Let the "Wehrwirtschafts- und Rüstungsamt" (AI) do Production?

Gary Grigsby’s War in the East: The German-Soviet War 1941-1945 is a turn-based World War II strategy game stretching across the entire Eastern Front. Gamers can engage in an epic campaign, including division-sized battles with realistic and historical terrain, weather, orders of battle, logistics and combat results.

The critically and fan-acclaimed Eastern Front mega-game Gary Grigsby’s War in the East just got bigger and better with Gary Grigsby’s War in the East: Don to the Danube! This expansion to the award-winning War in the East comes with a wide array of later war scenarios ranging from short but intense 6 turn bouts like the Battle for Kharkov (1942) to immense 37-turn engagements taking place across multiple nations like Drama on the Danube (Summer 1944 – Spring 1945).

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Romdanzer
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RE: Let the "Wehrwirtschafts- und Rüstungsamt" (AI) do Production?

Post by Romdanzer »

On rough calcs, this particular example would give you about a net gain of 50 tanks a month between mid 42 and mid 44. Take about 200 off the total as the plant retools for a couple of months and this additionally assumes of course all sorts of other things, such as availability of extra 75mm guns, and lets not get into the issue of whether these vehicles could have been fuelled. These 50 vehicles have to serve as replacements since you don't have the soft skinned vehicles to raise extra Panzer formations. The best you could do would be to raise independent Panzer IV Regiments along the Tiger Battalion concept. However, why anyone would do this when such vehicles have no particular advantage over the opposition is a stiff question.

So Ironduke you agree that it indeed was fundamentally possible to produce PzKpw IV's instead of Tigers. Thank you!

NOW however you are talking about if this choice, producing X amount of Pzkpw IV's instead of Y amount of Tigers, is sensible or not according to battlefield value considerations. This is now a different line of discussion. In my oppinion this choice should be left to the player instead of forcing it upon him with the game design!

If you do not give the player any ability whatsoever to check and see if such a choice is smart or not - how is he supposed to come to the same conclusion as you with playing the game?
That producing PzKpw IV's instead of Tigers is not a smart choice is YOUR oppinion. Other people have different views resulting from different conclusions of the historic analysis. (In particular if the number of X Pzkpw IV's instead of Y Tiger's is X=50 is open for debate in my oppinion - but not the issue here.)

However with set-in-stone production this line of discussion (i.e. battlevalue of PzKpw IV's instead of Tigers) is fruitless since the fundamental decision would then be taken from the player by the game-designer. Not a good basis for game-design in my oppinion. Good game design gives the player choices according to an historic framework within which the smartest choices develop from game play. During the game-play it may very well turn out that what was produced historically was the best and smartest that chould be done. But game-play should prove that - not the fundamental game design.

At the moment I have no problem with the current historic production as a result of programming-resource constraints. Just in future I would like to see at least some form of production influence, even if indirect, as I have suggested for example, in a future sequel or 2nd edition; otherwise this game will loose attractiveness for me very rapidly.

Romdanzer
Jison
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RE: Let the "Wehrwirtschafts- und Rüstungsamt" (AI) do Production?

Post by Jison »

ORIGINAL: Romdanzer

However with set-in-stone production this line of discussion is fruitless since the fundamental decision has been taken from the player by the game-designer. Not a good basis for game-design in my oppinion.

You clame something has been taken away from you by the game designer, but this feature was never in the game, so your clame isn't valid. And when it comes to game design I think Gary has proven himself time and time again. Why not complain about being 'forced' by the designer to start the game with all units in their historical start positions too?

Jison


Romdanzer
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RE: Let the "Wehrwirtschafts- und Rüstungsamt" (AI) do Production?

