ORIGINAL: Pascal
ORIGINAL: Mike Scholl
So use the "editor" to give yourself 10,000 PP's a turn and play in "Never-Never Land"
if that's what you want to do. The AAR's are full of "ahistoric" moves---the PP's just
keep them from being illogical and/or impossible moves given the constraints of the
situation.
Now frankly that was dumb answer...
The answer may not have been inappropriate given the question. PPs don't prevent ahistorical moves; they may restrict how quickly you can make ahistorical moves. It prevents a player from, on a whim and with no notice to any subordinate commands, loading the 500,000 men of the First Army and the 1,000 planes of the First Air Force, shipping them from Alaska to Australia, and attaching them to an Australian headquarters.
Not only do the PPs take into account the "political" ramifications (between countries, services, and four-star personalities), but I like to think they also include aspects of coordination points - as the term is used in other games. Just because you have fifty ships in a harbor next to a base with 100,000 men doesn't mean you can load them up in one day and ship them west to another command. There is a lot of logistical coordination that has to take place, and I like to believe that the PPs represent logistical staff points. Your staff can only coordinate so much, and the PPs provide the limit. If you want to plan a truly large operation that will require significant relocation, you need to start planning (saving PPs) well in advance.