Originally posted by Agelastus
Well, I'm rather glad I haven't run across it then. Maybe it makes me a part-time wargamer, but I'm more interested in strategic possibilities than the nth level of supply accuracy.
I could post a very long reply to that one.
Very few wargame systems have been able to effectively capture the effect of supply considerations on military operations.
[One of my favorites is The Legend Begins - ok, another obscure one, but designed by the not so obscure Mark Simonitch (who did so many maps for Command Magazine). Best game I've ever seen on the Desert in 1941, simple, elegant, and everything's there. The ONLY game I've played on the subject in which the rythmn of operations follows historical patterns, i.e. short bursts of furious activity followed by long periods of build-up (well, long in simulated time, not in actual playing time).]
for instance, how can you simulate artillery even remotely accurately without detailed rules on shell supply? beats me.
More specifically, and this is critical in the last stages of WWII, artillery was the critical arm in the US Army. They had an artillery doctrine very, very far ahead of everybody else.
Yet they were plagued by shell shortages due to bad pre-war planning up to the end of 1944.
So a US arty rgt in Normandy can be anything between lackluster and tremendously powerful depending upon the ammount of ammo it is supplied with. Shift the ammo supply, and the arty units have their fighting power shifted too.
How do you manage to simulate this if your supply rules are just the "trace back to supply source" kind?
(btw, my major gripe with Europa

)