff) over it so that my units could move over the map and I could see the entire map. I wanted to test the quality versus quantity concept. So because building logic for tanks, artillery required more work – I only wrote up DuPuy’s tables and calculations so that I could simulate: Infantry and Cavalry. Since he has a very wide variety (all of history) set of weapons, I then made some educated guesses and I had the Zulus, armed with the equivalent of Roman javelins/spears, and I gave them some guys with muskets. Then I chose the Orange Free State (OFS) in South Africa as my battleground. So I played a surprise Zulu invasion of the Free state. I looked at historical precedents like the Battle of Blood River, etc and did some quality calculations. So I settled on relative quality between the Boers and Zulus. I allowed for historical factors like the Zulus being able to march much faster than normal infantry. As an added twist, I added in individual runners/horse riders as messengers in both armies. Since the battleground is hundreds of kilometres in size, I wanted to see how a campaign would be affected when you have bad communications – no telegraph – only riders, and troops and settlements spread over hundreds of miles. So the first test game (for debugging) was simple – a column of about 11,000 Zulus armed with spears and a few hundred armed with muskets sneak over the border and fall on town after town with the element of surprise. Then as the first town is caught in a panic they send off messengers to other towns, riding on horseback. This creates a big time delay factor in the battle. I played the commanders, and I made copious notes of what info each would receive, when, and what would he know at that time. Then he issues orders based on what he does and does not know. Among the things I built in the game from DuPuy were:- I did not:- When I was happy that the logic was working… I played a 2nd and much more interesting game on the same map. The second game I played was a complex scenario I thought up. I used a hypothetical invasion of the British and Zulus along with rules that the British wanted to arm various natives they came into contact with. So as the British invade in 3 columns (one from the west, another in the east and another in the south), they bring with them wagons with muskets which they will use to arm any black natives they come across who will then join their army. I gave the British and Boer small numbers of artillery – a single cannon here and there. My artillery loss calculations would thus not be too affected. I wanted to see what effect a single cannon of the time had on a battalion-sized battle (it proved very interesting since one cannon was effectively worth a good few hundred men). So I used the same surprise attack theme. 3 British battalions, along with a big Zulu force cross the borders. This gave the battles a great quality since there were mixes of Boers versus sometimes only natives and sometimes only British and other times a mixed British/Native force. In the east of the OFS are the Drakensburg mountains, and that was a different feature to the very flat lands which existed elsewhere. And I wanted to see the effect of this on the battle. It slowed the movements and battles down a lot. It was great for defence. There was one very surprising battle where I think 200 entrenched Boers held out successfully against 2,000(43)+ Zulus in the game. I had expected them to be defeated… but they held on until much stronger reinforcements arrived. Eventually they were driven back. But since the game was based on a surprise attack with no communications for the Boers except horse-riders it was fascinating. It took about 2 weeks for the news to reach the Boer commander in Bloemfontein about the attack on all fronts. I did include in this scenario a railwayline to see how that would affect the Boer strategy and I had a lot of fun with it. I expected the game to be a defence from a central position with the Boers using mobility to dash north and south fighting various armies coming at them. But that’s where the game became very strange. So it took 2 weeks for the Boers to fully realise and appreciate the onslaught coming from all sides. It took another 2 weeks for them to send riders to the distant towns and to raise the commandos in each town and order them to fall back on various positions. So the first month consisted mostly of retreat and losing towns with small fights here and there. Where the terrain was flatter, the battles moved faster. Action in the west occurred weeks before action in the east. Lots of interesting things occurred because of the time delay with orders and the movement of information since both the British and the Boers were always several days behind the events which were actually in the field and sometimes information would take 2 weeks or even longer to reach them. It also made the game tedious. I enjoyed the strategic mobility that the trains offered. It was actually fabulous. I really loved the single railway