Historical accuracy?
Moderator: Shannon V. OKeets
Historical accuracy?
Having never played WiF, how historically accurate is it?
As an example, how are the Italians limited in supplying North Africa: can they send a historically impossible large amount of men and supplies or is it limited?
What I am hoping is that most of WiF stays within the realm of "could possibly have happened".
And yes I know this isn't directly linked to the computer implementation.
As an example, how are the Italians limited in supplying North Africa: can they send a historically impossible large amount of men and supplies or is it limited?
What I am hoping is that most of WiF stays within the realm of "could possibly have happened".
And yes I know this isn't directly linked to the computer implementation.
RE: Historical accuracy?
ORIGINAL: sveint
Having never played WiF, how historically accurate is it?
As an example, how are the Italians limited in supplying North Africa: can they send a historically impossible large amount of men and supplies or is it limited?
What I am hoping is that most of WiF stays within the realm of "could possibly have happened".
And yes I know this isn't directly linked to the computer implementation.
If playing without limited oversea supply, they can send an unlimited number of troops, but they are far from having and unlimited number of troops. However if any enemy ship or airplane with nav to sea factors is in the sea zone nearby, the supply to Italy is blocked and they are out of supply. That's because they must trace their basic supply path to Italy.
In that case they have to maintain a presence in the sea, whether a military vessel or aircraft with air to sea factors themselves.
If playing with limited oversea supply option, it's even more difficult because they must maintain a chain of convoys and/or transport from Italy to North Africa.
Hope it helps.
Michel Desjardins,
"Patriotism is a virtue of the vicious" - Oscar Wilde
"History is a set of lies agreed upon" - Napoleon Bonaparte after the battle of Waterloo, june 18th, 1815
"Patriotism is a virtue of the vicious" - Oscar Wilde
"History is a set of lies agreed upon" - Napoleon Bonaparte after the battle of Waterloo, june 18th, 1815
- paulderynck
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RE: Historical accuracy?
The Italians are limited by the fact they start with two poor TRS (Transport) units which become prime targets for the Allies in the event hostilities start. These units are the only way to get Corps sized units across the Med. Also there is an option to require Convoy units or TRS in sea zones to conduct supply to North Africa. Without that option it is easier to keep N. Africa in supply, but a concerted effort by the Allies could still cut supply.ORIGINAL: sveint
Having never played WiF, how historically accurate is it?
As an example, how are the Italians limited in supplying North Africa: can they send a historically impossible large amount of men and supplies or is it limited?
What I am hoping is that most of WiF stays within the realm of "could possibly have happened".
And yes I know this isn't directly linked to the computer implementation.
Generally however, IMO there is very little tactical or operational historical accuracy - especially considering the action limit system.
But it is positively uncanny how the game can simulate the strategic developments of WWII and yet still be able to produce believable and sometimes massive "what-if" swings in the outcome.
Paul
- obermeister
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RE: Historical accuracy?
I think it's important to remember that WiF is still a game, so you could argue whether or not relative production levels (for example) make sense or not. I think in almost all areas this game strikes a fine balance between a fun game and historical accuracy. In a historical simulation game, usually it's enough for me that the historical outcome is POSSIBLE, not that it's even necessarily probable. But there is a huge variability in how things play out, which is fantastic and keeps the game fresh.
But yes, playing with the options mentioned, the Italians will have a hard time keeping the North African forces supplied, to say nothing of getting them there in the first place.
But yes, playing with the options mentioned, the Italians will have a hard time keeping the North African forces supplied, to say nothing of getting them there in the first place.
RE: Historical accuracy?
ORIGINAL: paulderynck
The Italians are limited by the fact they start with two poor TRS (Transport) units which become prime targets for the Allies in the event hostilities start. These units are the only way to get Corps sized units across the Med.
Cant the german ATR ju-52 transport inf?
Edit: Corrected myself, Inf DIVs, MTNs and paras it is
/Tonq
- paulderynck
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RE: Historical accuracy?
Only Mountain or Para or an Inf Div and unless Tunisia is taken its range only allows transport from one hex in Sicily to one hex in Libya.ORIGINAL: Tonqeen
ORIGINAL: paulderynck
The Italians are limited by the fact they start with two poor TRS (Transport) units which become prime targets for the Allies in the event hostilities start. These units are the only way to get Corps sized units across the Med.
Cant the german ATR ju-52 transport inf?
/Tonq
Paul
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RE: Historical accuracy?
the German player can build the Me-323 'Gigant' ATRs and send troops across to Tunisia, even an INF corps ... just like the real Germans did (but at the battalion to regimental level, of course).
historical accuracy is pretty close in how it simulates the big decisions made at the very top. the action limits frustrate the heck out of the players, but I think the real life Commanders-in-Chief were frustrated by these as well.
historical accuracy is pretty close in how it simulates the big decisions made at the very top. the action limits frustrate the heck out of the players, but I think the real life Commanders-in-Chief were frustrated by these as well.
