ORIGINAL: Nikademus
You know....this is actually pretty funny....and part of the humor is that your dead-on re: some of the inevitable reactions (i.e. Lets quote Glantz....or [insert Historian here] We have ALOT of that over on the AE and previously the WitP forum.
If there's a fault in GG designed games....its the same feature that makes his games so addictive. Detail Control with a carefully crafted illusion of detailed representation over an engine that ultimatley employs a boatload of Randoms. [:D] What you describe here is the same problem as in WitP. From Turn 2 onward, the Allied side does not react and fight in the way they did historically.
I see your point, but there is one contradiction or paradox. Forcing the Allies (or any side) to do more historical stuff inevitably means that the games get more predictable, not less, surely?
If the Soviets in WitE get to withdraw to a line along the Kursk and Smolensk axis in 1941 rather than defend forward, the AXIS don't have to go for the oil, defend forward in the Ukraine so they are exhausted before they can fortify the Dniepr etc in 1942/43.
For me, give the sides what they had, introduce rules which reflect the differening capabilities and doctrines (doctrine tends to be the thing that gets missed) and let people get on with it.
A War in the West has even bigger challenges. I remember back in the day geting a copy of the 8Bit "Western Front" game simulating D-day onward and being all excited after years of re-playing War in Russia. I never even ended up finishing a single game. It was so boring. Once the Allies landed it was a forgone conclusion. The Allied side ruled the air....had virtually unlimited logistics and more strength. One can get around this in part by representing more of the West.....(like France 1940) but its like you said. First thing thats going to happen is the Allied (French) player will immediatley fall back on the defensive setting up a multi layered tiered defense and the Germans can thus beat their party insignias against it. [:D]
I'd agree that Allied air and naval power in 1944 means this segment of the game will likely only ever play one way. The only interest in this game is when it is linked to WitE because at that point, you might conceivably be able to shift other assets into theatre (with the likely result you might hols the allies up for another week[;)])
The interesting one is France 1940. An Allied Commander will not get caught out by the thrust through the Ardennes, and at that point, you're completely into a new world. Of all the new possibilities, this is the most interesting since you have two numerically matched sides with a few interesting equipment differences but possibilites all over.
1) Don't overfocus on detail control/representation. Newer doesn't have to mean more and more micromanagement and screen clutter as one attempts to represent every device/unit and the seperate exp values of each.
I'm not sure this is an answer. As long as the detail can be micro managed by friendly AI, I don't see it does any harm.
2) I always thought Norm Koger's "Operational Art of War" had a great idea in utilizing "Trigger events" that until tripped would lock down elements of the player's side or at least restrict their options. This feature represented the "Higher political/military" powers constraining you....the Theater commander from just doing whatever the hell you want. Just a thought. WitP tried to crudely simulate elements of this by use of "Political Points" but it was restricted mainly to buying off land and air units from certain Theater commands that otherwise can't be moved from their area of deployment. Once "Bought" you had the typical Total Control of that unit. One can expand on this by having certain requirements at game start for the player like "You are not authorized to conduct a mass withdraw into the interior in order to [magically] counter a new form of warfare that the enemy will deploy against you"
This worked in some TOAW scenarios, but it won't create more variation as the initial complaint seemed to be aimed at. Forcing the Russians in Russia and the Germans in France to fight forward will produce just as stereotypical a game as the current hindsight driven strategies produce.
3) maybe a more dynamic AI in which your not just either one side or the other....but have the option to have the AI control one nation......say the UK Expeditionary Force while you control France.....or vice versa. Imagine your consternation if your best laid plan is laid waste by a sudden withdrawl by your "ally" (as historically happened at one point in 1940)
Wouldn't work for PBEM. I wouldn't want to lose my half of a mirrored PBEM because I rolled a three and he rolled a six. Also, as a Brit, we didn't lay anyone's best laid plans to waste....[;)] With the front fractured, Germans in our rear, we got across the channel in order to fight another day. This wouldn't be a "sudden withdrawal" event, but a "Your Allies did the only sensible thing left for them to do" event....[;)]
Respect and regards,
ID