line and could see what power it offered to a commander in those days. I tried to stick to relatively historically accurate quality ratios and troop ratios. I made 80% of the Boer force mounted and had only a few infanty. The British were mostly infantry with a few mounted troops. The Zulus were mostly armed with spears and had a few hundred with muskets. What I wanted to do was make DuPuy’s formulae and tables come alive. The troops marched along roads and trails that I laid out, and nowhere else. They marched and fought from town to town. DuPuy allowed for withdrawals. I modified it somewhat to distinguish between troops just walking away, and those withdrawing in an orderly fashion. I also had to think up logic for a unit which is being attacked from the front and the rear at the same time. I did this successfully without warping his ideas. I did not allow for morale. I made that decision by myself. I eventually adopted the rule, based mostly on Anglo-Boer war instances – that if a unit fights a continuous battle for 1 or more days and loses 25-30% of its strength then it will surrender. I also introduced prisoner exchanges between the sides later. Units did not fight to the death. I never allowed that since that is unrealistic. So, what did I learn if anything? The main thing that surprised me, and it answered a burning question was: Concentration of Force. One hears about concentration of force all the time, but I found myself, almost unwittingly, splitting forces into ever smaller units sending them to watch over roads, towns and covering possible invasions. I found myself whittling away reserves and sending them piecemeal here and there – wasting time and achieving little. It took a TREMENDOUS conscious effort to resist this desire to split forces and be everywhere and think in terms of concentration. I found this “splitting concept” to be the most interesting result of the simulation and I can now easily realise why in the real world commanders make this error. It is extremely natural. I actually enjoyed discovering that I was falling into this trap constantly and sometimes I was so guilty of it that the whole campaign was in jeopardy. I think I didn’t do too bad in making a lot of DuPuy’s stuff come to life. What eventually caused me to stop was a technical bug in my map. It proved to be a big nuisance and made the game really tedious. My next aim was to simulate the first 6 months of the entire Anglo-Boer war – which at a point resulted in a British army of 250,000 men. I did start building up copious notes of the order of battle for both sides along with estimates and guesses for the parts I did not know. But my technical map glitch meant that setting up the map for the entire Boer war could take me weeks. It was far too tedious. So I let it be. I needed to find a proper technical solution. I have now found a solution – and need to build it in. Once I’ve done that, I will be able to run simulations again. Note – the simulation I produced is actually web friendly – it generates HTML and can be put on the Internet. But, running it is tedious. It is not point-and-click. You have to sit and input data tediously, give orders exactly correctly… its a long, slow process. The calculations run a long time too. DuPuy’s calculations are for 1 day at a time. I had to modify them because of the problem of forces running into each other. So I do calculations for all forces every 15 minutes. So I break a day into 15 minute chunks so that forces will march and meet each other at a realistic point. So for example, two forces may meet at 11:30, and then they fight for part of the day. So its not a full day’s battle. These 15 minute chunks result in the calculations being extremely slow, and it takes about 5-10 minutes for it to do all the movements and battle calculations for a single day. If I simulate the whole Boer war, then it could easily take 15 minutes or more for it to process the actions of one day. For the Anglo-Boer war though, I would abandon the whole “rider/runner” concept since they used telegraphs and heliographs which were very fast. I would have a simple rule that would allow battle information to travel long distances in 1-2 days. I’d like to wargame 6 months of the ENTIRE Boer war… with all the major forces simultaneously. To make the simulation work for the modern era, the main missing thing is armour. I need to build in the armous rules for movement and for losses and replacement. Ditto for artillery. But once that’s in, I can then also do something new – I could compare Infantry with body armour’s losses versus infantry without body armour. There is no question in my mind that two infantry battalions, of equal size, same quality, similar weapons but the one having body armour and the other not – that the ones with body armour would steadily whittle the others down and eventually destroy them. If I do the above, and fix the map, I could then run a simulation for any country, anywhere in the world with land forces. Air is more difficult – I can’t