Originally posted by Don Shafer:
Yes Ed, I do read you're posts and I also went back and read Lorenzo's posts on his tactic. Somewhere down the thread this has gone from "small units supported by air supply" to full-blown panzer armies. I own several military-simulations and quite often end up with results other than what history says. As to what could be done historically, let's break this down.
1. Germany did build aircraft capable of airlifting supplies.
2. Germany did attempt to airlift supplies to units that were cut off.
And the units were stationary but they still failed, most of the time, to save those units in the end.
1. Airlifting supplies does not increase the supply level of the hex, only the readiness level of the unit being air supplied.
2. Units above a certain readiness level while in supply level 0 do not suffer attrition losses.
3. Rate of movement is also determined by readiness level of supply 0 units.
4. Players have the capability of changing production to produce equipment that were historically available and when they were available.
These are short lists, I know, but from what I am seeing, Lorenzo's tactic would appear to be historically feasible and does not appear to be an "exploit" (which to me would be caused by a bug in the program). He simply has found a different strategy within the framework of the changes that you, I, and the other members of the team agreed upon.
Lorenzo's tactis was originally with mountain divisions, which would be a different matter. I don't know when the conversation switched to a panzer corps, it may have been me. In any event, the argument reached a point where the possibility of a panzer corps "hanging out" indefinitely in the Soviet rear areas was being seriously considered. This is what I disagree with.
An exploit is any bug or design flaw that allows events which, by a majority of players at least, are found to be impossible in historical terms.
Let me make this clear Don, I NEVER accepted this exploit. I wasn't here when the first discussions or whatever happened about this out-of-supply/air-supply exploit, but I disagreed when it came up when I was here, and I tried to convince Arnaud to do something better, but to no avail. You'll find my suggestion for a new ruleset I had in mind in the issues list. Its been there ever since I started the issues list. Its very frustrating to realize that the worst flaw in this game is being ignored, and without access to the source, I can only standby and watch this flaw come up in conversations about once every 3 months or so on the forum. It is ugly as hell, but it looks like its going to be with us for a long while. [shrug shoulders]
I also don't agree with you're contention that allowing the Finns to coordinate with the Germans is a bug. German and Finnish troops were in the same army groups in Finland. Finland did choose not to press into Russia despite repeated attempts by Hitler. But they very well could have.
I agree. That is why I reminded you we weren't playing a grand strategy game, but an operational scale game devoted to one campaign of that war. In a grand strategy game like Third Reich, World in Flames, etc, rules for the politics are there alongside the rules for the combat. Here though we don't have that possibility. Gary never provided us with these options, he simply never finished the game. There should be code to handle all the minor allies but none was there until Arnaud at least added the check to cause the Balkan minors to surrender when their capitol is conquered, but the special code to handle Finland is still AWOL.
So why would this be considered a bug? Part of a historical simulation is to be able to change the parameters of the situation. Do the Finnish units in the game have some sort of capability that I'm not aware of? Do they not suffer casualties at the same rate as other units? Those to me would be bugs. But to not allow something just because it didn't happen historically would be wrong.
As I said above, this isn't a grand strategy game where the politics is part of the game's responsibilities. I can easily see in 3R or WiF an optional rule for Finland to give the players some what-if options, but we aren't playing a grand strategic game. All the politics leading up to 22/6/41 should be "hardwired" in WiR, otherwise you risk ruining a game meant to be operational in scope, by bolting things on that simply don't belong in an operational scale game, and WiR is NOT a grand strategic game.
then by you're own logic, we should also prevent units from being transferred to areas of the map where they were not historically at.
Go find a quote of me ever saying that, Don. I explicity said in the first paragraph of my last post the answer to this charge. Are you sure you're reading my posts? Perhaps you need a refresher:
Players can try different strategies, they can shift forces around, they can use a different priority list, they can change leaders, they can chose between a risky strategy of deep penetration, or a conservative strategy of using panzers to destroy the Red Army piecemeal. These things lead to very different games. There is nothing wrong with these actions, we all agree implicitly that these things could have happened historically. A panzer korps spending most of its time behind Soviet lines, is not something we agree could have happened historically."
Your assumed understanding of my logic is woefully inadequate. Your examples that follow are about events that ARE within the bounds of our operational scale game WiR. The fighting at Stalingrad is within the scope of WiR, unless you add panzer corps doing the boogie in the Soviet backfield.
And thank God, that political situations are not simulated in this game.
What does this mean? Finnish politics AT THE MOMENT OF THE WAR aren't there because they should be, but because Gary didn't finish the job. WiR is operational scale, thus politics should not be present, but by that I mean Finnish forces should be restricted in their actions because that was the politics that actually happened. The politics absent in our game is the politics that were in place on 22/6/41.
I don't see how it is so easy for you to say leave out the politics, when it is the politics that set the stage for what WiR is meant to be about: an operational scale military simulation of the East front of WWII.