stww2
Posts: 219
Joined: 5/23/2017 Status: offline
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quote:
ultimately it is boots on the ground that decide wars This is a somewhat simplistic view I think, and in many cases is going to be somewhat of a "chicken or egg" type question. There are certainly many conflicts where ground warfare was essential, but often the outcome of that ground conflict was only possible because of what happened on the air/naval side of things, whether because of those domains direct impact on battlefield outcomes (i.e close air support) or because of air/naval domains' impact on economic performance which in turn decides whether the battle on the ground. World War Two, for instance, looks very different if the Germans have complete control over the Atlantic and the Japanese complete control over the Pacific, and for all the focus on the western front in WW1, none of that matters if the Germans win a Trafalgar-like victory at Jutland (there's a reason why Churchill is supposed to have said that Jellicoe was "the only man on either side who could lose the war in an afternoon"). A potential Taiwan conflict only underlines this point; there is no ground battle in Taiwan at all of China loses the air/naval war, and no ground victory for China is supply lines are not maintained (which again, requires air/naval dominance). So is the most important the ground battle or the air/naval battle which make ground victory possible? It's just an arbitrary matter of perspective at that point. To actually answer your question, the game can handle a hypothetical China/Taiwan conflict (indeed, I'm pretty sure there are a number of scenarios attempting to portray it). But given the sheer number of units involved, efficient scenario design becomes vital here. While it is theoretically possible, attempting to simulate every aspect of the conflict would probably make for an extremely unwieldy scenario (and require a super-computer), and it would probably make more sense to break such a conflict into more manageable chunks with only directly involved units featured over a short time frame (for approaches to solving a related issue, see Coiler's post on "The CentFront Challenge" and the mentioned CentFront scenario "The Fighter Bomber Aviation Regiment") Ground combat would probably be best left abstracted, perhaps with points for awarded for tasks that contribute to the ground battle (CAS, troop and supply transport, etc) rather than trying to spawn every relevant ground units and throw them at each other; as you correctly observe, the ground model in CMO as-is is probably not good enough for that. Bottom line, there a lot of options. And it's not impossible to disregard all of the above and try to simulate a massive week-long campaign (there are some pretty crazy people out there and I'm sure someone has attempted it), although whether it would be a good idea or not is of course another matter.
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