simulate air properly except in a vague fashion. I think one could bring in air… in a certain way if really was needed… but I’m focussing more on ground battles. I would like to test armour and Blitzkrieg tactics. From what I picked up of my simple simulation, artillery is a serious multiplier. For fun, below are the notes of the Boer side of the war as seen by the Boer commander. I noted the dates he got the messages versus the dates when the scouts saw it. All the references to “I saw” and “I was at” are merely notes as I wrote them up as a scout would report them. Its very basic, but it will give you an idea of the flow of the battle. By this time the program was pretty well debugged. But it did crash once or twice and the battle at Smithfield caused it to crash. But I merely took those results and carried on anyway even though the outcome of that one battle was faulty. The rest of the campaign flowed smoothly. I’ll also send you a map of the battle after 77 days – when I stopped. The blue squares are the Boer units, the Red are the British/Zulu/Native forces. The big box which reads Bloemfontein, is merely showing you what units are in Bloemfontein at the time. My “armies” and units were small – a mere few hundred men. Post=Posture – as defined by DuPuy. You will see one set of black crossed swords on the map – that is when two enemies are in close proximity and a battle is about to begin or is in progress. At this late stage the British were driven out of the west, and a much bigger set of battles was yet to be fought in the east, primarily in the mountains. I estimated that the Boers needed at least another 3 months or more to completely drive out the invaders – so my guess is the whole campaign would have taken about 6 months. And note… you play the game one day at a time, issuing new orders only at the end of each day – which is quite realistic enough for me. Note, I included in this the “quality” issue. I based it on Boer versus black battles and Boer versus British battles and worked backwards. The result was that the average Boer soldier was worth more than 2 British, and I ranked the Native/Black troops as the lowest quality. So in this you will see interesting British/Black armies fighting smaller Boer forces and losing heavier numbers of men or even losing. These calculations are exactly as per DuPuy’s formulae. I thought the results were pretty realistic. In one battle you’ll see the Boers losing 21 men while the British lose 50 and the Natives lose over 20. (It also depends who was attacking). The fieldguns made a big difference. I only allowed about 5 fieldguns in the whole scenario and having even 2 in one battle meant overwhelming firepower. I think the entire Boer army I allowed for in this scenario was somewhere round about 1,000 men. The British started with 1,800 and the Blacks numbered a few thousand – plus – if the British reached Thaba Nchu, I would have awarded them another 2,000 blacks, 1,000 of which they could arm with rifles. But I stopped the game before it went that far. I can still carry on with the game, since all the games I played are saved and I simply can continue with them. So here, for fun is the Boer Commander’s view of the 77 days of battle, of this hypothetical war along with his centralised “summary of knowledge” of what he does and does not know and surmises at that point in time. The Secret invasion starts on 1880-10-01:- 1880-10-03: 1880-10-04: 1880-10-04: 1880-10-06: 1880-10-08: 1880-10-10: 1880-10-10: The Bfn General has ordered the following:- 1880-10-12: 1880-10-14: 1880-10-16: 1880-10-18: Sent: 1880-10-14 They told us they are part of the 1st British Batallion of 600 men & that other men went on to attack Boshoff and Hoopstad. They are based in Kimberly. They also say they will also arm the Blacks against us! 1880-10-22: Sent: 1880-10-16: 1880-10-22: Sent: 1880-10-17: We will now go to Boshoff & probe the British there. 1880-10-22: Sent: 1880-10-08: 1880-10-26: Sent: 1880-10-21: 1880-10-27: Sent: 1880-10-23: 1880-10-29: Sent: 1880-10-15: 1880-10-30: Sent: 1880-10-15: 1880-10-30: Sent: 1880-10-24: 1880-10-31: Sent: 1880-10-22: 1880-11-03: Sent: 1880-10-30: 1880-11-04: Sent: 1880-10-29: From: Western Army in Boshoff. 1880-11-04: Sent: 1880-10-31: 1880-11-06: Sent: 1880-10-28: 1880-11-06: Sent: 1880-10-31: 1880-11-08: Sent: 1880-10-27: 1880-11-23: Sent: 1880-11-11: 1880-11-24: Sent: 1880-11-19: 1880-11-24: 1880-12-03: Sent: 1880-11-29: 1880-12-03: Sent: 1880-11-30: 1880-12-03: Sent: 1880-11-23: 1880-12-08: 1880-12-12: Current Boer Knowledge:- 140 British, 270 Zulu riflemen & 1730 Zulu Impis in Ficksburg 1000 British, Zulu Impis & Riflemen in Frankfort 0 British in Philippolis Here, for fun is an example of the log that the calculations print out. It can make for tedious reading and I kept it mostly to browse and investigate for errors. A shortened log of the highlights is what I mainly used. For example, I had an ordering system where I issued orders telling units to move and what posture to adopt. For example, I would tell units to advance and if they meet the enemy to decline battle and to immediately start digging in, or you could tell them to advance and when they meet the enemy to attack. Things such as fatigue, etc as from DuPuy’s calculations were in there. This is a small excerpt from a time period of 30 minutes of a day. Most of the news and the log pertains to the tedious marching by the units – since that is what they’re doing. When their orders are finished they stop and wait for the next set of orders. You will see the system calculating movement rates depending on the terrain. 