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Reinforcements and withdrawals - A discussion

Posted: Wed Nov 05, 2025 7:24 am
by Chris21wen
This has been something I've wondered about for a long, long time, more than 30 years in fact.

This game and just about every computer game I've played is based on history and any game worth it's salt will have had research carried out to determine what, where and when new units arrive as reinforcements and when units leave the game.

These decisions were primarily based on military requirements but other factors political, economical etc also play a part.

The old saying that 'No plan survives first contact with the enemy' or whatever the saying is, is very much true in the gaming world. This being the case why have we got forced reinforcement and perhaps more importantly forced withdrawals.

There is a case for following history, I have no problems with that, that's what people want and I'm no exception but there's also a case for following current game requirements allowing free choice?

As an example, in my current game against the AI I'm due to withdraw 4 recon units, none return but I do get two new recon units in the following month. In the game it is just a box ticking exercise to satisfy the historical aspect, it isn't needed in my current game situation.

Like to hear others thoughts.

Re: OT - Reinforcements and withdrawals - A discussion

Posted: Wed Nov 05, 2025 2:52 pm
by BBfanboy
You can set Withdrawals to OFF before starting a game. You can set reinforcements to "Random". I think that is as close as you can get to non-historical.

The game designers wanted to give the feel of being a top Admiral/General/Air Marshal having to make tough decisions with too little of nearly everything (at game start at least). They also wanted the game to last more than 1941-42 so they gave the Japanese some benefits they did not enjoy historically. The game plays out much like historically - in broad strokes the Allies reeling for six months, then six months or so of equilibrium, followed by small Allied offensives for most of 1943 and the steamroller thereafter.
Various mods cover alternate pre-war planning and weapon building. So it is a hodge-podge of historic and a-historic data. They had to start with history and did not necessarily want all of it to vary too much.

Re: OT - Reinforcements and withdrawals - A discussion

Posted: Wed Nov 05, 2025 7:43 pm
by Capt Hornblower
Chris21wen:

Your query regarding scheduled withdrawals and reinforcements in WITP:AE and other wargames is very much germane to this forum. So, out of curiosity, why have you marked it as Off-Topic? :?:

Re: OT - Reinforcements and withdrawals - A discussion

Posted: Thu Nov 06, 2025 7:41 am
by Chris21wen
Capt Hornblower wrote: Wed Nov 05, 2025 7:43 pm Chris21wen:

Your query regarding scheduled withdrawals and reinforcements in WITP:AE and other wargames is very much germane to this forum. So, out of curiosity, why have you marked it as Off-Topic? :?:
Because it's not aimed at WitP AE, just a general game idea. I've removed it.

Re: OT - Reinforcements and withdrawals - A discussion

Posted: Thu Nov 06, 2025 8:15 am
by Chris21wen
BBfanboy wrote: Wed Nov 05, 2025 2:52 pm You can set Withdrawals to OFF before starting a game. You can set reinforcements to "Random". I think that is as close as you can get to non-historical.

The game designers wanted to give the feel of being a top Admiral/General/Air Marshal having to make tough decisions with too little of nearly everything (at game start at least). They also wanted the game to last more than 1941-42 so they gave the Japanese some benefits they did not enjoy historically. The game plays out much like historically - in broad strokes the Allies reeling for six months, then six months or so of equilibrium, followed by small Allied offensives for most of 1943 and the steamroller thereafter.
Various mods cover alternate pre-war planning and weapon building. So it is a hodge-podge of historic and a-historic data. They had to start with history and did not necessarily want all of it to vary too much.
Probably easiest if I use WitP AE but it's most historical wargames.

What you said is all true but it is still based around historical events, which I'm not against. You are free to edit stuff, use various modes, scenario chioces etc but none of these give you free reign in you decisions as it has to be carried out before you start a scenario. You cannot decide in game that you need another CV, AG etc.

Some things such as ships already laid down isn't a problem but you could cancel them or even maybe change design etc. Withdrawing stuff, say to Europe, is OK to but does it have to be that ship, that AG etc. There's alo withdrawing stuff through manpower shortages or just to rest them base on history. Again why that unit and why if your not short in game?

When I say free I'm not implying it cost nothing to create a new unit, far from it. It's the free choice to be able to create a new unit. Lets take Japan, with it's industrial structure it would be comparentively easy (probably a stretch with easy) but you have manpower, factories, oil, resources and pps to allow for it.

Re: Reinforcements and withdrawals - A discussion

Posted: Thu Nov 06, 2025 2:11 pm
by BBfanboy
I understand your wish to have more creative freedom. Maybe some new AI game will be invented to allow that!

Re: Reinforcements and withdrawals - A discussion

Posted: Thu Nov 06, 2025 6:01 pm
by RangerJoe
BBfanboy wrote: Thu Nov 06, 2025 2:11 pm I understand your wish to have more creative freedom. Maybe some new AI game will be invented to allow that!
I do believe that the game has already been invented. ;)

Re: Reinforcements and withdrawals - A discussion

Posted: Fri Nov 07, 2025 8:00 am
by Capt Hornblower
"I do believe that the game has already been invented."

If the game you have in mind is the one I think it is, it doesn't cover just the naval war, but the entirety of WWII. And talk about micromanagement!

Re: Reinforcements and withdrawals - A discussion

Posted: Fri Nov 07, 2025 8:13 am
by Chris21wen
What might that be?