Light4bettor -> RE: Making Barbarossa "Gameable"? (12/18/2020 4:51:56 PM)
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Since many of the key decision points in Barbarossa were driven by Hitler and Stalin's thinking and impulses, (and to be clear I'm not necessarily suggesting this change particularly for the WitE series) there could be a game with a mechanism where points (or certain rewards/perks) are given for following certain directives from above even if they are tactically/operationally/strategically unsound. Because as happens to us in real life, doing the "wrong" thing can sometimes have the right results, and that probably no other action except the doing of that "wrong" thing would have produced the results. Also, not following these directives is allowable but you could see yourself losing the game (in points) even if you are winning it on the ground. For example, the consequences of Stalin's callous insistence on counterattacks and holding certain objectives early in Barbarossa (e.g.,see Glantz's "Barbarossa Derailed") may have significantly contributed (in combination of course with everything else going on that we know of), in aggregate and cumulatively, to the dissipation of the Wehrmacht's offensive/defensive capabilities enough to render it vulnerable (especially in excessively worn-down units) to a vigorously prosecuted counter-offensive in that December's weather. Even though this was not the primary reason for Stalin's insistence for those actions (if it was indeed even occurring to him or his thought process that this was a beneficial result of his orders). Or, at some point late in 1941, Hitler decides a Typhoon type operation towards Moscow is mandatory and the player must make some effort making those attacks or face losing victory points. Where this could be a situation where you fake Hitler out by making the attacks with the minimum possible so that you're able to say "we tried" boss (although, even without a Soviet winter counter-offensive, Hitler would still have sacked many for the Typhoons "failure," for he wasn't going to take any blame for sure). Thereby, minimizing your losses but still looking loyal. Which in turn results in more points/ special perks (e.g.,Panther is developed with less teething troubles). But the overall goal would be achieved, namely making Army Group Center more vulnerable to a Winter counter-offensive, and not allowing it to unreasonably be pulling troops back to "winter quarters." Maybe the rewards could be extra victory points (and these points would be rewarded regardless of the result of the battle), more replacement tank engines, or more freedom of action on certain sectors of the front (more Movement points maybe?). The game as a whole would still play with WitE's objectives but the player would have to learn to deal with occasional interference. There are a lot of problems with my line of thinking, but I think it opens avenues worth exploring. WitE doesn't account for the two main leaders' pride, prestige, and idiosyncrasies. Like "oh ****, this whole Barbarossa thing didn't work out like 1940/France, and now I've got to salvage something so I don't look like a fool on the world stage"(I know taking Moscow won't win the war but if we do, then it will read well at home and abroad this December, especially since we didn't win outright like I and many others thought we would; and if we don't, I can blame someone other than myself, win/win yay). Or "regardless of my miscalculations prior to Barbarossa that ended up costing millions of lives I'm still the boss who can, if I feel like it, have you ordered shot at my whim." (RIP Gen. Dmitry Pavlov). But you bring up the right point, you cannot get a similar historical experience, unless the players are operating under similar circumstances (and just giving the same "toys" to play with is not usually sufficient to achieve this). Again, this would require some "boxing in of players," but at the same time, there are still many things the player can do to influence the outcome and it would be fun and satisfying to try to gain and achieve those rewards/perks, like in a video game. Personally, I would like to see a rethinking of how leadership values are determined and how they play out. It's clearer now, to me at least, that Guderian, Manstein, Model etc etc, and esp Rommel- that although they were products of a German system that was certainly of high standards, and that while at times they could be clever and aggressive, they were not necessarily as brilliant as I once thought they were and were in many cases more interested in self-aggrandizement and climbing the social ladder (I don't say this is unnatural). Zhukov wasn't necessarily the most gifted General either-- but you didn't have to be in order to achieve success. There were reasons for the Bock-Kluge-Guderian dynamic(AGC-4th Armee- 2nd Panzer Gruppe) in the first couple months of Barbarossa but games don't explore stuff like this and their effect, if any, on operations.
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