Post by Romdanzer »

Jison - you are reading this comment out of context - it's in the context of the discussion with Ironduke and his comments and it has nothing to do with what Gary is programming or not. Please read my entire post in particular:
 
At the moment I have no problem with the current historic production as a result of programming-resource constraints. Just in future I would like to see at least some form of production influence, even if indirect, as I have suggested for example, in a future sequel or 2nd edition; otherwise this game will loose attractiveness for me very rapidly.
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RE: Let the "Wehrwirtschafts- und Rüstungsamt" (AI) do Production?

Post by IronDuke_slith »



Picking up on the remaining points...
ORIGINAL: Romdanzer

Case in point: There are indeed some examples in German WW2 production where simplification of a weapons-systems resulted in more numbers being built of the same type with the same amount of resources. All it takes is engineering in detail and the motivation to go for numbers instead of "Mercedes-designs" - mainly with respect to how something is constructed and manufactured. The most famous is the difference in manufacturing of the MG 34 vs. MG 42. (this being an example of the simpler design even having BETTER functionality - that was rare...but it goes to show you how much potential is in simple manufacturing simplification) The others less famous examples in simplification for better production are like the change in designs from the PzKpW F2 vs. PzKpW G. The most obvious is the example of the Germans to step up the production of the Sturmgeschütze  Stug III in lieu of producing more PzKpw III's. Not only because the PzKpw III's where becoming less capable but also due to motivation to have more numbers... One can arque the Germans simply did not go through with this principle "numbers instead of not-necessary-super-over-quality" enough in all areas. Producing Heavy Tanks was simply not the best of ideas. And the resources as well as manpower used for them could maybe have been invested smarter in other items.

But where you identify something that could have been done simpler but wasn't, what weapons system is going to be created? You could simplify the Tiger and produce more, but what sort of game do you want where mythical heavy tank designs can appear for the sake of the production engine.

I also think you are underestimating quite how hard the Germans tried to increase production. They did everthing they could. Speer's miracle of production was a heavy duty increase in production, I don't see how you can do better without inventing simpler weapons systems to use. I don't want to play fantasy.

As for Heavy Tanks were a bad idea, I'd ask why? Exactly how would a park of PZ IVs armed with L/43s have stopped legions of IS-IIs in 1944/45? For the Germans, quality in design was their solution to the production inequality which was never going to go away. The psychological effects of the CATs in the west was also huge and I think the Germans got a good return on the investment in the CATs.
Yes this is in Hindsight. But if you are not allowed to use hindsight all you are doing is doing Historic reenactment.


I disagree. This is not HOI. It is an operational level wargame. All it promises to do is to allow you to pursue other operational options to see if you can do better. Moscow 42 rather than Caucasus etc. Allowing a strategic option unbalances it because since you're only fighting operationally in one theater, allowing an element of strategy/production where decisions affect multiple theatres gives you the freedom but not the responsibility. In other words, it's easy to decide to strip the Mediterranean of a Luftflotte if you don't have to fight there yourself.
Therefore to ask the question - what if the German High Command had kept it's cool despite their negativ expieriences and gone for more PzKpw IV's to be produced by Henschel & Sohn instead of insisting on the Tiger? - Or what if 1941 operations had gone much better for the Germans and OKW hadn't seen the necessity to Produce the Tiger? This is quite valid in my oppinion.

But the program to develop the Tiger was started in 1938. The version that finally emerged was ordered before Barbarossa began so keeping their cool never came into it. They wanted a heavy breakthough tank, it wasn't a reactive design like the Panther. Also, the actual numbers of Tigers generally employed was quite small in any one place. Using you 2-1 ratio, I've already pointed out you'd only get 100 PZ IV extra per month (and lose 50 Tigers). A net gain of 50 light mediums isn't going to change anything. I'd be amazed if this sort of change affected anything in the grand scheme of things.

You are just tinkering here. To do what you want, you need a strategic front end with options like "Scrap the Tirpitz, give the steel to the Tiger factory" or "Do not build Bismark Class" etc.

The Wehrmacht didn't have enough groceries. Deciding to buy more beans at the expense of a loaf of bread one week does not address the fundamental issues around their defeat and as such will not help you.

