ORIGINAL: rhinobones
If I understand your post correctly, Europe Aflame and the McBride/Falotti renditions of The Great War are either Operational scenarios (which I kind of doubt), or they are strategic scenarios which are unplayable because TOAW does not “. . . offer many of the tools one would need for an adequate simulation on the strategic level. Production, the subtleties of national effort and expectations (the Second Front, Viet Nam), the need to engage in certain militarily inefficient but morale-raising activites (strategic bombing)... “ and that the “deficiencies will be overwhelming”.
All I am saying is that as you move out of its designed range, TOAW will become increasingly inefficient. La Familia Wright, at the moment, owns a Mazda MPV. This is ideal for the uses we put it to. As a sports car, it could indeed drive around the course, and as a moving van, we could indeed get our earthly goods from here to there on it...eventually. However, it's not really designed for these purposes, and so will tend to perform relatively poorly if put to these purposes. Another vehicle would be better.
Wow! Wonder if the people playing these scenarios realize that their enjoyment is completely misspent? They would be better off playing a scenario about class control at an inner-city school.
I wouldn't (and didn't) say their time is
completely misspent. However, I am sure that Curt (the designer of
Vietnam and Erik Nygaard (who has essayed several 1 km/hex scenarios) would both agree that their tasks would have been considerably easier -- and presumably better executed -- if they had had a purpose-designed vehicle at hand.
As for the tactical side of TOAW . . . one must wonder why a great number of calories were spent building a data base defining the characteristics of so many individual weapons and why the game engine counts the number of shots fired by these individual weapons, the number of individual hits and the probability that a single hit will kill the target. Come on . . . is this type of detail really needed for an Operational game? Of course not; basic attack, defense, armor and movement values would suffice. But, this level of detail is wonderful for the tactical scenario, it is good for the rivet counters and it is extremely good for the people that truly love to play/build war scenarios of any scale that contain the TOAW level of unit detail.
All that is there to provide a non-arbitary framework for assigning values. It's a valid approach -- but does nothing to prove the game is suitable for tactical simulation. My annuity's value is calculated to the nearest cent -- that doesn't demonstrate it's the right vehicle to buy a six-pack of beer with.
Writing that “The Norm . . . was explicitly disavowing any attempt to provide a simulation of warfare at either the tactical or the strategic levels” is smoke, mirrors and BS. You really have no knowledge of what The Norm was thinking and you prove this by making up words he never said publicly. “Explicitly disavowing” . . . did The Norm actually speak these words to you, or is this a fabrication purporting to be the truth?
As for the title, my guess is that he wanted to make a play off “The Art of War”, but since the title was already coined by Sun Tzu, he needed to make a slight alteration while retaining the flavor. The Strategic Art of War (TSAW), too hot. The Tactical Art of War (TTAW), too cold. The Operational Art of War! Ahhhhh, sounds and tastes just right. TOAW . . . it kind of rolls off the tongue. Good name for a war game. Sun Tzu is happy.
Alternatively, by calling it the
'Operational Art of War', we might be led to believe that Norm intended the game to simulate warfare at the
Operational level. Just a guess here, of course. You're free to suggest alternative hypotheses.
Of course if you have any first hand communication with The Norm about his intentions, feel free to share them with the forum. Otherwise, in spite of the game title, the evidence strongly points to TOAW being designed as a universal war game engine. Operational scale just happens to be the happy medium between tactical and strategic.
Regards, RhinoBones
Lol. Nevermind if it's explicitly called 'operational' -- and designed accordingly -- it's intended as a universal war game engine. That's obvious.
It explains the absence of any devices for simulating production, lines of fire, recruitment, larger/smaller scales, etc. Your logical acumen is stunning.