RE: Historical accuracy?
Greetings sveint,
Historical accuracy is a different flavor depending what you are looking for.
But first i'll say, Wif is a great "What if", game. WiF is a great game to see the combined impact of Air, Sea and Naval warfare on a global scale.The foundation of the game is sound. Its based on the history of WWII. Playablity vs realism will always come up, but overall, the game works.
Your question about Italian capabilities, is not dependent on if or what option, is used or not used. Italy's capabilities are accurate, given the Axis overall military and economic picture. What the Italian player decides to build will influence its impact during the game. Where to deploy is another choice, as well as, how much the Italian and German Player are willing to cooperate with each other.
Italy can decide to expand its Air Force beyond what was historical, but at a cost. It can then choose to become the leader in Strategic air power and prosecute a bombing campaign of England & later the USSR, never seen in history. (And yes i have done this in a game, with mixed results.) But the cost is paid for by the Navy and Army.
If the Italian player decides to pursue a North African adventure, that's a choice that will influence builds. To increase longevity in North Africa, transports, convoys, naval airpower, and surface ships are all needed. But the devil is in the details. Build a CV or not. Lay down new ship hulls or not. How many pilots will be enough. What kind of ratio of Fighters to Bombers. What is the German player willing to commit in the med. What is a fair exchange between the nations. Will the Italian nation have to invest in a Synthetic oil plant? Oh and we can't forget, how much of a land force is going to be committed. Italy will sustain a force in North Africa equal to the investment to project it and sustain it. The Allies will disrupt those plans, no matter how well laid.
No nation in the game can foresee how much it will expand its various military arms. Losses dictate replacements. Yearly additions to force pools change the face each nation wears. Choosing to Advance build aircraft and scraping the obsolent gives the game some depth you wont see in many games. I'm just scratch the surface.
Asking if the game is historically accurate is going to get you many answers. But mostly they will be yes, it is. To the limit a game can be played to wargame WWII.
Historical accuracy is a different flavor depending what you are looking for.
But first i'll say, Wif is a great "What if", game. WiF is a great game to see the combined impact of Air, Sea and Naval warfare on a global scale.The foundation of the game is sound. Its based on the history of WWII. Playablity vs realism will always come up, but overall, the game works.
Your question about Italian capabilities, is not dependent on if or what option, is used or not used. Italy's capabilities are accurate, given the Axis overall military and economic picture. What the Italian player decides to build will influence its impact during the game. Where to deploy is another choice, as well as, how much the Italian and German Player are willing to cooperate with each other.
Italy can decide to expand its Air Force beyond what was historical, but at a cost. It can then choose to become the leader in Strategic air power and prosecute a bombing campaign of England & later the USSR, never seen in history. (And yes i have done this in a game, with mixed results.) But the cost is paid for by the Navy and Army.
If the Italian player decides to pursue a North African adventure, that's a choice that will influence builds. To increase longevity in North Africa, transports, convoys, naval airpower, and surface ships are all needed. But the devil is in the details. Build a CV or not. Lay down new ship hulls or not. How many pilots will be enough. What kind of ratio of Fighters to Bombers. What is the German player willing to commit in the med. What is a fair exchange between the nations. Will the Italian nation have to invest in a Synthetic oil plant? Oh and we can't forget, how much of a land force is going to be committed. Italy will sustain a force in North Africa equal to the investment to project it and sustain it. The Allies will disrupt those plans, no matter how well laid.
No nation in the game can foresee how much it will expand its various military arms. Losses dictate replacements. Yearly additions to force pools change the face each nation wears. Choosing to Advance build aircraft and scraping the obsolent gives the game some depth you wont see in many games. I'm just scratch the surface.
Asking if the game is historically accurate is going to get you many answers. But mostly they will be yes, it is. To the limit a game can be played to wargame WWII.
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RE: Historical accuracy?
I have noticed that in: Barbarossa and Army Group Center in pictures post #94 and Case White AAR (After action report) post #2 German corps are named Inf, Mech, and Arm (example: XLVII Arm).
Will there be a way to rename units so this inaccuracy can be corrected (example: LXVII Pzr)?
Will there be a way to rename units so this inaccuracy can be corrected (example: LXVII Pzr)?
University of Science Music and Culture (USMC) class of 71 and 72 ~ Extraneous (AKA Mziln)
RE: Historical accuracy?