Whether you produce 1350 Tigers or 2700 PZ IV won't make a blind bit of difference tactically even since the Tigers have greater lethality and survivability. Having more tigers and fewer Panzer IVs reduces the mobility of units and detracts from your ability to fight the operational battle as your units will be fewer in number so I even think some of the proposed options are no panacea whichever way you go.

This game is operational not tactical or strategic. To do what you want, IMHO, requires a scenario modified for what ifs. It is at least plausible that the British Army was bagged at Dunkirk, the peace party came to power in London and the war in the west ended in a negotiated peace in 1940. This should give you the necessary freedom to get a few "options" but anything else is getting away from the point of this exercise and (if implemented properly) wouldn't help you anyway.

Respect and regards,
IronDuke
Romdanzer
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RE: Let the "Wehrwirtschafts- und Rüstungsamt" (AI) do Production?

Post by Romdanzer »

Ironduke if by your statement you do not allow hindsight why do you allow hindsight with respect to operational decisions? Saying:
 
Moscow 42 rather than Caucasus etc

 
Is hindsight. Period......Either you allow hindsight or you don't. You are not being consistent here. By your logic NO other decision of ANY kind which results out of hindsight would be allowed - well then you might as well not play any game.
 
And again you are talking about battlefield value - what gives you the right to decide for all players what is good battlefield value and what not? Let the players decide that for themselves.
 
Romdanzer
 
 
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Capt Cliff
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RE: Let the "Wehrwirtschafts- und Rüstungsamt" (AI) do Production?

Post by Capt Cliff »

As I see it German industry was set up to build watches and cameras not to mass produce vehicles or airplanes. Now some industries excelled take the Bf-109 ... what they built 30,000. But they only built 1500 Tigers, 5000 Panthers and PZ IV 8800!! While the USA built 50,000+ Shermans and the Soviets built 80,000. Any manipulation of the German production industry would be meaningless, it could not be done! That's 130,000 vs 15,000 ... ummm 10:1!! That's is not counting StuG's and M-10's. I don't think the German industry was set-up for the kind of manipulations that the WIR game alowed. You people have been spoiled. The what is scenario is ... "What if Germany had an industrial base like the USA?" I like what if the SS have phasers and photon torpedos, for the Nazi fanboy. Bleh!

What if the Marines went into Guadalcanal with Garands and not the 1903 Springfield ... They still would have won?
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Hexagon
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RE: Let the "Wehrwirtschafts- und Rüstungsamt" (AI) do Production?

Post by Hexagon »

Well, the problem is that a german player can try to made a "number" war, with more PzIV and Stug and few tigers germans can try bigger offensives and can have reserves (the german true problem in the east, after Stalingrad PzD tank forces are a joke, 25-30 per division), we talk about a front of war where movility is ALL, in west is important but dont have the same impact in warfare and tank battles are different, PzIV with a good crew is a good AT weapon, panther is better but PzIV for me is better in infantry support and you can expend PzIV in close combat but a panther... i like panther but 5.000 vs .... 8.000 PzIV i prefer second option.

Ummm garand in Guadalcanal or Springfield.. well, with garand marines needs more bullets to kill the same number or enemies (i dont fight in a war but in shooters better shoot 3 times than 1) needs less automatic weapons (BARs and Mg´s because the squad fire power is in the rifles not MG´s like germans do) and have a better man to man fight in the jungle (Arisaka shoots 1 garand... 3, 4???).
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RE: Let the "Wehrwirtschafts- und Rüstungsamt" (AI) do Production?

Post by Jeffrey H. »

It's easy to get lost in all the numbers and effectiveness arguements and lose sight of the real issue and that's the entertainment value. Fun factor, variability, replay value, coping random events, stuff like that.  
History began July 4th, 1776. Anything before that was a mistake.

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RE: Let the "Wehrwirtschafts- und Rüstungsamt" (AI) do Production?

