Jan 28 2008
What Axis & Allies Has Taught Me About Iraq
I apologize for the past week’s inactivity. However, it has given me some time to come up with some very interesting topics, of which this is hopefully one of them.
First, for those of you who aren’t familiar with the original Axis & Allies board game, the premise is that it’s World War 2 and you have to pick at least one of the major powers of the time (US, Britain, Russia, Germany, or Japan) and, working with your allies (fellow players, usually), attempt to defeat the opposing alliance to either achieve or prevent world domination, depending on whose team you’re on. It’s a dice-driven strategy game that I’m not ashamed to admit I’ve spent far too much of my life playing. In fact, I even found an open source version of the game that I still play on my laptop when I’m bored called TripleA. There are different units, each with varying levels of mobility, strength, defense, and cost. Resource management is handled through the acquisition of IPCs (Industrial Production Certificates). The more IPCs you get, the more units you can build. You get IPCs each turn, but the number of IPCs you get each turn is determined by which territories are under your control.
There are one of two positions you start off with in Axis & Allies - either you have more units in more strategically useful places but less IPC production capabilities (Axis), or you have fewer units but far greater IPC generation capabilities (Allies). If you’re in the former position, your goal is to reduce Allied IPC generation capabilities as fast as possible by taking as much territory as possible with the lowest possible cost. A quick victory is probably the only victory you’re going to get. If you’re in the latter position, your goal is to wait things out, adopt an initially defensive posture, taking offensive opportunities when and where they present themselves but generally not forcing anything. Suffice it to say, if you have more units in better strategic areas than your opponent and you’re generating more IPCs than your opponent, your opponent is probably toast. Conversely, if you don’t have enough units and you don’t generate as many IPCs as your opponent, your goose is probably cooked. There are some ways to work around that condition, however, especially against less skilled opponents. The key is you have to find one strategic quality that you have more of than your opponent and do your damndest to exploit it.
In Axis & Allies, there are three basic strategic qualities that you can achieve superiority of. The first is, of course, IPC generation - this is the big one. If you have it and can maintain it, you will eventually win. Failing this, the next option is unit quantity and position. If you have more units in the right places than your opponent, you might be able to leverage it to reduce your opponent’s IPC generation and maximize yours sufficiently such that you gain IPC superiority. Finally, if you have neither of these, there’s still mobility - if you’re able to move your units easier and quicker than your opponent, you may be able to position them such that you can achieve superior quantity and position at a given point, which, in turn, may eventually leverage into IPC superiority. The last option is a bit of a long shot, though, and can be fairly easy to lose against a decent opponent.
To understand how the last option works, it’s helpful to understand how you move units in Axis & Allies. There are two land units worth mentioning since they’re the ones that can actually take territory - they are infantry and armor. Infantry move one space per turn. Armor, meanwhile, can move up to two spaces per turn. If you have armor and your opponent has infantry, you may be able to mass it quickly at one point and flank an opponent’s infantry position. This opportunity rarely presents itself, however - few land areas are large enough to be more than two or three spaces abreast, so infantry can move into position nearly as quickly as armor. Real mobility lies in the sea - if you have enough transports, you can get just about anywhere faster than your opponent. Transports, like armor, also move two spaces at a time. The difference, however, is that transports move on the ocean, which is much less dense and much more open. Hypothetically, you can load up transports in Japan, approach East Asia, notice that your enemy is massing against your attack there, and promptly redeploy to a more advantageous position in, say, Africa. It will be at least two or three turns before your opponent can get his or her troops into position to counter yours, during which you may be able to do enough damage to balance out IPC production, or at least focus your opponent’s energies on coming up with ways to defeat your army while you develop another attack force. The reason this works is because it’s nearly impossible for someone to defend all points at once.
There are a number of problems with this approach, however:
1. It’s a very brittle advantage - without sufficient transports, you won’t have it. Since transports are weak, defensively, this advantage can be easily countered by an opponent that’s smart enough to do something about them.
2. Even if your opponent is too dense to actually get rid of your transports, they’re still going to be able to defeat any invasion you launch sooner or later. Presumably, if you’re using a set of hit-and-run transport-based invasions, it’s because you have insufficient resources to face your opponent head-on. However, in order to face them in this capacity, you not only have to generate units to attack with (something which your opponent can generate more of already) but you also have to build sufficient transports to send them, thus further handicapping your efforts. Consequently, sooner or later, your force will be defeated once they land.
3. Though your opponent may not be able to defend all places simultaneously, if given enough time, they will be able to defend enough places to reduce your forces’ effectiveness to near-nil. This will then lead to your opponent being able to competently deal with the vector of your attacks (the transports), thus eliminating your last strategic advantage.
How does this tie into Iraq?
It all began last Wednesday when what’s left of Al-Qaeda forces launched an offensive in Mosul, taking advantage of the fact that the Iraqi Army and the US military cannot defend all of Iraq equally. This is similar to using the strategy I just mentioned - Al-Qaeda is using the one strategic strength it has (mobility) to try to counter the strategic advantages contained by the Iraqi and US units (quality and strength of units, ability to produce more units). However, the end game is rapidly coming to pass - unlike the past, Iraqi military units are increasingly competent and can respond to Al-Qaeda offensives in record time. In this case, they’re already getting ready for an offensive, as reported by the LA Times, and it’s less than a week later. Eventually, it won’t matter where Al-Qaeda hits; Iraqi or Iraqi-allied forces will either already be there, ready to deal out much more damage than it receives, or they’ll be there within a day or two, again ready to deal out more damage than Al-Qaeda can hope to muster. Once that happens, it’ll only be a matter of time before Al-Qaeda’s mobility is reduced such that they won’t be able to muster a successful offensive anywhere in Iraq, no matter where they wish to deploy it.
Who says board games aren’t educational?
