ORIGINAL: Ur_Vile_WEdge
I think 47 is an optional mostly because of a number of smaller theaters that isolated reorg doesn't handle all that well. The attack on British Somaliland, especially if you're playing with the larger maps, is completely impossible with Isolated reorg. Even if you assume those areas are completely undefended, the Italian inf walk up, flip, and never turn face up again.
It has been this way for years, and actually makes sense. You see, Italy starts the war neutral with the CW, and has no problem at all placing convoy points in the Red Sea, supplying the Ethiopian troops. The real issue is, how soon will the CW be at war with Italy and close supply? I routinely rescue one or both the supply unit and the Italian infantry unit during the first four phases of a new game. Allies generally will not want to take a chance with US Entry chits so early in the game to declare war on one transport. You are gauranteed to be able to rescue one unit *for sure* before the Allies are even allowed to declare war on you as Italy.
ORIGINAL: Ur_Vile_WEdge
You also have all those little Japanese islands in the Pacific, whose outlying garrisons were able to function even after being cut off for months.
WiF's a board game, and MWiF is modeled after the board game, and a board game is never going to be able to deal with an infinitely complex level of detail. What's so great about the day shifting from June 30th to July 1st that re-energizes the entire front on both sides and allows all those units that were too depleted and exhausted to move or attack suddenly tear into each other? Why can't WiF model something like the western desert campaign "properly"? I've had games where the Germans have 10 corps down there, and they'd never be ale to keep a force like that running in real life, but in WiF, as long as I've got a convoy in the sea zone, I'm in supply, no matter how many troops I stuff in. The Germans can advance endlessly as long as they keep their rearward lines of communications open in Russia; not having to deal with the trouble and expense of simply moving supplies to the front that gave them so much trouble in real life.
Option 47 is an option because supply in the game as a whole is somewhat of an abstraction.
I'd have to say that the rules regarding overseas supply are almost entirely abstract; but so is naval combat, so far so, that I'm pretty comfortable with it. Have you noticed how abstracted Naval Combat is? Most of the strangest naval encounters in the war get reproduced right here in a wargame. Whomever thought the naval system up, really deserves some rich credit.
ORIGINAL: Ur_Vile_WEdge
And I imagine that there's something else too, not wanting to force people to forge a link between re-organization and supply. If an HQ can reorg a bunch of units when everyone's out of supply, perfectly legal in all games, why is there suddenly this deviation from that standard when it comes to final reorg?
Actually, you have to trace a path over friendly hexes to reorganize units with an HQ. The rules lawyers use this phrase, "The HQ's reorganisation range is equal to its reorganisation value in motorized movement points. The path from the HQ to the unit to be reorganised is traced
exactly like a basic supply path, except its maximum length is determined by the HQ's reorganisation range, and it may not be traced overseas."
Specifically, a basic supply path does not allow you to trace over enemy owned hexes as you can see below:
ï into an enemy ZOC (unless the hex contains a friendly land unit); or
ï into a hex controlled by another major power unless it agrees; or
ï into a hex controlled by a neutral country (exception: Vichy territory ~ see 17.4 and Sweden ~ see 19.7); or
ï across an alpine hexside; or
ï across a lake hexside (except when frozen); or
ï across an all sea hexside that isn’t a straits hexside (except as an overseas supply path); or
ï for any Soviet unit, into a hex controlled by any other Allied major power (and vice versa) unless the USSR is at war with Germany.
You cannot legally reorganize isolated units with an HQ. If the game allows it, it is a bug.
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