Let me go further than Roger as this is becoming tiresome. I've never read so much supposition portrayed as fact in order to portray some sense of superiority in all my life. For those reading this post Hanny has no more knowledge of WitE2 at this point in time than what has been posted publicly so it's numeracy based on assumption.
We have never ever claimed WitE2 is perfectly accurate. We do however claim it is as faithful to history whilst still playable as we can make it within the code, resource and time available.
ORIGINAL: Hanny
Thank you heighlighting the game is not using historical miles of roads, or quality of roads on Russia, as defined by the Germans at the time, or the Field manuals effects of move to rates on those roads.
As I explained it was qualitative based on good judgement and a balance of the number of roads, their type, map location and the hex terrain. Mileage and quality is a factor within that judgement. You may have spotted that the game map is just a tad more than just Russia and those hexes had to be given a rating too. The game has over 130,000 hexes although doing the water hexes was easier. I did struggle with Yugoslavia despite having served there.
ORIGINAL: Hanny
Game abstraction is number of hexes classed as roads of three qualities, a hex to count as road must have enough road in miles must be enough for a motorised formation to use as roads,so a Mot Div requires 25 miles of road space, when sat still, a urban hex must have 30 min miles of road to go from mid point to any adjacent hex in a straight line to get a Mot move,bonus from road movement. The number of urban hex in game at min miles of road leaves the miles of average or better, each hex that connects to another is 10 miles, if it connects to more hex sides the min number of miles increases.
The in-your-head game and certainly not in WitE2. As I wrote quite clearly each hex is assigned a generic road value. This does not have any direct link to mileage. Don't forget WitE2 uses MPs as currency that are an imprecise amalgam of time and distance. Road value is a related amalgam of MP cost varied by terrain and weather. Where in your available sources is combat delay defined and its impact on the rate of movement? You'll notice that we don't define MPs by time or speed and for good reason. Whilst it is clear you have encyclopaedic knowledge of the available historical sources I'm not sure that you have ever planned, executed or commanded the movement of a military formation. For the record I have on all three counts and more than once: including significant experience with armour. If only it was just calculations based on what is written down years later...
ORIGINAL: Hanny
tithe use of this is to compare your mid War German map of roads, after the Reich has spent million of man hours making roads where they did not exists, to SU maps and miles of surfaces roads that did., of course having one map for the whole game misses the logical point that both sides expended vast resources changing the road infrastructure it to suit their military requirments, yet this is not modelled any more than average freight weight of a truck was different by year for each side. Yearly modifiers to truck freight is with not exactly hard to include.
The same is true for the rail network and nothing has been portrayed otherwise. I refer you to my first paragraph above. What is your point?
ORIGINAL: Hanny
Yearly modifiers to truck freight is with not exactly hard to include.
...informed by your practical experience of which complex wargames' design?
ORIGINAL: Hanny
...knowing the game is using more Sdkz chassis than were produced, because of use of inaccurate TOE numbers, you can check the accuracy of the games data sets content, just as you can double check road hex numbers, with x number of road miles, not being greater than number of roads of average or better.
...how do you know how many Sdkz [sic] chassis are produced in game? As for your proposed road calculations being used to show you know better, well that is just laughable, because I have clearly explained the qualitative nature of assigning a road value to hexes and the imprecise lack of a key would make any of your results highly subjective at best.
If you were more interested in the game than yourself you'd have been one of those many people who have personally e-mailed me over the last few years asking to help out. You weren't.