Why You Don't Want "Realistic" Logistics In A Wargame

A friend of mine was in the 2004 Iraq War. He told me stories about running out of a certain lubricant for Mk19 Grenade Launchers. Apparently, the launchers would not work without it and there was a theater-wide shortage.

Imagine how many spare parts, lubricants, batteries, types of ammunition, medical supplies, etc.. are junking up the supply chain. There must be thousands and thousands of SKUs....

The complexity must be mind numbing.

Now imagine how things are going in Ukraine when Ukraine gets "hand me downs" from 30 or so nations while also fielding Soviet era gear and developing its own gear.
 
I think that guy has a bit too simplistic view on things. "Wargamers tend to focus on things that go boom"...

As I've grown older, I find that I have become more interested in logistics. And I think it's more rewarding to be able to encircle an enemy and force them to surrender instead of just smashing through by brute force.

In for example Mius Front, there's a quite basic system of resupply and repair for your frontline units, but even with this simple system I think it's interesting to see how much mileage I can get out of my tanks by salvaging and repairing them and resupplying their ammo.

Also, incorporating logistics in wargames means that things like crossroads and highways suddenly become important as more than just arbitrary victory locations.
 
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