ORIGINAL: Extraneous
Will there be a way to rename units so this inaccuracy can be corrected (example: LXVII Pzr)?
Yes.
Have a bit more patience with newbies. Of course some of them act dumb -- they're often students, for heaven's sake. - Terry Pratchett
A government is a body of people; usually, notably, ungoverned. - Quote from Firefly
A government is a body of people; usually, notably, ungoverned. - Quote from Firefly
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RE: Historical accuracy?
What are the renaming length limitations?
Can I rename division size units (can I name a unit Grossdeutschland or Führer-Begleit-Brigade)?
Are different character sets available (can I name a unit Großdeutschland)?
Can I rename division size units (can I name a unit Grossdeutschland or Führer-Begleit-Brigade)?
Are different character sets available (can I name a unit Großdeutschland)?
University of Science Music and Culture (USMC) class of 71 and 72 ~ Extraneous (AKA Mziln)
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RE: Historical accuracy?
There are two mechanisms:ORIGINAL: Extraneous
What are the renaming length limitations?
Can I rename division size units (can I name a unit Grossdeutschland or Führer-Begleit-Brigade)?
Are different character sets available (can I name a unit Großdeutschland)?
Dynamically during a game you can rename a unit.
Permanently, by editing the file you can rename units. In this case, it is trickier. Naval units with long names have an abbreviated name that appears on the counter - it may use two lines. Air unit names are much harder and differ by major power. The placement of the name on the counter depends on its unit type - because the placement of the bitmapped images and various factors differ by unit type.
This all falls under the umbrella of "MWIF Design Kit" and I offer no excuses if changing the data file is difficult to do or if a player messes up the editing and causes the program to crash.
The font is what ever you type in in.
Steve
Perfection is an elusive goal.
Perfection is an elusive goal.
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RE: Historical accuracy?
Having played most of the strategic level WWII games, both board and computer, I have to say that WiF is the best. IMO there is nothing even close. What makes WiF special is the way sea, land and air forces all function together with actual units. By this I mean that there is no abstractions. Ships are named. Airplanes are designated by types. Airplane buffs will be thrilled when the American F4U Corsair arrives on the map... or the Spitfire IX, or the Focke Wulf's, etc.
I think the most brilliant aspect of WiF is the Naval search system. This allows for 'Midways' to occur, where an inferior force force has the chance of defeating a superior force. It also creates a lot of uncertainty in naval opertions where sometimes oposing forces don't find each other. Some of the most tense moments in the game are when two large carrier forces are searching for each other in a sea zone. This usually occurs when one side is attempting an invasion.
And land offensives rarely get anywhere without significant air power disrupting enemy defenses and providing cover against counter attacks. There is strategic bombing and sub campaigns against convoys as well. Just as in history, it is debatable how cost-effective it is to pursue these forms of economic warfare. It all works together seemlessly. It is really a work of art!
Cheers
John
I think the most brilliant aspect of WiF is the Naval search system. This allows for 'Midways' to occur, where an inferior force force has the chance of defeating a superior force. It also creates a lot of uncertainty in naval opertions where sometimes oposing forces don't find each other. Some of the most tense moments in the game are when two large carrier forces are searching for each other in a sea zone. This usually occurs when one side is attempting an invasion.
And land offensives rarely get anywhere without significant air power disrupting enemy defenses and providing cover against counter attacks. There is strategic bombing and sub campaigns against convoys as well. Just as in history, it is debatable how cost-effective it is to pursue these forms of economic warfare. It all works together seemlessly. It is really a work of art!
Cheers
John
You can't fight in here...this is the war room!
- composer99
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RE: Historical accuracy?
It must be said that Allied production, in general, is decreased and Axis production capability is increased to balance the game out.
Otherwise it would be an Allied victory, every time.
I think some of the tactical and logistical elements faced in history are sacrificed in the name of game balance, playability, and fun. The overall strategic dilemmas are very historical, although no player is shackled into the irrational decision-making processes of the dictators.
Otherwise it would be an Allied victory, every time.
I think some of the tactical and logistical elements faced in history are sacrificed in the name of game balance, playability, and fun. The overall strategic dilemmas are very historical, although no player is shackled into the irrational decision-making processes of the dictators.
~ Composer99
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RE: Historical accuracy?
I'm not sure production is all that off in WiF though. Italy is the most common example given. The real Italians completed both Roma class BBs, laid down at least one CV, poured resources in to a whole bunch of light cruisers, and equipped a bunch of infantry armies that disappeared quickly at the front in North Africa and Russia. When a WiF player skips all that and builds a half-dozen NAVs instead his opponent will then say "Italian production is so fake in this game." Also, the historical Germans built 30,000+ Me-109s.
