This discussion is fascinating, in how it parallels the sorts of discussions on similarly-scoped games with directly opposing philosophies - I speak here of every serious wargamer's favorite casual time sink, Hearts of Iron IV. When their "No Step Back" DLC (focused around the Soviet Union and the new Tank Designer) was released, an enormous thread cropped up on their user forums complaining about how France had nowhere near enough tanks in the 1936 start date as was historically the case, and that France's military weakness generally was ahistorical. Inevitably, the tens of thousands of tanks the Soviets had by 1941 also became a topic of conversation (apparently the Soviet player could not accumulate nearly this many, which in turn led to all the usual rabbit holes--poor tank maintenance, logistics, the purge, and so on).
In most respects, the "inaccuracy" of the tank production in Hoi4 is due to game design decisions, and the intention of the developers in providing a "balanced" and in all likelihood ahistorical experience since that is what the vast majority of players want and enjoy ("techs" which release tank models are fixed at the same level regardless of nation, so the unique capabilities of a historical tank can't be approximated except via this new "tank designer", but on the other hand, Hoi4 players are obsessed with whatever the "meta" is, and min-maxing accordingly, so the tanks created with the designer don't usually resemble anything historical anyway).
This game is very different, obviously - it purports to model everything down to the individual bullets fired by each squad. What seems consistent across the board is that historical accuracy focused players are wanting to have it both ways. To use the example of the Germany-focused player, which nearly all WWII wargaming communities have (more on that in a minute): to produce an ahistorical result (like Germany winning the war), they demand game systems to reflect initial German "superiority" past the point where this was historically possible to sustain. They want to avoid the "mistakes" that popular history claims the German army made which stopped them from winning. They want to go for Leningrad, Moscow, and Stalingrad. They don't want to stop the Panzers just short of Dunkirk. So on and so forth.
And yet - they also want these games to be meticulous in their rendering of what they believe DID happen historically, at least in the case where Germany was successful historically. Hence the complaints in this thread about low casualty figures inflicted in 1941 against the Soviets. But the same is true of the opposite side, it seems. One user is complaining about the denigration of Soviet soldiers and their fighting ability implied by a supposed "German superman" capability in 1941, which they blame the game designers for as an attempt to counteract the ability of both the Soviet AI and a competent Soviet player to avoid the tactical disasters which befell the Red Army in Operation Barbarossa. Now I think I agree with this user on where they are coming from, but hopefully we can see why this is an interesting perspective in a moment.
So in short, everyone wants "historical accuracy," but nobody is playing these games to replicate history. And yet, to faithfully represent history and not create some wehraboo or tankie fantasy in game form, game systems must account for the hindsight of the player and tweak conditions so that in spite of this hindsight the player can face historical levels of difficulty in achieving their strategic or operational aims.
Historical accuracy is therefore in some ways a mirage. In this game, and in most World War II games (and for good reason), the political conditions and ideologies of the warring societies are not represented, nor are the personalities and preoccupations of their leaders. This is itself proof that no game, not even this one, could possibly be "historically accurate," and that anyone expecting such accuracy is being almost totally unreasonable and biased themselves. The Holocaust or Einsatzgruppen reigns of terror aren't represented (aside from abstractions like the garrison theater box and partisan interdiction). The purges aren't represented (aside from abstractions like initially poor Soviet leader skill). The nationalist aspirations of oppressed Soviet peoples are not represented. The effect on Soviet fighting ability of the Nazis murdering and starving most POWs and civilians in their path, and the ability of Soviet propaganda (finely honed under the Stalinist system of government) to invoke socialist and nationalist themes consistent with the total war experience, is not represented.
And it can't be, because otherwise your gaming community is composed of neo-Nazis who dream of completing the Holocaust in a video game, or else it is composed of neo-Stalinists who dream of making Russia great again. At that point the modern political biases of the player would openly influence their perception of the game's aim and design, and influence the designer in how the game is designed--this too is not evidence of historical inaccuracy in the game, but of the historical inaccuracy (to say nothing of the morality) of the set of current ideas the modern player wishes to see represented in the game. No game developer wants to cater to those folks if they want to reach anything like a mainstream audience.
But to point out the implicitly obvious, it's clear that these sorts of people do play these games, and fantasize about precisely these things. The apolitical presentation of World War II in a game like this both facilitates apolitical (and thus ahistorial) interpretations of WWII's fighting conditions and the fighting qualities of its soldiers and equipment, but it also is a necessary feature of such games so they avoid seeming to endorse the appalling genocidal or repressive policies and ideologies of the war's participant nations.
But again, such a game cannot POSSIBLY ever be "historically accurate." And a game striving for "historical accuracy," in turn, can never be "balanced" in the sense that both sides of similar skill have an equal chance of winning. It strikes me that so many of the complaints I read here are missing that fundamental paradox: the fact that we do not live then but live today, and that a game design attempting to reflect the conditions of "then" must deal with the 20/20 hindsight of the player (to say nothing of whatever questionable or biased interpretations of history they've absorbed over the years).
To sum up: history was not balanced and the conditions faced by participants were not neutral, so a game attempting to reflect those conditions CANNOT be neutral or balanced. And the decisions (and successes and failures resulting) made in the War in the East were direct outgrowths of aims, strategies, and ideologies that were political/national in nature and studiously not represented by any game system except in the most abstract way, so replicating historical conditions without that representation will seem to modify otherwise "neutral" conditions to be biased in one way or another way. It's part of the logic of the whole thing, it seems to me. But yes, this might mean that a German player will find it hard to win WWII even if they are a much better general than Hitler.
