lportioli -> reproducing history (4/12/2011 2:17:31 PM)
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First of all I want to congratulate for WITE, a very deep game that approaches the possibility of explore some complex "what if "in Barbarossa. But to reach these cognitive heights the game needs new improvements, measured primarily with the ability to reproduce the historical events. A option permitted by the fantastic AI of WITE that use an AGENTBASED MODELS , a computational tool that is revolutioning the social sciences through a "generative" approach. In my opinion the first limitation of WITE regards the excessive size of the hexagons ( or ZOC rules ?) - 10 miles-a fact that makes difficult encirclements maneuvers, so typical in the early stages of Barbarossa. The second limit is the excessive length of the turn- one week. Both conditions lead to a significant delays in penetration, in particular for Army Group Center , a situation that make virtually impossible to explore the alternatives a es. of the crucial Directive 35 taken by Hitler in late August. These limits of WITE are comparable with those of the official versions of Barbarossa in the various versions of the Operational Art of War but and can be greatly improved by adopting the amendments introduced by P. Falotti in Barbarossa At the Tactical Level v1.4 ( dec. 2001) Exagons of 7.5 miles, 1 day turn and regimental order. I tested this new version and the results in terms of reproduction of historical operations( penetration,air & ground losses..) were astonishing.
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