ORIGINAL: James Taylor
Here's what there is to "understand". No wargame will ever be "perfect" for everyone! Designers are imperfect humans, first strike. "Correct Skills" is a function of the person applying those skills and since everyone has an opinion and are therefor prejudice there will never be that "one" catch all wargame. Strikes two and three......you're out!
What I have found is you can hang in there with a set of designers that possess a skill set that can adjust from the input of a community and get close, but it takes awhile and it takes definitive, precise instructions and dialogue from that community to move the game along.
SC = 15 years in the making.
Problem is trying to simulate land, air and sea combat. I have seen games (uncommon valor) be good at the latter two and others be good at land but not all three.
If I had it to do I would abstract the sub war - input MPPs to attack convoys and allies input MPPs to defend differences in allocations and tek = losses. Same effect for strategic bombing. Eliminates micromanagement at least.