@CWO:
@toblerone77:
I guess I’m just not finding it all that attractive to strengthen TBs automatically while nerfing the fighter even at a lower cost.
This is an interesting point you raise, and it’s made me wonder something about the long-running debates we’ve seen on this message board about the combat values and the purchase prices that should be allocated to particular units (notably in the case of the TacBomber, over which there has been much heated argument). Some of these arguments have revolved around the question of whether such-and-such a set of combat values is historically accurate, either when the unit is examined on its own or when it’s paired with another unit.
I’ve had moments of frustration over these debates because, at times, I’ve found myself wondering how on earth it’s possible for so many different people to have such radically different views of what does (and does not) constitute a “historically accurate” house rule. I think that Toblerone’s post points to a possible explanation. Global 1940 is a strategic-level game, which therefore (appropriately) depicts the performance of weapon systems at an extremely high level of abstraction and also features a very abstract combat-resolution mechanism. Given that level of abstraction, is it any wonder that there have been disagreements about whether a particular set of unit combat values is realistic or not?
Combat values, by their nature, involve specific numbers (such as A1/D1/M1/C1, to use a random example), but that specificity creates the misleading illusion that it has a one-to-one relationship with the real-world performance characteristics of real-world weapons.
These weapon performances are described by specific numbers too, but with the difference that those figures are incredibly complex.
Just looking at the performance of a single battleship main gun for instance (and ignoring the rest of the ship, including the fire-control system), we run into such variables as caliber, barrel length, rifling twist rate, bagged propellant weight and composition, projectile characteristics (shape, casing composition, ballistic cap design, proportion of explosive charge to overall mass, type of explosive charge, fusing mechanism), and so on and so forth. Modeling all of these things accurately – and in combination with all the other components of a weapon platform – is virtually impossible in a tactical-scale game, let alone in a strategic-level one.
I’m not saying that we shouldn’t strive to come up with house rules that are historically credible; goodness knows that I’ve argued for historical accuracy time after time in the comments I’ve made in HR dicussion threads.
What I’m realizing now, however, is that there’s very little point in trying to prove that a particular set of combat values is (or is not) historically accurate because, given A&A’s high level of abstraction, such a thing can’t be proven in an empirically demonstrable way. The argument has occasionally been made that A&A is an inaccurate depiction of history (and thus that we don’t need to worry about whether a particular house rule is historically accurate), but I’d phrase that concept differently. I’d say that A&A is an impressionistic depiction of history (due to its high level of abstraction), and I’d say that this has been a fundamental reason for some of the disagreements we’ve seen here: because, in the absence of demonstrably accurate fine-scale modeling, a person’s reaction to a particular HR will hinge on whether it feels right to them, on whether it fits their personal conception of whether Method X of depicting combat at such a high level of abstraction is more realistic than Method Y.
There is many interesting points in your long, and probably time-taken to write, post. I bolded what IMO are important points, some of which I will comments freely.
Your perspective on the topics, is what I called a “meta-langage”.
We take a pause on the “what” of the discussion (the topics), to better look at the “how” (the process of investigation).
Usually it happens when people are name-callings, but this time, as everyone is having polite interventions, it is more a way to find an escape road between what could become irreductible POVs on the topic. I don’t think we are at this limit but your post help to think about this:
How do we decides that a OOB rules or units is more or less historically accurate than an other OOB units or HRuled?
Clearly, we have our guts feeling at first, this intuitive response cannot be neglect.
It is like anyone can have while typing a word and suddenly doesn’t feel comfortable with a specific way of writing a word.
It is based on the knowledge of the game, of WWII and all the weapons and combat at all level.
It takes often time to translate in appropriate words what this feeling was revealing about our understanding of all these aspects.
Once this said, I will try to suggest additional criterias:
it is overall symbolic depiction and consistency.
The units and rules give us somekind of description (more or less distorted) of the interaction between real WWII units and situations.
The more we can associate an individual, a tactical and a strategical caracteristics to it, the more we feel the accuracy of a rule or unit.
Once this done, here come the consistency criteria which play a role, because all aspects cannot be taken into account in any abstract game.
The more elements we can keep, within a simple rule, the better. The other(s) is (are) a left-over for additional HR, enhancement, etc.
Now, coming back to the topic on TcB (vs Fg), I’m almost sure we can get a general agreement on the main traits which describe Fg and TcB.
However, what someone prefer to keep to create the best historical depiction, and at what level and within what kind of game mechanics.
Here is a lot of debatable questions.
I’m sure it possible to continue this thread by, at least, sharing are different historical view and see what kind of consensus we can obtain.