ORIGINAL: Zorachus99
ORIGINAL: Zartacla
Honestly, I don't think it's all that complex. I could teach someone the base rules in about twenty minutes and get them started playing. Most of the complexity lies in about 10% of the rules/situations, and the interaction between semi-conflicting rules. A lot of the game (but not the interface) is fairly intuitive. Things work in ways that make sense to anyone that has played wargames and/or has a basic understanding of WW2 history. A lot of the confusion comes from areas where WiF abstracts things in ways that are mechanically non intuitive, but produce results that make sense. People used to bandy about the term "WIF zen" to describe it.
For example, action limits don't really make sense from a realism standpoint. My air force is flying so my navy is grounded? That's illogical. But the action limit system does a good job of forcing players to make the difficult (and interesting) decisions that end up leading to realistic results. WIF zen.
The answer is Offensive Chit for super-combined. Zen removed. [;)]
But action limits make sense out of a realism standpoint. It simulates the decisions the General Staff has to make. Is fuel going to the tanks, the navy or the airforce? How are the supplies divided? What ammo is produced and who gets it? In war, there are always shortages. Sure, you might have the necessary ships, the planes and the Panzer produced, but you surely don't have enough supplies to let them all fly, sail and ride at the same time. Your men have to rest, your planes, ships and vehicles needs maintenance...
Even the US had major problems supplying all branches in the autumn of 1944, so units were stopped due to lack of supplies, planes were grounded due to lack of bombs...
The action limits simulates this quite well.
Now, in wargames every general wants to move everything and use all weapons. In reality, you couldn't do so...