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Greg Wilmoth's avatar

This reminds me of an exercise I participated in back in 1999 as part Prof. Eliot Cohen's class on Understanding Military Technology at Johns Hopkins School of Advanced International Studies in Washington DC. He used the computer game Sid Meier's Gettysburg, which was brand new at the time. Teams playing each side were set up in separate rooms with each individual sitting in their own computer booth. Each side had an overall commander and three or four subordinate commanders. Although the players each controlled their own individual units, messages between and among the commanders and their subordinates had to be hand written and delivered by a runner. In addition to the lag in executing orders built into the computer game, the hand written message system slowed down the players' actions and responses down even further.

As I recall, I was a subordinate Union player stationed near the south end of the Union line. We were in the process of improving our position and preparing to advance when the Union player at the northern end started messaging for help. He wasn't very specific, and we couldn't see what was happening. Before we knew it, the Confederates had conducted a massive sweep around our right flank and rolled up our line. We were destroyed piecemeal before we could establish a new defensive line facing their attacks. A vivid lesson on the fog of battle in the 19th century!

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Raviv's avatar

Geoff, do you have any plans to reprint/remake Fog of War? Possibly in a different setting than WW2?

I find it very hard to play WW2 games. They usually mean that either me or someone I'm playing with should control Nazi Germany forces, and try to help them win. This makes me feel really unconfortable. I'm fine with controlling Orcs or Necromancers or any other fantasy "bad guys", but WW2 is too real.

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