@knp7765:
@Imperious:
This is why the consistency approach is also faulty since not all nations employed various types of units to the same degree and to pull out drawing board inventions that never were built is not representing this war, but a fantasy war.
IL, it seems to me that sometimes you are missing the point of this game. It IS a fantasy war/game. Did Sealion ever actually happen? Did the Germans take Moscow? Did the Japanese actually invade Hawaii, or Australia, or India? Did the Italians ever wipe out the British and conquer all of Africa? No, of course not. Now how many times do you think that has happened in playing this game?
I understand your wanting historically accurate pieces and maybe you have a point in wanting the earlier equipment since this game starts in 1940, with many people enjoying the 1939 variants. However, when you make your arguments that “No late war pieces should be made”, it sounds like you only play your game the way WW2 historically happened; Germany blitzkriegs Europe, Pearl Harbor brings US in war, Allies invade Africa, then Italy, then Normandy and drive into Germany while the Russians take Berlin. Meanwhile, the Allies island hop through the Pacific, destroy the Japanese fleet around the Philippines and finally end the war by nuking Japan. But wait, we don’t have atom bomb pieces yet. Well maybe you can get FMG to make one with the US set so you can truly end every game with historical accuracy.
Having heavy tanks, bigger bombers, longer range fighters or even jet fighters is not a bad thing. It could actually add an extra edge to the game. What’s more is it doesn’t really matter what units of any type are made, be them early war, mid war or late war, because unless you have special house rules for dealing with these units, they will all still have the same values in the game. A battleship will still attack and defend at 4, move 2 and take 2 hits to sink whether it is the USS Arizona or the USS Missouri. A tank will still attack and defend at 3, move 2 and cost 6 IPCs whether it be a Sherman or a Pershing.
Amen! Preach on, Brother K!
Two quick points to reinforce this:
1. The “fantasy” aspect of this war game stretches not only to the questions of strategy, tactics, & operations, but also production and research! The decisions the “armchair field marshalls” of A&A have to make relate not only to what to attack with what and what to defend, but also what to buy and what techs to research, etc. I remember as a kid thinking that research was pretty useless until the first time I had someone overwhelm my “Reich” with “heavy bombers” doing constant SB runs on me! And having the pieces opens the door to experimenting with all sorts of production and research options. What’s more, having options like a “light/ medium/ heavy” tank option (or perhaps a tank/SP/TD option) for each nation allows the player to grapple with some of those same production choices and maybe do them a little differently. Perhaps McNair was largely right that mass-producting Shermans was more important than getting the Pershing out ASAP… Perhaps the fact that the US and USSR produced so many tanks while the Germans wasted so many resources on Tigers was a part of why the Germans lost the war… but it still could be fun to try some alternatives.
(btw, keep in mind, though, that though the US and USSR certainly did prioritize medium tank mass production over heavy tank production, the sum total of German Tiger, Tiger II, Elefant, Jagdtiger & Sturmtiger production combined still doesn’t come close to the wartime production of either the American Pershing or the Soviet JS-2–just to set the record straight.)
2. Even without resorting to 12-siders, which is probably a good idea anyway, we did come up with a way of fitting just about every size and type of WW2 AFV into the range of possiblilities, so having the pieces to do it can open up all sorts of tactical options without even stretching the basic A&A combat system much. I believe someone even came up with a formula to this effect, something like Attack + Defense + Move - 1= Cost (in IPC’s)