RE: How do you go to battle?
Yeah,
My point is, the game's mechanic result is able to do realistic planning & tactic. Only the way it's executed makes people thing it's unrealistic.
We'll have to do things on gamerules, because the fact it's TBS. And moreover, the fact that it's TBS makes it realistic for detailed planning and tactic. So, tis somekinda evil-chain, necessary-evil: the game wants to depict something realistic but by doing an unrealistic way. But again, the end result is realistic. And that's the only perfect way of depicting RL tactic.
Let's take an example:
If we want a RL feel of battle, we must take a Real-time tactics game. Sure TB in some way is unrealistic, coz in real life there's no such "stopping-time" and "unlimited-time" of battle. But in terms of Real-time tactic game (RTT), no one can control perfectly, say, a single company. You'll have to rely much on the game's AI. In other words, the RTT can't "realistically" depict a battle where many units are in your control.
On the other hand, TBS wargame (though unrealistic in terms of the flow of time) is really good at simulating a perfect battle like in real-life where each soldier has it's own ingenius way of encountering enemy, unlike in RTS where the AI takes its whole role.
That's roughly what I mean "evil-chain" or "necessary-evil" mechanism on SP, where the game wants something realistic but by doing something unrealistic. That understanding can be expanded to other WinSPWW2's features, anyway.
Thus my clear point is, no wargame is simulation, not a single one. Each has it's own achilles' heel. And in my own view, SP is one of the best at depicting battle.
Cheers, RightDeve
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