RE: OOB Question
Posted: Fri Nov 27, 2015 7:21 am
I am looking thru the German reinforcement list and I cannot see LSSAH listed. Can anyone confirm for me if this unit is actually in the game as a Division or otherwise?
ORIGINAL: Jagdtiger14
Queeg and Panzeh: Funny how what you write reflects your avatars. Not sure why you guys play war games, but for me its about using the exact (as can be per available information) tools that were available at the time. I'm guessing that concept probably comes as a shock to both of you.
ORIGINAL: Michael T
I very much like the idea of a more detailed OOB. If someone did that would it be possible to play it PBEM++ for those so inclined?
A choice between the generic OOB and a more detailed one for the like minded would keep all happy I suspect.
ORIGINAL: Jagdtiger14
Queeg and Panzeh: Funny how what you write reflects your avatars. Not sure why you guys play war games, but for me its about using the exact (as can be per available information) tools that were available at the time. I'm guessing that concept probably comes as a shock to both of you.
ORIGINAL: Queeg
We already have plenty of games that try to model the Eastern Front in detail. I'm excited to see a game that takes a different approach - indeed, one that models real-world factors that the other games completely ignore. That different approach doesn't make it any less of a war game.

I play war games, first and foremost, as games. And all games - no matter how "realistic" they claim to be - are built around a set of abstractions. Even with an OOB perfect down to the last cartridge, there still must be rules for movement, supply, combat resolution and a dozen other real-world factors that can be modeled only abstractly. In my experience, what separates an outstanding game from a merely average one is less the depth of its detail than the quality of its abstractions.
We already have plenty of games that try to model the Eastern Front in detail. I'm excited to see a game that takes a different approach - indeed, one that models real-world factors that the other games completely ignore. That different approach doesn't make it any less of a war game.




ORIGINAL: morvael
ORIGINAL: Queeg
We already have plenty of games that try to model the Eastern Front in detail. I'm excited to see a game that takes a different approach - indeed, one that models real-world factors that the other games completely ignore. That different approach doesn't make it any less of a war game.
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ORIGINAL:
I'll let you guys in on a secret- the DC engine doesn't actually count all those thousands of troops or tens of tanks....
I knew about this "secret" since the days of DC2. Anyway, it does not mean that strength numbers are irrelevant in combat resolution. A division with 300 T-34 will perform way better than a division with no modern tank, even if the engine will not simulate separately the fire of every single vehicle.ORIGINAL: Panzeh
I'll let you guys in on a secret- the DC engine doesn't actually count all those thousands of troops or tens of tanks- the engine has a smaller number of units that it considers- then it multiplies them by a number to give you a roughly realistic division strength for immersive purposes. You can see this in the combat results window.
As I wrote, I understand that all Soviet obsolete tanks are abstracted under the T-26 label, all Soviet new tanks are abstracted under the T-34 label, all German/Axis light tanks are abstracted under the Panzer II label and so on. I already said that I can live with it. Given the "granularity" of combat resolution, there would be no point in having different entries for, say, a T-26 and a BT-5 since, in game terms, their stats would be the same.Also this game abstracts out a lot of obsolete tank types into German Panzer IIs and Soviet T-26s. I imagine an enterprising modder could change this but keep in mind going over 8 sub-types in a division results in a less good looking list.
An exercise in tedium? Really?Yes, the Soviet tank divisions had often wildly varying strengths at the beginning of the campaign but they're normalized here for, I think(I can't speak for Vic or Cameron), clarity. If you have to go in and click on every single tank division to see whether it has 10 or 100, that rapidly becomes an exercise in tedium, which is something Vic has worked to avoid. In any case, the effect is fairly minimal- these tank divisions are massively hindered in their operations by the Soviet system and they will rarely survive the first few turns.
I agree that the quality of the game abstraction is the prime indicator of the validity of a game but cannot understand why one would refrain by having better detail. This is not a situation where you cannot have them both.ORIGINAL: Queeg
I play war games, first and foremost, as games. And all games - no matter how "realistic" they claim to be - are built around a set of abstractions. Even with an OOB perfect down to the last cartridge, there still must be rules for movement, supply, combat resolution and a dozen other real-world factors that can be modeled only abstractly. In my experience, what separates an outstanding game from a merely average one is less the depth of its detail than the quality of its abstractions.
I too am excited to see a game than models real-world factor that other games ignore but I do belive that there is no point in ignoring other factors that the other games doesn't ignore.We already have plenty of games that try to model the Eastern Front in detail. I'm excited to see a game that takes a different approach - indeed, one that models real-world factors that the other games completely ignore. That different approach doesn't make it any less of a war game.
ORIGINAL: Jagdtiger14
Thank you amatteucci! I don't think these two (and maybe a few others) get it. The main point is that the developers have heard us and are interested in improving the aspects we are concerned about.