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Re: Re: [WarInEur] North Africa in general! CWiE

Subject: Re: Re: [WarInEur] North Africa in general! CWiE
From: Daniel and Joy Jagelman
Date: Wed, 29 Jun 2005 11:06:48 +1000
Speaking of Catch 22, I have re-read that twice in the last year and it still 
give me the giggles. I have been banned from reading it in bed by the missus 
due to my repressed chuckling shaking the bed.





> SGMINFO@xxxxxxx wrote:
> 
>  
> In a message dated 28/06/2005 19:21:13 GMT Daylight Time,  
> chiggy_von_richthofen@xxxxxxxxxxx writes:
> 
> That  said, the entire NA supply and drain on the economic systems just 
> doesn't  seem to be there. Granted the MSU's cost but still it really 
> should 
> have a  supply point system to supply the armies or some limiting factor 
> to 
> keep a  massive buildup from happening.
> 
> 
> 
> 
> 
> 
> The problem with North Afrika was always inherent in the game, it is  
> inherent in the counter system with cardboard units that cannot draw 
> dynamic  supply 
> resources...
>  
> Then again, to actually put in such resources was to defeat the 
> intention  of 
> the simulation, namely, simple and direct gaming of the situation, not  
> accuracy to the nth degree.
>  
> A catch 22...
>  
> You could simulate the dynamics of supply, but that in turn killed the 
> game  
> concept, it wasn't intended to be a Europa...
>  
>  
> THE SAME catch 22 applies to the computer game, we CAN simulate such  
> dynamics of supply. BUT, If we do, we don't have WIE.
>  
> Once we cross that boundary, we are into partial supply problems, 
> grounded  
> units, which units are judged to be fit for combat, which are static, 
> whose  
> dumps supply what units. It all becomes pretty complicated.
>  
> About the only way I could think of producing that effect was the 
> concept  of 
> attritioning MSUs in severe weather or arid terrain. On the cycle, roll 
> a  
> die, MSUs providing supply were removed if the result of their die roll 
> was a 1. 
>  
> This then puts you in the position of having to build an awful lot of  
> spares 
> to enable your supply corridors to function with some modicum of  
> security, 
> thus to avoid skewing the production systems too much, quarter  the cost 
> of the 
> supply units.
>  
> For the board game that would serve to function fairly well, giving the  
> 
> Italians say 1 MSU per quarter to mainain some sort of supply network.
>  
> The question is, would anyone want such a possibility in DG's new work? 
> As  
> an option of course...would it answer the criticisms of the North 
> African  
> campaign...
>  
> Is there an alternative that could be as easily coded, or modded in the  
> 
> board game?
>  
> One thing that is fairly certain, whatever you ask DG to do, has to be  
> elegant, simple to programme, and have some sort of degree of support 
> for, even  
> being possible to code up in DGs BWIE Issue 4th edition when that comes 
> to  
> press...
>  
> And lastly it has to retain the eseential flavour of BWIE, massive size, 
>  
> without massive complexity.
>  
>  
> -|steve|-
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