[WarInEur] The Sergio option (game-beating up on Nazis is salubrious)

srm foufut at yahoo.com
Tue Nov 6 00:17:11 EST 2007


Hansen, the youth of today are being educated
regardless of what i say or do. After all, many of
their parents voted for Bush. Twice.

And please recall that apostrophes indicate
possession, not plural. Nazis. Not " Nazi's" for
plural.


As for this goodness thing? The US Empire (and
Argentina, Switzerland,and Sweden-- all for less than
"noble" reasons) made scads of money off the death and
mayhem of WWII (a world record!) if you want to make a
point about "goodness" in war. 

So, all war sucks. Hitler was not "mad", either. He
was  an angry hateful man who took advantage of a
corrupt geopolitical situation.

WWII is thankfully over. Revisiting the worst of a bad
war fighting lot (the Nazis, as opposed to the other
"noble" warriors) is not psychologically healthy, in
my opinion. 

--- Hansen <ultrasoundimages at sbcglobal.net> wrote:

> Sergio writes:
> 
> ...
> 
> today's kids aren't interested in WWII "Give the
> Whermacht a break" revisionism because what they do
> glean out of WWII --however unfair that may sound--
> is
> that the Axis were bad and deserved to lose, period.
> 
> 
> ...
> 
> A strategic wargame has a definite built-in
> favoritism, and kids today just do not favor the
> nazi/fascists in WWII.
> 
> ...
> 
> I respond:
> 
> It's a fair cop. The Nazi's were evil and it's a
> good thing they lost. So I
> propose a Sergio option for CWIE2.
> 
> 1) All allies strength is increased by a factor of
> 10. Because their hearts
> are pure and they fight with the strength of 10.
> 
> 2) The axis can only lose political points, not gain
> them. To let the axis
> gain political points is to imply that there was
> some good in them.
> 
> 3) Partisans can now be placed up to the limit of
> available units every
> turn, regardless of garrisons. Partisans will
> initially be placed as a
> cadre. A roll of 1 changes them to a (1)-1 unit. A
> subsequent roll of 1
> changes them to a unit from the nation's army.
> Because we know that all
> people resisted the Nazi's in all occupied
> territories to the fullest extend
> humanly possible all the time.
> 
> 4) The Hitler was a mad man rule implies that he
> must interfere with troop
> movements periodically. '39-'40 - No rolls, '41 roll
> of 1, '42 roll of 1 or
> 2, '43 roll of 1, 2 or 3, '44 roll of 1,2,3 or 4,
> '45 any roll but 6. Every
> turn the dice is rolled. If the number comes up, the
> all German troops in
> enemy ZOC can not retreat or move except into hexes
> controlled by the enemy.
> This is the stand or die rule.
> 
> 5) If the German player uses loot production points,
> then random German
> units will disappear as the heroic slave labor will
> sabotage the weapons
> produced, rendering the Nazi's helpless.
> 
> 6) Allied production is doubled as the allies deploy
> their secret weapon,
> 'Rosie the riveter' who is able to turn out ships
> planes and tanks 24/7
> while leaving her children in the government
> supplied day care.
> 
> 
> With the Sergio option, it may not be a balanced
> game, but we will pull in
> the youth crowd. No more will their minds be tempted
> to think about how
> close things could have been to the allies losing,
> they will be secure in
> knowing that the Nazi's are bad and thus deserved to
> lose. And I am sure you
> will see that with this option, what the Nazi's
> deserve will be what they
> get.
> 
> Isn't it nice to know that the youth of today are
> receiving such a fine
> education that they do not question the linking of
> 'badness' and 'deserving
> to lose'? That should set them up for anything in
> the future.
> 
> _______________________________________________
> WarInEur mailing list
> WarInEur at mailman.halisp.net
> http://mailman.halisp.net/mailman/listinfo/warineur
> 


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