76 10:15 Boer Bfn Infantry: 8 Fatigue: 1 Adv=0.2 I have thought of running simulations for all sorts of hypothetical and historical games once I fix the map and later build in armour and artillery losses/repairs. I have wanted to run simple basic Iraq/Iran invasion scenarios or some very rough, fully blown Middle East land war. But even tinier simulations could be good fun and instructive. For example, I have researched a little known scenario in Rhodesia (now Zimbabwe), where in 1979, the Zipra forces, armed with Soviet Tanks and Migs were going to send 5 Brigades into Rhodesia, crossing at Kariba, and making a dash for the capital. The Rhodesian army prepared for it including building a smallish type of wheeled tank killer. The invasion never occurred because Rhodesian SAS blew up bridges in Zambia thereby stopping the armour and mechanised force from attacking. I would have liked to simulate the surprise attack if it had occurred and like with the Boers, count the days and see the progress of these armoured columns while forces are rapidly pulled from various theatres and brought in to fight them. Will they reach the capital? What will happen to the two armoured columns? I also have toyed with simulating civil wars, including a hypothetical future Zimbabwe Civil War and studying it. I have looked at maps and drawn various conclusions about Zimbabwe strategically, but it would be fun playing various hypothetical situations. African wars are of interest to me. Another war of interest, and worth simulating, would be the invasion of Namibia by South Africa in 1914. South Africa invaded, by land and sea, Namibia and fought the German army there and defeated it in a swift campaign. I quite like DuPuy’s results. Its too tedious for most people. At one time I considered taking a single game, and making it available on the web allowing people to play it. But its not user friendly and its slow. You really have to be deeply interested in the technical stuff to actually make the effort. I also spent time using DuPuy’s various formulae to calculate the TLI and OLI values of weapons. What could result from this – is the theoretical “invention” of weapons that do not actually exist – but which you then wargame as if they existed. Then you assess how good these theoretical weapons would possibly be. This simulation business can be extremely time-consuming. The movement and battle logic is no joke. It took me weeks of tedious writing and debugging. There are still limitations in the way the units can move. Devising a simple movement system that would work with DuPuy’s formulae and allowing the units to move – was no joke. The battles are really complex. I allow reinforcements. The way the battles run, reinforcements can arrive at any time of the battle and join in the fight and it will correctly reflect the different fatigue and loss levels. I took DuPuy’s formulae and I implemented them exactly – perhaps even better than he implemented them. I never went beyond DuPuy’s formulae. I wanted to play with Political simulations and with Guerilla warfare simulations. I even toyed with a Spy-simulation. But I never wrote any of these. I merely sat and thought about them, but did not implement them. On my own private website I want to run a theoretical exercise called, “The Prediction Experiment” to focus mostly on the Political prediction side of the thing. I’m actually looking for good books on serious wargames as run by military types. I’m also looking for a military handbook on logistics. This is all tedious, dry stuff, but I’m interested in it. I’m looking for any thinking and input regarding simulation of the real world. I did think of simulating guerilla warfare in a very vague form. At one time, some years back, I sat and did some calculations from the Rhodesian war to see if I could detect some kind of formula, but I came up empty-handed. I think its doable… but not easy… and it has to be conceptual… I really like what DuPuy did. Even if it has errors, he tried to quantify things. Even if its not perfect, it still gives a pretty realistic feel. But the best way to test it would be to fight historical battles and wars and compare the real results with his calculations. I probably drowned you with my reply. I was wondering if I should post it on the forum to show them the nonsense I got up to after I asked those questions. Jan. /pred/ |
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