Post by IronDuke_slith »

On rough calcs, this particular example would give you about a net gain of 50 tanks a month between mid 42 and mid 44. Take about 200 off the total as the plant retools for a couple of months and this additionally assumes of course all sorts of other things, such as availability of extra 75mm guns, and lets not get into the issue of whether these vehicles could have been fuelled. These 50 vehicles have to serve as replacements since you don't have the soft skinned vehicles to raise extra Panzer formations. The best you could do would be to raise independent Panzer IV Regiments along the Tiger Battalion concept. However, why anyone would do this when such vehicles have no particular advantage over the opposition is a stiff question.

ORIGINAL: Romdanzer
So Ironduke you agree that it indeed was fundamentally possible to produce PzKpw IV's instead of Tigers. Thank you!


I haven't agreed, I don't have the data on Kassel to be able to say one way or the other. I merely agreed for argument's sake to do the calcs and point out it didn't matter in the scheme of things anyway.
NOW however you are talking about if this choice, producing X amount of Pzkpw IV's instead of Y amount of Tigers, is sensible or not according to battlefield value considerations. This is now a different line of discussion. In my oppinion this choice should be left to the player instead of forcing it upon him with the game design!

My principal objection remains. If the overall tonnage of the Tank park is not going to change, I see this sort of option having no impact on game play whatsoever in the grand scheme of things. Particularly if any moves could be countered by a Russian player tinkering with his (much bigger) settings.

My secondary objection also remains. It isn't as simple as a slider bar. Allocating more R&D to Panthers is so abstract as to be a nonsense and producing more Panthers in 1943 is equally pointless if 75mm L/70 weapon production and gunsight production for that model can't keep up.

Ah, you might say, we can assume the Germans have increased production of those items. I would respond, how can we? You are making decisions about what you want in the next quarter and expecting all the supporting industries to fall into line with out repercussions at a moment's notice.
If you do not give the player any ability whatsoever to check and see if such a choice is smart or not - how is he supposed to come to the same conclusion as you with playing the game?
That producing PzKpw IV's instead of Tigers is not a smart choice is YOUR oppinion. Other people have different views resulting from different conclusions of the historic analysis. (In particular if the number of X Pzkpw IV's instead of Y Tiger's is X=50 is open for debate in my oppinion - but not the issue here.)

It isn't the issue here but if you want to mass produce tanks in late 43 and early 44 whose main armament is going to struggle against the newer Russian vehucles, then I want to be your first russian opponent if this feature goes in...;-)

This is the unhistorical aspect. No nation deliberately undergunned (with the possible exception of the US for a while). The Brits patched together the Firefly then the 77mm Comet, the US got the 76mm and (too late to matter) 90mm in, The Germans and Russians moved from 50mm, 75mm short; 45mm and 76.2mm calibres to Long 75mm, 88mm, 85mm and eventually 122mm etc.

I would respectfully suggest that any production decision that said no Tigers, more PZ IVs should result in a -2 to the morale die roll in all future combat. How do you sell that one to the troops. British armoured morale in Normandy was seriously hampered by the perceived superiroity of the CATs.

Additionally, as I've said, I don't see the point since the changes to the numbers of vehicles available are largley irrelevant when set against total production figures for both sides. Put another way, having six teaspoons rather than three tablespoons is largely beside the point if you are trying to remove water from the sinking Titanic.
However with set-in-stone production this line of discussion (i.e. battlevalue of PzKpw IV's instead of Tigers) is fruitless since the fundamental decision would then be taken from the player by the game-designer.

I'm not sure that battlefield value really comes into it. This is an operational level game. I'd need a closer look at the combat engine but I sincerely think you are overestimating what could be gained from this.
Not a good basis for game-design in my oppinion. Good game design gives the player choices according to an historic framework within which the smartest choices develop from game play. During the game-play it may very well turn out that what was produced historically was the best and smartest that chould be done. But game-play should prove that - not the fundamental game design.

