ORIGINAL: golden delicious
...the problem with them is that...the game takes incredibly long.
Yes, but I view that as an advantage, because if a game is good I'm in no hurry for it it end. I played my VASSAL/CMBB campaign for several years before one side won. Plus I play myself, so I can always keep busy with one thing or another!
ORIGINAL: golden delicious
Anyway, various points on the map are industrial cities which come with a population which generates manpower, and a production cap which can be used to generate equipment and supplies. The player can then form the equipment into units, which then need to be trained. There's a tech tree and units can swap out their old equipment for new etc.. The whole thing is handled by an Excel file which has gone through various iterations, with the general trend towards automation and simplification as time goes on, to reduce the amount of overhead for players and GM both. At different times there have been bells and whistles for guerrilla warfare, arms trading, mobilisation, limitations on supply networks, strategic bombing, nuclear research etc. etc. etc. Unfortunately due to the long duration of the games one can invest a lot of time before it becomes apparent that the ruleset is fatally flawed, and fixing it in flight is a delicate business.
This is pretty similar to what I plan to do, although I planned to use generic resource points rather than separate manpower and production points. I don't think it would be very hard to create a front end that would do most of this by manipulating save game XML files. For instance, one of the next things on my plate will be to create something that will count every place name and calculate resource points for each side based on their possession. Then add things like "buying" more units, recon planes (theater recon), sea transport, etc.
That should all be pretty easy. What I'm struggling with now is how to add more depth...leaders for every unit, unit histories, etc. That will require joining two XML files, not sure how to do that...
ORIGINAL: golden delicious
Ironically the most intractable problem has been naval warfare...I have an issue with Naval Warfare in TOAW IV: if you look at the various naval scenarios the turn length is incredibly short- a few minutes in some cases- and so obviously totally incompatible with land warfare in the same scenario.
Yeah, naval warfare doesn't work great, and I don't expect it to. I've thought about using a different game such as CMANO to resolve naval stuff, but it doesn't have enough WWII naval stuff.
ORIGINAL: golden delicious
As such I've been running fictional or hypothetical settings since 2005. A major factor for me is to let players choose their own alliances and their own wars, so one ends up with a sort of hybrid between TOAW and Diplomacy+
This is pretty much what I do, but then fight out the battles with a tactical game. One problem with my past systems is that I've had to fight out *every* battle tactically because there was no other way to resolve battles. The main reason I want to use TOAW or some other operational game as the "strategic" layer is so that I can fight out some/most battles there and only play out the more interesting tactical scenarios.