One of the new concepts in ‘Command Decision Test of Battle’ is the ‘Fog of War’ cards (FoW). I’m not sure which is more controversial, the points in ‘Test of Battle’ or the ‘Fog of War’ cards? In a previous article I discussed ‘Test of Battle’ points and how it all came about. This discussion addresses perhaps my favorite aspect of ‘Command Decision Test of Battle’.
The reasons I put the FoW cards in the game has to do with my view of combat--these cards embody that spirit and, more specifically, how combat is not like chess. Some view combat strategy and tactics as a pipe smoking event--study the board and make your move. This might be true for grand strategy but for the grunts in the field it is hardly a fun time. With all the noise, dirt, exhaustion, confusion and fear, it’s a miracle we ever have a clear depiction from victor or vanquished. Yes, we are playing a game, and our little men are good soldiers and always obey their orders, but I want something else. No, I don’t want the noise, dirt, exhaustion, confusion and fear, but I do want to model the impact. I also wanted to model the bravery and initiative of a select few. I almost forgot, did I mention situational awareness? Some of us think soldiers have a clear picture of what’s going on around them. Perhaps at times they do, but that distance is far shorter than we might think. In addition, with all this information, it’s a miracle they can make clear decisions about this information. For me, the simplest way to model all of this is with the FoW cards.