ORIGINAL: Mike Scholl
Of course. That's what "simulation gaming" is all about. But you can't do "better than historically" unless you limit the game to the historical resources at hand. What's the fun of saying "I'm better than Rommel, I took Alexandria and Cairo", if you gave yourself a division of Abrams Tanks to do it with? Or even just removed all his logistical difficulties? "Different than Historically" does not make "Better than Historically"...., it just makes different. To be worth playing you need to face as many of the original challenges, faced by the original commanders, as can be worked into the game. Your troops are never going to bleed, and you'll never really have to face the difficulties of the Political-Military infighting that actually exists (you're both..., problem solved). But logistical availabilities and the means of supporting your forces across the map can be modeled. Unfortunately WITP doesn't do that very well (one of the big reasons for Sid's attempts in RHS).
Mike, I think you have this mostly right. What you say is totally true, and there is another aspect to it. You talk about exploring the 'what if' of the commanders decisions and the luck of the day (weather, etc.) - I love doing that. It's also valid exploration to look at some differences in setup (like the logistics and other things you mention). The reason I think it's valid is that those things can vary (to some degree) based upon decisions made at a strategic level higher than the game represents. This is the same as looking at whether you can do better than the field commander if you change a certain strategy. They're both just decisions that people made at the time, and you are exploring alternatives.
Now, how much you change in the scenario determines whether it's an interesting 'what if', or just fantasy. You mention Abrams tanks - fantasy. Germany does not declare war on US, and US does not go to war with Germany for at least 2 or 3 years. Uninteresting to me because even if it was a real possibility, the outcome would be crushingly obvious. A 'Japan first' strategy where the mix of early forces is changed - interesting. The EOS type changes where Japan did a better job of preparation and a better job of coordinating betweens services - interesting. If those changes were carried too far - fantasy.
A December '41 invasion of Hawaii in a baseline (RHS CVO) scenario - probably shooting Japans wad early, maybe interesting for the two players gaming it. A December '41 invasion of Hawaii in the 'Japan better prepared and coordinated (RHS EOS) scenario - maybe interesting because Japan in that (what-if) case decided to produce more CVL's pre-war, and this scenario could help to indicate just how dangerous it is to get how far behind a hostile potential (read 'eventual') adversary.
I'm trying to point out that I think it's valid to change the historical resources within a limited context and still have a valid simulation game. Go too far and of course it's just fantasy. Where one leaves of and the other begins is - opinion!
Truth is the designers "fudged" a LOT to try and make the AI a decent opponent for at least a year of play. But in a "head-to-head" game all that "fudging" allows some very ahistoric possibilities, as players are much better at exploiting advantages than any AI will ever be. And so the invasion of Hawaii becomes possible "in the game" when it wasn't in "reality"...., and 9 pages of forum entries are the result.
This is definitely a limitation of the game engine. I particularly dislike the fact that even if Japan produces several times as many airframes as historically, the US - which historically reduced production at a certain point - is limited with numbers assigned at scenario start (whether stock, or more historical in CHS and RHS). The various limitations of the game engine definitely influence which 'what if' scenarios are practical to explore.
BTW, I echo m10bob's praise about you making your points on issues without making personal attacks. It matters.





