wpurdom
Posts: 476
Joined: 10/27/2000 From: Decatur, GA, USA Status: offline
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"The British defended Singapore knowing that it was almost ready to fall. Just like the US decided to send troops to the Philippines instead of pulling them out in 1941, fully knowing that they were not to be relieved. It was political, Churchill was determined that Singapore not fall as it would, and did, SEVERELY damage British reputation in the region. Not going back to the Philippines would have resulted in major relation problems between the Filipino's and Americans, resulting in possibly the loss of a post war Philippines being a major US military base." I disagree entirely with this assessment about Singapore and partly about the Phillipines. With respect to Singapore, Churchill initially expected to win. He felt that the Japanese air power was a very limited, wasting asset and the presence of just a few modern aircraft would be decisive. Similarly he felt that the presence of a BB, BC and CV would have a major strategic impact in slowing down the Japanese advance and making amphibious landings questionable. On the ground, he had no reason to think he wouldn't have superiority to what Japanese logistics would allow to go up against him (numbers weren't the problem on the ground in Malaya). He was remembering the success of the British in the Mediterranean with a bold front against the Italians at long odds. Had Churchill understood the situation, he would have cut his losses in Singapore with perhaps a greater effort in Burma - the fall of Singapore was a great deal more politically disasterous due to the commitment made. Churchill didn't send the Prince of Wales and the Repulse to Singapore as a symbolic effort. In contrast, he was quite put out that the symbolic garrison in Hong Kong was not reduced per his wishes. With respect to the Phillipines, the judgment must be more mixed. Originally the Phillipines was understood to be a write-off. Some protions of the U.S. military, particularly the Navy continued that judgment. But then the dazzlement of the assurances of MacArthur as to the readiness of the Phillipine army, a gross over-assessment of the value of the B-17, particularly in the anti-ship role, and MacArthur's own prestige led to an evaluation that the Phillipines could be held, particularly if was started after April 1942. The decision was quickly reversed after the war began and Eisenhower was placed in charge of assessing what could be done for the Phillipines. But consider, The Phiilipine Army greatly outnumbered the invading Japs; if the Phillipine Army formations had really been comparable to the Phillipine Scout formations as MacArthur's fantasy explanations were suggesting, the 12 or so light divisions available would have precluded a successful Japanese invasion until the collapse of the overall defense of the Allies around them would have allowed the Japs to finish them off. Of course, once troops had already been deployed, political as well as military constraints probably prevented evacuation. I wonder what scale of evacuation from Singapore or the Phillipines would have really been feasible once the hopelessness of each situation actually penetrated. I suspect not much, and a partial evacuation would surely have lead to a rapid collapse of the bulk of forces left behind. Further, the theater commander could not make an assessment different from the Central government, but then who the hell are we, the players, in WitP anyway? (see below) In some ways, the analysis of fantasy vs. reality is amusing. WitP will be a fantasy game, no matter how you look at it: 1. Who is the Allied player supposed to be, anyhow? You have a scope and freedom of maneuver not found short of the Combined Chiefs of Staff. I don't know if it will be possible to put theatres on AI like in PW, but who did that for more than an ocassional experiment, anyway? The Japanese side is almost as bad, totally wiping out the lack of cooperation or even sharing of basic intelligence between the Army and the Navy. These structural rigidities were every bit as fundamental as many of the constraints we debate as to whether eliminating them makes the game ahistorical. 2. One day turns will exasperate the unreality of command power. Of course those who say 7 day turns with daily combat result cycles make the tactical maneuvers not have the "feel" of WWII maneuvers may be quite right, but in any event, it is quite clear that Nimitz, for instance, could not make the decision as to how long the CV's could stay off Guadalcanal and how long the unloading should be supported. With 1-day turns we will be commanding right down to the fleet level, with "perfect harmony." I'm not saying that this is bad for the game, just unrealistic. 3. Players have way too much information. Even the fleet CO doesn't know just what the morale and fatigue of all his pilots are, hell the pilots don't even have that information. Ditto for the land commander who doesn't have that immediate precise understanding of how much his troops have been hurt and Ghormley back in Noumea, not to mention Nimitz in Pearl and the Combined Chiefs in DC have a much foggier notion. The FOW as to the other side is nice, but the information about your own side is phenomenal and even without the other's sides information gives you a very good feel for precisely what is working and not in very great detail. Sometimes the people on the spot had no idea what was happening - was it a sub or a Long Lance or your own jettisoned torpedo that just hit (the DD helping the Hornet is an example). We may cover up the precise impact on the opponents, but we sure don't bring in the noise of a real situation. We could go on and on along this vein and bring up many matters in the game mechanics we all anticipate that are just as "unrealistic" as alternate starts, an unconstrained strategy, production variations or the like. Which constraints you feel are essential to the game and which interfere with one's enjoyment of it are matters on which no one will agree. And as a group, we would generally prefer omnipotence and detail and abhor the frustrations of real war where friction interferes with all plans and all plans go out the window when friction and the enemy conspire unfairly. All that being said, one point Jeremy said I definitely agree to. The design team needs to be true to their own vision of this much awaited fantasy game and not mingle fantasies that don't fit in with their visions. As the best trial lawyer in Georgia stated - "you have to have your on vision of the story you will be telling and do nothing that doesn't fit into that story. If you see an opportunity to go off your story, no matter how tempting it is, no matter how smart it makes you look, or how bad it makes the other side look, if it doesn't fit with your story, don't do it." To some extent they can accomodate matters through a decent (supported) editor, to some extent they can let other people have their dreams through scenarios or options, but if it detracts from their story, or just consumes too much of their energy on peripheral matters, the game will be the less for it.
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