fbs -> RE: Does the game reflect the East front behavior? (5/21/2011 8:09:36 PM)
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quote:
ORIGINAL: Panama When Fred said that it was a very different time indeed. Does not have the relevance it once had. But that's exactly my question. At France it was true that by trying to defend a long front the French didn't have mobile enough forces and made themselves vulnerable to breakthrough. During WW1 on the other hand both sides managed to successfully defend the whole front in the West, while the East front remained quite fluid. Now, in the game it seems that a fluid, WW1-style front is the worst thing for the defender, because he can be encircled very easily and then he is doomed. Ergo the game mechanics dictate that there are two defenses: you run, or you build an in-depth defense area through the whole front (i.e., WW1-style). That's fine as game mechanics - what I'm asking is whether that was the actual thing. quote:
ORIGINAL: Panama As Pavel points out, it's IGOUGO. Crazy stuff is bound to happen. If you want everything to happen as happened historically then read the book. It's a lot cheaper. I personally like games that allow a lot of what ifs. It makes things more fun. I'm not saying it should be less fun, or that it should count how many eggs the Germans have in the field kitchens. I think that some games capture the essence of their subject quite nicely, even while being relatively simple. I know that Harpoon was used in occasion at Annapolis as a teaching tool, and that some military academies used TOAW as a tool; I have seen some modified version of Total War being used in TV programs as demonstration of battles, and I think that by and large BoB/BTR, WITP and Steel Panthers captured nicely (although with limitations) the essence of what they tried to do, while World at War and HOI certainly didn't. Meanwhile in WITE I'm not sure - not because of any faults of the game, but because I don't know or understand the East Front enough to judge if what we see is close to what happend. ps: just to be sure, I think several things are modeled quite nicely in the game: population, production, refugees, repairs, rail capacity, truck capacity, leadership, weapon specs, engagement of support units, equipment pools, etc...; other things are way, way unrealistic but I understand as necessary simplifications: teleportation of support units, teleportation of HQ/AirBases, and perhaps a few more.
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