Deeper Strategy: The Role of Chance in Wargaming
Back when I first
started this blog, I intended to go through the United States Marine Corps
Doctrine Manuals in an attempt to relate real-world strategic and tactical thinking
with the tabletop, to further augment each reader as a tabletop general.
Admittedly, some of the considerations in the manuals have little correlation
with the tabletop, but many of the principles give us a sound look into the
mechanics of warfare, beyond what is immediately apparent.
Today I am reposting an
article from earlier this year which discusses how even chance can be used to
gain a battlefield advantage (or mitigate that of the enemy). Fresh articles
will start next weekend, as we look deeper into the mechanics of the tabletop
battlefield.
"We should remember that chance favors
neither belligerent exclusively. Consequently, we must view chance not only as
a threat but also an opportunity which we must be ever ready to exploit."
-Marine Corps Doctrine
Manual on Warfighting, p. 9.
This may be a
stand-alone article or it may become a weekly/monthly/whenever-I-feel like it
feature on the forum. At any rate, the purpose of this piece is to highlight
areas of thinking within the game that need to be modified or thrown out
entirely.
The psychological term
that relates to my subject matter today is cognitive dissonance. The definition
for cognitive dissonance is "psychological conflict resulting from
incongruous beliefs and attitudes held simultaneously" http://www.merriam-webster.com/dictiona ... dissonance
What follows is an
everyday example of cognitive dissonance. While it will take a bit to read,
please follow through. I promise this will make you a better 40k gamer!
Most people simply
accept that more children are born during the full moon. This is even accepted
within hospitals by the nursing staff that help deliver the babies. However,
actual research has shown that this is simply not the case. There is actually a
1% rise before and after a full moon. And yet somehow, even when presented with
this data, delivery room staff will scoff and claim their empirical data is
more accurate than printed facts of births from previous years. The following
quote was from an anonymous user on an article I read regarding this subject:
"This is very
true!! I am a labor and delivery nurse in a large hospital and we always know
it will be crazy busy when there is a full moon!!! This holds true of course
for the ER and other units in the hospital that I've worked on-you always see
more action with a full moon!"
The comment does not
match the data, but the staff genuinely believe that what they have observed is
the truth. So how can this be? COGNITIVE DISSONANCE.
When there is a quiet
night in the birthing area, no one is going to stop and look at the moon. It
might be a full moon that night, and if questioned the staff is likely to shrug
their shoulders and say, "There are exceptions to every rule."
However, when the delivery area gets busy they will peek out the window; if
there is no full moon, again, this is simply an exception. But if the full moon
is out, you better believe they will file that one in the "Evidence of
Full Moon Causing Labor" file. It doesn't matter that more than half the
time the labor area is at normal capacity on full moons; their brain has been
trained to reject evidence that defies their conclusion, and file away anything
that supports their claim, no matter how rare.
With all that waxing
philosophic behind us, how does it apply to a game of 40k, and how can we
modify our thinking to become better players? I submit the following quote for
your consideration:
"I never get good
dice."
We have all heard it,
and I guarantee you we have all used it. It is difficult to pinpoint how our
list construction or our tactics have failed us in a game, but when the chips
are down and we are having a bad game, it is easy to focus on the time we
rolled 5 saves, needing 3+, and failed four of the saves, clearing our Troops
choice from the objective. It doesn't matter how many times in the game we made
4 out of 4 saves, and it definitely doesn't matter that the other choices we
took in the game led us to that moment where we needed to make at least two of
those saves. No, it is easier to simply look to the random number generators as
the source of our failure.
Before you say,
"But I didn't make any mistakes, IT WAS THE DICE!", remember the
nursing staff and their adamant stance that the statistics were wrong.
Admittedly, dice do play a larger role in some games than others. But they are
not even close to the determining factor on our success as a player.
The quote that I began
this article with now comes into play. Risk is a part of the nature of warfare,
just like it is a part of the nature of 40k. Sometimes it hurts us, and
sometimes it hurts our enemy. There is nothing we can do to change the facts of
a bad handful of dice, but we CAN work to mitigate the impact they have on our
chances at victory. Likewise, we can work to make sure our opponent takes as
much damage as possible as a result of their poor luck in a given turn.
For an extreme example,
suppose my opponent has a Rhino loaded with Tactical Marines, with only one
Hull Point remaining. I fire Markerlights into this Rhino and buff Longstrike's
Hammerhead to BS10. All I need to do is roll a 2+ with a reroll, and the Rhino
is destroyed, leaving the Space Marines with much less maneuverability.
However, I roll a 1, followed by another 1. The shot has missed.
What has happened to
this point is simple fact. I engaged significant support elements and a pricey
mainline battle tank in an attempt to wreck a cheap transport, and I failed. At
this juncture I am given three options, and only one of the them gives me the
best chances at victory.
1. I can quit playing
the game; my dice have clearly decided I can't win.
2. I can continue
playing, but remain frustrated by events that have occurred that are beyond my
control to change.
3. I can put the bad
roll behind me, joking about the failure, and focus on what else can be done to
leverage my chances at victory.
Obviously, only one of
those results makes any sense. The ultimate goal of 40k is to have fun, but
we're lying if we say we don't desire to win. Option 1 leaves me no chance to
win, and also sucks any fun out of my playing experience as I end on a terribly
frustrating note. Option 2 takes away the fun, and also makes it more likely I
will make mistakes as my turns go on. Only option 3 makes logical sense, and
preserves the fun aspect as a bonus.
Make the attempt to step
outside your mode of thinking and consider these thoughts. The dice are not only
random for you, but for your opponent as well. Chance opens when your opponent
fails; in the above example, the Space Marines have potentially been given
another turn to advance and impose their will. Each benefit gained from working
around the fortunes of battle will be far more significant to victory or defeat
than the simple, random dice that fall as the game progresses. Make an effort
to remove excuses from your gameplay vernacular; look at every dice roll as an
opportunity, either as a chance to mitigate losses or a chance to capitalize on
poor fortune for your adversary.
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