Logistics are definitely simplified. The Axis might be somewhat freed from the disadvantageous traits of their ideological leaders, but the western Allies are equally freed from the pressures of public opinion in a democracy, so they can make decisions without regards to casualties. All players are of course free to play with all the advantages of historical hindsight as well.
Logistics are definitely simplified. The Axis might be somewhat freed from the disadvantageous traits of their ideological leaders, but the western Allies are equally freed from the pressures of public opinion in a democracy, so they can make decisions without regards to casualties. All players are of course free to play with all the advantages of historical hindsight as well.
RE: Historical accuracy?
Admittidly I've only played WiF with Version 4 rules but the biggest problem for me is the lack of AA in the air campaign against Germany. In total Germany only has 4 AA units to represent the 14,000 heavy guns and 35,000 lighter guns manned by 900,000 air defense personel they had by 1944. Maybe factories in flames remedies this.
Apart from that its seems this version of the rules makes it as realistic as you can get in a strategic level game.
Apart from that its seems this version of the rules makes it as realistic as you can get in a strategic level game.
No sane man can afford to dispense with debilitating pleasures; and no ascetic can be considered reliably sane.
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RE: Historical accuracy?
Admittidly I've only played WiF with Version 4 rules but the biggest problem for me is the lack of AA in the air campaign against Germany. In total Germany only has 4 AA units to represent the 14,000 heavy guns and 35,000 lighter guns manned by 900,000 air defense personel they had by 1944. Maybe factories in flames remedies this.
Apart from that its seems this version of the rules makes it as realistic as you can get in a strategic level game.
This is abstracted by the fact that sometimes the bombers miss and by the fact that after bombers fly a mission they are flipped. Guns in general were added to WiF as an add-on. They are fun toys to play with but they really don't make a lot of sense in a strategic game as all divisions and corps had their own artillery units that were permanently attached. I don't mind that guns were added to the game, but this is an instance where historical accuracy and the scope of a strategic WWII game don't exctly jive.
Cheers
John
You can't fight in here...this is the war room!
RE: Historical accuracy?
ORIGINAL: Cheesehead
Admittidly I've only played WiF with Version 4 rules but the biggest problem for me is the lack of AA in the air campaign against Germany. In total Germany only has 4 AA units to represent the 14,000 heavy guns and 35,000 lighter guns manned by 900,000 air defense personel they had by 1944. Maybe factories in flames remedies this.
Apart from that its seems this version of the rules makes it as realistic as you can get in a strategic level game.
This is abstracted by the fact that sometimes the bombers miss and by the fact that after bombers fly a mission they are flipped. Guns in general were added to WiF as an add-on. They are fun toys to play with but they really don't make a lot of sense in a strategic game as all divisions and corps had their own artillery units that were permanently attached. I don't mind that guns were added to the game, but this is an instance where historical accuracy and the scope of a strategic WWII game don't exctly jive.
Cheers
John
I agree that the gun divisions aren't really historically accurate even though they are fun but AA installations in German cities did exist separate from the main army formations and did cause massive allied losses. I don’t feel its accurate to say that a missed result is a way to abstract this because it never results in the loss of an allied air unit and besides the Wallies were perfectly capable of missing targets all on their own without German interference.
No sane man can afford to dispense with debilitating pleasures; and no ascetic can be considered reliably sane.
RE: Historical accuracy?
A real AA unit would probably have a movement allowance of zero, the only way to move it by rail, and only AA factors, no or poor defense against land units if alone.
Michel Desjardins,
"Patriotism is a virtue of the vicious" - Oscar Wilde
"History is a set of lies agreed upon" - Napoleon Bonaparte after the battle of Waterloo, june 18th, 1815
"Patriotism is a virtue of the vicious" - Oscar Wilde
"History is a set of lies agreed upon" - Napoleon Bonaparte after the battle of Waterloo, june 18th, 1815
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RE: Historical accuracy?
don’t feel its accurate to say that a missed result is a way to abstract this because it never results in the loss of an allied air unit and besides the Wallies were perfectly capable of missing targets all on their own without German interference.
Without having the statistics of bomber losses in front of me I would still guess that no bomber unit was wiped out by AA alone. I would venture to say that AA losses would not amount to anything close to 20% of a bomber force... probably a lot less than that. So how could you justify even an abstracted AA unit that would destroy a bomber unit? This is also where action limits come into play. Action limits make more realistic the historical reality that did not allow for all military units to be active all the time because of fuel limits, exhausted men and machines and the constant need to bring atritted units up to strength with reinforcements. The combat system of WiF does not allow for partial losses. This is something found in more detailed games such as Hearts of Iron.
Cheers
John
You can't fight in here...this is the war room!