Again, is it good game design to craft on a huge new production interface when (if it was vaguely historically accurate) it wouldn't change the outcome of the game one bit.
At the moment I have no problem with the current historic production as a result of programming-resource constraints. Just in future I would like to see at least some form of production influence, even if indirect, as I have suggested for example, in a future sequel or 2nd edition; otherwise this game will loose attractiveness for me very rapidly.

This merely illustrates the problems designers have. You won't play without a future addition including production, I'd stop playing if they bought one out that turned the game into a production fantasy.

Who would be a game designer...?
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RE: Let the "Wehrwirtschafts- und Rüstungsamt" (AI) do Production?

Post by IronDuke_slith »

ORIGINAL: Hexagon

Well, the problem is that a german player can try to made a "number" war, with more PzIV and Stug and few tigers germans can try bigger offensives and can have reserves (the german true problem in the east, after Stalingrad PzD tank forces are a joke, 25-30 per division), we talk about a front of war where movility is ALL, in west is important but dont have the same impact in warfare and tank battles are different, PzIV with a good crew is a good AT weapon, panther is better but PzIV for me is better in infantry support and you can expend PzIV in close combat but a panther... i like panther but 5.000 vs .... 8.000 PzIV i prefer second option.

Ummm garand in Guadalcanal or Springfield.. well, with garand marines needs more bullets to kill the same number or enemies (i dont fight in a war but in shooters better shoot 3 times than 1) needs less automatic weapons (BARs and Mg´s because the squad fire power is in the rifles not MG´s like germans do) and have a better man to man fight in the jungle (Arisaka shoots 1 garand... 3, 4???).

Well, if the Germans couldn't keep 5000 Panthers operationally mobile, how are they going to fare trying to keep 8000 Pz IVs going on their limited fuel reserves?

How are all the extra vehicles going to be housed? New formations? If so, where are you going to get the trucks, extra artillery etc that are part and parcel of an operationally effective Panzer division (all of which will further drain the fuel available).

Given these extra vehicles will require transport to the front (i.e. trains) are you prepared to accept a hit in the general supply levels for your formations in order to accomodate the rolling stock that is being used to deliver tanks rather than bullets etc.

Remember, German tank numbers are low because of battlefield attrition. What are you going to do if the Germans don't lose thousands of vehicles in the big summer and autumn campaigns?

And after you've tinkered reducing the Tiger count, binned five thousands Panthers and gotten rid of the Elephants, and gotten another 10000 Panzer IVs, what if the Russian player doesn't switch to the T-34/85, doesn't take the retooling production hit and instead produces another 40000 T-34/76s.

What's the point?

You make a good point about it being a front where mobility was all,. the German issue around mobility was lack of motor vehicles within the mobile and infantry formations and lack of fuel. Adding thousands more gas guzzling tanks won't help that.

Regards,
IronDuke
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Hexagon
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RE: Let the "Wehrwirtschafts- und Rüstungsamt" (AI) do Production?

Post by Hexagon »

Of course more vehicles needs more fuel, transport and many things more but i refer to a more solid production before end of 1942 when germans have it (no dangerous attacks into homeland) and another thing, many of the german tank producction was made in second half of 1943 to the end of war, they have more and better tanks but less fuel and worst crews, think that if before the Stalingrad disaster germans can change ALL PzIII to PzIV with 75mm (L43 and later L48 not the short L24) and leave the PzIII chasis production to StugIII, battles in summer of 1942 could be different, call them an early Kursk where german armor can destroy T-34/76 at long range (soviets needs use the close combat and casualties be fiiiiiiiiiuuuu and with no tanks soviets can retreat to Stalingrad???) i understand that in operational games material quality isnt the same that in a tactical game but a good tactical situation creates a good operational situation.

And as i say in other post extra vehicles are a excellent reserve because before Stalingrad german production was smaller and they need reserves not more divisions.
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