ORIGINAL: Curtis Lemay
Those were tactical games. Once you get above those scales, the battles can be treated operationaly.
Actually Terrible Swift Sword (and the following titles: A Gleam of Bayonets', Bloody April, Drive on Washington, Pea Ridge, Rebel Sabers, and Wilson's Creek are all part of the Great Battles of the American Civil War produced by SPI from 1976 - 1980) are grand tactical, regimental-level simulations during the civil war. Each hex ranges from 100 to 200 yards (91 - 182 meters) and there is ranged musket and rifle fire as well as ranged cannon fire.
Likewise Wellington's Victory is a grand tactical simulation at 100 yards with each unit a battalion.
ORIGINAL: Curtis Lemay
And, of course, Civil War battles had no such formations as well. West End Games' Shiloh and Chickamauga games had no such tactical features. Plus, both were in very heavily wooded terrain, blunting the need for ranges.
You must not understand how the Civil War was fought, of course both sides used formations, both line and column that was standard. I can't believe you have never seen a painting of Pickett's charge.
ORIGINAL: Curtis Lemay
And my Soviet Union 1941 and Germany 1945 games are at 50km/hex, corps/army scale. They simulate those campaigns as well if not better than anything.
Nope, Warplan has that beat I am afraid.
ORIGINAL: Curtis Lemay
Even naval warfare can be done if properly constrained. Find a better simulation of Pearl Harbor that the one that comes with TOAW. Naval warfare is a big subject and we're not fully there yet. But we will be.
I know your not serious. The obvious one that comes to mind is War in the Pacific Admirals Edition.