ORIGINAL: Nomad
Why would you want to "punish" unhistorical game play? You are saying that you want a game that follows history exactly? [&:]
Wanting historical capabilities is NOT the same as wanting a game that follows history exactly.
Moderators: Joel Billings, wdolson, Don Bowen, mogami
ORIGINAL: Nomad
Why would you want to "punish" unhistorical game play? You are saying that you want a game that follows history exactly? [&:]

ORIGINAL: dtravel
ORIGINAL: Nomad
Why would you want to "punish" unhistorical game play? You are saying that you want a game that follows history exactly? [&:]
Wanting historical capabilities is NOT the same as wanting a game that follows history exactly.
ORIGINAL: Nomad
ORIGINAL: dtravel
ORIGINAL: Nomad
Why would you want to "punish" unhistorical game play? You are saying that you want a game that follows history exactly? [&:]
Wanting historical capabilities is NOT the same as wanting a game that follows history exactly.
That is why I put this [&:] smilie, I wasn't sure I was reading his post correctly.


ORIGINAL: Grotius
I voted for historical accuracy. One can "balance" a wargame with victory conditions.
That said, one must be mindful of what historians call "presentism." We tend to project our knowledge of the past backwards in time, and we may tend to resist too strongly against what-if scenarios. It is ahistorical, in other words, to insist that history must repeat itself. What if the war in Russia had gone significantly worse? I for one have always enjoyed playing wargames that imagine significant shifts in OOBs to reflect these what-ifs. "Uncommon Valor" itself sometimes assumed Midway hadn't been fought. That made for interesting scenarios.

ORIGINAL: Mike Scholl
ORIGINAL: walkerd
I do not think a true historical game would work or be fun. The only way to be historical is use no hindsight and have a greater degree of FOW. For myself I would like a mix of the two game styles.
I want the game to reward historical style play and punnish unhistorical game play and the only way to do that is have non historical results. For example, I know that Japanese long range torp bombers are unhistorical in their game results. If they were truly as ineffective as people would like then the Allied played would just not worry about Jap air strikes. With hindsight, an unrealistice high knowledge of the system and a total disregard for losses you would simply smash staright through the enemy air strikes.
I want the game to reward clever long term strategic thinking, good long term planning and the ability to out think my opponent. It can only do this by being unhistorical.
Probably not being clear enough here. I am not suggesting a fantasy land but historical results lead to unhistorical games.
WALKERD I THINK I understand what you are trying to say, and I have some sympathy for your position. But no one is suggesting that either side be "straitjacketed" into following the exact course of history. What's being argued is that there were actual realistic historical factors that limited just how far afield you can stray from history. Ships can physically only sail so far on a load of fuel. The same for A/C. There are only so many tankers available to service the fleet. As the players have and can't help making use of "hindsight" in their planning, it's important that all these physical factors be adequately and accurately portrayed. What fun is it to claim "I did better than Yamamoto" when it wasn't a matter of you having a better plan (or a dumber opponant)---but that the "simulation" you were using allowed you to do things that he couldn't when constrained by reality?
Most of the arguements you are reading come from people who want to compete with reality. Meaning within the same physical constraints as their historical counterparts. Meaning when they have a series of combats involving Zero's and F4F's they want the average result to be something close to the average historical result. If the Allies didn't have hundreds of 4-engined bombers in 1942, then the good Allied player doesn't want them either. He want's what Kinney had, so he can compare himself and his performance to something meaningfull. Yea, it would be much easier to have B-52's and just shatter Japan from San Francisco---but it wouldn't be WW II in the Pacific.
It's only possible to have "historical style play" to reward if your assets perform in the manner of their historical counterparts. Otherwise you are just jerking off.
ORIGINAL: Brausepaul
I think this poll is futile...the majority of US players cries foul if the design doesn't ensure a US victory from the beginning.
ORIGINAL: Nomad
ORIGINAL: Brausepaul
I think this poll is futile...the majority of US players cries foul if the design doesn't ensure a US victory from the beginning.
Kind of depends on how you mean that. If you are saying the Japan has any chance of winning the war, then I would say you are wrong. Both sides should have an equal chance of winning the game. But, the Allies will always win the war.
By "historical" what is meant is that the 'game pieces' function as they would have ITRW - not that history has to be acted out exactly day by day as if we were watching a documentary.ORIGINAL: Brausepaul
Actually that's exactly what I mean, but any discussion about this is futile.
ORIGINAL: Brausepaul
Actually that's exactly what I mean, but any discussion about this is futile.
ORIGINAL: Grotius
I voted for historical accuracy. One can "balance" a wargame with victory conditions.
That said, one must be mindful of what historians call "presentism." We tend to project our knowledge of the past backwards in time, and we may tend to resist too strongly against what-if scenarios. It is ahistorical, in other words, to insist that history must repeat itself. What if the war in Russia had gone significantly worse? I for one have always enjoyed playing wargames that imagine significant shifts in OOBs to reflect these what-ifs. "Uncommon Valor" itself sometimes assumed Midway hadn't been fought. That made for interesting scenarios.
ORIGINAL: joliverlay
How can you have a game with historical capabilities on both sides (not a science fiction fantasy) an have any reasonable chance of Japanese victory?

ORIGINAL: Mike Scholl
No problem with this line of thought. "What if's" are always fun. Just be sure the "base line" you are building on is as realistic and accurate as possible. Then you can play with "might have beens". How about Stalin DOESN'T have a paranoid conniption fit fit in the late 30's and gut the Red Army? The Germans get crushed in 1941 and 100% of all Allied efforts go to the Pacific? More likely than a quick victory by Hitler.... Another favorite is the US Navy wakes up and uses some of the "Two-Ocean Navy" funds to test it's torpedoes realistically in 1940. So they start the war with working torpedoes in all tubes. Quite possible once the funds started becomming available. Even something as simple as the U.S. Army's "Design Team" didn't screw up and "fix" the P-39 into an un-supercharged "dog" at higher altitudes. Big problem with most of the more realistic "what if's" in the Pacific war is that they favor the Allies (who historically committed most of the pre-war "boners"). Japan wasn't reading our codes..., suppose the US had made better use of it's code preaking information? Kido Butai runs into dozens of working US subs North of Hawaii, and finds 100+ Fighters flying CAP over Pearl with all the AAA manned and ready. Have fun...
ORIGINAL: Big B
For some reason most people never consider that "What If's" can go more than just in the Axis favor.[;)]