I’ve been working on a rules set for a historically accurate WWII game.
Industrial Production
During WWII, military aircraft production was a reasonably good proxy for overall military production. In my rules set, each nation’s beginning industrial production is correlated with the number of military aircraft it produced in 1942. This rules set also gives nations the ability to build up their economies. The maximum military output they can attain is correlated to the military aircraft production they achieved in 1944.
Are the 1944 numbers good upper limits? Or is there a reason for me to believe that one or more participants had a significantly higher ceiling on its military production potential than indicated by the military aircraft they produced in '44?
Technology
To purchase new units other than infantry, you use production units (PUs). To purchase almost everything else (technology, industrial upgrades, rail network upgrades, nuclear upgrades) you use economic units (EUs). Each turn, you can choose to spend either zero or three EUs on any given technological category. If you spend 3 EUs, your technological level in that category advances. You advance by two points if you’re poor in that area, three if you’re fair, four if you’re good, and seven if you’re excellent. Advancing in tanks technology, for example, allows you to build tanks that give you more bang for your buck. Technological advancement is an absolutely essential part of this rules set. A unit which was perfectly good at the beginning of the game will become progressively more obsolete as the game moves forward.
During WWII, technology advanced very quickly for military aircraft; but also advanced at a pretty decent pace for tanks, artillery (proximity fuses), and even naval units. The hard part is deciding each nation’s technological strengths and weaknesses. Below is a partial summary:
Single engine piston aircraft: America, Britain, the U.S.S.R., and Germany are each “good.” Japan is fair, and China poor.
Strategic bombers: the U.K. and the U.S. are good, Germany, Japan, and the U.S.S.R. are fair, and China is poor.
Jets: Germany is excellent, Britain is good, the U.S., Japan, and the U.S.S.R. are fair, and China is poor.
Artillery: The U.S. and Britain are excellent, Germany is good, the U.S.S.R. and Japan are fair, China is poor.
Tanks: Germany is excellent, Britain is good, the U.S., U.S.S.R., and Japan are fair, and China is poor.
Do these things seem reasonable to people? Or should I make changes? For example: in 1941, the Soviet Union possessed the world’s best tank design (the T-34). (Thus indicating a high level of starting tank technology.) But by 1944, the T-34 was starting to get a little long in the tooth. Even the modified version (the T-34-85) was not nearly as good as a Panther. What are people’s thoughts and feelings about the T-44 and T-54? What about the E-Series tanks Germany was designing late in the war?
Game Balance
The Allies had significant advantages in military production and available manpower. In my rules set, infantry cost manpower points (MPs); and I’ve given the Allies a lot more MPs than the Axis. In replicating these historical advantages for the Allies, I may also have creates a game which will consistently replicate the historical outcome of WWII. What offsetting advantages can I give the Axis that are at least historically plausible?
Return to the Forum
The reason I’m returning to the forum after my long absence is because of a change in the composition of the list moderators.
Relevance to Forum
My rules set represents an intersection between WWII history and board game mechanics. Please try to keep most of the focus on the WWII history side of that equation, so as to remain relevant to the focus of the forum. Thanks.